Unpublished work Copyright 2000 Patrick de Vogel

*******************************************************************************
*******************************************************************************

           SSSSSSSSS SSS    SSS SSS   SSSS           VVVVVVVVVVVVV
          SSSSSSSSSS SSSS   SSS SSS  SSSS            V  V  VV    V
          SSS        SSSSS  SSS SSS SSSS             V  V  V  VVVV
          SSSSSSSSS  SSSSSS SSS SSSSSSS              V  V  VV   VV
           SSSSSSSSS SSS SSSSSS SSSSSSS              VV V VVVVV  VVV
                 SSS SSS  SSSSS SSS SSSS              V V VVVVV  V  V
          SSSSSSSSSS SSS   SSSS SSS  SSSS             V   VV     V  V
          SSSSSSSSS  SSS    SSS SSS   SSSS            VVVVVVVVVVV VV


                CCCC   CCCC CCCCCCC  CCCC   CCCCC  CCC CCCCC
               C    C  C  C C      CC    C C     CC  CCC   C
              C  CC C  C  C CC  C  C  CC CC  CCC  CC  C   CC
              C  C CC C C  C C  C  C  CCCCC  CCC  CC      C
              C  C  CCC    C C    CC  CCCCC  CCC  CC C C  C
              C   CC C  CC  CC  CC C   CC C  CCC  CC CCC  C
               C     C  CC   C   C  C     CC     CC  CCC   C
                CCCCCCCCCCCCCCCCCC   CCCCC  CCCCC CCCCCCCCCC


*******************************************************************************
          THE         MATCH         OF         THE         MILLENNIUM
*******************************************************************************

SNK vs CAPCOM: Match of the Millennium is (C) SNK CORPORATION and (C) CAPCOM
CO., LTD 1999

        SNK VS CAPCOM: Match of the Millennium In-Depth Combo FAQ v0.41
                   By Patrick de Vogel (aka Rockman Pocket)
                           <p_de_vogel@hotmail.com>


===============================================================================
TABLE OF CONTENTS
===============================================================================

1. VERSION HISTORY 

2. INTRO 

3. GETTING STARTED    
    - Controls Legend
    - Gameplay Modes
       * Average Mode
       * Counter Mode
       * Rush Mode
    - Combo Techniques
       * Chain Combos
       * Command Moves
       * Counters
       * Links
       * Two-in-Ones

4. CHARACTER MOVELISTS & COMBOS 
   
    - SNK Side
       * Kyo Kusanagi
       * Terry Bogard
       * Iori Yagami
       * Ryo Sakazaki
       * Mai Shiranui
       * Haohmaru
       * Nakoruru
       * Athena Asamiya
       * Leona Heidern
       * Yuri Sakazaki
       * Akari Ichijo
       * Geese Howard
       * Orochi Iori

    - CAPCOM Side
       * Ryu
       * Ken Masters
       * Chun-Li
       * Morrigan Aensland
       * Felicia
       * Zangief
       * Sakura Kasugano
       * Dan Hibiki
       * Guile
       * Akuma
       * B.B. Hood
       * M. Bison
       * Evil Ryu

5. SPECIAL

    - Infinites
       * Iori Yagami
       * Mai Shiranui
       * Leona Heidern
       * Orochi Iori
       * Ken Masters
       * Akuma

    - VS Chun-Li
       * Kyo Kusanagi
       * Ryo Sakazaki
       * Nakoruru
       * Athena Asamiya
       * Ken Masters
       * Sakura Kasugano
       * M. Bison

    - VS Chun-Li (Counter Mode)
       * Kyo Kusanagi
       * Terry Bogard
       * Iori Yagami
       * Ryo Sakazaki
       * Hoahmaru
       * Akari Ichijo
       * Orochi Iori
       * Ryu
       * Ken Masters
       * Chun-Li
       * Sakura Kasugano
       * Dan Hibiki
       * Akuma
       * Evil Ryu

    - VS Dan
       * Kyo Kusanagi
       * Terry Bogard
       * Mai Shiranui
       * Haohmaru
       * Athena Asamiya
       * Leona Heidern
       * Akari Ichijo
       * Chun-Li
       * Zangief
       * Sakura Kasugano
       * Dan Hibiki
       * Akuma

    - VS Felicia
       * Kyo Kusanagi
       * Terry Bogard
       * Akari Ichijo
       * Ken Masters
       * Morrigan Aensland
       * Akuma

6. MISCELLANEOUS
    
    - Pre-Fight Intros
    - Weirdness
    - Did You Know...
    - Combo Videos/Contacting Me
    - Credits

7. DISCLAIMER


-------------------------------------------------------------------------------
1. VERSION HISTORY
-------------------------------------------------------------------------------

Version 0.41 - 26/04/01
 - Removed the Entry Mode bug. I suggest you don't try it out yourself if you
   know how to do it...

Version 0.4 - 25/04/01
 - Corrected some typos from the previous update (shouldn't have rushed it out
   so soon). Added two new subsections in the Special section, namely "VS Dan"
   and "VS Chun-Li (Counter Mode)". Both new subsections have a lot of new
   combos and infinites, so check them out. Also added an Entry Mode bug, which
   you can find in the Weirdness section. Finally, I added a plug to where you
   can find MotM combo videos (done by yours truly), be sure to check those out
   if you're into that kinda thing.

Version 0.3 - 01/04/01
 - Spent most time cleaning up the move lists and adding the Special section.
   Because of that I had very little time adding new normal combos, but I'm
   sure the trade-off was worth it. I also added a little Counters sub-section
   in the Combo Techniques section, be sure to read that.

Version 0.2 - 10/02/01
 - Added more than 300 combos, fixed a couple of stupid mistakes, revised a
   little bit of text here and there and added some other things. Removed the 
   secrets section though. Pretty good update if I may say so myself.

Version 0.1 - 14/11/00
 - You're reading it right now! What originally started out as a Match of the
   Millennium (MotM) Combo FAQ turned out to be an in-depth MotM FAQ. I'm
   missing some move names and combos (especially Rush Mode combos), but those
   can wait until a later revision.


-------------------------------------------------------------------------------
2. INTRO
-------------------------------------------------------------------------------

Random SNK exec:"The game is almost finished, bugtesting lets not!"

Match of the Millennium... The name says it all really. Of all the games I 
played this year, I spent the most time on playing and perfecting Match of 
the Millennium. Match of the Millennium just does not get old. Watching the 
Bison vs Geese intro still rocks. I still turn up the volume for B.B. Hood's
theme. I still think this is one of the best fighting games ever. But what
makes it so special? Is it the perfect mix of the King of Fighters 97/98 and 
Street Fighter Alpha 2/3 engines? Is it the rock-solid character line-up? Is
it the fact that you can play it anywhere, anytime? Is it the Olympic Mode?
No, it's the combination of all these things. If MotM were to be converted to
the arcade or a console it would be heralded as the greatest fighting game 
ever, I'm sure of that. Instead we got Capcom vs SNK...

Anyway, about the FAQ. The idea was to make a simple combo listing FAQ, but
since then a lot of things were added. So besides cool (and crappy) combos 
you'll find helpful comments on the various combo techniques used in MotM and 
also general bits of strategy. Don't expect character bios and stuff like
that, almost everything in this FAQ relates back to the combos or gameplay. So
with that in mind I hope you'll enjoy, maybe even learn something from this
FAQ.


-------------------------------------------------------------------------------
3. GETTING STARTED
-------------------------------------------------------------------------------

===============================================================================
CONTROLS LEGEND
===============================================================================

 F - Forward
 B - Back
 U - Up
 D - Down
 S - Standing
 C - Crouching
 J - Jumping
JC - Cross-up

TA - Weak Punch   (Jab)
TB - Weak Kick    (Short)
 A - Fierce Punch (Fierce)
 B - Fierce Kick  (Roundhouse)
AB - Taunt
CB - Counter Blow (only in Counter Mode)

QCF - Quarter Circle Forward
QCB - Quarter Circle Backward
FTD - Quarter Circle from Forward to Down
BTD - Quarter Circle from Back to Down
HCF - Half Circle Forward
HCB - Half Circle Backward
 DP - Dragon Punch motion / Forward, Down, Down-Forward
RDP - Reverse Dragon Punch motion / Back, Down, Down-Back
CBF - Charge Back then Forward
CDU - Charge Down then Up
360 - 360' Circle motion
720 - 720' Circle motion
FBF - Forward, Back, Forward
BFD - Back, Forward, Down
CBFBF - Charge Back, Forward, Back, Forward
CDB, DF, DB, UF - Charge Down-Back, Down-Forward, Down-Back, Up-Forward
 RS - Raging Storm motion / Down-Back, Half Circle Backward, Down-Forward

 (C)  - Combo only works in corner!
(air) - Move must be done while in the air.
(LV1) - Super must be done at Level 1. 
(LV2) - Super must be done at Level 2.


===============================================================================
GAMEPLAY MODES
===============================================================================

Here's a little chart comparing all 3 modes. More in-depth descriptions of the
3 modes are below the chart.

-------------------------------------------------------------------------------
ABILITY              COMMAND                      AVERAGE     COUNTER     RUSH
-------------------------------------------------------------------------------

Dash                 Tap F, F                       Yes         No         No
Back Step            Tap B, B                       Yes         Yes        Yes
Run                  Tap F, F (hold)                No          No         Yes
Evade                Press F + A+B                  No          Yes        No
Counter Blow         Press A or B during Evade      No          Yes        No
Alpha Counter        Press F + A+B while blocking   Yes         Yes        Yes
Guard Cancel Tag*    Press B + A+B while blocking   Yes         Yes        Yes
Air Blocking         Hold Back in the air           Yes         Yes        Yes
Knockdown Recovery   Press A+B when you land        Yes         No         Yes
Taunt                Press A+B                      Yes         Yes        Yes
Chain Combos                                        No          No         Yes

SDM Gauges (Super Gauge)                             2           2          3
SDM Gauge Speed                                    Normal      Varies      Fast

 * only possible in Tag battles!

-------------------------------------------------------------------------------
AVERAGE MODE
-------------------------------------------------------------------------------

Average Mode merges SFA gameplay with the core KoF gameplay, and it does so
very well. From SFA there is the Super Gauge, Alpha Counters and Air Blocking, 
while from KoF Dashing, Back Stepping, Taunts and Knockdown Recoveries are 
possible. Anyone who played KoF'97/98 or SFA2/3 can pick up Average Mode
without much trouble.

PROS
   - Gameplay is basic, but very solid.

   - Characters do more damage than in Rush Mode.

   - During the hop in a forward or backward dash you can do air moves. The
     usefulness of this is debatable, but I suspect Athena and maybe Mai can
     do some easy infinites with this...

CONS
   - You can't run. This hinders some KoF characters, although the small play
     field kind of makes up for it.

   - With only 2 Levels of Super Gauge, Alpha Counters are just too expensive.

   - Characters do less damage than in Counter Mode.

-------------------------------------------------------------------------------
COUNTER MODE
-------------------------------------------------------------------------------

Counter Mode is virtually the same as KoF's Extra Mode. That means you can
manually charge your Super Gauge and that you can do an evade move. Out of
all 3 modes Counter Mode is the hardest to use. However at higher level of
play Counter Mode is deadly, the ability to counter virtually anything and
unlimited Supers at low health really give Counter Mode an edge (one that's
difficult to master admittedly).

PROS
   - When at very low health you'll have unlimited Level 1 Supers!

   - Characters do more damage than in Average and Rush Mode.

   - You can evade and counter attack almost anything.

   - Since you have unlimited Level 1 Supers at very low health, you'll have
     unlimited Alpha Counters too!

   - Charging the Super Gauge is fast and there's little lag on it.

CONS
   - Level 2 Supers are only possible when you're almost death.

   - You can't run or dash forward.

   - There are no Knockdown Recoveries.

   - Charging your Super Gauge leaves you open, no matter how little lag there
     is on it.

   - Your Guard Gauge depletes faster than in Average and Rush Mode.

-------------------------------------------------------------------------------
RUSH MODE
-------------------------------------------------------------------------------

Rush Mode is basically a stripped down Advanced mode from the KoF games. You
can run and stock multiple Level 1 Supers, but CD counters and the variable
jumps aren't possible for instance. As a weird spin to it you can do Chain
Combos like in the Vampire series.

PROS
   - You can run and stock three Level 1 Supers. This gives Rush Mode a nice
     KoF feel.

   - The run can be cancel by any move that uses Down Forward, Forward or Up
     forward. Since a lot of moves have shortcuts this is actually a very nice
     ability.

   - The Chain Combos are very easy to do.

   - The Super Gauge fills rather fast.

   - Alpha Counters are more affordable. Not much though so don't waste a Super
     by countering when you don't need to.

CONS
   - Level 2 Supers are not possible at all.

   - Characters do less damage than in Average and Counter Mode.


===============================================================================
COMBO TECHNIQUES
===============================================================================

There are a couple of things you need to know before proceeding to the
combos. Below I'll explain a bit about the 4 basic ways to combo in MotM. 
These 4 techniques are absolutely essential for doing any sort of combo
in MotM so you better read them first. Anyone familiar with these basic 
techniques can skip this part of the FAQ.

-------------------------------------------------------------------------------
CHAIN COMBOS
-------------------------------------------------------------------------------

Like I said before, you can do Chain Combos in Rush Mode. If you're familiar 
with the Chain Combo system from the Vampire series by all means skip this 
section. 

Basically when doing a Chain Combo you can cancel one Normal Move into
another Normal Move. The sequence you can do varies from character to character
but the general rule is that Weak moves are cancellable into Weak and Fierce 
moves and that Fierce moves are cancellable into Fierce moves. The most common 
Chain Combo would be:

 - Jab, Short, Fierce, Roundhouse

This order isn't fixed though, so in a lot of cases you can swap the Weak and 
Fierce moves. Note that some characters can't Chain all 4 Normal Moves. This
isn't a very big deal though since doing a 4 hit Chain Combo is often very 
impractical in most fights because by the time your fourth hit (or fifth after
a jump-in) connects you'll be too far away to Two-in-One the your last Normal 
Move...

The great thing about Chain Combos is that the last move in a Chain usually can
be Two-in Oned into a Special Move. In some cases this means you can do a 
considerable amount of extra damage. Take Terry for example

 - Let's say you Chain a standing Jab into a Short into a standing Fierce. Now
   cancel the standing Fierce into a Fire Kick and then juggle with a Power
   Wave:

     S TA, S TB, S A, HCF+B, QCF+A

Sweeps:

When Chaining take under consideration that a sweep can be Chained from too,
but you will never hit the opponent when he falls to the floor. This is because
sweeps are NOT juggleable in MotM. All but one sweep that is: Bison's slide. 
Since Bison's slide is juggleable for some reason you can Chain a Fierce into 
it. Note that Bison's slide is NOT cancellable into any other move except a 
Fierce during a Chain Combo.

-------------------------------------------------------------------------------
COMMAND MOVES
-------------------------------------------------------------------------------
 
Most Command Moves work the same way in MotM as they do in the King of Fighters
games, so I'll explain a little about them for those unfamiliar with the KoF 
Command Move system.

You see, in KoF it's possible for most Command Moves to be comboed into as if it 
were a Special Move. Most Command Moves do something special like knocking
down the opponent but when you combo into them they usually lose their special
feature and can be cancelled into a Special or Super Move.

Sometimes it's possible to cancel a Command Move into something else without
comboing into the Command Move first, but most of the time this isn't the case 
so you'll have to combo into a Command Move if you want to cancel it into
something else. Note that not all Command Moves can be cancelled from when you 
combo into them for some reason.

Some examples:

 - Kyo's overhead, Thunder Axe Positive (F+B) normally can't be cancelled from.
   If you combo it from a standing Weak punch (S TA) however you can cancel the
   Thunder Axe Positive into a Demon Scorcher. It would look like this:

     S TA, F+B (2 hits), DP+A

 - Ryo on the other hand doesn't lose the special feature of his Ice Pillar
   Splitter (F+A) after a crouching Fierce punch (C A) and as such you can't
   cancel it into something else since it knocks the opponent down.

 - Other Command Moves simply can't be cancelled into something else even if
   they don't have special feature. Using Kyo as an example again, when you
   combo a standing Fierce punch (S A) into his Style No. 88 (DF+B) you simply
   can't cancel the Style No. 88 into something else. 

-------------------------------------------------------------------------------
COUNTERS
-------------------------------------------------------------------------------

If you counter your opponent and it says "COUNTER" underneath your life bar,
that means you can, under specific conditions, juggle your opponent one time.
These conditions are:

 1. Your opponent must be knocked up, or still be in the air.

 2. The counter MUST be a one hit move (for example, Ryu's Jab Shoryuken). If
    you counter your opponent with a multihitting move (for example, Akuma's
    Jab Shoryuken) you wasted your juggle with the second hit of that move.

-------------------------------------------------------------------------------
LINKS
-------------------------------------------------------------------------------

Links are probably the hardest way to combo in MotM (and fighting game in 
general). When you do a Link you basically connect two moves that otherwise are 
not comboable. The reason why they connect is because you will recover fast 
enough after the first move to follow up with another move. Let's take Guile as
an example:

 - Normally when you do his Flying Knee move you can't cancel it into another 
   move. You can however, with the right timing and if the distance is right, 
   follow the Flying Knee up with a standing Jab.

Most Links are very hard to do, mainly due to their precise timing. The only
way you'll ever learn them is to practise on your timing. Luckily there are not 
many Links possible in MotM and those which are possible aren't that great.

All of the infinites in MotM are Links though, so some links are definitely 
worth the effort.

-------------------------------------------------------------------------------
TWO-IN-ONES
-------------------------------------------------------------------------------

Most of you will probably be familiar with Two-in-Ones, but I'll explain it 
nevertheless for completeness sake.

Two-in-Ones are by far the most used way in MotM for comboing. Basically when 
doing a Two-in-One you cancel a Normal Move into a Command, Special or Super 
Move. Depending on the strength of the Normal Move and the speed of the Special 
Move, the Special Move will connect after the Normal Move. For example, Terry 
can easily cancel a crouching Fierce into a Power Wave.

In general, any cancellable Normal Move can be Two-in-Oned into a Special Move.
This won't always work though, since some Special Moves come out to slow to be
comboed and some Normal Moves push the opponent too far back. Therefore you will
have to learn yourself which moves will connect and which won't. Recovery time
also factors in when Two-in-One-ing, sometimes the opponent will recover fast 
enough to block your Special Move.

Also, in MotM some characters can Two-in-One jump-in moves. This works the same 
as Two-in-One-ing from crouching and standing moves, but the Special Move must 
be an air-move. For example, Athena can Two-in-One a jump-in Fierce into a 
Phoenix Arrow.

At the top of every character's movelist there is a little chart with that 
character's cancellable Normal Moves. Remember those Normals, since that
will help you a lot with comboing!


-------------------------------------------------------------------------------
4. CHARACTER MOVELISTS & COMBOS
-------------------------------------------------------------------------------

Aah, now we're talking. Below you'll find not only movelists with a little 
description of each move but also what will ultimately help you win a match, 
the many combos possible in MotM! Keep in mind that my aim was to list every
variation of a combo. So besides the really good ones, you'll probably find
some really crappy and some almost impossible combos too (although EVERY combo 
can be done during normal play). Be sure to read the move descriptions before 
you try out the combos, because I often comment on a move's effect during a 
combo!

Some notes:

 - All Average and Counter Mode combos work in Rush Mode too, unless they
   require a Level 2 Super or a Counter Blow. All Average Mode combos work in 
   Counter Mode.
 
 - The Counter Blow can be comboed into Special Moves.

 - On the right of the character's name is the recommended mode for that
   character. This is purely my own opinion and you might play better in
   a different mode though.

 - Command Throws don't add to the number of hits in a combo, even though they
   are fully comboable. The Shun Goku Satsu seems to count as a Command Throw 
   in MotM.

 - For (hopefully) obvious reasons there are no Level indicators behind Supers 
   in Rush Mode.

 - When a combo is commented on, the comment is below that combo, NOT above it.

 - In order to keep my sanity, I did not list (many) combos ending in Normal 
   Moves. Just keep this in mind; if you can juggle the opponent with a Special
   or Super Move, you can always juggle them with a Normal Move too.

 - Also, I realize that in a lot of combos you can sneak in an extra Jab or
   Short or two in a lot of cases. To minimize the work on the FAQ I did not
   list (many of) these. I'll most likely include these in future revisions
   of the FAQ though (err, or maybe not...)


===============================================================================
SNK SIDE
===============================================================================

-------------------------------------------------------------------------------
Kyo Kusanagi                                                     <Average Mode>
-------------------------------------------------------------------------------

SNK's "modern" icon certainly proves his worth in MotM. With a huge variety of
moves and super deadly combos, Kyo is easily one of the best characters found
in MotM. I'd even go as far to say this version of Kyo is the best version of
him there ever has been!

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< | >< |    | >< |
Jumping   |    |    |    |    |

Kyo's Best Jump-ins : TA, A, D+A

-------------------------------( Command Moves )-------------------------------

Name:     Hades Drop                     Great move against jumping opponents,
Command:  D+A in the air                 since it will knock them down. Note
                                         that it won't knock down standing
                                         opponents and does less damage than
                                         a normal jumping Fierce punch.

Name:     Thunder Axe Positive           Kyo's overhead. Great way to add some
Command:  F+B                            extra damage in combos too.

Name:     Style No. 88                   Comes out really fast so it's good to
Command:  DF+B                           surprise your opponet with when he's
                                         in your range.

-------------------------------( Special Moves )-------------------------------

Name:     Style No. 114: Wild Bite       Doesn't have a lot of range, but it
Command:  QCF+TA                         does have autogaurd and can be chained
                                         into his other string moves.
 
Name:     Style No. 128: Nine Wounds
Command:  QCF+A during Wild Bite

Name:     Style No. 127: Eight Rust
Command:  HCB+A during Wild Bite

Name:     Style No. 125: Seven Torrents
Command:  Press B during Nine Wounds

Name:     Foreign Style: Time Drill
Command:  Press A during Nine Wounds 
          or Eight Rust

Name:     Style No. 115: Poison Bite     Has more range than the Wild Bite
Command:  QCF+A                          and does more damage, but it also
                                         comes out slower. Has autogaurd and
                                         is a great combo ender.

Name:     Style No. 401: Sin Composition
Command:  HCB+A during Poison Bite

Name:     Style No. 402: Punishment 
          Composition
Command:  F+A during Sin Composition

Name:     Clipping Chimera               Kyo's countermove, a good defensive
Command:  QCB+A                          move and can even be comboed into.

Name:     Style No. 100: Demon Scorcher  Kyo's uppercut. It has good priority
Command:  DP+A                           and even autogaurd!

Name:     Style No. 75 Modified          When the second kick hits, your
Command:  QCF+B, B                       opponent is hit into the air and you
                                         can juggle him. Best used in corners
                                         since it's much easier to juggle
                                         there.

Name:     Style No. 212: Koto Moon       Hard to connect, because it isn't
          Positive                       very fast. Best used in combos,
Command:  HCB+B                          since it's rather easy to combo
                                         into.

Name:     R.E.D. Kick                    Very good move, it has high priority
Command:  RDP+B                          and when timed right it will go over
                                         most projectiles.

--------------------------------( Super Moves )--------------------------------

Name:     Serpent Wave                   Comes out fast and does lots of
Command:  QCB HCF+A/B                    damage. The fact that it can be
Extra:    Hold A/B to delay.             easily comboed into makes it a 
                                         very good Super Move.

Name:     Final Showdown                 Like the Serpent Wave it will come
Command:  QCF QCF+A                      out really fast and will do a lot
                                         damage. Comboing into it is even
                                         easier than comboing into the SW.

Name:     182 Ways (LV2 only!)           Delay it long enough and it'll
Command:  QCF QCF+B                      become unblockable. Try to use
Extra:    Hold B to delay.               it only in combos, since it not 
                                         hard to evade.

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

AVERAGE MODE COMBOS

 1  J A/B, C A, DF+B
 2  J A/B, C A, QCF+TA, QCF+TA, A
 3  J A/B, C A, QCF+TA, QCF+TA, B
 4  J A/B, C A, QCF+TA, HCB+TA, A
 5  J A/B, C A, QCF+A, HCB+A, F+A
 6  J A/B, C A, QCB+A
 7  J A/B, C A, DP+A
 8  J A/B, C A, QCF+B, B
 9  J A/B, C A, HCB+B
10  J A/B, C A, RDP+TB
11  J A/B, C A, QCB HCF+A/B (LV1/LV2)
12  J A/B, C A, QCF QCF+A (LV1/LV2)
13  J A/B, C A, QCF QCF+B (LV2)

14  J A/B, C A, QCF+B, B, DF+B
15  J A/B, C A, QCF+B, B, QCF+TA, QCF+TA, A
16  J A/B, C A, QCF+B, B, QCF+TA, QCF+TA, B
17  J A/B, C A, QCF+B, B, QCF+TA, HCB+TA, A
18  J A/B, C A, QCF+B, B, QCF+A, HCB+A, F+A
19  J A/B, C A, QCF+B, B, DP+A
20  J A/B, C A, QCF+B, B, RDP+B
21  J A/B, C A, QCF+B, B, HCB+B
22  J A/B, C A, QCF+B, B, QCF QCF+A (LV2)
23  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV1/LV2)

 - Timing is the key when trying to connect anything after Style No. 75.
   Especially connecting both hits of the Koto Moon Positive can be though.
   Spend some time in training and master it, it's more than worth it.

24  J A/B, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
25  J A/B, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2

 - Looks harder than it really is. Once you get the hang of linking the Wild 
   Bite after the Style No. 75 Modified, linking something after the Nine
   Wounds isn't *that* hard.

26  J A/B, S A, F+B, QCF+TA, QCF+TA, A
27  J A/B, S A, F+B, QCF+TA, QCF+TA, B
28  J A/B, S A, F+B, QCF+TA, HCB+TA, A
29  J A/B, S A, F+B, QCF+A, HCB+A, F+A
30  J A/B, S A, F+B, DP+A
31  J A/B, S A, F+B, QCF+B, B
32  J A/B, S A, F+B, HCB+B
33  J A/B, S A, F+B, RDP+B
34  J A/B, S A, F+B, QCB HCF+A/B (LV1/LV2)
35  J A/B, S A, F+B, QCF QCF+A (LV1/LV2)
36  J A/B, S A, F+B, QCF QCF+B (LV2)

 - The Thunder Axe Positive is the prime example why Command Moves are so
   important in MotM (and KoF). Basically comboing into a Command Move means
   you can do easy, extra damage. Doing a Thunder Axe Positive is a lot easier
   after a Jab, but naturally you do less damage.

37  J A/B, S A, F+B, QCF+B, B, DF+B
38  J A/B, S A, F+B, QCF+B, B, QCF+TA, QCF+TA, A
39  J A/B, S A, F+B, QCF+B, B, QCF+TA, QCF+TA, B
40  J A/B, S A, F+B, QCF+B, B, QCF+TA, HCB+TA, A
41  J A/B, S A, F+B, QCF+B, B, QCF+A, HCB+A, F+A
42  J A/B, S A, F+B, QCF+B, B, DP+A
43  J A/B, S A, F+B, QCF+B, B, RDP+B
44  J A/B, S A, F+B, QCF+B, B, HCB+B
45  J A/B, S A, F+B, QCF+B, B, QCF QCF+A (LV2)
46  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV1/LV2)

 - These are Kyo's best combos. Cancelling the Thunder Axe Positive into a
   Style No. 75 and then juggling your opponent means you'll do a lot of
   damage.

47  J A/B, S A, F+B, QCF+B, B, QCF+TA, QCF+TA, HCB+B
48  J A/B, S A, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, QCF+TA, QCF+TA, A
 2  CB, QCF+TA, QCF+TA, B
 3  CB, QCF+TA, HCB+TA, A
 4  CB, QCF+A, HCB+A, F+A
 5  CB, DP+A
 6  CB, HCB+A
 7  CB, QCF+B, B
 8  CB, HCB+B
 9  CB, QCF QCF+A (LV1/LV2)
10  CB, QCB HCF+A/B (LV1/LV2)
11  CB, QCF QCF+B (LV2)
 
12  CB, QCF+B, B, CB
13  CB, QCF+B, B, DF+B
14  CB, QCF+B, B, QCF+TA, QCF+TA, A
15  CB, QCF+B, B, QCF+TA, QCF+TA, B
16  CB, QCF+B, B, QCF+TA, HCB+TA, A
17  CB, QCF+B, B, QCF+A, HCB+A, F+A
18  CB, QCF+B, B, DP+A
19  CB, QCF+B, B, RDP+B
20  CB, QCF+B, B, HCB+B
21  CB, QCF+B, B, QCF QCF+A (LV2)
22  CB, QCF+B, B, QCB HCF+A/B (LV1/LV2)

23  CB, QCF+B, B, QCF+TA, QCF+TA, HCB+B
24  CB, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1/LV2)

RUSH MODE COMBOS

 1  J TB, S TA, S TB, C A, DF+B
 2  J TB, S TA, S TB, C A, QCF+TA, QCF+TA, A
 3  J TB, S TA, S TB, C A, QCF+TA, QCF+TA, B
 4  J TB, S TA, S TB, C A, QCF+TA, HCB+TA, A
 5  J TB, S TA, S TB, C A, QCF+A, HCB+A, F+A
 6  J TB, S TA, S TB, C A, DP+A
 7  J TB, S TA, S TB, C A, QCF+B, B
 8  J TB, S TA, S TB, C A, HCB+B
 9  J TB, S TA, S TB, C A, RDP+TB
10  J TB, S TA, S TB, C A, QCB HCF+A/B
11  J TB, S TA, S TB, C A, QCF QCF+A

12  J TB, S TA, S TB, C A, QCF+B, B, DF+B
13  J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, A
14  J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, B
15  J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, HCB+TA, A
16  J TB, S TA, S TB, C A, QCF+B, B, QCF+A, HCB+A, F+A
17  J TB, S TA, S TB, C A, QCF+B, B, DP+A
18  J TB, S TA, S TB, C A, QCF+B, B, RDP+B
19  J TB, S TA, S TB, C A, QCF+B, B, HCB+B
20  J TB, S TA, S TB, C A, QCF+B, B, QCB HCF+A/B

21  J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, HCB+B
22  J TB, S TA, S TB, C A, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B

23  J TB, S TB, S TA, F+B, QCF+TA, QCF+TA, A
24  J TB, S TB, S TA, F+B, QCF+TA, QCF+TA, B
25  J TB, S TB, S TA, F+B, QCF+TA, HCB+TA, A
26  J TB, S TB, S TA, F+B, QCF+A, HCB+A, F+A
27  J TB, S TB, S TA, F+B, DP+A
28  J TB, S TB, S TA, F+B, QCF+B, B
29  J TB, S TB, S TA, F+B, HCB+B
30  J TB, S TB, S TA, F+B, RDP+B
31  J TB, S TB, S TA, F+B, QCB HCF+A/B
32  J TB, S TB, S TA, F+B, QCF QCF+A

33  J TB, S TB, S TA, F+B, QCF+B, B, DF+B
34  J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, A
35  J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, B
36  J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, HCB+TA, A
37  J TB, S TB, S TA, F+B, QCF+B, B, QCF+A, HCB+A, F+A
38  J TB, S TB, S TA, F+B, QCF+B, B, DP+A
39  J TB, S TB, S TA, F+B, QCF+B, B, RDP+B
40  J TB, S TB, S TA, F+B, QCF+B, B, HCB+B
41  J TB, S TB, S TA, F+B, QCF+B, B, QCB HCF+A/B

 - Except for a couple of extra hits, the above Counter and Rush Mode combos
   are the same as the above Average Mode combos. So everything I said there 
   applies here too.

42  J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, HCB+B
43  J TB, S TB, S TA, F+B, QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B


-------------------------------------------------------------------------------
Terry Bogard                                                        <Rush Mode> 
-------------------------------------------------------------------------------

Terry, SNK's "old" icon, is almost as bad-ass as Kyo. Like Kyo he sports an
impressive array of moves and deadly combos that can easily handle most of his
opponents. Best played in Rush Mode for some serious hurting combos. Now where
is Andy...

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< | >< | >< | >< |
Jumping   |    |    |    |    |

Terry's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     Rising Upper                   Very good anti-air move and you can
Command:  DF+A                           combo it into something else with the
                                         utmost easy.

Name:     Roundhouse Kick                Knocks the opponent down, but comes
Command:  F+B                            out really slow. Comboing with it is
                                         hard too since it's tricky for some
                                         reason to cancel it into something
                                         else.

-------------------------------( Special Moves )-------------------------------

Name:     Power Wave                     Does good damage, but there's quite a
Command:  QCF+A                          bit of recovery time on it, so avoid
                                         using it from up close.

Name:     Burn Knuckle                   Comes out a little bit slow and won't
Command:  QCB+A                          go over most ground projectiles. Use
                                         it with care.

Name:     Rising Tackle                  It has no range at all, but it does
Command:  CDU+A                          have great priority. It's very easy
                                         to combo into too.

Name:     Crack Shoot                    Can easily go over a lot projectiles,
Command:  QCB+B                          but it doesn't have too hot priority.

Name:     Fire Kick                      Terry's main combo tool. It allows
Command:  HCB+B                          you to juggle the opponent afterwards
                                         so try to combo into it often.

Name:     Power Dunk                     Basically it's a diagonal uppercut.
Command:  DP+B                           Try to use it as an offensive move
                                         instead of a defensive move, since
                                         it's often a little too slow to
                                         respond with to an attack.

--------------------------------( Super Moves )--------------------------------

Name:     Power Geyser                   Great anti-air move. Does great damage
Command:  QCB HCF+A                      so use it in combos too.

Name:     High Angle Geyser (LV2 only!)  Does less damage than a LV2 Power
Command:  QCF QCF+B                      Geyser but it has an invincible start-
                                         up, so you have a better chance of
                                         hitting your opponent.

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

AVERAGE MODE COMBOS

 1  J A/B, S A, QCF+A
 2  J A/B, S A, QCB+TA
 3  J A/B, C A, CDU+A
 4  J A/B, S A, HCF+B
 5  J A/B, S A, DP+B
 6  J A/B, S A, QCB+B
 7  J A/B, S A, QCB HCF+A (LV1/LV2)
 8  J A/B, S A, QCF QCF+B (LV2)

 9  J A/B, S A, HCF+B, DF+A
10  J A/B, S A, HCF+B, QCF+A
11  J A/B, S A, HCF+B, QCB+A 
12  J A/B, S A, HCF+B, CDU+A
13  J A/B, S A, HCF+B, HCF+B
14  J A/B, S A, HCF+B, DP+B
15  J A/B, S A, HCF+B, QCB+B
16  J A/B, S A, HCF+B, QCB+B, CDU+A
17  J A/B, S A, HCF+B, QCB HCF+A (LV1/LV2)
18  J A/B, S A, HCF+B, QCF QCF+B (LV2)

 - Terry can make very good use of his juggleable Fire Kick. These combos are 
   really easy and well worth the effort.

19  J A/B, S A, DF+A, QCF+A
20  J A/B, S A, DF+A, QCB+TA
21  J A/B, C A, DF+A, CDU+A
22  J A/B, C A, DF+A, HCF+B
23  J A/B, S A, DF+A, DP+B
24  J A/B, S A, DF+A, QCB+B
25  J A/B, S A, DF+A, QCB HCF+A (LV1/LV2)
26  J A/B, S A, DF+A, QCF QCF+B (LV2)

27  J A/B, S A, DF+A, HCF+B, DF+A
28  J A/B, S A, DF+A, HCF+B, QCF+A
29  J A/B, S A, DF+A, HCF+B, QCB+A
30  J A/B, S A, DF+A, HCF+B, CDU+A 
31  J A/B, S A, DF+A, HCF+B, HCF+B
32  J A/B, S A, DF+A, HCF+B, DP+B
33  J A/B, S A, DF+A, HCF+B, QCB+B
34  J A/B, S A, DF+A, HCF+B, QCB+B, CDU+A
35  J A/B, S A, DF+A, HCF+B, QCB HCF+A (LV1/LV2)
36  J A/B, S A, DF+A, HCF+B, QCF QCF+B (LV2)

 - Very easy and very damaging combos. Putting his Fire Kick to good use, these
   are Terry's best combos. If you really want to impress someone try #34.

37  J A/B, S A, F+B, QCF+A
38  J A/B, S A, F+B, QCB+TA
39  J A/B, S A, F+B, HCF+B
40  J A/B, S A, F+B, QCB+B
41  J A/B, S A, F+B, QCF QCF+B (LV2)

42  J A/B, S A, F+B, HCF+B, DF+A
43  J A/B, S A, F+B, HCF+B, QCF+A
44  J A/B, S A, F+B, HCF+B, QCB+A
45  J A/B, S A, F+B, HCF+B, CDU+A
46  J A/B, S A, F+B, HCF+B, HCF+B
47  J A/B, S A, F+B, HCF+B, DP+B 
48  J A/B, S A, F+B, HCF+B, QCB+B
49  J A/B, S A, F+B, HCF+B, QCB+B, CDU+A
50  J A/B, S A, F+B, HCF+B, QCB HCF+A (LV1/LV2)
51  J A/B, S A, F+B, HCF+B, QCF QCF+B (LV2)

 - #37/#51 are virtually the same as #19/#36, except that they're slightly
   harder to do because of the Roundhouse Kick's slow nature.

52  (C) S A, F+B, S A, QCF+A
53  (C) S A, F+B, S A, HCF+B
54  (C) S A, F+B, S A, QCB+TB
55  (C) S A, F+B, S A, QCF QCF+B (LV2)

56  (C) S A, F+B, S A, HCF+B, DF+A
57  (C) S A, F+B, S A, HCF+B, QCF+A
58  (C) S A, F+B, S A, HCF+B, QCB+A
59  (C) S A, F+B, S A, HCF+B, CDU+A
60  (C) S A, F+B, S A, HCF+B, HCF+B
61  (C) S A, F+B, S A, HCF+B, DP+B
62  (C) S A, F+B, S A, HCF+B, QCB+B
63  (C) S A, F+B, S A, HCF+B, QCB+B, CDU+A
64  (C) S A, F+B, S A, HCF+B, QCB HCF+A (LV1/LV2)
65  (C) S A, F+B, S A, HCF+B, QCF QCF+B (LV2)

 - Linking the second standing Fierce is kind of tricky, but not as tricky
   as Two-in-One-ing that same standing Fierce. Practise is the key here.

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, QCB+A
 3  CB, CDU+A
 4  CB, QCF+B
 5  CB, QCB+B
 6  CB, QCB HCF+A (LV1/LV2)
 7  CB, QCF QCF+B (LV2)

 8  CB, QCF+B, CB
 9  CB, QCF+B, DF+A
10  CB, QCF+B, QCF+A
11  CB, QCF+B, QCB+A
12  CB, QCF+B, CDU+A
13  CB, QCF+B, HCF+B
14  CB, QCF+B, DP+B
15  CB, QCF+B, QCB+B
16  CB, QCF+B, QCB+B, CDU+A
17  CB, QCF+B, QCB HCF+A (LV1/LV2)
18  CB, QCF+B, QCF QCF+B (LV2

RUSH MODE COMBOS

 1  J TB, C TA, C TB, C A, CDU+A

 2  J TB, S TB, S TA, S B, S A, QCF+A
 3  J TB, S TB, S TA, S B, S A, QCB+TA
 4  J TB, S TB, S TA, S B, S A, HCF+B
 5  J TB, S TB, S TA, S B, S A, DP+TB
 6  J TB, S TB, S TA, S B, S A, QCB HCF+A

 7  J TB, S TB, S TA, S B, S A, HCF+B, DF+A
 8  J TB, S TB, S TA, S B, S A, HCF+B, QCF+A
 9  J TB, S TB, S TA, S B, S A, HCF+B, QCB+A
10  J TB, S TB, S TA, S B, S A, HCF+B, CDU+A
11  J TB, S TB, S TA, S B, S A, HCF+B, HCF+B
12  J TB, S TB, S TA, S B, S A, HCF+B, DP+B
13  J TB, S TB, S TA, S B, S A, HCF+B, QCB+B
14  J TB, S TB, S TA, S B, S A, HCF+B, QCB+B, CDU+A
15  J TB, S TB, S TA, S B, S A, HCF+B, QCB HCF+A

 - #7/#15 all do lots of damage but are not easy to pull off. Not very
   practical in a real fight unless you're very good in Chain Combos.

16  (C) J TB, S TB, S TA, S B, S A, F+B, QCF+A
17  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B
18  (C) J TB, S TB, S TA, S B, S A, F+B, QCB+TB

19  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, DF+A
20  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCF+A
21  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+A
22  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, CDU+A
23  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, HCF+B
24  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, DP+B
25  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B
26  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB+B, CDU+A
27  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, QCB HCF+A


-------------------------------------------------------------------------------
Iori Yagami                                                      <Average Mode>
-------------------------------------------------------------------------------

Kyo's eternal rival. Like Kyo he has a very varied array of moves, but he's
lacking in the combo department. Nonetheless, any Iori player will be able to
pick up Iori and kick some ass, because Iori is definitely no pushover.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  |    | >< |    |    |
Crouching | >< | >< |    |    |
Jumping   |    |    |    |    |

Iori's Best Jump-ins : TA, TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Foreign Style: Lily Break      It's a cross up and as such it will
Command:  Back+B in the air              only hit the opponent if you jump
                                         behind him.

Name:     Foreign Style: Dream Bullet    Basically two Fierce punches, but 
Command:  F+A, A                         you can cancel either of them into 
                                         something else.

Name:     Foreign Style: Thunder Axe     Like Kyo's overhead, except it's
          Negative                       impossible to combo into. The second
Command:  F+B                            hit does become cancellable if you
                                         try to combo into it.

-------------------------------( Special Moves )-------------------------------

Name:     Style No. 108: Darkness Sweep  It's like Terry's Power Wave, except
Command:  QCF+A                          with less recovery time on it. It even
                                         goes underneath some other fireballs,
                                         so that gives it an edge.

Name:     Style No. 127: Hollyhock       Damage wise it sucks, but it a great
          Flower                         pressure move and if you're fast
Command:  QCB+A x 3                      enough you can even link something
                                         else after the first QCB+A...

Name:     Style No. 100: Demon Scorcher  It won't go as high as Kyo's uppercut
Command:  DP+A                           but it does hit the opponent earlier.
                                         For the rest it's the same as Kyo's.

Name:     Scum Gale                      A Command Throw that doesn't do any
Command:  HCB F+A                        actual damage. Very useful in combos 
                                         though.

Name:     Style No. 212: Moon Harp       Does the same thing as Kyo's Koto Moon
          Negative                       Positive, but it's actually a little
Command:  HCB+B                          bit faster. Still dangerous to use
                                         outside combos.

Name:     Style No. 311: Claw Bomb       It's very hard to actually hit someone 
Command:  DP+B                           with it. You can combo into the 
                                         Hollyhock Flower should it connect.

--------------------------------( Super Moves )--------------------------------

Name:     Maiden Masher                  Comes out really fast and will go
Command:  QCF HCB+A                      underneath a lot of fireballs. It's
                                         also very easily comboable.

Name:     Eight Wine Cups                If it hits your opponent he'll be
Command:  QCB HCF+A                      paralysed for a brief time. Chances
Extra:    Hold A to delay                of you connecting it are slim though.

Name:     Blast Talons (LV2 only!)       Basically functions the same as his
Command:  QCF QCF+B                      Claw Bomb, but comes out a lot faster.

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

AVERAGE MODE COMBOS

 1  DP+B, QCB+A, QCB+A, QCB+A
 2  DP+B, QCB+A, QCF HCB+A (LV1/LV2)

 - Why anyone would do a Claw Bomb is beyond me, but if you manage to connect
   it you can sneak in a nice amount of free damage!

 3  J A/B, S A, QCF+A
 4  J A/B, S A, DP+A
 5  J A/B, S A, HCB+B
 6  J A/B, S A, QCF HCB+A (LV1/LV2)  
 7  J A/B, S A, QCB+A, QCB+A, QCB+A
 8  J A/B, S A, QCB+A, QCF HCB+A (LV1/LV2)

 9  J A/B, S A, HCB F+A, DP+A

10  J A/B, S A, HCB F+A, A, QCB+A, QCB+A, QCB+A
11  J A/B, S A, HCB F+A, A, QCB+A, QCF HCB+A (LV1/LV2)

 - #9/#11 are kind of tricky since you have to time the move you want to do 
   after a Scum Gale very precisely.

12  J A/B, F+A, A, DP+A
13  J A/B, F+A, A, QCF HCB+A (LV1/LV2)

14  J A/B, F+A, A, QCB+A, QCB+A, QCB+A
15  J A/B, F+A, A, QCB+A, QCF HCB+A (LV1/LV2)

 - Easy enough...

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, DP+A
 3  CB, HCB+B
 4  CB, QCF HCB+A (LV1/LV2)

 5  CB, QCB+A, QCB+A, QCB+A
 6  CB, QCB+A, QCF HCB+A (LV1/LV2)

 7  CB, HCB F+A, DP+A

 8  CB, HCB F+A, QCB+A, QCB+A, QCB+A
 9  CB, HCB F+A, QCB+A, QCF HCB+A (LV1/LV2)

RUSH MODE COMBOS

 1  J A/B, S TA, S TB, S A, QCF+A
 2  J A/B, S TA, S TB, S A, DP+A
 3  J A/B, S TA, S TB, S A, HCB+B
 4  J A/B, S TA, S TB, S A, QCF HCB+A

 5  J A/B, S TA, S TB, S A, QCB+A, QCB+A, QCB+A
 6  J A/B, S TA, S TB, S A, QCB+A, QCF HCB+A


-------------------------------------------------------------------------------
Ryo Sakazaki                                                     <Counter Mode>
-------------------------------------------------------------------------------

Oddly enough this Ryo is based on his old Art of Fighting versions. As such his
moves might seem familiar in the eyes of any StreetFighter player, but don't be
fooled by the visual similarities. Ryo has a great pressure game, mainly thanks
to his Kuuchuu Ko'oken. And once Ryo's super meter is filled, well, expect him
to kick some ass.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< | >< |    | >< |
Jumping   |    |    |    |    |

Ryo's Best Jump-ins : TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Ice Pillar Splitter            Ryo's overhead. Knocks the opponent
Command:  F+A                            down, even if you combo into it.

-------------------------------( Special Moves )-------------------------------

Name:     Ko'oken                        Ryo's fireball is basically the same
Command:  QCF+A                          as an Hadoken except that it flies a
                                         little bit higher.

Name:     Kuuchuu Ko'oken                Ryo's air fireball. This really is a
Command:  QCF+A in the air               great pressure move, note that the
                                         weak version flies further than the
                                         strong version.

Name:     Kohou                          Basically a Shoryuken with less range.
Command:  DP+A                           Great anti-air and also easy to combo.

Name:     Zanretsu Ken                   Hard to connect, but it does a lot of
Command:  FBF+A                          damage. Comboing into it is relatively
                                         easy, so take advantage of that.

Name:     Hien Shippuu Kyaku             Not as versatile as a Tatsumaki, but
Command:  HCB+B                          it's helps Ryo keep up the pressure,
                                         which is why he has it in the first
                                         place.

--------------------------------( Super Moves )--------------------------------

Name:     Ryuuko Ranbu                   Comes out lightning fast and also has
Command:  QCF HCB+A                      an invincible start-up. Awesome super
                                         which is very deadly in Counter Mode.

Name:     Haou Shoukou Ken               It's a giant fireball, much like Ryu's
Command:  F HCF+A                        Shinkuu Hadoken. Comes out fast, but
                                         there's a bit of recovery time on it.

Name:     Tenchi Haou Ken (LV2 only!)    Dizzies the opponent if it connects.
Command:  QCF QCF+A                      Nice in Counter Mode, but I wouldn't
                                         use it in any other Mode...

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

AVERAGE MODE COMBOS

 1  J A/B, S A, F+A
 2  J A/B, S A, FBF+A
 3  J A/B, S A, QCF+A
 4  J A/B, S A, DP+A
 5  J A/B, S A, HCB+B
 6  J A/B, S A, QCF HCB+A (LV1/LV2)
 7  J A/B, S A, F HCF+A (LV1/LV2) 
 8  J A/B, S A, QCF QCF+A (LV2)

 - Ryo's combos are boooring.

COUNTER MODE COMBOS

 1  CB, FBF+A 
 2  CB, QCF+A
 3  CB, DP+A
 4  CB, HCB+B
 5  CB, QCF HCB+A (LV1/LV2)
 6  CB, F HCF+A (LV1/LV2)
 7  CB, QCF QCF+A (LV2)

RUSH MODE COMBOS

 1  S TA, S A, FBF+A

 2  J A/B, S TA, S TB, S A, QCF+A
 3  J A/B, S TA, S TB, S A, HCB+B
 4  J A/B, S TA, S TB, S A, QCF HCB+A
 5  J A/B, S TA, S TB, S A, F HCF+A

 6  (C) J A/B, S TA, S TB, S A, QCF+A, QCF HCB+A

 - #6 is kinda hard. Immediately after the Ko'oken do the Ryuuko Ranbu. If
   you're fast enough it will connect.


-------------------------------------------------------------------------------
Mai Shiranui                                                     <Average Mode>
-------------------------------------------------------------------------------

Sporting an impressive amount of moves and great speed, Mai can be deadly in
the right hands. I bet Mai wished Andy was in MotM too...

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  |    | >< |    |    |
Crouching |    | >< |    |    |
Jumping   | >< |    |    | >< |

Mai's Best Jump-ins : TA, B, D+A

-------------------------------( Command Moves )-------------------------------

Name:     Great Windmill Drop            Like Kyo's Hades Drop it knocks down
Command:  D+A in the air                 jumping opponents. It does a little
                                         bit more damage than a normal jumping
                                         Fierce too.

Name:     Dance of the Black Swallow     Mai's overhead.
Command:  F+B 

Name:     Dance of the Flamingo          Does the same thing as Kyo's Style No.
Command:  DF+B                           88 so use it the same way. The first
                                         hit becomes cancellable if you combo
                                         into it.

-------------------------------( Special Moves )-------------------------------

Name:     Kachou Sen                     Has too much start-up delay to really
Command:  QCF+A                          surprise anyone and it doesn't do 
                                         enough damage to compensate for that.
                                         Best used in combos.

Name:     Ryuu Enbu                      Great move, comes out fast enough to
Command:  QCB+A                          surprise and also does good damage. It
                                         can even stop certain projectiles.

Name:     Dance of the Giant Flying      Great escape move. If you hold A, Mai
          Squirrel (Ground)              will attack otherwise she'll just fall
Command:  Charge Down, UB/UF+A           to the ground.

Name:     Dance of the Giant Flying      Comes out fast enough to surprise and
          Squirrel (Mid-Air)             you can easily cancel a jumping Fierce
Command:  QCB+A in the air               kick into it. Pretty good move.

Name:     Night Plover                   Comes out kinda slow, but it can be 
Command:  QCB+B                          chained into a Ryuu Enbu.

Name:     Deadly Ninja Bees              Best used to punish someone, because 
Command:  HCF+B                          it comes out too slow to really 
                                         surprise anyone.

--------------------------------( Super Moves )--------------------------------

Name:     Flower Tempest                 Great super, because it comes out very
Command:  QCF QCF+A                      fast and comboing into it is super 
                                         easy too.

Name:     Super Deadly Ninja Bees        Easy to combo into and does good
Command:  QCB HCF+B                      damage. The LV2 version comes out
                                         lighting fast!

Name:     Dance of the Phoenix           The opponent will see this coming from
          (LV2 only!)                    miles away so it'll likely be blocked.
Command:  QCB QCB+A                      Comboing into it is also impossible.

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

AVERAGE MODE COMBOS

 1  QCB+TA (air), QCF QCF+A (LV1/LV2)
 2  QCB+TA (air), QCB HCF+B (LV1/LV2)

 - Try to hit the opponent as low as possible with the QCB+TA. You must do the 
   Super motions as fast as humanly possible or else the opponent will hit the
   Floor before you can juggle them. 

 3  HCF+TB, QCF QCF+A (LV1/LV2)
 4  HCF+TB, QCB HCF+B (LV1/LV2)

 - To make this work, you must do the Deadly Ninja Bees from almost full screen
   distance and the Super motions must be done very fast.

 5  Charge Down, UB/UF+A (hold A), DF+B
 6  Charge Down, UB/UF+A (hold A), QCF QCF+A (LV1/LV2)
 7  Charge Down, UB/UF+A (hold A), QCB HCF+B (LV1/LV2)

 - See comments for combos #1 and #2.

 8  QCB QCB+A (LV2), DF+B
 9  QCB QCB+A (LV2), HCF+TB

 - Easy enough.

10  J B, QCB+A (air)

 - Cancel the jumping B in the QCB+A.
 
11  J B, QCB+TA (air), QCF QCF+A (LV1/LV2)
12  J B, QCB+TA (air), QCB HCF+B (LV2)

 - #11 and #12 are basically the same as #1 and #2, except that you'll also
   cancel your jumping B into QCB+TA.

13  J A/B, S A, DF+B
14  J A/B, S A, QCF+A
15  J A/B, S A, QCB+A
16  J A/B, S A, HCF+B
17  J A/B, S A, QCB+B
18  J A/B, S A, QCF QCF+A (LV1/LV2)
19  J A/B, S A, QCB HCF+B (LV1/LV2)

20  J A/B, S A, QCB+B, QCB+A

- Easy enough once you get the timing right. Just spend some time in training
  and you'll get the hang of it.

21  J A/B, S A, DF+B (1 hit), QCF+A
22  J A/B, S A, DF+B (1 hit), QCB+A
23  J A/B, S A, DF+B (1 hit), HCF+B
24  J A/B, S A, DF+B (1 hit), QCB+B
25  J A/B, S A, DF+B (1 hit), QCF QCF+A (LV1/LV2)
26  J A/B, S A, DF+B (1 hit), QCB HCF+B (LV1/LV2)

27  J A/B, S A, DF+B (1 hit), QCB+B, QCB+A

 - You have to be *really* fast when cancelling the first hit of DF+B into a 
   Special Move.

28  (C) QCB QCB+A (LV2), QCB+A

29  (C) J B, QCB+TA (air), HCF+TB, HCF+TB, QCF QCF+A (LV1/LV2)
30  (C) J B, QCB+TA (air), HCF+TB, HCF+TB, QCB HCF+B (LV1/LV2)

 - #29 and #30 look pretty cool and do great damage, but performing them can be
   tricky. When you juggle with HCF+TB, the first hit *must* hit the opponent 
   back up a little so that the second hit will hit them when they're about to 
   come down. If you did it right you can juggle them again, and again.. and 
   again...

COUNTER MODE COMBOS

 1  CB, QCB+A
 2  CB, HCF+B
 3  CB, QCF QCF+A (LV1/LV2)
 4  CB, QCB HCF+B (LV1/LV2)

 5  QCB QCB+A (LV2), QCF QCF+A (LV1)
 6  QCB QCB+A (LV2), QCB HCF+B (LV1)

RUSH MODE COMBOS

 1  J TA/TB, S TA, S TB, S B, S A, DF+B
 2  J TA/TB, S TA, S TB, S B, S A, QCB+A
 3  J TA/TB, S TA, S TB, S B, S A, HCF+B
 4  J TA/TB, S TA, S TB, S B, S A, QCB+B
 5  J TA/TB, S TA, S TB, S B, S A, QCF QCF+A
 6  J TA/TB, S TA, S TB, S B, S A, QCB HCF+B

 7  J TA/TB, S TA, S TB, S B, S A, DF+B (1 hit), QCF+A
 8  J TA/TB, S TA, S TB, S B, S A, DF+B (1 hit), QCB+A
 9  J TA/TB, S TA, S TB, S B, S A, DF+B (1 hit), HCF+B
10  J TA/TB, S TA, S TB, S B, S A, DF+B (1 hit), QCB+B
11  J TA/TB, S TA, S TB, S B, S A, DF+B (1 hit), QCF QCF+A
12  J TA/TB, S TA, S TB, S B, S A, DF+B (1 hit), QCB HCF+B


-------------------------------------------------------------------------------
Haohmaru                                                         <Average Mode>
-------------------------------------------------------------------------------

Who doesn't remember Hoahmaru from Samurai Shodown? Well I certainly do and I
must say SNK surely handled him in an "interesting" way. As you might expect 
his sword deals out a hefty amount of damage, but there's a catch. Namely, his
normal attacks are rather slow and to make things worse, he'll recoil for a
brief moment if his slashes get blocked. This makes Hoahmaru a very difficult,
but certainly very potent character to use. Definitely for advanced users only.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    |    |    |
Crouching | >< |    | >< |    |
Jumping   |    |    |    |    |

Haohmaru's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

None.

-------------------------------( Special Moves )-------------------------------

Name:     Cyclone Slash                  Comes out really slow, but it does
Command:  QCF+A                          allow you to juggle the opponent if
                                         it connects.

Name:     Crescent Moon Slash            Really good uppercut. You can easily
Command:  DP+A                           combo into it and you can even juggle
                                         after a Weak version.

Name:     Earthquake Slice               Best used to punish someone, but even
Command:  RDP+A                          then it's tricky to use. The Weak 
                                         version goes nowhere, but the Fierce
                                         version will go full screen.

--------------------------------( Super Moves )--------------------------------

Name:     Heaven Constraint Blast        Great Super that does a lot of damage.
Command:  QCF QCF+A                      Comes out really fast and that's a big
                                         plus for slow Haohmaru.

Name:     Heaven Bam! (LV2 only!)        It has very short range so your best
Command:  QCF QCF+B                      chance is to combo into it.

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

AVERAGE MODE COMBOS

 1  QCF+TA, DP+A
 2  QCF+TA, RDP+A

 3  J A, S TA, DP+A
 4  J A, S TA, QCF QCF+A (LV1/LV2)
 5  J A, S TA, QCF QCF+B (LV2)

 6  J A. C TA, DP+TA, DP+A
 7  J A, C TA, DP+TA, QCF QCF+A (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, DP+A
 2  CB, QCF QCF+A (LV1/LV2)
 3  CB, QCF QCF+B (LV2)

 4  CB, DP+TA, DP+A
 5  CB, DP+TA, QCF QCF+A (LV1/LV2)

RUSH MODE COMBOS

 1  J TA, S TB, S TA, DP+A
 2  J TA, S TB, S TA, QCF QCF+A

 3  J TA, S TB, S TA, DP+TA, DP+A
 4  J TA, S TB, S TA, DP+TA, QCF QCF+A


-------------------------------------------------------------------------------
Nakoruru                                                         <Average Mode>
-------------------------------------------------------------------------------

Besides Hoahmaru probably the best known character from Samurai Shodown. Unlike
Hoahmaru her normal attacks are pretty fast (however she too recoils for a
brief moment if her slashes get blocked). She has great special moves and is
definitely one of the better characters in the game.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    | >< |
Crouching | >< |    | >< |    |
Jumping   |    |    |    |    |

Nakoruru's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     ???                            Knocks down both standing and
Command:  D+B in the air                 jumping opponents.

-------------------------------( Special Moves )-------------------------------

Name:     Lela Mutsube                   Very good move. If you time it right
Command:  QCF+A                          it'll go underneath most projectiles.

Name:     Annu Mutsube                   Like Lela Mutsube, except that it 
Command:  BTD/BFD+A                      doesn't fly upwards, meaning it's
                                         super easy to dodge most projectiles.

Name:     Shichikapu Etou                Since Mamahaha takes some time to come
Command:  QCB+A                          out the opponent has enough time to
                                         block it.

Name:     Kamui Risse                    Can only hit opponents who are close
Command:  RDP+A                          by. Best used to punish a mistake.

Name:     Mamahaha Grab                  You'll be very open to attack, but it
Command:  QCB+B                          also can get you to safety.

Name:     Kamui Mutsube                  Very good attack. Comes out fast 
Command:  A during Mamahaha Grab         enough to surprise and will wreck
                                         the CPU.

Name:     Yatoro Pokku                   Also comes out very fast and even
Command:  DF+A during Mamahaha Grab      allows you to combo afterwards! Note
                                         That it doesn't have as high as       
                                         priority as Kamui Mutsube has though.

--------------------------------( Super Moves )--------------------------------

Name:     Elelyu Kamui Risse             Must be used on close-by opponents, so
Command:  QCF QCF+A                      try to surprise your opponent with it.

Name:     Irska Yarmsi (LV2 only!)       Best used as a surprise attack against
Command:  QCF QCF+B                      a jumping opponent. Not the Super of
                                         choice against standing opponents!

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

AVERAGE MODE COMBOS

 1  QCB+TA, QCF QCF+B (LV2)

 - The shorter the distance between you and your opponent the better.

 2  QCB+TA, S TA, QCF+A
 3  QCB+TA, S TA, BFD+A
 4  QCB+TA, S TA, QCF QCF+A (LV1/LV2)

 - Like combo 1, a short distance between you and your opponent is ideal. 
   Connecting the Jab should be easy.

 5  QCB+B, DF+A, S TA, QCF+A
 6  QCB+B, DF+A, S TA, BFD+A
 7  QCB+B, DF+A, S TA, QCF QCF+A (LV1/LV2)

 8  J B, S TA, QCF+A
 9  J B, S TA, BFD+A
10  J B, S TA, QCF QCF+A (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, BFD+A
 3  CB, RDP+A
 4  CB, QCF QCF+A (LV1/LV2)
 5  CB, QCF QCF+B (LV2)

RUSH MODE COMBOS
 
 1  QCB+TA, S TA, S TB, C A
 2  QCB+TA, S TA, S TB, QCF+A
 3  QCB+TA, S TA, S TB, BFD+A
 4  QCB+TA, S TA, S TB, QCF QCF+A 

 5  QCB+B, DF+A, S TA, S TB, C A
 6  QCB+B, DF+A, S TA, S TB, QCF+A
 7  QCB+B, DF+A, S TA, S TB, BFD+A
 8  QCB+B, DF+A, S TA, S TB, QCF QCF+A 

 9  J B, S TA, S TB, C A
10  J B, S TA, S TB, QCF+A
11  J B, S TA, S TB, BFD+A
12  J B, S TA, S TB, QCF QCF+A


-------------------------------------------------------------------------------
Athena Asamiya                                                   <Average Mode>
-------------------------------------------------------------------------------

The pretty Psycho Soldier returns to the small screen. Packing her usual moves
plus a new Super, Athena can handle most opponents without too much trouble.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< | >< | >< | >< |
Jumping   | >< | >< |    |    |

Athena's Best Jump-ins : TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Phoenix Bomb                   Pretty useless move. If it connects
Command:  D+B in the air                 Athena will bounce back full-screen.

Name:     Chain Thigh                    Athena's overhead. The second hit 
Command:  F+B                            is cancellable, allowing some nice
                                         combos to be made.

-------------------------------( Special Moves )-------------------------------

Name:     Super Psychic Throw            You must be really close to the 
Command:  HCF+A                          opponent for it to connect, but
                                         it allows you to juggle afterwards.

Name:     Psycho Ball Attack             Pretty large, but slow, fireball.
Command:  QCB+A                          Beware of the recovery time though,
                                         should the opponent jump over it
                                         you'll be wide open.

Name:     Psycho Sword                   Athena's uppercut. Does great damage, 
Command:  DP+A                           but has no range at all.
Extra:    Can be done in the air.        

Name:     Psychic Teleport               Teleports Athena either half-screen
Command:  QCF+B                          or full-screen. Good for escaping,
                                         but nothing else I'm afraid.

Name:     Phoenix Arrow                  The Fierce version ends in a sweep,
Command:  QCB+B in the air               while the Weak version ends in
                                         nothing. Pretty good move.

Name:     Psycho Reflector               Reflects projectiles. The Weak version
Command:  HCB+B                          is almost instantly while the Fierce
                                         version takes some time to come out.

--------------------------------( Super Moves )--------------------------------

Name:     Shining Crystal Bit             Very useful Super, since the force
Command:  HCB HCB+A                       field will stop anything that hits
Extra:    Can be done in the air.         it. You can also cancel it into...
          Press A+B to cancel.

Name:     Crystal Shoot                   Athena will launch one orb. If an
Command:  QCB+A during Shining Crystal    opponent if foolish enough to jump
          Bit                             on the orb while you're holding A,
Extra:    Hold A to delay.                you can juggle him by releasing A
                                          at the right moment.

Name:     Phoenix Fang Arrow              It can do up to 41 hits on LV2, but
Command:  QCF QCF+B in the air            even then it doesn't a lot of damage.
                                          Best used after a Psychic Throw.

Name:     Flame Sword (LV2 only!)         Worthless Super, since you'll likely
Command:  QCF QCF+A                       never hit the opponent with it...

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

AVERAGE MODE COMBOS

 1  J A, QCB+B (air)
 2  J A, QCF QCF+B (air) (LV1/LV2)

 - Cancel the jumping A into a Phoenix Arrow or Phoenix Fang Arrow.

 3  J B, S TA, DP+A

 4  J B, S A, QCB+A
 5  J B, S A, HCB+TB

 6  J B, S A, HCF+A, QCB+A
 7  J B, S A, HCF+A, QCF QCF+A (LV2)

 8  J B, S A, HCF+A, J F DP+A
 9  J B, S A, HCF+A, J F QCB+B
10  J B, S A, HCF+A, J F QCF QCF+B (LV1/LV2)

 - After the Super Psychic Throw jump up and quickly do the appropriate
   move.

11  (C) J B, S A, F+B (2 hits), DP+A 
12  (C) J B, S A, F+B (2 hits), QCB+B (air)
13  (C) J B, S A, F+B (2 hits), HCB HCB+A (air) (LV1/LV2)
14  (C) J B, S A, F+B (2 hits), QCF QCF+B (air) (LV1/LV2)

15  (C) J A, S A, F+B (2 hits), QCB+TB (air), S TB, S A, F+B (1 hit),
    HCB HCB+A (LV1/LV2)

 - After the Phoenix Arrow quickly link a standing Short, which you must link
   into a standing Fierce. Cancelling the standing Fierce into the F+A should
   be easy.

16  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, DP+A
17  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCB+A
18  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, HCB+B
19  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, HCB HCB+A (LV1/LV2)
20  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, QCF QCF+A (LV2)

21  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F+A
22  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F+B
23  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J DP+A
24  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J QCB+B
25  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J HCB HCB+A (LV1/LV2)
26  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J QCF QCF+B (LV1/LV2)

 - 16/26 aren't that hard to pull off, it's all a matter of good timing.

27  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J QCB+TB, DP+TA

 - After the Super Psychic Throw you must wait a split second before doing the
   Phoenix Arrow. If you did it right you should be able to sneak in the Psycho
   Sword.

COUNTER MODE COMBOS

 1  CB, HCF+A 
 2  CB, DP+A
 3  CB, QCB+A
 4  CB, QCB+TB

 5  CB, HCF+A, QCB+A
 6  CB, HCF+A, QCF QCF+A (LV2)

 7  CB, HCF+A, J F DP+A
 8  CB, HCF+A, J F QCB+B
 9  CB, HCF+A, J F QCF QCF+B (LV1/LV2)

10  (C) CB, HCF+A, CB
11  (C) CB, HCF+A, QCB+B
12  (C) CB, HCF+A, HCB HCB+A (LV1/LV2)

RUSH MODE COMBOS

 1  J B, S TA, S TB, DP+A

 2  J B, S TA, S TB, S A, HCB+A

 3  J B, S TA, S TB, HCF+A, QCB+A

 4  J B, S TA, S TB, HCF+A, J F DP+A
 5  J B, S TA, S TB, HCF+A, J F QCB+B
 6  J B, S TA, S TB, HCF+A, J F QCF QCF+B


-------------------------------------------------------------------------------
Leona Heidern                                                    <Average Mode>
-------------------------------------------------------------------------------

While her moves are somewhat unorthodox, they're definitely effective if you
know what you're doing. Leona really isn't very beginners friendly, but if
you put some effort into her (no, not like that!) she'll be a very rewarding 
character to use.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  |    | >< |    |    |
Crouching | >< | >< |    |    |
Jumping   |    |    | >< | >< |

Leona's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     Strike Arch                    Leona's overhead. Also knocks the 
Command:  F+B                            opponent down, unless you combo into
                                         it.

-------------------------------( Special Moves )-------------------------------

Name:     Eye Slasher                    You're very open when doing this, 
Command:  QCB+A                          making this a very high risk move.

Name:     X-Caliber                      Comes out fast enough to surprise, but
Command:  QCB+A in the air               beware of the short start-up delay.

Name:     Moon Slasher                   Good anti-air move and also easy to
Command:  CDU+A                          combo into. Great move.

Name:     Baltic Launcher                The Fierce version will come out very
Command:  CBF+A                          slow, but the Weak version is almost
                                         instantly. The recovery time is none
                                         existent, so you can attack while the
                                         opponent is still in the air.

Name:     Earring Bomb                   Virtually useless move, due to the
Command:  QCB+B                          enormous start-up delay.

Name:     Grand Saber                    Comes out relatively fast, but like
Command:  CBF+B                          other dashing attacks it will only hit
                                         the opponent just in front of them.

Name:     Gliding Buster                 Always follow the Grand Saber up 
Command:  F+B during Grand Saber         with this, since it's basically 
                                         free damage.

--------------------------------( Super Moves )--------------------------------

Name:     Gravity Storm                  You'll be very open if you miss the
Command:  QCF QCF+A                      opponent. Best used in combos.

Name:     V Slasher                      Good surprise attack, since it comes
Command:  QCF HCB+A in the air           out quick and has high priority. You
                                         can also cancel a jumping B into it.

Name:     Rebel Spark                    The LV2 version comes out super fast
Command:  QCB HCF+B                      and has pretty good priority, but try
                                         to keep away from the LV1 version.

Name:     Happy Death (LV2 only!)        Again, only use it when you sure it
Command:  QCF QCF+B                      will connect. Does pretty good damage
                                         but if you miss you'll be in trouble!

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

AVERAGE MODE COMBOS

 1  CBF+A, CDU+A
 2  CBF+A, QCB HCF+B (LV1/LV2)
 3  CBF+A, QCF QCF+B (LV2)

 4  CBF+A, J QCB+A
 5  CBF+A, J QCF HCB+A (LV1/LV2)

 - To do #1/#5 you must be in very close range of the opponent.

 6  J B, QCB+A (air)
 7  J B, QCF HCB+A (air) (LV1/LV2)

 - Cancel the jumping B into either air-move.

 8  J A/B, C A, CDU+A

 9  J A/B, S/C A, CBF+B, F+B
10  J A/B, S/C A, CBF+B, CDU+A
11  J A/B, S/C A, CBF+B, QCB HCF+B (LV1)

12  J A/B, S A, F+B, QCB+A (air)
13  J A/B, S A, F+B, QCF HCB+A (air) (LV1/LV2)
14  J A/B, S A, F+B, QCB HCF+B (LV1/LV2)

15  (C) J A/B, C A, CBF+TA, J B/F/D+A/B
16  (C) J A/B, C A, CBF+TA, CDU+A
17  (C) J A/B, C A, CBF+TA, QCB HCF+B (LV1/LV2)
18  (C) J A/B, C A, CBF+TA, QCF QCF+B (LV2)

19  (C) J A/B, C A, CBF+B, QCB HCF+B (LV2)

COUNTER MODE COMBOS

 1  CB, CDU+A
 2  CB, CBF+B, F+B
 3  CB, QCF QCF+A (LV1/LV2)
 4  CB, QCB HCF+B (LV1/LV2)
 5  CB, QCF QCF+B (LV2)

 6  CB, CBF+B, CDU+A
 7  CB, CBF+B, QCB HCF+B (LV1)

RUSH MODE COMBOS

 1  S TA, S TB, S A, F+B, QCB+A (air)
 2  S TA, S TB, S A, F+B, QCF HCB+A (air)
 3  S TA, S TB, S A, F+B, QCB HCF+B

 4  J TB, C TB, C TA, CDU+A

 5  J TB, C TB, C TA, CBF+B, F+B
 6  J TB, C TB, C TA, CBF+B, CDU+A
 7  J TB, C TB, C TA, CBF+B, QCB HCF+B 


-------------------------------------------------------------------------------
Yuri Sakazaki                                                    <Average Mode> 
-------------------------------------------------------------------------------

Being Ryo's sister she's bound to have some similar moves and behold, she does.
Like Ryo, Yuri's a pressure character and a good one at that. Her main weakness
is that she doesn't have a reliable anti-air, but that doesn't affect her bad 
enough to make her a bad character.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  |    | >< |    |    |
Crouching |    | >< |    | >< |
Jumping   |    |    |    |    |

Yuri's Best Jump-ins : A, TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Swallow Wing                   Yuri's butt attack. Pretty worthless.
Command:  F+B

-------------------------------( Special Moves )-------------------------------

Name:     Ko'oken                        Exactly the same as Ryo's Ko'oken.
Command:  QCF+A

Name:     Smash Break                    Weird move. It will negate normal
Command:  QCB+A                          projectiles and it also serves as
                                         an anti-air move, but it doesn't 
                                         have a lot of priority.

Name:     Raiou Ken                      Yuri jumps up and does an air 
Command:  QCF+B                          fireball. Best used to keep the
                                         opponent grounded, because you
                                         generally wouldn't want him to
                                         jump at you.

Name:     One Hundred Violent Slaps      Best used to catch an opponent who
Command:  HCB+B                          is about to land or who is still
                                         recovering from a previous attack.

--------------------------------( Super Moves )--------------------------------

Name:     Haou Shoukou Ken               Comes out slower than Ryo's, but it
Command:  F HCF+A                        does allow you to juggle if you're in 
                                         the corner.

Name:     Hien Rekkou                    Yuri will do a series of uppercuts,
Command:  QCF QCF+B                      much like Ken's Shouryureppa. Best
                                         used in combos for easy extra damage.

Name:     Flying Phoenix Kick            Comes out very fast, so it will often
Command:  QCF HCB+B                      catch your opponent. Better not let it
                                         get blocked though...

Name:     Shin Yuri Chou Upper           Like Ryu's Shin Shoryuken, this is one
          (LV2 only!)                    painful uppercut. It has very limited
Command:  QCF QCF+A                      range though, so you'd best use it in
                                         combos.

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

AVERAGE MODE COMBOS

 1  J A/B, S A, F+B
 2  J A/B, S A, QCF+A
 3  J A/B, S A, QCB+A
 4  J A/B, S A, HCB+B
 5  J A/B, C A, QCF QCF+A (LV2)
 6  J A/B, S A, F HCF+A (LV1/LV2)
 7  J A/B, C A, QCF QCF+B (LV1/LV2)
 8  J A/B, S A, QCF HCB+B (LV1/LV2)

 9  (C) J A/B, S A, F HCF+A (LV2), F+B

 - Yuri recovers fast enough to do another move after her Haou Shoukou Ken,
   but you'll have to be really fast.

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, HCF+B
 3  CB, QCF QCF+A (LV2)
 4  CB, QCF QCF+B (LV1/LV2)
 5  CB, QCF HCB+B (LV1/LV2)

 6  J A/B, S A, F HCF+A (LV2), QCF QCF+B (LV1)
 7  J A/B, S A, F HCF+A (LV2), QCF HCB+B (LV1)

RUSH MODE COMBOS

 1  J TB, S TA, S TB, S A, QCF+A
 2  J TB, S TA, S TB, S A, HCB+B
 3  J TB, S TA, S TB, S A, F HCF+A
 4  J TB, S TA, S TB, S A, QCF QCF+B
 5  J TB, S TA, S TB, S A, QCF HCB+B


-------------------------------------------------------------------------------
Akari Ichijo                                                     <Average Mode>
-------------------------------------------------------------------------------

Out of all the cool Last Blade characters they chose the most annoying... 
Annoying or not, Akari's one helluva character. Sporting very effective moves
and deadly combos she's easily amongst the best in the game. AND you can't
hear her high-pitched-annoying-as-hell voice, so it's all good.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< | >< | >< |
Crouching |    | >< |    | >< |
Jumping   |    |    |    |    |

Akari's Best Jump-ins : TA, B, D+B

-------------------------------( Command Moves )-------------------------------

Name:     ???                            Akari's overhead. Knocks the opponent
Command:  F+A                            down if it connects.

Name:     ???                            One of Akari's best moves. It has tons
Command:  Back+A                         of priority and zero recovery time.

Name:     ???                            Knocks the opponent down. Like her 
Command:  D+B in the air                 card move, this one also has tons of
                                         priority and can even be used to jump
                                         over projectiles!

-------------------------------( Special Moves )-------------------------------

Name:     Messianic Blast                Basic fireball. Weak version travels
Command:  QCF+A                          full screen and the Fierce version
                                         just a little more than half screen.

Name:     ???                            Best used in combos, since it's
Command:  QCB+A                          nearly impossible to catch a moving
                                         opponent with it.

Name:     Rice Patty Demon Dicer         Pretty good surprise move, just make     
Command:  DP+A/B                         sure you'll roll away from your 
Extra:    Hold A to roll forward.        opponent if he blocks it.
          Hold B to roll backward.

Name:     ???                            Akari'll jump up and do her headstomp,
Command:  D+A during Rice Patty Demon    knocking down the opponent if it hits.
          Dicer

Name:     ???                            Akari'll roll vertically into the air,
Command:  U+A during Rice Patty Demon    hitting the opponent while she's        
          Dicer                          spinning.

Name:     MeiRyu Mari Otoshi             Akari'll bop against the opponent.
Command:  D+B during Rice Patty Demon 
          Dicer

Name:     MeiRyu Mari Houri              Akari'll hop into the air, away from
Command:  U+B during Rice Patty Demon    the opponent. Doesn't do any damage.
          Dicer

Name:     ???                            Can be used as an anti-air. You can
Command:  D U+B                          follow it up with either D U+A or
                                         D U+B for some more damage.

Name:     Pure Princess Parry            Akari's counter move. Your completely
Command:  HCB+B                          open while doing this and it will only
                                         counter standing normal attacks.

--------------------------------( Super Moves )--------------------------------

Name:     Sextet Synthesis               Great combo finisher. Looks cool and
Command:  QCB HCF+A                      does good damage.
Extra:    Hold A to delay.

Name:     100 Demon Sabbath              Has terrific vertical range, so you
Command:  QCB QCB+A                      can easily catch jumping opponents
                                         with it. LV2 version is the coolest
                                         looking super in the whole game!
Name:     Myriad Stars (LV2 only!)       There are two possible outcomes of
Command:  QCF HCB+A/B                    this Super. If you're lucky she'll
                                         launch the opponent, giving you a
                                         chance to juggle him.

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

AVERAGE MODE COMBOS

 1  J A/B, S TA, HCB+A

 2  J A/B, S A, D U+B, D U+A
 3  J A/B, S A, D U+B, D U+B

 4  J A/B, C A (2 hits), B+A
 5  J A/B, C A (2 hits), B+A, QCB QCB+A (LV1/LV2)

 6  J A/B, C A (2 hits), D U+B, D U+A 
 7  J A/B, C A (2 hits), D U+B, D U+B

 8  J A/B, C A (2 hits), QCF+A
 9  J A/B, C A (2 hits), QCB QCB+A (LV1/LV2)
10  J A/B, C A (2 hits), QCB HCF+A (LV1/LV2)

11  J A/B, C A (2 hits), QCF HCB A/B (LV2)
12  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), B+A
13  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), D U+B,
    D U+A
14  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), D U+B,
    D U+B

15  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), C A
    (2 hits), B+A
16  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), C A 
    (2 hits), D U+B, D U+A
17  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), C A
    (2 hits), D U+B, D U+B

COUNTER MODE COMBOS

 1  CB, D U+B, D U+A
 2  CB, D U+B, D U+B

 3  CB, QCB QCB+A (LV1/LV2)
 4  CB, QCB HCF+A (LV1/LV2)
 5  CB, QCF HCB+A/B (LV2)

 6  CB, QCF HCB+A/B (LV2) (if opponent is launched), QCB QCB+A (LV1)

 7  CB, QCF HCB+A/B (LV2) (if opponent is launched), C A (2 hits),
    QCB QCB+A (LV1)
 8  CB, QCF HCB+A/B (LV2) (if opponent is launched), C A (2 hits),
    QCB HCF+A (LV1)

 9  J A/B, C A (2 hits), QCF HCB+A/B (LV2) (if opponent is launched), QCB QCB+A
    (LV1)

10  J A/B, C A (2 hits), QCF HCB+A/B (LV2) (if opponent is launched), 
    C A (2 hits) QCB QCB+A (LV1)
11  J A/B, C A (2 hits), QCF HCB+A/B (LV2) (if opponent is launched), 
    C A (2 hits) QCB HCF+A (LV1)

RUSH MODE COMBOS

 1  C TA, C TB, C A (2hits), B+A
 2  C TA, C TB, C A (2hits), B+A, QCB QCB+A 

 3  C TA, C TB, C A (2hits), D U+B, D U+A
 4  C TA, C TB, C A (2hits), D U+B, D U+B

 5  C TA, C TB, C A (2hits), QCF+A
 6  C TA, C TB, C A (2hits), QCB QCB+A
 7  C TA, C TB, C A (2hits), QCB HCF+A


-------------------------------------------------------------------------------
Geese Howard                                                     <Average Mode>
-------------------------------------------------------------------------------

Geese is the boss. Any good boss knows how to take care of himself and Geese
knows just that. Being highly overpowered, only a handful of characters pose
any serious threat to him. Geese has great pressure moves, great strength, 
great combo potential and one helluva anti-air move.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    | >< |    |
Crouching | >< | >< | >< | >< |
Jumping   |    |    |    |    |

Geese's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     Hienshikyaku                   Comes out really fast and will surely
Command:  F+A                            surprise your opponent. With a little
                                         of good timing you can link something
                                         after it!

-------------------------------( Special Moves )-------------------------------

Name:     Reversal (High)                Counters most high (jumping) attacks.
Command:  HCF+A

Name:     Reversal (Low)                 Counters most low (standing) attacks.
Command:  HCF+B 
Name:     Reppu Ken                      Comes out fast and is large enough to
Command:  QCB+TA                         function as a flying projectile.

Name:     Double Reppu Ken               Great move. The start-up negates ANY
Command:  QCB+A                          projectile and doubles as an anti-air.
                                         The Reppu Ken itself negates any other
                                         projectile and is a great pressure
                                         tool.

Name:     Shinkuu Nage                   Has very high priority and can easily
Command:  360+A                          be comboed into.

Name:     Jae En Ken                     Has pretty good priority and is a 
Command:  CBF+B                          great way to punish mistakes.

--------------------------------( Super Moves )--------------------------------

Name:     Raging Storm                   The Raging Storm motion is tough, but
Command:  RS+A                           it really pays off. Try to master the
                                         motion and you won't have to worry 
                                         about jump-in attacks anymore.

Name:     Rashoumon                      You have to be up-close to the 
Command:  360+B up close                 opponent to connect it, but you
                                         can very easily combo into it.

Name:     Deadly Rave (LV2 only!)        Great punish move. Comes out fast and
Command:  QCF QCF+B                      has pretty good priority.

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

AVERAGE MODE COMBOS

 1  J A (2 hits), QCB+A
 2  J A (2 hits), CBF+B
 3  J A (2 hits), RS+A (LV1)

 4  J A (2 hits), S TA, QCB+TA
 5  J A (2 hits), S TA, 360+A
 6  J A (2 hits), S TA, QCF QCF+B (LV2)
 7  J A (2 hits), S TA, 360+B (LV1/LV2)

 8  J A (2 hits), S TA, F+A, 360+A
 9  J A (2 hits), S TA, F+A, RS+A (LV1)
10  J A (2 hits), S TA, F+A, QCF QCF+B (LV2)
11  J A (2 hits), S TA, F+A, 360+B (LV1/LV2)

 - You need to be lightning fast to successfully link something after a 
   Hienshikyaku.

12  J A (2 hits), S B, S TA, QCB+TA
13  J A (2 hits), S B, S TA, QCF QCF+B (LV2)

14  J A (2 hits), S B, S TA, F+A, 360+A
15  J A (2 hits), S B, S TA, F+A, RS+A (LV1)
16  J A (2 hits), S B, S TA, F+A, QCF QCF+B (LV2)
17  J A (2 hits), S B, S TA, F+A, 360+B (LV1/LV2)

 - Geese's Roundhouse recovers very fast, so there's enough time to link 
   something after it.

18  (C) J A (2 hits), C A (2 hits), QCB+A
19  (C) J A (2 hits), C A (2 hits), 360+A
20  (C) J A (2 hits), C A (2 hits), CBF+B
21  (C) J A (2 hits), C A (2 hits), RS+A (LV1)
22  (C) J A (2 hits), C A (2 hits), QCF QCF+B (LV2)
23  (C) J A (2 hits), C A (2 hits), 360+B (LV1/LV2)

24  (C) J A (2 hits), C A (2 hits), S TA, F+A, 360+A
25  (C) J A (2 hits), C A (2 hits), S TA, F+A, RS+A (LV1)
26  (C) J A (2 hits), C A (2 hits), S TA, F+A, QCF QCF+B (LV2)
27  (C) J A (2 hits), C A (2 hits), S TA, F+A, 360+B (LV1/LV2)

 - #24/#27 are VERY hard to do, but the end result certainly looks impressive.
   After the crouching Fierce recovers immediately link the standing Jab.

COUNTER MODE COMBOS

 1  CB, QCB+TA
 2  CB, 360+A
 3  CB, QCF QCF+B (LV2)
 4  CB, 360+B (LV1/LV2)

RUSH MODE COMBOS

 1  J A (2 hits), S TB, S TA, S B, C A (2 hits), QCB+A
 2  J A (2 hits), S TB, S TA, S B, C A (2 hits), 360+A
 3  J A (2 hits), S TB, S TA, S B, C A (2 hits), CBF+B
 4  J A (2 hits), S TB, S TA, S B, C A (2 hits), RS+A
 5  J A (2 hits), S TB, S TA, S B, C A (2 hits), 360+B

 6  J A (2 hits), S TB, S TA, S B, C A (2 hits), S TA, F+A, 360+A
 7  J A (2 hits), S TB, S TA, S B, C A (2 hits), S TA, F+A, RS+A
 8  J A (2 hits), S TB, S TA, S B, C A (2 hits), S TA, F+A, 360+B

 - Good luck with #6/#8...

 9  J A (2 hits), S TA, S B, S TA, S B, S TA, S B, S TB, F+A, 360+A
10  J A (2 hits), S TA, S B, S TA, S B, S TA, S B, S TB, F+A, RS+A
11  J A (2 hits), S TA, S B, S TA, S B, S TA, S B, S TB, F+A, 360+B

 - #9/#11 are easier than they look. Again, Geese's Roundhouse recovers very
   fast, so it'll be easy to link another Chain after it.


-------------------------------------------------------------------------------
Orochi Iori                                                      <Average Mode>
-------------------------------------------------------------------------------

Orochi Iori improves on normal Iori in just about any way thinkable. His only
weakness is that he takes a lot of damage, but that is the price to pay for
his overwhelming pressure game.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  |    | >< |    |    |
Crouching | >< | >< |    |    |
Jumping   |    |    |    |    |

Iori's Best Jump-ins : TA, B

-------------------------------( Command Moves )-------------------------------

Name:     Foreign Style: Dream Bullet    Exactly the same as normal Iori's.
Command:  F+A, A

Name:     Foreign Style: Thunder Axe     Exactly the same as normal Iori's.
          Negative
Command:  F+B 

Name:     Foreign Style: Lily Break      Exactly the same as normal Iori's.
Command:  Back+B in the air 

-------------------------------( Special Moves )-------------------------------

Name:     Style No. 108: Darkness Sweep  Negates all normal projectiles and 
Command:  QCF+A                          there's so little recovery time on it
                                         you can follow it up with a variety
                                         of other moves!

Name:     Style No. 127: Hollyhock       A little bit faster than normal 
          Flower                         Iori's, but for the rest they're
Command:  QCB+A x 3                      the same.

Name:     Style No. 100: Demon Scorcher  Comes out quicker and also has higher
Command:  DP+A                           priority than normal Iori's.

Name:     Scum Gale                      Exactly the same as normal Iori's.
Command:  HCB F+A 

Name:     Style No. 212: Moon Harp       Exactly the same as normal Iori's.
          Negative
Command:  HCB+B 

Name:     Style No. 311: Claw Comb       Exactly the same as normal Iori's.
Command:  DP+B 

--------------------------------( Super Moves )--------------------------------

Name:     Maiden Masher                  Exactly the same as normal Iori's,
Command:  QCF HCB+A                      though I suspect it has slightly 
                                         higher priority.

Name:     Reversed Style No. 108:        Exactly the same as normal Iori's.
          Eight Wine Cups
Command:  QCB HCF+A 

Name:     Burst Talons (LV2 only!)       Exactly the same as normal Iori's,
Command:  QCF QCF+B                      though I suspect it has slightly 
                                         higher priority.

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

AVERAGE MODE COMBOS

 1  DP+B, QCB+A, QCB+A, QCB+A
 2  DP+B, QCB+A, QCF HCB+A (LV1/LV2)

 3  J A/B, S A, QCF+A
 4  J A/B, S A, DP+A
 5  J A/B, S A, HCB+B
 6  J A/B, S A, QCF HCB+A (LV1/LV2)

 7  J A/B, S A, QCB+A, QCB+A, QCB+A
 8  J A/B, S A, QCB+A, QCF HCB+A (LV1/LV2)

 9  J A/B, S A, QCF+A, S A, QCF+A
10  J A/B, S A, QCF+A, S A, DP+A
11  J A/B, S A, QCF+A, S A, HCB+B
12  J A/B, S A, QCF+A, S A, QCF HCB+A (LV1/LV2)

13  J A/B, S A, QCF+A, S A, QCB+A, QCB+A, QCB+A
14  J A/B, S A, QCF+A, S A, QCB+A, QCF HCB+A (LV1/LV2)

 - #9/#15 work best in the corner but can be done outside it. It all comes
   down to linking the Fierce after the Darkness Sweep. Once you get the hang
   of it you'll do some nice combos.

15  J A/B, S A, HCB F+A, DP+A

16  J A/B, S A, HCB F+A, A, QCB+A, QCB+A, QCB+A
17  J A/B, S A, HCB F+A, A, QCB+A, QCF HCB+A (LV1/LV2)

18  J A/B, S A, F+A, A, DP+A
19  J A/B, S A, F+A, A, QCF HCB+A (LV1/LV2)

20  J A/B, S A, F+A, A, QCB+A, QCB+A, QCB+A
21  J A/B, S A, F+A, A, QCB+A, QCF HCB+A (LV1/LV2)

22  (C) S A, QCF+A, DP+A

23  (C) S A, QCF+A, S A, DP+A
24  (C) S A, QCF+A, S A, HCB+TB
25  (C) S A, QCF+A, S A, QCF HCB+A (LV1/LV2)
26  (C) S A, QCF+A, S A, QCF QCF+B (LV2)

27  (C) S A, QCF+A, S A, QCB+A, QCB+A, QCB+A
28  (C) S A, QCF+A, S A, QCB+A, QCF HCB+A (LV1/LV2)

29  (C) S A, QCF+A, S A, QCF+A, QCF HCB+A (LV1/LV2)
30  (C) S A, QCF+A, S A, QCF+A, QCF QCF+B (LV2)

31  (C) S A, QCF+A, S A, QCF+A, QCB+A, QCB+A, QCB+A
32  (C) S A, QCF+A, S A, QCF+A, QCB+A, QCF HCB+A (LV1/LV2)

33  (C) S A, QCF+A, F+A, A, DP+A
34  (C) S A, QCF+A, F+A, A, QCF HCB+A (LV1/LV2)

35  (C) S A, QCF+A, F+A, A, QCB+A, QCB+A, QCB+A
36  (C) S A, QCF+A, F+A, A, QCB+A, QCF HCB+A (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, DP+A
 3  CB, QCF HCB+A (LV1/LV2)
 4  CB, QCF QCF+B (LV2)

 5  CB, QCB+A, QCB+A, QCB+A
 6  CB, QCB+A, QCF HCB+A (LV1/LV2)

 7  CB, QCF+A, S A, QCF+A
 8  CB, QCF+A, S A, DP+A
 9  CB, QCF+A, S A, HCB+B
10  CB, QCF+A, S A, QCF HCB+A (LV1/LV2)

11  CB, QCF+A, S A, QCB+A, QCB+A, QCB+A
12  CB, QCF+A, S A, QCB+A, QCF HCB+A (LV1/LV2)

13  CB, HCB F+A, DP+A

14  CB, HCB F+A, A, QCB+A, QCB+A, QCB+A
15  CB, HCB F+A, A, QCB+A, QCF HCB+A (LV1/LV2)

RUSH MODE COMBOS 

 1  J A/B, S TA, S TB, S A, QCF+A
 2  J A/B, S TA, S TB, S A, DP+A
 3  J A/B, S TA, S TB, S A, HCB+B
 4  J A/B, S TA, S TB, S A, QCF HCB+A
 
 5  J A/B, S TA, S TB, S A, QCB+A, QCB+A, QCB+A
 6  J A/B, S TA, S TB, S A, QCB+A, QCF HCB+A 


===============================================================================
CAPCOM SIDE
===============================================================================

-------------------------------------------------------------------------------
Ryu                                                              <Average Mode>
-------------------------------------------------------------------------------

Capcom's superstar. You know what to expect here, Ryu's Mr Efficiency 
himself.Rounding out Ryu's arsenal of moves is his Shin Shoryuken, which will 
surely take care of your opponent nicely.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< | >< | >< | >< |
Jumping   |    |    |    |    |

Ryu's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     Sakotsu Wari                   Ryu's overhead.
Command:  F+A

Name:     Senpuu Kyaku                   Ryu does a little hop kick, which can
Command:  F+B                            go over some ground projectiles if you
                                         time it right.

-------------------------------( Special Moves )-------------------------------

Name:     Hadoken                        Comes out fast with very little    
Command:  QCF+A                          recovery time on it. Great pressure
                                         move.

Name:     Shakunetsu Hadoken             Does slightly more damage than a 
Command:  HCF+A                          normal Hadoken and when done at close
                                         it knocks the opponent down.

Name:     Shoryuken                      Comes out really fast and has lots of
Command:  DP+A                           priority. Besides Geese's Raging Storm
                                         this is probably the best anti-air 
                                         move in the game.

Name:     Tatsumaki Senpuu Kyaku         Like Ryu's other Specials this one
Command:  QCB+B                          comes out fast and has good priority.
Extra:    Can be done in the air.        

--------------------------------( Super Moves )--------------------------------

Name:     Shinkuu Hadoken                Will negate any normal projectile and
Command:  QCF QCF+A                      comes out really fast.

Name:     Shinkuu Tatsumaki Senpuu       Has limited range so it's hard to
          Kyaku                          connect, but it will do tons of damage
Command:  QCB QCB+B                      when it does connect.

Name:     Shin Shoryuken (LV2 only!)     Has tons of priority and an invincible
Command:  QCF QCF+B                      start-up, so it's guaranteed to hit 
                                         the opponent unless he blocks.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  J A/B, S/C A, QCF+A
 2  J A/B, S/C A, HCF+A
 3  J A/B, S/C A, DP+A
 4  J A/B, S/C A, QCB+B
 5  J A/B, S/C A, QCF QCF+A (LV1/LV2)
 6  J A/B, S/C A, QCB QCB+B (LV1/LV2)
 7  J A/B, S/C A, QCF QCF+B (LV2)

 8  J A/B, C A, F+A, QCF+A
 9  J A/B, C A, F+A, HCF+A
10  J A/B, C A, F+A, QCB+B
11  J A/B, C A, F+A, QCF QCF+A (LV1/LV2)
12  J A/B, C A, F+A, QCB QCB+B (LV1/LV2)
13  J A/B, C A, F+A, QCF QCF+B (LV2)

14  J A/B, C TB, S A, F+B, QCF QCF+B (LV2)

 - #14 does not work in the corner. You need to link the standing Fierce after
   the crouching Short, then cancel the Fierce into the F+B. When you recover 
   from the F+B immediately link into Shin Shoryuken.

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, HCF+A
 3  CB, DP+A
 4  CB, QCB+B
 5  CB, QCF QCF+A (LV1/LV2)
 6  CB, QCB QCB+B (LV1/LV2)
 7  CB, QCF QCF+B (LV2)

RUSH MODE COMBOS

 1  J TA, S TA, S TB, S A, QCF+A
 2  J TA, S TA, S TB, S A, HCF+A
 3  J TA, S TA, S TB, S A, QCB+B
 4  J TA, S TA, S TB, S A, QCF QCF+A
 5  J TA, S TA, S TB, S A, QCB QCB+B


-------------------------------------------------------------------------------
Ken Masters                                                         <Rush Mode>
-------------------------------------------------------------------------------

Ryu's long time friend. Unlike Ryu, Ken's a real offensive character. Rush Mode
gives Ken even better combos and more speed (running).

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< | >< |    |
Crouching | >< | >< | >< | >< |
Jumping   |    |    |    |    |

Ken's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     Inazuma Kakato Wari            Ken's overhead.
Command:  F+A

Name:     Ushiro Mawashi-geri            Not very useful on itself (too slow),
Command:  F+B                            but it comes very handy in combos.

-------------------------------( Special Moves )-------------------------------

Name:     Hadoken                        Exactly the same as Ryu's, except
Command:  QCF+A                          there's a little bit more recovery
                                         time on it.

Name:     Zenpou Tenshin                 You're completely invincible during
Command:  QCB+A                          the roll, but its only real use is
                                         for crossing up.

Name:     Shoryuken                      The Weak version is exactly the same
Command:  DP+A                           as Ryu's, but the Fierce version comes
                                         out slightly slower but it does more
                                         damage.

Name:     Tatsumaki Senpuu Kyaku         Looks more damaging than Ryu's, but
Command:  QCB+B                          does just as much damage. Priority
Extra:    Can be done in the air.        wise it's the same too.

--------------------------------( Super Moves )--------------------------------

Name:     Shouryureppa                   Comes out very fast and is super easy
Command:  QCF QCF+A                      to combo into. Great Super.

Name:     Shinryuken                     Best used as an anti-air, though it's
Command:  QCF QCF+B                      not completely useless in combos since
                                         you can juggle afterwards.

Name:     Shippuujinrai Kyaku            Has pretty good priority, but it's too
          (LV2 only)                     slow to really surprise. Best used in
Command:  QCB QCB+B                      combos.

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

AVERAGE MODE COMBOS

 1  J A/B/QCB+B, S A, QCF+A
 2  J A/B/QCB+B, S A, DP+A
 3  J A/B/QCB+B, S A, QCB+B
 4  J A/B/QCB+B, S A, QCF QCF+A (LV1/LV2)
 5  J A/B/QCB+B, C A, QCF QCF+B (LV1/LV2)
 6  J A/B/QCB+B, S A, QCB QCB+B (LV2)

 7  J A/B/QCB+B, S A, F+A, QCF+A
 8  J A/B/QCB+B, S A, F+A, QCB+B
 9  J A/B/QCB+B, S A, F+A, QCF QCF+A (LV1/LV2)
10  J A/B/QCB+B, S A, F+A, QCF QCF+B (LV1/LV2)
11  J A/B/QCB+B, S A, F+A, QCB QCB+B (LV2)

12  J A/B/QCB+B, S A, F+B, QCF+A
13  J A/B/QCB+B, S A, F+B, DP+A
14  J A/B/QCB+B, S A, F+B, QCB+B
15  J A/B/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2)
16  J A/B/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2)
17  J A/B/QCB+B, S A, F+B, QCB QCB+B (LV2)

18  J A/B/QCB+B, S A, F+B, C TA, QCF+A
19  J A/B/QCB+B, S A, F+B, C TA, DP+A
20  J A/B/QCB+B, S A, F+B, C TA, QCB+B
21  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2)
22  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2)
23  J A/B/QCB+B, S A, F+B, C TA, QCB QCB+B (LV2)

 - The timing on the crouching Jab is tricky, so you'll have to practise it
   some time in Sparring Mode. Note that the Jab damage is so minimal you might 
   as well leave it out the otherwise awesome combos.

24  J A/B, C TB, S A, F+B, QCF+A
25  J A/B, C TB, S A, F+B, QCB+B
26  J A/B, C TB, S A, F+B, QCF QCF+A (LV1/LV2)
27  J A/B, C TB, S A, F+B, QCB QCB+B (LV2)

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, DP+A
 3  CB, QCB+B
 4  CB, QCF QCF+A (LV1/LV2)
 5  CB, QCF QCF+B (LV1/LV2)
 6  CB, QCB QCB+B (LV2)

 7  CB, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
 8  CB, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

 9  CB, S TA, QCF+A
10  CB, S TA, DP+A
11  CB, S TA, QCB+B
12  CB, S TA, QCF QCF+A (LV1/LV2)
13  CB, S TA, QCF QCF+B (LV1/LV2)
14  CB, S TA, QCB QCB+B (LV2)

15  CB, S TA, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
16  CB, S TA, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

17  CB, S TA, F+B, QCF+A
18  CB, S TA, F+B, DP+A
19  CB, S TA, F+B, QCB+B
20  CB, S TA, F+B, QCF QCF+A (LV1/LV2)
21  CB, S TA, F+B, QCF QCF+B (LV1/LV2)
22  CB, S TA, F+B, QCB QCB+B (LV2)

23  CB, S TA, F+B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
24  CB, S TA, F+B, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

25  CB, S TA, F+B, S TA, QCF+A
26  CB, S TA, F+B, S TA, DP+A
27  CB, S TA, F+B, S TA, QCB+B
28  CB, S TA, F+B, S TA, QCF QCF+A (LV1/LV2)
29  CB, S TA, F+B, S TA, QCF QCF+B (LV1/LV2)
30  CB, S TA, F+B, S TA, QCB QCB+B (LV2)

31  CB, S TA, F+B, S TA, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
32  CB, S TA, F+B, S TA, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

33  J A/B/QCB+B, C A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
34  J A/B/QCB+B, C A, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

35  J A/B/QCB+B, S A, F+A, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
36  J A/B/QCB+B, S A, F+A, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

37  J A/B/QCB+B, S A, F+B, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
38  J A/B/QCB+B, S A, F+B, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

39  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1/LV2), QCF QCF+A (LV1)
40  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+B (LV1), QCB+B, QCF QCF+A (LV1)

 - These combos are sort of unpredictable since you don't know on which side
   of Ken's the opponent will fall after a Shinryuken. The best way to avoid
   any problems is to not bash on the buttons to increase the number of hits 
   of the Shinryuken so that your opponent always will come down in front of 
   you.

RUSH MODE COMBOS

 1  J A/B/QCB+B, S TA, S TB, S A, QCF+A
 2  J A/B/QCB+B, S TA, S TB, S A, DP+A
 3  J A/B/QCB+B, S TA, S TB, S A, QCB+B
 4  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A
 5  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B
 6  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+A

 7  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A

 8  J A/B/QCB+B, S TA, S TB, S A, F+A, QCF+A
 9  J A/B/QCB+B, S TA, S TB, S A, F+A, QCB+B
10  J A/B/QCB+B, S TA, S TB, S A, F+A, QCF QCF+A
11  J A/B/QCB+B, S TA, S TB, S A, F+A, QCF QCF+B
12  J A/B/QCB+B, S TA, S TB, S A, F+A, QCF QCF+B, QCF QCF+A
13  J A/B/QCB+B, S TA, S TB, S A, F+A, QCF QCF+B, QCB+B, QCF QCF+A

14  J A/B/QCB+B, S TA, S TB, S A, F+B, QCF+A
15  J A/B/QCB+B, S TA, S TB, S A, F+B, DP+A
16  J A/B/QCB+B, S TA, S TB, S A, F+B, QCB+B
17  J A/B/QCB+B, S TA, S TB, S A, F+B, QCF QCF+A
18  J A/B/QCB+B, S TA, S TB, S A, F+B, QCF QCF+B
19  J A/B/QCB+B, S TA, S TB, S A, F+B, QCF QCF+B, QCF QCF+A

20  J A/B/QCB+B, S TA, S TB, S A, F+B, QCF QCF+B, QCB+B, QCF QCF+A

 - Connecting the Tatsumaki after the Shinryuken will likely give most of you
   a headache. Your timing must literally be perfect. Anything less will not 
   not let your connect the Tatsumaki.


-------------------------------------------------------------------------------
Chun-Li                                                             <Rush Mode>
-------------------------------------------------------------------------------

Like Mai, Chun-Li has great speed but poor strength. The MotM Chun-Li has every
single move Chun-Li ever had, making this traditionally top tier character even 
better. Fate wasn't that nice to Chun-Li though, since there's a bug that lets
some characters do combos on her that otherwise shouldn't be possible (more on
that in the "Special" section of the FAQ). Despite that she's easily one of the
better characters in MotM though.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< | >< |    |
Crouching | >< |    | >< |    |
Jumping   |    |    | >< |    |

Chun Li's Best Jump-ins : A, TB

-------------------------------( Command Moves )-------------------------------

Name:     Reverse Neck Breaker           Great for starting combos and just for
Command:  DF+A                           messing with your opponents head.

Name:     Kick Flip                      Pretty useless as it has been through
Command:  DF+B                           the whole SF series.

Name:     Yousou Kyaku                   Chun-Li's classic head-stomp. You can
Command:  D+B in the air                 connect two more of these if you time
                                         the first one right.

-------------------------------( Special Moves )-------------------------------

Name:     Kikoken                        An OK fireball. Best for pressuring
Command:  HCF+A                          your opponent into doing something
                                         stupid.

Name:     Hyakuretsu Kyaku               The famous lightning kick. Aside from
Command:  BBBB...                        one combo I'm not sure what it's good
                                         for at an advanced level. Mind games?

Name:     Sen En Shu                     Can't be blocked low. Good for
Command:  HCB+B                          advancing on the opponent while
                                         keeping charged up. Another good
                                         mind game move.

Name:     Spinning Bird Kick             Not such a great move. Good for
Command:  CBF+B                          pressuring your opponent maybe. It
Extra:    Can be done in the air.        never seems to hit twice. Sometimes
                                         it knocks down, most of the time not.
                                         it always knocks down if you combo
                                         into it though, so use it in combos.

Name:     Tensho Kyaku                   Not as good as an anti-air as it
Command:  CDU+B                          looks, but good for ending combos.

--------------------------------( Super Moves )--------------------------------

Name:     Kikosho                        LV1 version is a short range fireball,
Command:  QCF QCF+A                      but the LV2 version engulfs Chun-Li in
                                         a giant fireball.

Name:     Sen Retsu Kyaku                Great Super that is easy to combo into
Command:  CBFBF+B                        and does great damage.

Name:     Hazan Tenshou Kyaku            Like Guile's Somersault Justice this
Command:  CDB, DF, DB, UF+B              move is kinda hard to pull off, but
                                         quite rewarding if used properly. Best
                                         used as a combo-ender.

Name:     Shichisei Senkuu Kyaku         If your opponent is jumping a lot, 
          (LV2 only!)                    and so are you, just be ready to use 
Command:  QCF QCF+B in the air           you might hit and do a bunch of it,
                                         damage. It can be comboed into rather
                                         easily too.

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

AVERAGE MODE COMBOS

 1  J TB, QCF QCF+B (air) (LV2)

 - Cancel the jumping Short into Shichisei Senkuu Kyaku.

 2  J A, S A, HCF+A
 3  J A, S A, HCB+B
 4  J A, S A, CBFBF+B (LV2)

 5  J TB, C TB, DF+B
 6  J TB, C TB, CBF+TB
 7  J TB, C TB, CDU+B
 8  J TB, C TB, QCF QCF+A (LV1)
 9  J TB, C TB, CBFBF+B (LV1)
10  J TB, C TB, CDB, DF, DB, UF+B (LV1/LV2)

11  (C) DF+A, AB
12  (C) DF+A, DF+B
13  (C) DF+A, CBF+TB
14  (C) DF+A, CDU+B
15  (C) DF+A, QCF QCF+A (LV1)
16  (C) DF+A, CDB, DF, DB, UF+B (LV1/LV2)

 - Once you get the timing down, these kind of juggles will be very easy.       
   Basically you always want to come out with a move as soon as possible,  
   because the opponent can only be juggled when he's knocked up.

17  (C) J TB, C TB, CBFBF+B (LV1), AB
18  (C) J TB, C TB, CBFBF+B (LV1), DF+B
19  (C) J TB, C TB, CBFBF+B (LV1), CBF+TB
20  (C) J TB, C TB, CBFBF+B (LV1), CDU+B

 - See comments above.

COUNTER MODE COMBOS

 1  CB, CDU+B
 2  CB, QCF QCF+A (LV1/LV2)

 3  J TB, C TB, CBFBF+B (LV1), QCF QCF+A (LV1)

 4  (C) J TB, C TB, CBFBF+B (LV1), CDB, DF, DB, UF+B (LV1)

RUSH MODE COMBOS

 1  J TB, S TA, S TB, CBF+TB
 2  J TB, S TA, S TB, CDU+B
 3  J TB, S TA, S TB, QCF QCF+A
 4  J TB, S TA, S TB, CDB, DF, DB, UF+B

 5  J TB, S TA, S TB, S A, HCF+A
 6  J TB, S TA, S TB, S A, HCB+B

 7  J TB, C TA, C TB, S A, CBFBF+B, QCF QCF+A
 
 - Beautiful combo if I may say so myself.

 8  (C) J TB, C TA, C TB, S A, CBFBF+B, AB
 9  (C) J TB, C TA, C TB, S A, CBFBF+B, DF+B 
10  (C) J TB, C TA, C TB, S A, CBFBF+B, CBF+TB
11  (C) J TB, C TA, C TB, S A, CBFBF+B, CDU+B
12  (C) J TB, C TA, C TB, S A, CBFBF+B, CDB, DF, DB, UF+B

 - More good stuff from Chun-Li.

13  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, AB
14  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, DF+B
15  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, CBF+TB
16  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, CDU+B
17  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, QCF QCF+A
18  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, CDB, DF, DB, UF+B

 - Now these are fine combos! Link the crouching Short after the Sen En Shu
   and Chain that Short into a crouching Fierce. Cancel the Fierce into Sen 
   Retsu Kyaku and then juggle with any of the mentioned moves.


-------------------------------------------------------------------------------
Morrigan                                                         <Average Mode>
-------------------------------------------------------------------------------

Morrigan's a very well balanced character, having an appropriate move for 
almost every situation. I'd say that Morrigan's perhaps the most balanced 
character in the game.

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

NOTE: In Rush Mode Morrigan can't run, instead when you tap and hold B, B or 
      F, F she will fly respectively backward or forward. When you tap and hold 
      D, U she will fly upwards. This is of course a more than subtle reminder
      to the Vampire games.

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< |    | >< |    |
Jumping   | >< |    | >< | >< |

Morrigan's Best Jump-ins : TA, A, B, D+B

-------------------------------( Command Moves )-------------------------------

Name:     Shell Kick                     Great move since you can cancel into
Command:  D+B in the air                 it and combo afterwards. Free damage
                                         is always a good thing.

-------------------------------( Special Moves )-------------------------------

Name:     Soul Fist                      Standard fireball. Pretty big actually
Command:  QCF+A                          but has some serious recovery time.
Extra:    Can be done in the air.        

Name:     Vector Drain                   Has very little range, but is very 
Command:  QCB+A                          easy to combo into and does great            
                                         damage.

Name:     Shadow Blade                   Decent uppercut. Comes out fast and
Command:  DP+A                           has good range, but lacks a little in
                                         priority.

--------------------------------( Super Moves )--------------------------------

Name:     Darkness Illusion              Does good damage at both Levels and 
Command:  QCF QCF+A                      looks pretty cool too.
Extra:    Can be done in the air.

Name:     Finishing Shower               Pretty useless, unless your opponent
Command:  QCF QCF+B                      is dizzy or just plain stupid.

Name:     Valkyrie Turn                  You won't surprise anyone with it,
Command:  HCB+B                          but if you're lucky the opponent will
Extra:    Can be done in the air.        block the wrong way.

Name:     Cryptic Needle (LV2 only!)     Good long range Super, but since 
Command:  QCB QCB+A                      Morrigan is much more efficient at
                                         close range you shouldn't use it a
                                         lot, if at all.

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

AVERAGE MODE COMBOS

 1  J A/B, QCF+A (air)
 2  J A/B, QCF QCF+A (air) (LV1/LV2)

 - Cancel the jumping Fierce/Roundhouse into either move.

 3  J A/B, S A, QCF+A
 4  J A/B, S A, HCB+A
 5  J A/B, S A, DP+A
 6  J A/B, S A, QCF QCF+A (LV1/LV2)
 7  J A/B, S A, QCB QCB+A (LV2)

 8  J B, D+B (air), S A, QCF+A
 9  J B, D+B (air), S A, HCB+A
10  J B, D+B (air), S A, DP+A
11  J B, D+B (air), S A, QCF QCF+A (LV1/LV2)
12  J B, D+B (air), S A, QCB QCB+A (LV2)

 - Very easy to do and certainly worth your while. These combos will tear CPU 
   Orochi Iori apart.

COUNTER MODE COMBOS

 1  CB, HCB+A
 2  CB, DP+TA
 3  CB, QCF QCF+A (LV1/LV2)
 4  CB, QCB QCB+A (LV2)

 5  HCB+B, TB, S TA, QCF+A
 6  HCB+B, TB, S TA, HCB+A
 7  HCB+B, TB, S TA, DP+A
 8  HCB+B, TB, S TA, QCF QCF+A (LV1)

 9  (C) QCF QCF+B (LV1), QCF QCF+A (LV1)

 - No you won't ever use it in the game against a non-dizzy opponent. It looks
   cool though.

RUSH MODE COMBOS

 1  J B, D+B (air), S TA, S TB, S A, QCF+A
 2  J B, D+B (air), S TA, S TB, S A, HCB+A
 3  J B, D+B (air), S TA, S TB, S A, DP+A
 4  J B, D+B (air), S TA, S TB, S A, QCF QCF+A

 - Learn how to do those Chain Combos people, because these are worth it.

 5  HCB+B, TB, S TA, S TB, S A, QCF+A
 6  HCB+B, TB, S TA, S TB, S A, HCB+A
 7  HCB+B, TB, S TA, S TB, S A, DP+A
 8  HCB+B, TB, S TA, S TB, S A, QCF QCF+A

 - Again, take advantage of the easy Chain Combos. Not that you should be doing
   a lot of Valkyrie Turns, but if you connect one be prepared to cause some 
   damage. #8 is particularly nasty.


-------------------------------------------------------------------------------
Felicia                                                             <Rush Mode>
-------------------------------------------------------------------------------

Felicia's the second Darkstalker in MotM, but at first glance she's a lot 
weaker than Morrigan. She's a bit on the weak side, but you can certainly
do well against most character if you put some time into her. Unfortunately
she suffers from a similar type of bug like Chun-Li, making her vulnerable
to otherwise impossible combos (more about that below in the "Special" 
section).

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

NOTE: In Rush Mode Felicia can't run, instead when you tap Forward twice she 
      will do a dash that goes through the opponent. She could do this in the 
      Vampire series too of course.

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    | >< |    |
Crouching | >< |    |    |    |
Jumping   |    |    |    |    |

Felicia's Best Jump-ins : TA, TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Hug                            You'll hug your opponent. Totally 
Command:  A+B while next to opponent     useless move unless you want to 
                                         humiliate your opponent.

-------------------------------( Special Moves )-------------------------------

Name:     Rolling Buckler                Good surprise move at mid-to-close 
Command:  QCF+A, A                       range.

Name:     Cat Spike                      The Fierce version goes over ground
Command:  DP+A                           projectiles but can't be comboed into.
                                         The Weak version is useful for getting
                                         closer to the opponent, but does less
                                         damage than any of her other Specials.

Name:     Hell Cat                       Like all the other Command Throws in
Command:  HCB+B                          MotM, the Hell Cat can be comboed into
                                         and that fact alone makes Hell Cat a 
                                         good move.

Name:     Delta Kick                     Pretty good pressure move.
Command:  DP+B 

--------------------------------( Super Moves )--------------------------------

Name:     Dancing Flash                  Felicia's best Super. Like other 
Command:  QCF QCF+A                      autocombo Supers you'll need to use
                                         it either when you're sure when it'll
                                         connect or in a combo.

Name:     Please Help Me                 The kitty helper takes some time to
Command:  QCB QCB+A/B                    come out, so you'll be quite open. If
Extra:    The A version comes out low.   the kitty gets blocked you'll be even
          The B version comes out high.  more open.

Name:     Rolling Scratch (LV2 only!)    Pretty worthless Super.
Command:  QCF QCF+B, AAAA...

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

AVERAGE MODE COMBOS

 1  J A/B, S TA, QCF+A, A
 2  J A/B, S TA, DP+TA
 3  J A/B, S TA, DP+B
 4  J A/B, S TA, HCB+B
 5  J A/B, S TA, QCF QCF+A (LV1/LV2)
 6  J A/B, S TA, QCF QCF+B (LV2)

 7  J TA/TB, S A (2 hits), S TB, DP+TA
 
 - After the standing Fierce recovers immediately link into a standing Short.
   Cancel that Short into a Cat Spike for some nice damage.

COUNTER MODE COMBOS

 1 CB, QCF+A, A
 2 CB, DP+TA
 3 CB, HCB+B
 4 CB, QCF QCF+A (LV1/LV2)
 5 CB, QCF QCF+B (LV2)

RUSH MODE COMBOS

 1  J A/B, S TB, S TA, QCF+A, A
 2  J A/B, S TB, S TA, DP+TA
 3  J A/B, S TB, S TA, DP+B
 4  J A/B, S TB, S TA, HCB+B
 5  J A/B, S TB, S TA, QCF QCF+A

 6  J A/B, S TA, S TB, S B (1 hit), S B (2 hits)

 7  J TA/TB, S B (2 hits), S A (2 hits), S TB, DP+TA


-------------------------------------------------------------------------------
Zangief                                                          <Average Mode>
-------------------------------------------------------------------------------

Traditionally Zangief was a very powerful, but difficult character to use. 
No more! In MotM Zangief's a very powerful and very easy character to use. 
Zangief dominates, it's as simple as that. Making Zangief so powerful is his 
ability to combo into his throws. And boy do those throws hurt. Arguably the 
best character in the game, together with Evil Ryu.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    | >< |    |
Crouching | >< |    | >< | >< |
Jumping   |    |    |    |    |

Zangief's Best Jump-ins : TA, B, D+A, D+B

-------------------------------( Command Moves )-------------------------------

Name:     Headbutt                       Zangief's overhead. Knocks down the
Command:  DF+A                           opponent if it connects.

Name:     Body Press                     Has high priority and you can combo
Command:  D+A in the air                 afterwards. It's also one of the few
                                         moves in MotM that can consistently
                                         cross-up the opponent.

Name:     Kuuchuu Headbutt               The same as his standing headbutt.
Command:  U+A in the air 

Name:     Russian Kick                   His classic kick. It has long range
Command:  DF+B                           and good priority.

Name:     Double Knee Drop               Has less range than his Body Press and
Command:  D+B in the air                 also does less damage, but it does hit
                                         the opponent much sooner.

-------------------------------( Special Moves )-------------------------------

Name:     Double Lariat                  Can be used as an anti-air, pressure
Command:  QCB+A                          move or general projectile dodger.

Name:     Quick Double Lariat            Same as the Double Lariat only *gasp*
Command:  QCB+B                          quicker. Great move.

Name:     Banishing Fist                 Will negate most flying projectiles,
Command:  DP+A                           but is useless for anything else.

Name:     Spinning Piledriver            This is what makes Zangief top tier in
Command:  360+A                          MotM. It does awesome damage and is a
                                         breeze to combo into.

Name:     Atomic Suplex                  See my description of the Piledriver.
Command:  360+B up close 

Name:     Flying Powerbomb               You'll like want to just combo into 
Command:  360+B                          a Piledriver or Suplex, so you don't
                                         have to use this one much, if at all.

--------------------------------( Super Moves )--------------------------------

Name:     Final Atomic Buster            Not worth it on LV1, so safe your 
Command:  720+A                          Super Meter for the LV2 version for
                                         some real damage. You can combo into
                                         it just as easily as comboing into a 
                                         normal Command Throw.

Name:     Aerial Russian Slam            Very good surprise anti-air move. It
Command:  QCF QCF+B                      has really good priority and will hurt
                                         bad on both Levels.

Name:     Russian Beat (LV2 only!)       Ofcourse at LV2 you want to combo into
Command:  QCB QCB+B                      a FAB, but that doesn't take away the
                                         charm this Super has.

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

AVERAGE MODE COMBOS

 1  J A, C TA, C TA, C TA, DF+A
 2  J A, C TA, C TA, C TA, DF+B

 - Actually, depending on who you're fighting and where on the screen you are,
   you can link as much as five crouching Jabs. Zangief has excellent range on
   his crouching moves.

 3  J A, S/C TA, DF+A
 4  J A, S/C TA, DF+B
 5  J A, S/C TA, QCB+A
 6  J A, S/C TA, 360+A
 7  J A, S/C TA, QCB+B
 8  J A, S/C TA, 360+B
 9  J A, S/C TA, 720+A (LV1/LV2)
10  J A, S/C TA, QCB QCB+B (LV2)

 - Combo those throws like there's no tomorrow people...

11  J A, S/C TA, QCB+B, DF+A
12  J A, S/C TA, QCB+B, DF+B
13  J A, S/C TA, QCB+B, QCF QCF+B (LV1/LV2)

 - When Zangief launches his opponent, immediately do one of the three other 
   moves. Connecting the Aerial Russian Slam requires a very fast response or
   else the opponent will just fall to the ground.

COUNTER MODE COMBOS

 1  CB, QCB+A
 2  CB, DP+A
 3  CB, 360+A
 4  CB, QCB+B
 5  CB, 360+B
 6  CB, 720+A (LV1/LV2)
 7  CB, QCB QCB+B (LV2)

 8  CB, QCB+B, DF+A
 9  CB, QCB+B, DF+B
10  CB, QCB+B, QCF QCF+B (LV1/LV2)

RUSH MODE COMBOS

 1  J A, S TA, S TB, DF+A
 2  J A, S TA, S TB, DF+B
 3  J A, S TA, S TB, QCB+A
 4  J A, S TA, S TB, 360+A
 5  J A, S TA, S TB, QCB+B
 6  J A, S TA, S TB, 360+B
 7  J A, S TA, S TB, 720+A

 8  J A, S TA, S TB, QCB+B, DF+A
 9  J A, S TA, S TB, QCB+B, DF+B
10  J A, S TA, S TB, QCB+B, QCF QCF+B


-------------------------------------------------------------------------------
Sakura Kasugano                                                     <Rush Mode>
-------------------------------------------------------------------------------

Sakura's at first glance a simple ARK clone, but there's more to her than that.
More specifically, you can't even use her as a ARK character. Gone are her long
reaching Fierce attacks from SFA3, but she gains a Shun Goku Satsu. Pretty 
strong character.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< | >< | >< |    |
Jumping   |    |    |    |    |

Sakura's Best Jump-ins : TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Flower Kick                    Sakura's overhead.
Command:  F+B

-------------------------------( Special Moves )-------------------------------

Name:     Hadoken                        The more you press A, the less range
Command:  QCF+A, A, A                    it has and the less damage it does.
                                         great for filling your Super Meter 
                                         quick, but nothing else.

Name:     Sho'oken                       The Weak version is as close as it
Command:  DP+A                           gets to an anti-air move, but even
                                         that is pretty crappy. Best used for
                                         punishing mistakes, since it does
                                         great damage.

Name:     Shunpuu Kyaku                  Pretty solid move. Can go over some
Command:  QCB+B                          ground projectiles and does good 
Extra:    Can be done in the air.        damage. The Weak air version even lets
                                         you juggle if you're fast enough.

Name:     Sakura Otoshi                  It's really hard to connect all three
Command:  DP+B, A, A, A                  punches, so your timing must be really
                                         precise.

--------------------------------( Super Moves )--------------------------------

Name:     Shinkuu Hadoken                Comes out very fast, but dissipates 
Command:  QCF QCF+A                      very fast too. The closer the opponent
                                         is, the more damage it does.

Name:     Midare-zakura                  Like Ken's Shouryureppa it comes out
Command:  QCF QCF+B                      really fast and Sakura does a series
                                         of uppercuts.

Name:     Haru Ichiban                   Very good surprise move that must be
Command:  QCB QCB+B                      blocked low.

Name:     Shun Goku Satsu (LV2 only!)    Really good Super. Although it's 
Command:  CBFBF+A                        unblockable, it's a bit dangerous due
                                         to its close range nature. Just combo
                                         into it and you'll be safe though.

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

AVERAGE MODE COMBOS

 1  J QCB+B, DP+A
 2  J QCB+B, QCF QCF+A (LV1/LV2)
 3  J QCB+B, QCF QCF+B (LV1/LV2)

 4  J A/B, S A, QCF+A
 5  J A/B, S A, DP+A
 6  J A/B, S A, QCB+B
 7  J A/B, S A, QCF QCF+A (LV1/LV2)
 8  J A/B, S A, QCF QCF+B (LV1/LV2)
 9  J A/B, S A, QCB QCB+B (LV1/LV2)

10  J TA, S A, F+B, QCF+A
11  J TA, S A, F+B, DP+A
12  J TA, S A, F+B, QCF QCF+A (LV1/LV2)
13  J TA, S A, F+B, QCF QCF+B (LV1/LV2)
14  J TA, S A, F+B, QCB QCB+B (LV1/LV2)

15  (C) J QCB+B, AB

COUNTER MODE COMBOS

 1 CB, QCF+A
 2 CB, DP+A
 3 CB, QCB+B
 4 CB, QCF QCF+A (LV1/LV2)
 5 CB, QCF QCF+B (LV1/LV2)
 6 CB, QCB QCB+B (LV1/LV2)

RUSH MODE COMBOS

 1  J A/B, C TA, C TB, C A, QCF+A
 2  J A/B, C TA, C TB, C A, DP+A
 3  J A/B, C TA, C TB, C A, QCB+B
 4  J A/B, C TA, C TB, C A, QCF QCF+A
 5  J A/B, C TA, C TB, C A, QCF QCF+B
 6  J A/B, C TA, C TB, C A, QCB QCB+B


-------------------------------------------------------------------------------
Dan Hibiki                                                          <Rush Mode>
-------------------------------------------------------------------------------

Capcom's attempt to make SNK's Kyokugen characters look bad. Dan needs a lot of
work to win, mainly because his moves were intended to be weak. One of Dan's
few redeeming points is his Super Taunt, which is simply excellent in MotM.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    |    |    |
Crouching | >< | >< | >< | >< |
Jumping   |    |    |    |    |

Dan's Best Jump-ins : A, TB, B

-------------------------------( Command Moves )-------------------------------

None. Ha!

-------------------------------( Special Moves )-------------------------------

Name:     Gadoken                        Goes nowhere. The Fierce version 
Command:  QCF+A                          sometimes even goes through skinny
                                         characters when you're up-close. It
                                         sucks.

Name:     Koryuken                       Like a Shoryuken, but has no range.
Command:  DP+A                           Better for ending combos than the
                                         Gadoken. Low priority, so use at your
                                         own risk. As in most games, Dan's
                                         standing kicks are much better anti-
                                         air moves.

Name:     Danku Kyaku                    Probably Dan's best Special. Goes
Command:  QCB+B                          fireballs at Weak strength.
Extra:    Can be done in the air.

--------------------------------( Super Moves )--------------------------------

Name:     Shinku Gadoken                 Easy move to end a combo with, does 
Command:  QCF QCF+A                      good damage but isn't that great for
                                         normal use.

Name:     Kouryuurekka                   Better than the Shinku Gadoken for
Command:  QCF QCF+B                      endng combos. Does more damage too.
                                         Range is *very* short for a super
                                         uppercut though.

Name:     Hishuu Buraiken                The LV1 version is a lame attack that
Command:  QCB QCB+B                      does less damage than other his Supers
                                         and has very little range. The LV2 
                                         version has better damage, but leaves
                                         you mega open at the end. Don't use
                                         it at LV2!

Name:     Chouhatstu Densetsu            Does no damage and its only use is to
Command:  QCB QCB+A                      ridicule your opponent, or to get
                                         yourself killed. Causes much cosplay
                                         at LV2.

Name:     Otoko Michi (LV2 only!)        This move truly sucks. It's like the
Command:  CBFBF+A                        Shun Goku Satsu, but it's very slow
                                         and the damage is less than his other
                                         Supers. Also it does 99% damage to
                                         yourself, so only use it if you know
                                         you're going to finish with it.

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

AVERAGE MODE COMBOS

 1  J QCB+TB, QCF QCF+B (LV2)

 2  J A/B, C TA, QCF QCF+A (LV1)
 3  J A/B, C TA, QCF QCF+B (LV1/LV2)
 4  J A/B, C TA, CBFBF+A (LV2)

 5  J A/B, C A, QCF+A
 6  J A/B, C A, DP+A
 7  J A/B, C A, QCB+B

 8  J A/B, C A, QCB+TB, DP+A

 - Timing is very precise on this one, you have to do the Koryuken just when
   you land after the Danku Kyaku.

 9  (C) J QCB+TB, DP+A
10  (C) J QCB+TB, QCF QCF+A (LV1)

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, DP+A
 3  CB, QCB+B
 4  CB, QCF QCF+A (LV1)
 5  CB, QCF QCF+B (LV1/LV2)
 6  CB, QCB QCB+B (LV1/LV2)

 7  CB, QCB+TB, DP+A

RUSH MODE COMBOS

 1  J A/B, S/C TA, S/C TB, S/C A, QCF+A
 2  J A/B, S/C TA, S/C TB, S/C A, DP+A
 3  J A/B, S/C TA, S/C TB, S/C A, QCB+B
 4  J A/B, S/C TA, S/C TB, S/C A, QCF QCF+A
 5  J A/B, S/C TA, S/C TB, S/C A, QCB QCB+B (corner works best)

 6  J A/B, S/C TA, S/C TB, S/C A, QCB+TB, DP+A


-------------------------------------------------------------------------------
Guile                                                            <Average Mode>
-------------------------------------------------------------------------------

Guile's just as good as he's ever been. Having only his two trademark Special
Moves and a wealth of useful Command Moves, Guile kicks a lot of ass.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< | >< |    |    |
Crouching | >< |    | >< |    |
Jumping   |    |    |    |    |

Guile's Best Jump-ins : TB, B

-------------------------------( Command Moves )-------------------------------

Name:     Back Hand                      Simple move, easy to throw in after
Command:  F+A                            some Jabs or even after a Sonic Boom
                                         from a short distance.

Name:     Flying Knee                    Great way to keep combos going. Ending
Command:  B/F+B                          a combo in it can leave you very open,
                                         but if you hit with it just as Guile
                                         leaves the ground you can combo a Jab
                                         after it.

Name:     Hand Plant Roundhouse          Great way to avoid being sweeped while
Command:  DF+B                           playing foor games, but too slow to be
                                         comboed into from anything.

-------------------------------( Special Moves )-------------------------------

Name:     Sonic Boom                     Very slow at Jab speed which lets you
Command:  CBF+A                          combo thing after it if done at the 
                                         proper range.

Name:     Flash Kick                     Good for ending combos with since it
Command:  CDU+B                          knocks down.

--------------------------------( Super Moves )--------------------------------

Name:     Sonic Hurricane                Good move with lots of rangem but 
Command:  CBFBF+A                        almost impossible to combo into from
                                         anything. Use for block damage at the
                                         end of a fight.

Name:     Somersault Justice             Awesome, fast, multi hitting and good
Command:  CDB, DF, DB, UF+B              damage. Is fast enough to combo into
                                         from anything. The only drawback is
                                         the extremely hard to pull off motion.

Name:     Crossfire Blitz (LV2 only!)    Awesome Super that is much easier 
Command:  CBFBF+B                        to pull off than Somersault Justice. 
                                         Can be slapped onto the end of most 
                                         combos.

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

AVERAGE MODE COMBOS

 1  S TA, S TA, S TA, F+A
 2  S TA, S TA, S TA, B/F+B

 3  S TA, S TA, B/F+B, S A, CBF+A
 4  S TA, S TA, B/F+B, S A, CDU+B
 5  S TA, S TA, B/F+B, S A, CBFBF+B (LV2)

 - When comboing from the Flying Knee the knee, you must hit the opponent near
   the end of the attack so that Guile can recover fast enough to do his next 
   move in the combo.

 6  J TA, S A, F+A
 7  J TA, S A, B/F+B
 8  J TA, S A, DF+B
 9  J TA, S A, CBF+A
10  J TA, S A, CBFBF+A (LV1/LV2)

11  J TA/TB, C TA, C TA, F+A
12  J TA/TB, C TA, C TA, B/F+B
13  J TA/TB, C TA, C TA, CDU+B
14  J TA/TB, C TA, C TA, CDB, DF, DB, UF+B (LV1/LV2)
15  J TA/TB, C TA, C TA, CBFBF+B (LV2)

16  CBF+TA (at least half a screen away, then jump-in), J TA, S A, F+A
17  CBF+TA (at least half a screen away, then jump-in), J TA, S A, B/F+B
18  CBF+TA (at least half a screen away, then jump-in), J TA, S A, DF+B
19  CBF+TA (at least half a screen away, then jump-in), J TA, S A, CBF+A
20  CBF+TA (at least half a screen away, then jump-in), J TA, S A, CBFBF+A
    (LV1/LV2)

21  CBF+TA (at least half a screen away, then jump-in), J TA/TB, C TA, C TA,
    F+A
22  CBF+TA (at least half a screen away, then jump-in), J TA/TB, C TA, C TA,  
    B/F+B
23  CBF+TA (at least half a screen away, then jump-in), J TA/TB, C TA, C TA, 
    CDU+B
24  CBF+TA (at least half a screen away, then jump-in), J TA/TB, C TA, C TA,
    CDB, DF, DB, UF+B (LV1/LV2)
25  CBF+TA (at least half a screen away, then jump-in), J TA/TB, C TA, C TA,
    CBFBF+B (LV2)

COUNTER MODE COMBOS

 1  CB, CBF+A
 2  CB, CDU+B

RUSH MODE COMBOS

 1  S TA, S TB, S A, F+A
 2  S TA, S TB, S A, B/F+B
 3  S TA, S TB, S A, DF+B

 4  C TA, C TB, S A, CBF+A
 5  C TA, C TB, S A, CDU+B
 6  C TA, C TB, S A, CBFBF+A
 7  C TA, C TB, S A, CDB, DF, DB, UF+B

 8  J TB, S TA, S A, F+A
 9  J TB, S TA, S A, B/F+B
10  J TB, S TA, S A, DF+B
11  J TB, S TA, S A, CBF+A
12  J TB, S TA, S A, CBFBF+A

13  CBF+TA (at least half a screen away, then jump-in), J TB, C TA, C TB, S A,    
    F+A
14  CBF+TA (at least half a screen away, then jump-in), J TB, C TA, C TB, S A, 
    B/F+B
15  CBF+TA (at least half a screen away, then jump-in), J TB, C TA, C TB, S A, 
    DF+B
16  CBF+TA (at least half a screen away, then jump-in), J TB, C TA, C TB, S A, 
    CBF+A
17  CBF+TA (at least half a screen away, then jump-in), J TB, C TA, C TB, S A, 
    CBFBF+A

18  CBF+TA (at least half a screen away, then run), S TA, S TB, S A, F+B, 
    C TB, S A, F+B, C TB, S A, F+B, C TB, S TA, S A, Back+B, C TB, C TA, CBF+A
18  CBF+TA (at least half a screen away, then run), S TA, S TB, S A, F+B, 
    C TB, S A, F+B, C TB, S A, F+B, C TB, S TA, S A, Back+B, C TB, C TA, CBF+B
18  CBF+TA (at least half a screen away, then run), S TA, S TB, S A, F+B, 
    C TB, S A, F+B, C TB, S A, F+B, C TB, S TA, S A, Back+B, C TB, C TA,
    CBFBF+A
18  CBF+TA (at least half a screen away, then run), S TA, S TB, S A, F+B, 
    C TB, S A, F+B, C TB, S A, F+B, C TB, S TA, S A, Back+B, C TB, C TA,
    CBFBF+B


-------------------------------------------------------------------------------
Akuma                                                               <Rush Mode>
-------------------------------------------------------------------------------

Akuma has a lot of moves to work with and he's a real combo powerhouse. He has
slightly less stamina than the other characters, but that's balanced by his 
many useful moves.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    | >< |    |
Crouching | >< | >< | >< | >< |
Jumping   |    |    |    |    |

Akuma's Best Jump-ins : B, D+B

-------------------------------( Command Moves )-------------------------------

Name:     Zugai Hasatsu                  Akuma's overhead. Knocks down the
Command:  F+A                            opponent if it connects.

Name:     Senpuu Kyaku                   Exactly the same as Ryu's Senpuu 
Command:  F+B                            Kyaku.

Name:     Tenma Kuujin Kyaku             Great surprise move, comboing after it
Command:  D+B in the air                 is possible, but very hard.

-------------------------------( Special Moves )-------------------------------

Name:     Gou Hadoken                    Exactly the same as Ken's Hadoken.
Command:  QCF+A

Name:     Zankuu Hadoken                 Really shitty air fireball. By the
Command:  QCF+A in the air               time it comes out you'll touch the
                                         ground again.

Name:     Zenpou Tenshin                 Exactly the same as Ken's Zenpou 
Command:  QCB+A                          Tenshin.

Name:     Shakunetsu Hadoken             The same as Ryu's Shakunetsu Hadoken,
Command:  HCB+A                          except that this one has tons of 
                                         start-up delay.

Name:     Gou Shoryuken                  The same as Ryu's Shoryuken, except
Command:  DP+A                           that this one can hit up to three
                                         times.

Name:     Tatsumaki Zankuu Kyaku         You can juggle after both the air and
Command:  QCB+B                          normal version, which makes this a 
Extra:    Can be done in the air.        very abusive move.

Name:     Hyakki Gou Zan                 After the roll Akuma does a slide 
Command:  QCF, UF+A                      which must be blocked low.

Name:     Hyakki Gou Shou                During the roll Akuma does a punch
Command:  QCF, UF+A, A                   that counts as an overhead.

Name:     Hyakki Gou Sen                 During the roll Akuma will fall out
Command:  QCF, UF+A, B                   of it on his back, which counts as
                                         an overhead.

Name:     Hyakki Gou Sai                 During the roll Akuma will grab the
Command:  QCF, UF+A, any direction+A     opponent. This does NOT work against
                                         cornered opponents.

Name:     Hyakki Gou Tsui                During the roll Akuma will grab the
Command:  QCF, UF+A, any direction+B     opponent. This does NOT work against
                                         cornered opponents.

Name:     Ashura Warp                    During the warp you'll be invincible,
Command:  BTD/FTD+A/B                    but at the start and end you can get
Extra:    A version goes full screen.    hit.
          B version goes half screen.

--------------------------------( Super Moves )--------------------------------

Name:     Messatsu Gou Shouryu           Comes out lightning fast and does good
Command:  QCF QCF+A                      damage. In Rush Mode you can link up
                                         three of these after a Tatsumaki.

Name:     Tenma Gou Zankuu               This is a lot better than his normal
Command:  QCF QCF+A in the air           fireball. Too bad you can't cancel
                                         into it...

Name:     Messatsu Gou Hadou             Basically the same as Ryu's Shinkuu
Command:  HCB HCB+A                      Hadoken except that it comes out
                                         slightly slower.

Name:     Shun Goku Satsu (LV2 only!)    Really good Super. Beware though, it's
Command:  CBFBF+A                        rather easy to get thrown out of a SGK
                                         so try to do it after a knock-down or
                                         in a combo.

Name:     ??? (LV2 only!)                Does the same thing as Geese's Raging
Command:  RS+A                           Storm, but is a lot less useful. There
                                         is a huge start-up delay which makes
                                         countering air attacks nearly
                                         impossible. Stay away from it!

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

AVERAGE MODE COMBOS

 1  J QCB+B, F+A
 2  J QCB+B, F+B
 3  J QCB+B, QCF+A
 4  J QCB+B, HCB+A
 5  J QCB+B, DP+A
 6  J QCB+B, HCB HCB+A (LV1/LV2)
 7  J QCB+B, QCF QCF+A (LV1/LV2)
 8  J QCB+B, QCF QCF+A (LV1/LV2), QCF+A
 9  J QCB+B, QCF QCF+A (LV1/LV2), DP+A

10  J QCB+B, QCF UF+A, F+A
11  J QCB+B, QCF UF+A, F+B

12  J QCB+B, J QCF+A
13  J QCB+B, J QCF QCF+A (LV1/LV2)

14  J QCB+B, J QCB+B, DP+A
15  J QCB+B, J QCB+B, HCB HCB+A (LV1/LV2)
16  J QCB+B, J QCB+B, QCF QCF+A (LV1/LV2)
17  J QCB+B, J QCB+B, QCF QCF+A (LV1/LV2), QCF+A
18  J QCB+B, J QCB+B, QCF QCF+A (LV1/LV2), DP+A

 - Speed is of the utmost essence in combos #12/#18. When Akuma touches the 
   ground afters the first Tatsumaki jump and do the second Tatsumaki 
   immediately. This is pretty hard.

19  J A/B, C A, QCF+A
20  J A/B, C A, HCB+A
21  J A/B, C A, DP+A
22  J A/B, C A, HCB HCB+A (LV1/LV2)
23  J A/B, C A, QCF QCF+A (LV1/LV2)

24  J A/B, C A, QCB+B, DP+A
25  J A/B, C A, QCB+B, HCB HCB+A (LV1/LV2)
26  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2)
27  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF+A
28  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), DP+A

 - Combos #25/#29 are probably Akuma's best combos, since they're easy and
   painful. Efficiency is the key.

29  J A/B, C A, F+A, QCF+A
30  J A/B, C A, F+A, HCB+A
31  J A/B, C A, F+A, HCB HCB+A (LV1/LV2)
32  J A/B, C A, F+A, QCF QCF+A (LV1/LV2)

33  J A/B, C A, F+A, QCB+B, QCF+A
34  J A/B, C A, F+A, QCB+B, DP+A
35  J A/B, C A, F+A, QCB+B, HCB HCB+A (LV1/LV2)
36  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2)
37  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF+A
38  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), DP+A 

39  (C) DP+TA (only 2 hits!), QCF+A
40  (C) DP+TA (only 2 hits!), DP+A
41  (C) DP+TA (only 2 hits!), HCB HCB+A (LV1/LV2)
42  (C) DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2)
43  (C) DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), QCF+A 
44  (C) DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), DP+A

 - You MUST be a couple of pixels away from your opponent or else the Gou   
   Shoryuken won't juggle (it will only juggle if it connects the first two 
   hits).

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, DP+A
 3  CB, QCB+B
 4  CB, QCF QCF+A (LV1/LV2)
 5  CB, HCB HCB+A (LV1/LV2)

 6  CB, QCB+B, QCF+A
 7  CB, QCB+B, DP+A
 8  CB, QCB+B, HCB HCB+A (LV1/LV2)
 9  CB, QCB+B, QCF QCF+A (LV1/LV2)
10  CB, QCB+B, QCF QCF+A (LV1/LV2), QCF+A
11  CB, QCB+B, QCF QCF+A (LV1/LV2), DP+A

12  J QCB+B, QCF QCF+A (LV1/LV2), HCB HCB+A (LV1)
13  J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1)
14  J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF+A
15  J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), DP+A

16  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), HCB HCB+A (LV1)
17  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1)
18  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF+A
19  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), DP+A

20  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), HCB HCB+A (LV1)
21  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1)
22  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF+A
23  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), DP+A

 - When doing more than one Messatsu Gou Shouryu keep in mind that you must 
   not wait too long with the follow up or else you'll completely miss the 
   opponent.

24  (C) CB, DP+TA (only 2 hits!), QCF+A
25  (C) CB, DP+TA (only 2 hits!), DP+A
26  (C) CB, DP+TA (only 2 hits!), HCB HCB+A (LV1/LV2)
27  (C) CB, DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2)
28  (C) CB, DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), QCF+A
29  (C) CB, DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), DP+A

RUSH MODE COMBOS 

 1  J QCB+B, QCF QCF+A, QCF QCF+A, HCB HCB+A
 2  J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A
 3  J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
 4  J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A

 5  J A/B, S TA, S TB, QCF+A
 6  J A/B, S TA, S TB, HCB+A
 7  J A/B, S TA, S TB, DP+A
 8  J A/B, S TA, S TB, HCB HCB+A
 9  J A/B, S TA, S TB, QCF QCF+A

10  J A/B, S TA, S TB, QCB+B, DP+A
11  J A/B, S TA, S TB, QCB+B, HCB HCB+A
12  J A/B, S TA, S TB, QCB+B, QCF QCF+A
13  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF+A
14  J A/B, S TA, S TB, QCB+B, QCF QCF+A, DP+A
15  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, HCB HCB+A
16  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A,
17  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
18  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A

19  J A/B, S TA, C A, F+A, QCF+A
20  J A/B, S TA, C A, F+A, HCB+A
21  J A/B, S TA, C A, F+A, HCB HCB+A
22  J A/B, S TA, C A, F+A, QCF QCF+A

23  J A/B, S TA, C A, F+A, QCB+B, QCF+A
24  J A/B, S TA, C A, F+A, QCB+B, DP+A
25  J A/B, S TA, C A, F+A, QCB+B, HCB HCB+A
26  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A
27  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF+A
28  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, DP+A
29  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, HCB HCB+A
30  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A
31  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
32  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A

33  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, HCB HCB+A
34  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A
35  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
36  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A, DP+A


-------------------------------------------------------------------------------
B.B. Hood                                                        <Average Mode>
-------------------------------------------------------------------------------

B.B. Hood's a real odd character. A keep away character at heart, but like Yuri
she misses a reliable anti-air. If her Cheer & Fire had more horizontal range
she'd be an all round excellent character, but as it is she kinda weak.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    | >< |    |
Crouching | >< |    | >< |    |
Jumping   |    |    |    |    |

B.B. Hood's Best Jump-ins : A, TB

-------------------------------( Command Moves )-------------------------------

Name:     Stumble Blade                  B.B. Hood's overhead. Knocks down the
Command:  B/F+A                          opponent if it connects.

Name:     Surprise & Hop                 Comes out fast, but the opponent will
Command:  B/F+B                          recover quicker than you, making it a
                                         little bit too dangerous to use.

Name:     Malice & Mine                  Comes out pretty slow, so the opponent
Command:  DF+B                           has enough time to block it.

-------------------------------( Special Moves )-------------------------------

Name:     Smile & Missile                Not exactly a Sonic Boom, but quite     
Command:  CBF+A/B                        nice on its own.
Extra:    A version is a high rocket.
          B version is a low rocket.
 
Name:     Happy & Missile                This move is a lot like Yuri's Raiou
Command:  CDU+A                          Ken. Only worse...

Name:     Shyness & Strike               The longer you hold A, the more damage
Command:  QCB+A                          it will do.

Name:     Sentimental Typhoon            It's a Command Throw, so that should
Command:  HCB+A                          say enough. Definitely B.B. Hoods best
                                         combo ender.

Name:     Cheer & Fire                   Takes a little to come out, but still
Command:  DP+A                           a good anti-air move. If only it had
                                         a little more range...

Name:     Tell Me Why                    Basically does the same as Ken's/ 
Command:  QCF+B                          Akuma's Zenpou Tenshin, so use it
                                         the same way.

--------------------------------( Super Moves )--------------------------------

Name:     Cool Hunting                   Pretty good Super since it can catch
Command:  QCF QCF+A                      both standing and jumping opponents.
                                         Impossible to combo into though.

Name:     Beautiful Memory               The only Super B.B. Hood can combo
Command:  QCF QCF+B                      into. Does decent damage on both 
                                         Levels and looks cool too.

Name:     Apple for You                  Has zero range, but is unblockable!
Command:  QCB QCB+B                      Great against turtlers.

Name:     Doll & Bomb (LV2 only!)        Doesn't have much use, besides mind
Command:  QCB QCB+A                      games maybe.

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

AVERAGE MODE COMBOS

 1  J A (3-5 hits), S A (3-5 hits)
 2  J A (3-5 hits), CBF+A
 3  J A (3-5 hits), CBF+B
 4  J A (3-5 hits), QCF QCF+B (LV1/LV2)
 5  J A (3-5 hits), S/C TA, DF+B
 6  J A (3-5 hits), S/C TA, QCB+A
 7  J A (3-5 hits), S/C TA, HCB+A

COUNTER MODE COMBOS

 1 CB, QCB+A
 2 CB, HCB+A

RUSH MODE COMBOS

 1  J A (3-5 hits), S/C TA, S A (1-2 hits)

 2  J A (3-5 hits), S TB, S TA, DF+B
 3  J A (3-5 hits), S TB, S TA, QCB+A
 4  J A (3-5 hits), S TB, S TA, HCB+A
 5  J A (3-5 hits), S TB, S TA, QCF QCF+B


-------------------------------------------------------------------------------
M. Bison                                                         <Average Mode>
-------------------------------------------------------------------------------

Capcom's mighty boss. Based on his SFA version Bison misses his trademark
Psycho Crusher as a Special Move, but he has a fireball to make up for that 
loss. He wouldn't be a boss in a SNK game if he didn't have any overpowering 
moves and he has just that. His Psycho Shot and Head Press can do some serious 
damage and once his super meter is filled to Level 2 he'll become nearly 
unstoppable.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    | >< | >< |
Crouching | >< |    | >< |    |
Jumping   |    |    |    |    |

M. Bison's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

None!

-------------------------------( Special Moves )-------------------------------

Name:     Psycho Shot                    Comes out very fast and has very 
Command:  CBF+A                          little recovery time. Does pretty
                                         good damage too.

Name:     Somersault Skull Diver         Not nearly as good as the Head Press
Command:  CDU+A, B/F+A                   since the opponent has enough time to
                                         either block or counterattack.

Name:     Double Knee Press              Also comes out fast, but is very hard
Command:  CBF+B                          to combo into. Best used to surprise
                                         or to punish a mistake.

Name:     Head Press                     Now this one really hurts. After it
Command:  CDU+B                          hits you can either try to connect a
                                         Somersault Skull Diver or leap back
                                         into safety. Great move.

Name:     Somersault Skull Diver         Your chances of connecting a SSD are
Command:  B/F+A after Head Press         are much great if you hit with the
                                         Head Press, but the opponent could
                                         still block it if he was alert enough.

Name:     Bison Warp                     Not bad for warping out of dangerous
Command:  RDP/DP+A/B                     situations or just to confuse your 
Extra:    A version goes half screen.    opponent. The DP version will warp
          B version goes full screen.    you forward while the RDP will warp
                                         you backward.

--------------------------------( Super Moves )--------------------------------

Name:     Psycho Crusher                 The LV1 version has good priority but
Command:  CBFBF+A                        does only little damage. The LV2
                                         version however is sheer insanity!

Name:     Knee Press Nightmare           Easily comboable and does good damage.
Command:  CBFBF+B                        Best used at LV1, since at LV2 you'll
                                         want to use a Psycho Crusher instead.

Name:     Psycho Field (LV2 only!)       All it does is dizzying the opponent,
Command:  QCB QCB+A                      so don't even bother.

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

AVERAGE MODE COMBOS

 1  CBF+TA, CDU+B

 - The Psycho Shot must be done from at least half screen away.

 2  CBF+TA, DP+B, C TA, CBF+A
 3  CBF+TA, DP+B, C TA, CBFBF+A (LV1/LV2)
 4  CBF+TA, DP+B, C TA, CBFBF+B (LV1/LV2)

 - The Psycho Shot must be done from full screen away.

 5  QCB QCB+A (LV2), C B
 6  QCB QCB+A (LV2), CBF+B

 - Immediately after you do the Psycho Field do either move. They must be 
   done fast, or else the opponent will spin into the air, preventing you
   from hitting him.

 7  J A/B, S TA, CBF+A
 8  J A/B, C TA, CBFBF+A (LV1/LV2)
 9  J A/B, C TA, CBFBF+B (LV1/LV2)

10  J A/B, S B, CBF+B

11  (C) C B, CBFBF+A (LV1)
12  (C) C B, CBFBF+B (LV1/LV2)

 - You must do Bison's slide from almost full screen away and when it hits 
   immediately do either Super.

13  (C) F+A/B (throw), CBF+A
14  (C) F+A/B (throw), CBF+B
15  (C) F+A/B (throw), CBFBF+A (LV1)
16  (C) F+A/B (throw), CBFBF+B (LV1/LV2)

 - Just like Bison's other juggles, you must hit your opponent before they   
   recover.

17  (C) J B, S TB, CBF+TA, C TA, CBF+TA, C TA, CBFBF+B (LV1/LV2)

 - After the first Psycho Shot recovers link into a crouching Jab, which you 
   then cancel into another Psycho Shot. Then link another crouching Jab into 
   Knee Press Nightmare. 

COUNTER MODE COMBOS

 1  CB, CBF+A
 2  CB, CBF+B

RUSH MODE COMBOS

 1  CBF+TA, DP+B, S TA, S TB, S B (2 hits), CBF+A
 2  CBF+TA, DP+B, S TA, S TB, S B (2 hits), CBF+B
 3  CBF+TA, DP+B, S TA, S TB, S B (2 hits), CBFBF+A
 4  CBF+TA, DP+B, S TA, S TB, S B (2 hits), CBFBF+B

 - The Psycho Shot must be done from full screen away.

 5  C TB, C TA, C B, C A

 6  S TA, S TB, S B (2 hits), CBF+A
 7  S TA, S TB, S B (2 hits), CBF+B
 8  S TA, S TB, S B (2 hits), CBFBF+A
 9  S TA, S TB, S B (2 hits), CBFBF+B

10  J A/B, C TA, C TB, CBF+A
11  J A/B, C TA, C TB, CBF+B
12  J A/B, C TA, C TB, CBFBF+A
13  J A/B, C TA, C TB, CBFBF+B


-------------------------------------------------------------------------------
Evil Ryu                                                         <Average Mode>
-------------------------------------------------------------------------------

The last character you can unlock, and by far the most deadly in the game. The 
fact that he takes twice as much damage as other characters is nullified by 
his insanely dangerous fireballs. With his super powerful fireballs Evil Ryu 
can overpower any character and once his super meter is at Level 2 he can 
punish any mistake his opponent makes from across the screen with his Ryuukoku 
Hadoken. Evil Ryu is number 1.

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

2-in-1s   | TA |  A | TB |  B |
-------------------------------
Standing  | >< |    |    |    |
Crouching |    | >< | >< | >< |
Jumping   |    |    |    |    |

Evil Ryu's Best Jump-ins : A, B

-------------------------------( Command Moves )-------------------------------

Name:     Heavy Elbow                    Knock down the opponent if it connects
Command:  F+A                            but comes out really slow.

Name:     Thrusting Side Kick            Nothing special, but you can easily
Command:  F+B                            combo into it.

-------------------------------( Special Moves )-------------------------------

Name:     Hadoken                        Same as Ryu's Shinkuu Hadoken, except
Command:  QCF+A                          that it only hits once. Still negates
                                         any normal projectile in its way.

Name:     Shakunetsu Hadoken             Same as Akuma's Messatsu Gou Hadou,
Command:  HCF+A                          except that it only hits once. Still
                                         negates any normal projectile in its
                                         way.

Name:     Shoryuken                      Exactly the same as Ryu's Shoryuken.
Command:  DP+A

Name:     Tatsumaki Senpuu Kyaku         Exactly the same as Ryu's Tatsumaki
Command:  QCB+B                          Senpuu Kyaku.
Extra:    Can be done in the air.

Name:     Ashura Warp                    Exactly the same as Akuma's Ashura
Command:  BTD/FTD+A/B                    Warp.
Extra:    A version goes full screen.
          B version goes half screen.

--------------------------------( Super Moves )--------------------------------

Name:     Shinkuu Hadoken                Same as Ryu's Shinkuu Hadoken, except
Command:  QCF QCF+A                      that it does more damage.

Name:     Shinkuu Tatsumaki Senpuu       Same as Ryu's Shinkuu Tatsumaki Senpuu 
          Kyaku                          Kyaku, except that it does more
Command:  QCB QCB+B                      damage.

Name:     Shouryureppa                   Exactly the same as Akuma's Messatsu 
Command:  QCF QCF+B                      Gou Shouryu.

Name:     Shun Goku Satsu (LV2 only!)    Exactly the same as Akuma's Shun Goku
Command:  CBFBF+A                        Satsu.

Name:     Ryuukoku Hadoken (LV2 only!)   Nastiest Super in the game? Comes out
Command:  QCB QCB+A                      fast enough to counter just about any
                                         move by the opponent, so cheese away!

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

AVERAGE MODE COMBOS

 1  J A/B, C A, QCF+A
 2  J A/B, C A, DP+A
 3  J A/B, C A, QCB+B

 4  J A/B, S TA, HCF+A
 5  J A/B, S TA, QCB+B
 6  J A/B, S TA, QCF QCF+A (LV1/LV2)
 7  J A/B, S TA, QCB QCB+A (LV2)
 8  J A/B, S TA, QCF QCF+B (LV1/LV2)
 9  J A/B, S TB, QCB QCB+B (LV1/LV2)

10  J A/B, C A, F+B, QCF+A
11  J A/B, C A, F+B, HCF+A
12  J A/B, C A, F+B, QCB+B
13  J A/B, C A, F+B, QCF QCF+A (LV1/LV2)
14  J A/B, C A, F+B, QCB QCB+A (LV2)
15  J A/B, C A, F+B, QCF QCF+B (LV1/LV2)
16  J A/B, C A, F+B, QCB QCB+B (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, QCF+A
 2  CB, HCF+A
 3  CB, DP+A
 4  CB, QCB+B
 5  CB, QCF QCF+A (LV1/LV2)
 6  CB, QCB QCB+A (LV2)
 7  CB, QCF QCF+B (LV1/LV2)
 8  CB, QCB QCB+B (LV1/LV2)

RUSH MODE COMBOS

 1  J TA, C TA, C A, QCF+A
 2  J TA, C TA, C A, DP+A
 3  J TA, C TA, C A, QCB+B

 4  J TA/TB, C TB, C TA, HCF+A  
 5  J TA/TB, C TB, C TA, QCB+B
 6  J TA/TB, C TB, C TA, QCF QCF+A
 7  J TA/TB, C TB, C TA, QCF QCF+B
 8  J TA/TB, C TB, C TA, QCB QCB+B


Total # of combos: 1118 - That's a lot, isn't it.


-------------------------------------------------------------------------------
5. SPECIAL
-------------------------------------------------------------------------------

In this section you'll find anything that's unusual, ranging from infinites to
character specific combos. Enjoy!


===============================================================================
INFINITES
===============================================================================

Below you'll find the infinites that work on any character. Any character
specific infinites are mentioned below this section in the "VS" sections.

-------------------------------------------------------------------------------
Iori Yagami                                                                 SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  Opponent must be jumping and in the corner.
Command:    Hit the opponent with a QCB+A while he's in the air and keep
            juggling him until he's dead.

  QCB+A, QCB+A, QCB+A, QCB+A...


-------------------------------------------------------------------------------
Mai Shiranui                                                                SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Rush Mode.
Condition:  None.
Command:    Chain a standing Jab into a standing Roundhouse and then link the
            same chain again, and again, and again...

  S TA, S B, S TA, S B, S TA, S B, S TA, S B...


-------------------------------------------------------------------------------
Leona Heidern                                                               SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  Opponent must be jumping and in the corner.
Command:    When the opponent is still in the air hit him with CBF+TA and as 
            soon as you recover do another CBF+TA. Repeat until dead.

  CBF+TA, CBF+TA, CBF+TA, CBF+TA...


-------------------------------------------------------------------------------
Orochi Iori                                                                 SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  None.
Command:    Cancel a standing Fierce into a QCB+A and then link the same combo
            again. Repeat until the opponent dead.

  S A, QCB+A, S A, QCB+A, S A, QCB+A, S A, QCB+A...


-------------------------------------------------------------------------------
Ken Masters                                                              Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  None.
Command:    Cancel a crouching Short into a F+B and then link the same combo
            again. Repeat until the opponent is dead.

  C TB, F+B, C TB, F+B, C TB, F+B, C TB, F+B...


-------------------------------------------------------------------------------
Akuma                                                                    Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  None.
Command:    Jump in with a late Tatsumaki, when you land immediately jump up
            and do another Tatsumaki right as you're about to descent from the
            the fall (very important to do it as you're about to fall). When
            you're about to recover, jump up and do another Tatsumaki on your
            descent. Repeat this process until he's dead.

  J QCB+B, J QCB+B, J QCB+B, J QCB+B...

INF#2
Mode:       Counter Mode.
Condition:  Life must be in red.
Command:    After a Tatsumaki juggle the opponent with a Messatsu Gou Shouryu.
            Keep juggling with a Messatsu Gou Shouryu until they're dead.

  QCB+B, QCF QCF+A (LV1), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF QCF+A (LV1)...


===============================================================================
VS Chun-Li
===============================================================================

Poor Chun-Li. An otherwise great character is hampered by the fact that she's
vulnrable to otherwise impossible combos. Below you'll find combos that only
work on Chun-Li. Note that only Super Moves seem to have an undesired effect 
on Chun-Li, unlike Felicia who seems vulnrable to mostly Special Moves...

-------------------------------------------------------------------------------
Kyo Kusanagi                                                                SNK
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Serpent Wave (LV2!)
Command:  QCB HCF+A/B
Special:  The last hit lets you juggle another LV2 Serpent Wave infinitely, or
          one other move.

Name:     182 Ways (LV2!)
Command:  QCF QCF+B
Special:  If you don't charge it you can juggle with any move after it.

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

AVERAGE MODE COMBOS

 1  J A/B, C A, QCB HCF+A/B (LV2), DF+B
 2  J A/B, C A, QCB HCF+A/B (LV2), HCB+B

 3  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, DF+B
 4  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
 5  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
 6  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
 7  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
 8  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, DP+A
 9  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
10  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, HCB+B

11  J A/B, C A, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B

12  J A/B, C A, QCF QCF+B (LV2), DF+B
13  J A/B, C A, QCF QCF+B (LV2), QCF+TA, QCF+TA, A
14  J A/B, C A, QCF QCF+B (LV2), QCF+TA, QCF+TA, B
15  J A/B, C A, QCF QCF+B (LV2), QCF+TA, HCB+TA, A
16  J A/B, C A, QCF QCF+B (LV2), QCF+A, HCB+A, F+A
17  J A/B, C A, QCF QCF+B (LV2), HCB+B

18  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, DF+B
19  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
20  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
21  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
22  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
23  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, DP+A
24  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, RDP+B
25  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, HCB+B

26  J A/B, C A, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B

27  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), DF+B
28  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), HCB+B

29  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
30  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
31  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
32  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
33  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
34  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
35  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
36  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B

37  J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B

38  J A/B, S A, F+B, QCB HCF+A/B (LV2), DF+B
39  J A/B, S A, F+B, QCB HCF+A/B (LV2), HCB+B

40  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
41  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
42  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
43  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
44  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
45  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
46  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
47  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B

48  J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B

49  J A/B, S A, F+B, QCF QCF+B (LV2), DF+B
50  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+TA, QCF+TA, A
51  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+TA, QCF+TA, B
52  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+TA, HCB+TA, A
53  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+A, HCB+A, F+A
54  J A/B, S A, F+B, QCF QCF+B (LV2), HCB+B

55  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, DF+B
56  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
57  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
58  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
59  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
60  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, DP+A
62  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, RDP+B
63  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, HCB+B

64  J A/B, S A, F+B, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B

65  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), DF+B
66  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), HCB+B

67  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
68  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
69  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
70  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
71  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
72  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
73  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
74  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B

75  J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, 
    HCB+B

76  (C) J A/B, C A, QCB HCF+A/B (LV2), QCB+A
77  (C) J A/B, C A, QCB HCF+A/B (LV2), DP+A

78  (C) J A/B, C A, QCF QCF+B (LV2), QCB+A
79  (C) J A/B, C A, QCF QCF+B (LV2), DP+A

80  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
81  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), DP+A

82  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), QCB+A
83  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), DP+A

84  (C) J A/B, S A, F+B, QCF QCF+B (LV2), QCB+A
85  (C) J A/B, S A, F+B, QCF QCF+B (LV2), DP+A

86  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
87  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), DP+A

COUNTER MODE COMBOS

 1  CB, QCB HCF+A/B (LV2), DF+B
 2  CB, QCB HCF+A/B (LV2), HCB+B

 3  CB, QCB HCF+A/B (LV2), QCF+B, B, DF+B
 4  CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
 5  CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
 6  CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
 7  CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
 8  CB, QCB HCF+A/B (LV2), QCF+B, B, DP+A
 9  CB, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
10  CB, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
11  CB, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)

12  CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
13  CB, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1)

14  CB, QCF QCF+B (LV2), DF+B
15  CB, QCF QCF+B (LV2), QCF+TA, QCF+TA, A
16  CB, QCF QCF+B (LV2), QCF+TA, QCF+TA, B
17  CB, QCF QCF+B (LV2), QCF+TA, HCB+TA, A
18  CB, QCF QCF+B (LV2), QCF+A, HCB+A, F+A
19  CB, QCF QCF+B (LV2), HCB+B

20  CB, QCF QCF+B (LV2), QCF+B, B, DF+B
21  CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
22  CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
23  CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
24  CB, QCF QCF+B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
25  CB, QCF QCF+B (LV2), QCF+B, B, DP+A
26  CB, QCF QCF+B (LV2), QCF+B, B, RDP+B
27  CB, QCF QCF+B (LV2), QCF+B, B, HCB+B
28  CB, QCF QCF+B (LV2), QCF+B, B, QCB HCF+A/B (LV1)

29  CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
30  CB, QCF QCF+B (LV2), QCF+B, B, QCF+TA, QCF+TA, QCB HCF+A/B (LV1)

31  CB, QCF+B, B, QCB HCF+A/B (LV2), DF+B
32  CB, QCF+B, B, QCB HCF+A/B (LV2), HCB+B

33  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DF+B
34  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, A
35  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, B
36  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, HCB+TA, A
37  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+A, HCB+A, F+A
38  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, DP+A
39  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, RDP+B
40  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, HCB+B
41  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCB HCF+A/B (LV1)

42  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, HCB+B
43  CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+B, B, QCF+TA, QCF+TA, 
    QCB HCF+A/B (LV1)

44  (C) CB, QCB HCF+A/B (LV2), QCB+A
45  (C) CB, QCB HCF+A/B (LV2), DP+A
46  (C) CB, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)

47  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
48  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), DP+A
49  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)


-------------------------------------------------------------------------------
Ryo Sakazaki                                                                SNK
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Ryuuko Ranbu (LV2!) 
Command:  QCF HCB+A
Special:  The last hit lets you juggle another LV2 Ryuuko Ranbu infinitely, or
          one other move.

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

AVERAGE MODE COMBOS

 1  J A/B, S A, QCF HCB+A (LV2), F+A
 2  J A/B, S A, QCF HCB+A (LV2), QCF+A
 3  J A/B, S A, QCF HCB+A (LV2), HCB+B

 4  (C) J A/B, S A, QCF HCB+A (LV2), FBF+A
 5  (C) J A/B, S A, QCF HCB+A (LV2), DP+A

COUNTER MODE COMBOS

 1  CB, QCF QCF+A (LV2), F+A
 2  CB, QCF QCF+A (LV2), QCF+A
 3  CB, QCF QCF+A (LV2), HCB+B
 4  CB, QCF QCF+A (LV2), QCF QCF+A (LV1)

 5  (C) CB, QCF QCF+A (LV2), FBF+A
 6  (C) CB, QCF QCF+A (LV2), DP+A


-------------------------------------------------------------------------------
Nakoruru                                                                    SNK
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Elelyu Kamui Risse (LV1!)
Command:  QCF QCF+A
Special:  The last hit lets you juggle any other move.

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

AVERAGE MODE COMBOS

 1  QCB+TA, S TA, QCF QCF+A (LV1), BFD/BTD+A
 2  QCB+TA, S TA, QCF QCF+A (LV1), QCF+A
 3  QCB+TA, S TA, QCF QCF+A (LV1), RDP+A

 4  QCB+B, DF+A, S TA, QCF QCF+A (LV1), BFD/BTD+A
 5  QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCF+A
 6  QCB+B, DF+A, S TA, QCF QCF+A (LV1), RDP+A

 7  J B, S TA, QCF QCF+A (LV1), BFD/BTD+A
 8  J B, S TA, QCF QCF+A (LV1), QCF+A
 9  J B, S TA, QCF QCF+A (LV1), RDP+A

10  (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, A
11  (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A
12  (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
13  (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
14  (C) QCB+TA, S TA, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA

15  (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, A
16  (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A
17  (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
18  (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
19  (C) QCB+B, DF+A, S TA, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA

20  (C) J B, S TA, QCF QCF+A (LV1), QCB+B, A
21  (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A
22  (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
23  (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
24  (C) J B, S TA, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA

COUNTER MODE COMBOS

 1  CB, QCF QCF+A (LV1), BFD/BTD+A
 2  CB, QCF QCF+A (LV1), QCF+A
 3  CB, QCF QCF+A (LV1), RDP+A
 4  CB, QCF QCF+A (LV1), QCF QCF+A (LV1)

 5  (C) CB, QCF QCF+A (LV1), QCB+B, A
 6  (C) CB, QCF QCF+A (LV1), QCB+B, DF+A
 7  (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, BFD/BTD+A
 8  (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, QCF+A
 9  (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, RDP+TA
10  (C) CB, QCF QCF+A (LV1), QCB+B, DF+A, QCF QCF+A (LV1)

RUSH MODE COMBOS
 
 1  QCB+TA, S TA, S TB, QCF QCF+A, BFD/BTD+A
 2  QCB+TA, S TA, S TB, QCF QCF+A, QCF+A
 3  QCB+TA, S TA, S TB, QCF QCF+A, RDP+A
 4  QCB+TA, S TA, S TB, QCF QCF+A, QCF QCF+A

 5  QCB+B, DF+A, S TA, S TB, QCF QCF+A, BFD/BTD+A
 6  QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCF+A
 7  QCB+B, DF+A, S TA, S TB, QCF QCF+A, RDP+A
 8  QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCF QCF+A

 9  J B, S TA, S TB, QCF QCF+A, BFD/BTD+A
10  J B, S TA, S TB, QCF QCF+A, QCF+A
11  J B, S TA, S TB, QCF QCF+A, RDP+A
12  J B, S TA, S TB, QCF QCF+A, QCF QCF+A

13  (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, A
14  (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A
15  (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
16  (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF+A
17  (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A, RDP+TA
18  (C) QCB+TA, S TA, S TB, QCF QCF+A, QCB+B, DF+A,QCF QCF+A

19  (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, A
20  (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A
21  (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
22  (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF+A
23  (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, RDP+TA
24  (C) QCB+B, DF+A, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF QCF+A

25  (C) J B, S TA, S TB, QCF QCF+A, QCB+B, A
26  (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A
27  (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, BFD/BTD+A
28  (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF+A
29  (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, RDP+TA
30  (C) J B, S TA, S TB, QCF QCF+A, QCB+B, DF+A, QCF QCF+A


-------------------------------------------------------------------------------
Athena Asamiya                                                              SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  Shining Crystal Bit must me done on LV1 and Chun-Li must be in the
            corner.
Command:    When cornered, the orbs will juggle Chun-Li infinitely (until they 
            disappear that is)! Gauranteed death for Chun-Li.

  (C) QCB QCB+A (LV1)


-------------------------------------------------------------------------------
Ken Masters                                                              Capcom
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Shouryureppa (LV1&2)
Command:  QCF QCF+A
Special:  The last hit lets you juggle another Shouryureppa infinitely, or one
          other move.

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

INF#2
Mode:       Counter Mode.
Condition:  Life must be in red and Chun-Li must be in the corner.
Command:    When you recover from a Shouryureppa immediately do another one.
            Repeat until dead.

  (C) QCF QCF+A (LV1/2), QCF QCF+A (LV1), QCF QCF+A (LV1), QCF QCF+A (LV1)...

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

AVERAGE MODE COMBOS

 1  J A/B/QCB+B, S A, QCF QCF+A (LV1/LV2), F+B
 2  J A/B/QCB+B, S A, QCF QCF+A (LV1/LV2), QCF+A
 3  J A/B/QCB+B, S A, QCF QCF+A (LV1/LV2), QCB+B

 4  J A/B/QCB+B, S A, F+A, QCF QCF+A (LV1/LV2), F+B
 5  J A/B/QCB+B, S A, F+A, QCF QCF+A (LV1/LV2), QCF+A
 6  J A/B/QCB+B, S A, F+A, QCF QCF+A (LV1/LV2), QCB+B

 7  J A/B/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), F+B
 8  J A/B/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), QCF+A
 9  J A/B/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), QCB+B

10  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), F+B
11  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), QCF+A
12  J A/B/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), QCB+B

13  J A/B, C TB, S A, F+B, QCF QCF+A (LV1/LV2), F+B
14  J A/B, C TB, S A, F+B, QCF QCF+A (LV1/LV2), QCF+A
15  J A/B, C TB, S A, F+B, QCF QCF+A (LV1/LV2), QCB+B

16  (C) J A/B/QCB+B, S A, QCF QCF+A (LV1/LV2), DP+A

17  (C) J A/B/QCB+B, S A, F+A, QCF QCF+A (LV1/LV2), DP+A

18  (C) J A/B/QCB+B, S A, F+B, QCF QCF+A (LV1/LV2), DP+A

19  (C) J A/B/QCB+B, S A, F+B, C TA, QCF QCF+A (LV1/LV2), DP+A

20  (C) J A/B, C TB, S A, F+B, QCF QCF+A (LV1/LV2), DP+A

RUSH MODE COMBOS

 1  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, F+B
 2  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF+A
 3  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCB+B

 4  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, F+B
 5  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF+A
 6  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCB+B

 7  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+B, F+B
 8  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+B, QCF+A
 9  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+B, QCB+B

10  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF QCF+A, F+B
11  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
12  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCB+B

13  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF QCF+B, F+B
14  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF QCF+B, QCF+A
15  J A/B/QCB+B, S TA, S TB, S A, QCF QCF+A, QCF QCF+A, QCF QCF+B, QCB+B

16  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, F+B
17  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF+A
18  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCB+B

19  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, F+B
20  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF+A
21  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCB+B

22  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+B, F+B
23  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+B, QCF+A
24  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+B, QCB+B

24  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+A, F+B
25  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCF+A
26  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+A, QCB+B

27  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+B, F+B
28  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+B, QCF+A
29  J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+A, QCF QCF+A, QCF QCF+B, QCB+B

30  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, F+B
31  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF+A
32  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, DP+A
33  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B

34  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
        F+B
35  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
        QCF+A
36  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
        DP+A
37  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+A,
        QCB+B

38  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
        F+B
39  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
        QCF+A
40  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
        DP+A
41  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+A, QCF QCF+B,
        QCB+B

42  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, F+B
43  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCF+A
44  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, DP+A
45  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A, QCB+B

46  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+A, F+B
47  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+A, QCF+A
48  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+A, DP+A
49  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+A, QCB+B

50  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+B, F+B
51  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+B, QCF+A
52  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+B, DP+A
53  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+A,
        QCF QCF+B, QCB+B


-------------------------------------------------------------------------------
Sakura Kasugano                                                          Capcom 
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Shinkuu Hadoken (LV1&2)
Command:  QCF QCF+A
Special:  Right after a Shunpuu Kyaku you can juggle a Shinkuu Hadoken 
          infinitely, or one other move.

Name:     Midare-zakura (LV2!)
Command:  QCF QCF+B
Special:  The last hit lets you juggle another LV2 Midare-zakura infinitely, or
          one other move.

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

AVERAGE MODE COMBOS

 1  J QCB+B, QCF QCF+B (LV2), AB
 2  J QCB+B, QCF QCF+B (LV2), DP+A

 3  J A/B, S A, QCF QCF+B (LV2), DP+A

 4  J TA, S A, F+B, QCF QCF+B (LV2), DP+A

 5  (C) J QCB+B, QCF QCF+A (LV1/LV2), AB
 6  (C) J QCB+B, QCF QCF+A (LV1/LV2), DP+A

COUNTER MODE COMBOS

 1 CB, QCF QCF+B (LV2), DP+A
 2 CB, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
 3 CB, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)

 4  J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
 5  J QCB+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)

 6  J A/B, S A, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
 7  J A/B, S A, QCF QCF+B (LV2), 

 8  J TA, S A, F+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
 9  J TA, S A, F+B, QCF QCF+B (LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)

10  (C) J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+A (LV1)
11  (C) J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), QCF QCF+B (LV1)


-------------------------------------------------------------------------------
M. Bison                                                                 Capcom
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Knee Press Nightmare (LV1!) 
Command:  CBFBF+B
Special:  The last hit lets you juggle any other move.

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

COUNTER MODE COMBOS

 1  CBF+TA, DP+B, C TA, CBFBF+B (LV1), CBFBF+A (LV1)

 2  J A/B, C TA, CBFBF+B (LV1), CBFBF+A (LV1)

 3  (C) C B, CBFBF+B (LV1), CBFBF+A (LV1)

 - You must do Bison's slide from almost full screen away and when it hits 
   immediately do either Super.

 4  (C) J B, S TB, CBF+TA, C TA, CBF+TA, C TA, CBFBF+B (LV1), CBFBF+A (LV1)

RUSH MODE COMBOS

 1  CBF+TA, DP+B, S TA, S TB, S B (2 hits), CBFBF+B, CBFBF+A

 2  S TA, S TB, S B (2 hits), CBFBF+B, CBFBF+A

 3  J A/B, C TA, C TB, CBFBF+B, CBFBF+A


===============================================================================
VS Chun-Li (Counter Mode)
===============================================================================

Thought the above stuff was crazy? Well it gets crazier. When you fight against
Chun-Li and you are in Counter Mode with a charged bar (either LV1 or LV2) or
with a flashing life bar, certain moves can juggle Chun-Li infinitely! Think
that's bad? Guess again! When you hit Chun-Li and she's in the air (or is being
knocked into the air) and that hit makes her dizzy, EVERY move can juggle her!
And as long as she's being juggled every new hit will re-dizzy her!

-------------------------------------------------------------------------------
Kyo Kusanagi                                                                SNK
-------------------------------------------------------------------------------

INF#X
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life.
Command:    When you recover from a Punishment Composition or a Style No. 75 
            Modified immediately juggle with a Fierce Demon Scorcher. When you
            land do another Fierce Demon Scorcher. Repeat doing this until
            Chun-Li's dead.

  QCF+A, QCB+A, F+A, DP+A, DP+A, DP+A, DP+A...

  QCF+B, B, DP+A, DP+A, DP+A, DP+A...


-------------------------------------------------------------------------------
Terry Bogard                                                                SNK
-------------------------------------------------------------------------------

Name:     Rising Upper
Command:  DF+A
Special:  If you hit Chun-Li in the air with a Rising Upper you can juggle her
          a semi-infinite amount of times. Why semi-infinite? Because with
          hit you connect, Chun-Li will fall a tiny bit lower and eventually
          she'll hit the ground.
   

-------------------------------------------------------------------------------
Iori Yagami                                                                 SNK
-------------------------------------------------------------------------------

Name:     Style No. 100: Demon Scorcher
Command:  DP+TA
Special:  Same as with Terry's Rising Upper, if you hit Chun-Li with a Weak
          Demon Scorcher while she's in the air, you can juggle her semi-
          infinitely. As with Terry's Rising Upper she'll eventually hit the
          ground.


-------------------------------------------------------------------------------
Ryo Sakazaki                                                                SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Kohou immediately juggle with another one.
            Repeat doing this until Chun-Li's dead.

  DP+A, DP+A, DP+A, DP+A...


-------------------------------------------------------------------------------
Hoahmaru                                                                    SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Crescent Moon Slash immediately juggle with
            another one. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+TA, DP+TA, DP+TA...


-------------------------------------------------------------------------------
Akari Ichijo                                                                SNK
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a D U+B, D U+A immediately juggle with
            another one. Repeat doing this until Chun-Li's dead.

  C A, D U+B, D U+A, D U+B, D U+A, D U+B, D U+A, D U+B, D U+A...


-------------------------------------------------------------------------------
Orochi Iori                                                                 SNK
-------------------------------------------------------------------------------

INF#2
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Demon Scorcher immediately juggle with
            another one. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+TA, DP+TA, DP+TA...


-------------------------------------------------------------------------------
Ryu                                                                      Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Shoryuken immediately juggle with another
            one. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+TA, DP+TA, DP+TA...


-------------------------------------------------------------------------------
Ken Masters                                                              Capcom
-------------------------------------------------------------------------------

INF#3
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Shoryuken immediately juggle with another
            one. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+TA, DP+TA, DP+TA...


-------------------------------------------------------------------------------
Chun-Li                                                                  Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Tensho Kyaku immediately juggle with 
            another one. Repeat doing this until Chun-Li's dead.

  CDU+TB, CDU+TB, CDU+TB, CDU+TB,...


-------------------------------------------------------------------------------
Sakura Kasugano                                                          Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life.
Command:    When you recover from a Weak Sho'oken immediately juggle with 
            Fierce Sho'oken. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+A, DP+A, DP+A, DP+A...


-------------------------------------------------------------------------------
Dan Hibiki                                                               Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life.
Command:    When you recover from a Danku Kyaku immediately juggle with another
            one. Repeat doing this until Chun-Li's dead.

  QCB+B, QCB+B, QCB+B, QCB+B...


-------------------------------------------------------------------------------
Akuma                                                                    Capcom
-------------------------------------------------------------------------------

INF#3
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Shoryuken immediately juggle with another
            one. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+TA, DP+TA, DP+TA...


-------------------------------------------------------------------------------
Evil Ryu                                                                 Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Counter Mode
Condition:  Must have full super gauge or flashing life. Chun-Li must be in the
            corner.
Command:    When you recover from a Shoryuken immediately juggle with another
            one. Repeat doing this until Chun-Li's dead.

  DP+TA, DP+TA, DP+TA, DP+TA...


===============================================================================
VS Dan
===============================================================================

Hahaha. SNK screwed Dan bigtime. Unlike Chun-Li and Felicia, where Special
Moves get extra properties when you fight against them, Normal Moves let you
juggle Dan in some cases. This can lead to anything from simply one extra hit 
in some combos, to some nasty infinites in others.

-------------------------------------------------------------------------------
Kyo Kusanagi                                                                SNK
-------------------------------------------------------------------------------

INF#2
Mode:       Any.
Condition:  None.
Command:    When you recover from a Style No. 75 Modified immediately do a Jab
            and cancel it into another Style No. 75 Modified. Keep doing this
            until the opponent is dead or gets dizzied.

  QCF+B, B, C TA, QCF+B, B, C TA, QCF+B, B, C TA, QCF+B, B, C TA...

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

AVERAGE MODE COMBOS

 1  J A/B, C A, QCF+B, B, C A, QCB+A
 2  J A/B, C A, QCF+B, B, C A, DP+A 
 3  J A/B, C A, QCF+B, B, C A, HCB+B
 4  J A/B, C A, QCF+B, B, C A, RDP+B
 5  J A/B, C A, QCF+B, B, C A, QCF QCF+A (LV1/LV2)
 6  J A/B, C A, QCF+B, B, C A, QCB HCF+A/B (LV1/LV2)

 7  J A/B, S A, F+B, QCF+B, B, C A, QCB+A
 8  J A/B, S A, F+B, QCF+B, B, C A, DP+A
 9  J A/B, S A, F+B, QCF+B, B, C A, HCB+B
10  J A/B, S A, F+B, QCF+B, B, C A, RDP+B
11  J A/B, S A, F+B, QCF+B, B, C A, QCF QCF+A (LV1/LV2)
12  J A/B, S A, F+B, QCF+B, B, C A, QCB HCF+A/B (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, QCF+B, B, C A, QCB+A
 2  CB, QCF+B, B, C A, DP+A
 3  CB, QCF+B, B, C A, HCB+B
 4  CB, QCF+B, B, C A, RDP+B
 5  CB, QCF+B, B, C A, QCF QCF+A (LV1/LV2)
 6  CB, QCF+B, B, C A, QCB HCF+A/B (LV1/LV2)

RUSH MODE COMBOS

 1  J TB, S TA, S TB, C A, QCF+B, B, C TA, C A, QCB+A
 2  J TB, S TA, S TB, C A, QCF+B, B, C TA, C A, DP+A
 3  J TB, S TA, S TB, C A, QCF+B, B, C TA, C A, HCB+B
 4  J TB, S TA, S TB, C A, QCF+B, B, C TA, C A, RDP+B
 5  J TB, S TA, S TB, C A, QCF+B, B, C TA, C A, QCF QCF+A
 6  J TB, S TA, S TB, C A, QCF+B, B, C TA, C A, QCB HCF+A/B

 7  J TB, S TB, S TA, F+B, QCF+B, B, C TA, C A, QCB+A
 8  J TB, S TB, S TA, F+B, QCF+B, B, C TA, C A, DP+A
 9  J TB, S TB, S TA, F+B, QCF+B, B, C TA, C A, HCB+B
10  J TB, S TB, S TA, F+B, QCF+B, B, C TA, C A, RDP+B
11  J TB, S TB, S TA, F+B, QCF+B, B, C TA, C A, QCF QCF+A
12  J TB, S TB, S TA, F+B, QCF+B, B, C TA, C A, QCB HCF+A/B


-------------------------------------------------------------------------------
Terry bogard                                                                SNK
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  J A/B, S A, HCF+B, S/C A, DF+A
 2  J A/B, S A, HCF+B, S/C A, QCB+A 
 3  J A/B, S A, HCF+B, S/C A, CDU+A
 4  J A/B, S A, HCF+B, S/C A, DP+B
 5  J A/B, S A, HCF+B, S/C A, QCB+B
 6  J A/B, S A, HCF+B, S/C A, QCB+B, CDU+A
 7  J A/B, S A, HCF+B, S/C A, QCB HCF+A (LV1/LV2)
 8  J A/B, S A, HCF+B, S/C A, QCF QCF+B (LV2)

 9  J A/B, S A, DF+A, HCF+B, S/C A, DF+A
10  J A/B, S A, DF+A, HCF+B, S/C A, QCB+A
11  J A/B, S A, DF+A, HCF+B, S/C A, CDU+A 
12  J A/B, S A, DF+A, HCF+B, S/C A, DP+B
13  J A/B, S A, DF+A, HCF+B, S/C A, QCB+B
14  J A/B, S A, DF+A, HCF+B, S/C A, QCB+B, CDU+A
15  J A/B, S A, DF+A, HCF+B, S/C A, QCB HCF+A (LV1/LV2)
16  J A/B, S A, DF+A, HCF+B, S/C A, QCF QCF+B (LV2)

17  J A/B, S A, F+B, HCF+B, S/C A, DF+A
18  J A/B, S A, F+B, HCF+B, S/C A, QCB+A
19  J A/B, S A, F+B, HCF+B, S/C A, CDU+A
20  J A/B, S A, F+B, HCF+B, S/C A, DP+B 
21  J A/B, S A, F+B, HCF+B, S/C A, QCB+B
22  J A/B, S A, F+B, HCF+B, S/C A, QCB+B, CDU+A
23  J A/B, S A, F+B, HCF+B, S/C A, QCB HCF+A (LV1/LV2)
24  J A/B, S A, F+B, HCF+B, S/C A, QCF QCF+B (LV2)

25  (C) S A, F+B, S A, HCF+B, S/C A, DF+A
26  (C) S A, F+B, S A, HCF+B, S/C A, QCB+A
27  (C) S A, F+B, S A, HCF+B, S/C A, CDU+A
28  (C) S A, F+B, S A, HCF+B, S/C A, DP+B
29  (C) S A, F+B, S A, HCF+B, S/C A, QCB+B
30  (C) S A, F+B, S A, HCF+B, S/C A, QCB+B, CDU+A
31  (C) S A, F+B, S A, HCF+B, S/C A, QCB HCF+A (LV1/LV2)
32  (C) S A, F+B, S A, HCF+B, S/C A, QCF QCF+B (LV2)

COUNTER MODE COMBOS

 1  CB, QCF+B, S/C A, DF+A
 2  CB, QCF+B, S/C A, QCB+A
 3  CB, QCF+B, S/C A, CDU+A
 4  CB, QCF+B, S/C A, DP+B
 5  CB, QCF+B, S/C A, QCB+B
 6  CB, QCF+B, S/C A, QCB+B, CDU+A
 7  CB, QCF+B, S/C A, QCB HCF+A (LV1/LV2)
 8  CB, QCF+B, S/C A, QCF QCF+B (LV2

RUSH MODE COMBOS

 1  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, DF+A
 2  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, QCB+A
 3  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, CDU+A
 4  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, DP+B
 5  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, QCB+B
 6  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, QCB+B, CDU+A
 7  J TB, S TB, S TA, S B, S A, HCF+B, S/C A, QCB HCF+A

 8  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, DF+A
 9  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, QCB+A
10  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, CDU+A
11  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, DP+B
12  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, QCB+B
13  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, QCB+B, CDU+A
14  (C) J TB, S TB, S TA, S B, S A, F+B, HCF+B, S/C A, QCB HCF+A


-------------------------------------------------------------------------------
Mai Shiranui                                                                SNK
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  QCB+TA (air), C A, QCB+A
 2  QCB+TA (air), C A, QCB+B
 3  QCB+TA (air), C A, QCF QCF+A (LV1/LV2)
 4  QCB+TA (air), C A, QCB HCF+B (LV1/LV2)

 5  HCF+TB, C A, QCB+A
 6  HCF+TB, C A, QCB+B
 7  HCF+TB, C A, QCF QCF+A (LV1/LV2)
 8  HCF+TB, C A, QCB HCF+B (LV1/LV2)

 - To make this work, you must do the Deadly Ninja Bees from almost full screen
   distance and the Super motions must be done very fast.

 9  Charge Down, UB/UF+A (hold A), C A, QCB+A
10  Charge Down, UB/UF+A (hold A), C A, QCB+B
11  Charge Down, UB/UF+A (hold A), C A, QCF QCF+A (LV1/LV2)
12  Charge Down, UB/UF+A (hold A), C A, QCB HCF+B (LV1/LV2)

13  QCB QCB+A (LV2), C A, QCB+A
14  QCB QCB+A (LV2), C A, QCB+B

15  J B, QCB+TA (air), C A, QCB+A
16  J B, QCB+TA (air), C A, QCB+B
17  J B, QCB+TA (air), C A, QCF QCF+A (LV1/LV2)
18  J B, QCB+TA (air), C A, QCB HCF+B (LV1/LV2)

19  (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCB+A
20  (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCB+B
21  (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCF QCF+A (LV1/LV2)
22  (C) J B, QCB+TA (air), HCF+TB, HCF+TB, C A, QCB HCF+B (LV1/LV2)

COUNTER MODE COMBOS

 1  QCB QCB+A (LV2), C A, QCF QCF+A (LV1)
 2  QCB QCB+A (LV2), C A, QCB HCF+B (LV1)


-------------------------------------------------------------------------------
Haohmaru                                                                    SNK
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  QCF+TA, S TB, QCF QCF+A (LV1/LV2)
 2  QCF+TA, S TB, QCF QCF+B (LV2)

 3  J A. C TA, DP+TA, S TB, QCF QCF+A (LV1/LV2)
 4  J A, C TA, DP+TA, S TB, QCF QCF+B (LV2)

COUNTER MODE COMBOS

 1  CB, DP+TA, S TB, QCF QCF+A (LV1/LV2)
 2  CB, DP+TA, S TB, QCF QCF+B (LV2)

RUSH MODE COMBOS

 1  J TA, S TB, S TA, DP+TA, QCF QCF+A


-------------------------------------------------------------------------------
Athena Asamiya                                                              SNK
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  J B, S A, HCF+A, S A, DP+A
 2  J B, S A, HCF+A, S A, QCB+TB
 3  J B, S A, HCF+A, S A, QCF QCF+A (LV2)

 4  J B, S A, HCF+A, J F A, DP+A (air) 
 5  J B, S A, HCF+A, J F A, QCB+B (air) 
 6  J B, S A, HCF+A, J F A, HCB HCB+A (air) (LV1/LV2)
 7  J B, S A, HCF+A, J F A, QCF QCF+B (air) (LV1/LV2)

 8  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, DP+A
 9  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, QCB+TB
10  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, S A, QCF QCF+A (LV2)

11  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F A, DP+A (air) 
12  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F A, QCB+B (air) 
13  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F A, 
    HCB HCB+A (air) (LV1/LV2)
14  (C) J A, S A, F+B (2 hits), QCB+TB (air), HCF+A, J F A, 
    QCF QCF+B (air) (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, HCF+A, S A, DP+A
 2  CB, HCF+A, S A, QCB+TB
 3  CB, HCF+A, S A, QCF QCF+A (LV2)

 4  CB, HCF+A, J F A, DP+A (air) 
 5  CB, HCF+A, J F A, QCB+B (air) 
 6  CB, HCF+A, J F A, HCB HCB+A (air) (LV1/LV2)
 7  CB, HCF+A, J F A, QCF QCF+B (air)(LV1/LV2)

RUSH MODE COMBOS

 1  J B, S TA, S TB, HCF+A, S A, DP+A
 2  J B, S TA, S TB, HCF+A, S A, QCB+TB
 3  J B, S TA, S TB, HCF+A, S A, QCF QCF+A (LV2)

 4  J B, S TA, S TB, HCF+A, J F A, DP+A (air) 
 5  J B, S TA, S TB, HCF+A, J F A, QCB+B (air) 
 6  J B, S TA, S TB, HCF+A, J F A, HCB HCB+A (air) (LV1/LV2)
 7  J B, S TA, S TB, HCF+A, J F A, QCF QCF+B (air)(LV1/LV2)


-------------------------------------------------------------------------------
Leona Heidern                                                               SNK
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  CBF+A, C A, F+B
 2  CBF+A, C A, QCF QCF+B (LV1/LV2)
 3  CBF+A, C A, QCB HCF+B (LV1/LV2)
 4  CBF+A, C A, QCF QCF+B (LV2)

 5  J A/B, S/C A, CBF+B, C A, F+B
 6  J A/B, S/C A, CBF+B, C A, QCF QCF+B (LV1/LV2)
 7  J A/B, S/C A, CBF+B, C A, QCB HCF+B (LV1/LV2)
 8  J A/B, S/C A, CBF+B, C A, QCF QCF+B (LV2)

 9  (C) J A/B, C A, CBF+TA, C A, F+B
10  (C) J A/B, C A, CBF+TA, C A, QCF QCF+B (LV1/LV2)
11  (C) J A/B, C A, CBF+TA, C A, QCB HCF+B (LV1/LV2)
12  (C) J A/B, C A, CBF+TA, C A, QCF QCF+B (LV2)

COUNTER MODE COMBOS

 1  CB, CBF+B, C A, F+B
 2  CB, CBF+B, C A, QCF QCF+B (LV1/LV2)
 3  CB, CBF+B, C A, QCB HCF+B (LV1/LV2)
 4  CB, CBF+B, C A, QCF QCF+B (LV2)

RUSH MODE COMBOS

 1  J TB, C TB, C TA, CBF+B, C A, F+B
 2  J TB, C TB, C TA, CBF+B, C A, QCB HCF+B 


-------------------------------------------------------------------------------
Akari Ichijo                                                                SNK
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  J A/B, C A (2 hits), D U+B, D U+A, S TA, D U+B, D U+A
 2  J A/B, C A (2 hits), D U+B, D U+A, S TA, D U+B, D U+B

 3  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), S TA,
    D U+B, D U+A
 4  J A/B, C A (2 hits), QCF HCB A/B (LV2) (if opponent is launched), S TA,
    D U+B, D U+B

COUNTER MODE COMBOS

 1  CB, QCF HCB+A/B (LV2) (if opponent is launched), S TA, D U+B, D U+A
 2  CB, QCF HCB+A/B (LV2) (if opponent is launched), S TA, D U+B, D U+B


RUSH MODE COMBOS

 1  C TA, C TB, C A (2 hits), D U+B, D U+A, S TA, D U+B, D U+A
 2  C TA, C TB, C A (2 hits), D U+B, D U+B, S TA, D U+B, D U+B


-------------------------------------------------------------------------------
Chun-Li                                                                  Capcom
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  (C) DF+A, S TA, DF+B
 2  (C) DF+A, C TA, CDU+B
 3  (C) DF+A, C TA, QCF QCF+A (LV1/LV2)
 4  (C) DF+A, C TA, CDB, DF, DB, UF+B (LV1/LV2)

 5  (C) DF+A, J TA, QCF QCF+B (LV2) (air)

 6  (C) J TB, C TB, CBFBF+B (LV1), S TA, DF+B
 7  (C) J TB, C TB, CBFBF+B (LV1), C TA, CDU+B

COUNTER MODE COMBOS

 1  (C) J TB, C TB, CBFBF+B (LV1), C TA, QCF QCF+A (LV1)
 2  (C) J TB, C TB, CBFBF+B (LV1), C TA, CBFBF+B (LV1)
 3  (C) J TB, C TB, CBFBF+B (LV1), C TA, CDB, DF, DB, UF+B (LV1)

RUSH MODE COMBOS

 1  J TB, C TA, C TB, S A, CBFBF+B, S TA, QCF QCF+A
 
 2  (C) J TB, C TA, C TB, S A, CBFBF+B, C TA, DF+B 
 3  (C) J TB, C TA, C TB, S A, CBFBF+B, C TA, CDU+B
 4  (C) J TB, C TA, C TB, S A, CBFBF+B, C TA, CBFBF+B
 5  (C) J TB, C TA, C TB, S A, CBFBF+B, C TA, CDB, DF, DB, UF+B

 6  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, C TA, DF+B
 7  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, C TA, CDU+B
 8  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, C TA, QCF QCF+A
 9  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, C TA, CBFBF+B
10  (C) J TB, S A, HCB+TB, C TB, C A, CBFBF+B, C TA, CDB, DF, DB, UF+B


-------------------------------------------------------------------------------
Zangief                                                                  Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  Opponent must be in the corner (or very close to it).
Command:    When you recover from a Quick Double Lariat immediately do a Jab
            and cancel it into another Quick Double Lariat. Repeat until Dan
            gets dizzy.

  QCB+B, C TA, QCB+B, C TA, QCB+B, C TA, QCB+B, C TA...

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

AVERAGE MODE COMBOS

 1  J A, S/C TA, QCB+B, S/C TA, J U+A
 2  J A, S/C TA, QCB+B, S/C TA, J D+A
 3  J A, S/C TA, QCB+B, S/C TA, J D+B

 4  J A, S/C TA, QCB+B, S/C TA, QCB+A
 5  J A, S/C TA, QCB+B, S/C TA, DP+A

COUNTER MODE COMBOS

 1  CB, QCB+B, S/C TA, J U+A
 2  CB, QCB+B, S/C TA, J D+A
 3  CB, QCB+B, S/C TA, J D+B

 4  CB, QCB+B, S/C TA, QCB+A
 5  CB, QCB+B, S/C TA, DP+A

RUSH MODE COMBOS

 1  J A, S TA, S TB, QCB+B, S/C TA, J U+A
 2  J A, S TA, S TB, QCB+B, S/C TA, J D+A
 3  J A, S TA, S TB, QCB+B, S/C TA, J D+B

 4  J A, S TA, S TB, QCB+B, S/C TA, QCB+A
 5  J A, S TA, S TB, QCB+B, S/C TA, DP+A


-------------------------------------------------------------------------------
Sakura Kasugano                                                          Capcom
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  J QCB+B, S/C TA, DP+A
 1  J QCB+B, S/C TA, QCB+B
 2  J QCB+B, S/C TA, QCF QCF+A (LV1/LV2)
 4  J QCB+B, S/C TA, QCF QCF+B (LV1/LV2)

RUSH MODE COMBOS

 1  J A/B, C TA, C TB, C A, QCF+A
 2  J A/B, C TA, C TB, C A, DP+A
 3  J A/B, C TA, C TB, C A, QCB+B
 4  J A/B, C TA, C TB, C A, QCF QCF+A
 5  J A/B, C TA, C TB, C A, QCF QCF+B
 6  J A/B, C TA, C TB, C A, QCB QCB+B


-------------------------------------------------------------------------------
Dan Hibiki                                                               Capcom
-------------------------------------------------------------------------------

INF#2
Mode:       Any.
Condition:  None, though doing it in the corner is the easiest.
Command:    When you recover from a Danku Kyaku immediately do a standing Jab
            and cancel it into another Danku Kyaku. Repeat until Dan gets 
            dizzy.

  QCB+TB, S TA, QCB+TB, S TA, QCB+TB, S TA, QCB+TB, S TA...

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

AVERAGE MODE COMBOS

 1  J QCB+TB, S TA, QCB+B

 2  (C) J A/B, C A, QCB+TB, S TA, DP+A
 3  (C) J A/B, C A, QCB+TB, S TA, QCB+B
 4  (C) J A/B, C A, QCB+TB, S TA, QCF QCF+B (LV1/LV2)

COUNTER MODE COMBOS

 1  CB, QCB+TB, S TA, QCB+B

 2  (C) CB, QCB+TB, S TA, DP+A
 3  (C) CB, QCB+TB, S TA, QCB+B
 4  (C) CB, QCB+TB, S TA, QCF QCF+B (LV1/LV2)

RUSH MODE COMBOS

 1  J A/B, S/C TA, S/C TB, S/C A, QCB+TB, S TA, QCB+B

 2  (C) J A/B, S/C TA, S/C TB, S/C A, QCB+TB, S TA, DP+A
 3  (C) J A/B, S/C TA, S/C TB, S/C A, QCB+TB, S TA, QCB+B
 4  (C) J A/B, S/C TA, S/C TB, S/C A, QCB+TB, S TA, QCF QCF+B (LV1/LV2)


-------------------------------------------------------------------------------
Akuma                                                                    Capcom
-------------------------------------------------------------------------------

AVERAGE MODE COMBOS

 1  J QCB+B, S TA/TB, F+B
 2  J QCB+B, S TA/TB, DP+A
 3  J QCB+B, S TA/TB, QCB+B

 4  J QCB+B, QCF QCF+A (LV1), S TA/TB, F+B
 5  J QCB+B, QCF QCF+A (LV1), S TA/TB, DP+A
 6  J QCB+B, QCF QCF+A (LV1), S TA/TB, QCB+B

 7  J QCB+B, J QCB+B, S TA/TB, F+B
 8  J QCB+B, J QCB+B, S TA/TB, DP+A
 9  J QCB+B, J QCB+B, S TA/TB, QCB+B

10  J QCB+B, J QCB+B, QCF QCF+A (LV1), S TA/TB, F+B
11  J QCB+B, J QCB+B, QCF QCF+A (LV1), S TA/TB, DP+A
12  J QCB+B, J QCB+B, QCF QCF+A (LV1), S TA/TB, QCB+B

13  J A/B, C A, QCB+B, S TA/TB, F+B
14  J A/B, C A, QCB+B, S TA/TB, DP+A
15  J A/B, C A, QCB+B, S TA/TB, QCB+B

16  J A/B, C A, QCB+B, QCF QCF+A (LV1), S TA/TB, F+B
17  J A/B, C A, QCB+B, QCF QCF+A (LV1), S TA/TB, DP+A
18  J A/B, C A, QCB+B, QCF QCF+A (LV1), S TA/TB, QCB+B

19  J A/B, C A, F+A, QCB+B, QCF+A, S TA/TB, F+B
20  J A/B, C A, F+A, QCB+B, QCF+A, S TA/TB, DP+A
21  J A/B, C A, F+A, QCB+B, QCF+A, S TA/TB, QCB+B

22  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1), S TA/TB, F+B
23  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1), S TA/TB, DP+A
24  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1), S TA/TB, QCB+B

25  DP+TA (only 2 hits!), S TA/TB, F+B
26  DP+TA (only 2 hits!), S TA/TB, DP+A
27  DP+TA (only 2 hits!), S TA/TB, QCB+B

28  DP+TA (only 2 hits!), QCF QCF+A (LV1), S TA/TB, F+B
29  DP+TA (only 2 hits!), QCF QCF+A (LV1), S TA/TB, DP+A
30  DP+TA (only 2 hits!), QCF QCF+A (LV1), S TA/TB, QCB+B

COUNTER MODE COMBOS

 1  CB, QCB+B, S TA/TB, F+B
 2  CB, QCB+B, S TA/TB, DP+A
 3  CB, QCB+B, S TA/TB, QCB+B

 4  CB, QCB+B, QCF QCF+A (LV1), S TA/TB, F+B
 5  CB, QCB+B, QCF QCF+A (LV1), S TA/TB, DP+A
 6  CB, QCB+B, QCF QCF+A (LV1), S TA/TB, QCB+B

 7  J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, F+B
 8  J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, DP+A
 9  J QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, QCB+B

10  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, F+B
11  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, DP+A
12  J A/B, C A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, QCB+B

13  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, F+B
14  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, DP+A
15  J A/B, C A, F+A, QCB+B, QCF QCF+A (LV1/LV2), QCF QCF+A (LV1), S TA/TB, 
    QCB+B

16  CB, DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), S TA/TB, F+B
17  CB, DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), S TA/TB, DP+A
18  CB, DP+TA (only 2 hits!), QCF QCF+A (LV1/LV2), S TA/TB, QCB+B

RUSH MODE COMBOS 

 1  J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, F+B
 2  J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, DP+A
 3  J QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, QCB+B

 4  J A/B, S TA, S TB, QCB+B, S TA/TB, F+B
 5  J A/B, S TA, S TB, QCB+B, S TA/TB, DP+A
 6  J A/B, S TA, S TB, QCB+B, S TA/TB, QCB+B

 7  J A/B, S TA, S TB, QCB+B, QCF QCF+A, S TA/TB, F+B
 8  J A/B, S TA, S TB, QCB+B, QCF QCF+A, S TA/TB, DP+A
 9  J A/B, S TA, S TB, QCB+B, QCF QCF+A, S TA/TB, QCB+B

10  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, F+B
11  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, DP+A
12  J A/B, S TA, S TB, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, QCB+B

13  J A/B, S TA, C A, F+A, QCB+B, S TA/TB, F+B
14  J A/B, S TA, C A, F+A, QCB+B, S TA/TB, DP+A
15  J A/B, S TA, C A, F+A, QCB+B, S TA/TB, QCB+B

16  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, S TA/TB, F+B
17  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, S TA/TB, DP+A
18  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, S TA/TB, QCB+B

19  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, F+B
20  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, 
    DP+A
21  J A/B, S TA, C A, F+A, QCB+B, QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, 
    QCB+B

22  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, F+B
23  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, DP+A
24  (C) DP+TA (only 2 hits!), QCF QCF+A, QCF QCF+A, QCF QCF+A, S TA/TB, QCB+B


===============================================================================
VS Felicia
===============================================================================

As if she didn't have a hard time enough to compete, she also suffer from some
nasty side effects of certain Special Moves. Unlike Chun-Li, Felicia is mostly
affected by Special Moves, which kinda sucks because Special Moves are a lot
more abusive than Supers.

-------------------------------------------------------------------------------
Kyo Kusanagi                                                                SNK
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Serpent Wave (LV2!)
Command:  QCB HCF+A/B
Special:  Only in corner! The flames on Kyo's body can hit Felicia 6 times. If
          you do let them hit 6 times then you can not juggle the flame that  
          comes out when you release A/B. If you let them hit 3/4 times then
          you can juggle like you normally could. If you let it hit 5 times,
          the giant flame will also juggle and you can now also juggle another
          LV2 Serpent Wave infinitely or any other move after the flame hits.

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

INF#3
Mode:       Any.
Condition:  None.
Command:    When you recover from a Style No. 75 Modified immediately do
            another one. Repeat until dead.

  QCF+B, B, QCF+B, B, QCF+B, B, QCF+B, B...

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

AVERAGE MODE COMBOS

 1  (C) J A/B, S A, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
 2  (C) J A/B, S A, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
 3  (C) J A/B, S A, QCB HCF+A/B (LV2), QCB+A
 4  (C) J A/B, S A, QCB HCF+A/B (LV2), DP+A
 5  (C) J A/B, S A, QCB HCF+A/B (LV2), HCB+B

 6  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
 7  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
 8  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
 9  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), DP+A
10  (C) J A/B, C A, QCF+B, B, QCB HCF+A/B (LV2), HCB+B

11  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
12  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
13  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), QCB+A
14  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), DP+A
15  (C) J A/B, S A, F+B, QCB HCF+A/B (LV2), HCB+B

16  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
17  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
18  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
19  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), DP+A
20  (C) J A/B, S A, F+B, QCF+B, B, QCB HCF+A/B (LV2), HCB+B

COUNTER MODE COMBOS

 1  (C) CB, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
 2  (C) CB, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
 3  (C) CB, QCB HCF+A/B (LV2), QCB+A
 4  (C) CB, QCB HCF+A/B (LV2), DP+A
 5  (C) CB, QCB HCF+A/B (LV2), HCB+B
 6  (C) CB, QCB HCF+A/B (LV2), QCF QCF+A (LV1)
 7  (C) CB, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)

 8  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, A
 9  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF+TA, QCF+TA, B
10  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCB+A
11  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), DP+A
12  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), HCB+B
13  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCF QCF+A (LV1)
14  (C) CB, QCF+B, B, QCB HCF+A/B (LV2), QCB HCF+A/B (LV1)


-------------------------------------------------------------------------------
Terry Bogard                                                                SNK
-------------------------------------------------------------------------------

-------------------------------( Special Moves )-------------------------------

Name:     Rising Tackle
Command:  CDU+A
Special:  If you catch Felicia in the air with it, you can juggle after the
          Rising Tackle. This juggle seems to be very random though, so it 
          isn't very practical.


-------------------------------------------------------------------------------
Akari Ichijo                                                                SNK
-------------------------------------------------------------------------------

INF#2
Mode:       Any.
Condition:  Felicia must be jumping.
Command:    You must hit Felicia with a crouching A when she's at the top of 
            her jump and then immediately do a D U+B, D U+A. As soon as you
            recover do another D U+B, D U+A. Repeat until dead.

  C A, D U+B, D U+A, D U+B, D U+A, D U+B, D U+A, D U+B, D U+A...


-------------------------------------------------------------------------------
Ken Masters                                                              Capcom
-------------------------------------------------------------------------------

--------------------------------( Super Moves )--------------------------------

Name:     Shinryuken (LV1&2)
Command:  QCF QCF+B
Special:  The last hit lets you juggle another LV1 or LV2 Shinryuken 
          infinitely.

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

INF#4
Mode:       Counter Mode.
Condition:  Life must be in red and opponent must be in corner.
Command:    When you recover from a Shinryuken immediately do another one.
            Repeat until dead.

  QCF QCF+B (LV1/2), QCF QCF+B (LV1), QCF QCF+B (LV1), QCF QCF+B (LV1)...

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

RUSH MODE COMBOS

 1  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCF+A
 2  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, DP+A
 3  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B
 4  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCF QCF+A

 5  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, QCF+A
 6  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, DP+A
 7  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, QCB+B
 8  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCF QCF+B, QCB+B, QCF QCF+A

 9  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCF+A
10  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, DP+A
11  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B
12  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCF QCF+A

13  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCF+A
14  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, DP+A
15  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, QCB+B
16  (C) J A/B/QCB+B, S TA, S TB, S A, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B, 
        QCF QCF+A

17  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF+A
18  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, DP+A
19  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B
20  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+A

21  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, QCF+A
22  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, DP+A
23  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, QCB+B
24  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCB+B, 
        QCF QCF+A

25  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCF+A
26  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, DP+A
27  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, QCB+B
28  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B, 
        QCF QCF+A

29  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF+A
30  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, DP+A
31  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCB+B
32  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+A

33  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B,
        QCF+A
34  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B,
        DP+A
35  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B,
        QCB+B

36  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B,
        QCB+B, QCF+A
37  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B,
        QCB+B, DP+A
38  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCF QCF+B, QCF QCF+B,
        QCB+B, QCB+B

39  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCF QCF+B, QCF+A
40  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCF QCF+B, DP+A
41  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCF QCF+B, QCB+B

42  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCF QCF+B, QCB+B, QCF+A
43  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCF QCF+B, QCB+B, DP+A
44  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCF QCF+B, QCB+B, QCB+B

45  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+B, QCF+A
46  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+B, DP+A
47  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+B, QCB+B

48  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+B, QCB+B, QCF+A
49  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+B, QCB+B, DP+A
50  (C) J A/B/QCB+B, S TA, S TB, S A, F+A/B, QCF QCF+B, QCB+B, QCF QCF+B,
        QCB+B, QCF QCF+B, QCB+B, QCB+B


-------------------------------------------------------------------------------
Morrigan                                                                 Capcom
-------------------------------------------------------------------------------

INF#1
Mode:       Any.
Condition:  Felicia must be jumping.
Command:    When you descent do the Shell Kick and when you land immediately
            jump up and do another Shell Kick. Repeat until Felicia gets dizzy.    

  J D+B, J D+B, J D+B, J D+B...


-------------------------------------------------------------------------------
Akuma                                                                    Capcom
-------------------------------------------------------------------------------

INF#4
Mode:       Any.
Condition:  None.
Command:    When you recover from a Tatsumaki immediately do another one.
            Repeat until dead.

  QCB+B, QCB+B, QCB+B, QCB+B...


-------------------------------------------------------------------------------
6. MISCELLANEOUS
-------------------------------------------------------------------------------

===============================================================================
PRE-FIGHT INTROS
===============================================================================

KYO VS IORI
 - This one's different from their usual pre-fight intro. They do their usual
   talk but they don't show off their flames for some reason.

KYO VS RYU
 - Both do their Counter Mode charge animation and then proceed to kick each
   other a couple of times.

ATHENA VS SAKURA
 - Sakura comes running onto the screen as usual but when Athena warps in she
   falls and Athena comments that Sakura is ugly.

MAI VS CHUN-LI
 - Both of them start in fancy dresses, then they discard them and comment on
   their fighting abilities.

NAKORURU VS MORRIGAN
 - Nakoruru looks frightened when Morrigan reaches out a hand to her.

YURI VS DAN
 - They both do the same taunt and Yuri confuses Dan for Ryo.

GEESE VS M. BISON
 - Billy and Vega taunt each other and then jump away to make room for Geese
   and Bison.

RYU VS KEN
 - They stand still for a while and then they point their fists to each
   other.


===============================================================================
WEIRDNESS
===============================================================================

This section is about various weird things that happened with the game while
playing. This includes basically anything that isn't supposed to happen, if
you got a weird experience with MotM drop me a line and maybe I'll put it in 
here.

MOVIE VIEWER BUG
 - Select any of the eight "movies". Now select any character(s). Right before  
   the screen goes dark to show the movie push 'B' to cancel your selection. If    
   you timed it right your first character's portrait will change into a
   question mark and you'll see a very messed up movie. Be sure to also try it
   in Japanese mode because the messed up movie will be considerably different.

FELICIA LOCK-UP
 - If, for some reason, you get knocked back when Felicia's Dancing Flash
   hits you she'll keep spinning infinitely while you can't move. Even worse
   is that there won't be a time-out so you have no choice but to reset your
   NGPC.

ATHENA/RYU/KEN LOCK-UP
 - This one happened to me just recently. I was playing with the tag team Ryu &
   Ken vs Athena and someone else. When Ken was at very low health I tried to
   jump-in at Athena but she did a Shining Crystal Bit killing Ken. When Ryu
   entered Athena was just finished with the Shining Crystal Bit and the second
   Ryu touched the ground the game locked up. This time there was a time out
   though and I won the match due to a life advantage...

B.B. HOOD SPRITE PROBLEMS
 - If you fire a missile and then do any other move that involves B.B. Hood's
   "extra" sprites (the knives and mines for instance) the missile will just
   disappear!

LOTS OF BLOOD
 - For some reason the Japanese version of MotM has a significantly larger
   amount of blood coming out the characters. This has no effect on gameplay 
   but it seems a little unnecessary to me to edit most of the blood out the
   English version.


===============================================================================
DID YOU KNOW...
===============================================================================

Some personal thoughts of mine about MotM.

... that MotM 2 was never officially announced, but it was officially canned,
    well kind of. You see, in an interview with the former president of SNK USA
    on Pocket IGN he stated that several development teams of SNK Japan left
    SNK after they were bought by Aruze. Since key development teams weren't
    there anymore some (read: probably all) of the in-development NGPC games
    had to be discontinued. He only named one game that was discontinued: MotM    
    2. You don't read bad news like that every day...

... that MotM proves once again that graphics simply don't matter. Sure it
    would be nice to see some more colors put in those NGPC sprites, but when a
    game plays this good you simply don't mind the graphics.

... that some of the MotM backgrounds are really good representations of their
    original versions. Point 48106 looks basically the same as its SF Alpha 3
    counterpart minus the rain. Aensland Castle looks surprisingly close to its  
    Vampire Saviour counterpart (I still get the feeling I'm playing Vampire
    Saviour when I play with two characters from VS in that background).     
    My favourite background would have to be the day version of Gairyu Island     
    though, it looks simply awesome.

... that most of the characters are based on a previous version from -name your
    fighting game here- but have one or more moves from newer games. Take Kyo
    for example, he looks and plays like his KoF'98 version but he also has his
    new Super Move from KoF'99. Same for Iori. Some Capcom characters even have
    Supers added from the Marvel vs Capcom games.

... that there are no really bad characters in MotM. Even Felicia and Dan can
    stand their own to some extend against characters like Geese and Bison.

... that even the music is very well represented in MotM. And that's quite an
    achievement considering the sound hardware. Actually more NGPC titles seem
    to have good sound. Just listen to the tunes in KoF R-2 and Sonic Pocket
    Adventure. Too bad not all the NGPC games have such high quality music. 

... that for some reason the StreetFighter Alpha characters got their Alpha 3
    BGM's. While these are good tunes I'd have loved to hear the Alpha 2 tunes
    for Sakura and Akuma on the NGPC. Oh well...

... that MotM has some of the cheesiest one-liners I've ever seen in fighting
    games. The fighters say some of the weirdest shit you'll ever see. Take
    Nakoruru for example, when you're faced against Orochi Iori she says she'll
    heal him after she's ready bopping him.

... that Zangief in his alternative colors looks like Mr. T! He has a brown
    skin color and the rest of him is yellow. It all adds up: the Mohawk, the    
    brown skin and the goldish yellow - Zangief IS Mr. T!


===============================================================================
COMBO VIDEOS/CONTACTING ME
===============================================================================

Combo videos for a NGPC game? Sure, why not! I know a lot of you enjoy watching
combo videos so I made some of my own for MotM (and KoF R-2). The movies are
all around 5MB each and last (on average) 1 minute and 40 seconds. You can find
them on S:NGP's MotM section 
[http://www.digiweb.com/~dimension-sega/sngp/games/snkvscap/motm_menu.htm] or
on the following address: [http://www.geocities.com/rmpocket2/]. You need a
fairly up to date PC to play them though, since all movies are compressed in
the Windows Media format (sorry Mac users!)...

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

Liked this FAQ? Hated this FAQ? Got any questions about this FAQ? Want to 
contribute to this FAQ? Then get in contact with me!

You can always e-mail me at: <p_de_vogel@hotmail.com>

Don't feel like e-mailing me? Visit the Sector: NGP Handheld Forum 
[http://www.paleface.net/z/sngp] there you'll find me under the handle Rockman
Pocket. Sector: NGP [http://www.digiweb.com/~dimension-sega/sngp/] is by far
THE place to go for your NGPC needs and they also have one of the best forums
on the web (how's that for plugging your site sJ ;) ).


===============================================================================
CREDITS
===============================================================================

The credits list has grown quite a bit since the first revision. A lot of
thanks go out to everybody who contributed and ofcourse everybody who read
this little FAQ! This FAQ wouldn't be the same without you (infact, it would
probably not even excist in the first place).

SNK                                                   [http://www.neogeo.co.jp]
 - Lots of thanks for making the NGPC in the first place. Now of all the great 
   games they made for the NGPC, Match of the Millennium really stands out. The
   fact that it had characters from both SNK and Capcom is special enough, but
   the tight gameplay and many extra's is what makes it so great. As long as my
   NGPC works, I'll be playing this game more than any other.

Capcom                                                  [http://www.capcom.com]
 - Capcom, makers of some of the finest fighting games ever, collaborated with 
   SNK to make MotM the outstanding game it is. Thanks Capcom, it feels good to 
   smack Ryu around with Geese :) Hopefully Capcom vs SNK 2 will be as good as 
   MotM...

The Sector: NGP Forum                          [http://www.paleface.net/z/sngp]
 - These guys inspired me to do this FAQ in the first place (well, some of
   those guys anyway). Lotsa thanks go out to Paleface, who keeps the board up
   and running.

Chad Gombosi                                           <signofzeta@hotmail.com>
 - Chad wrote almost the entire Chun-Li, Dan and Guile sections by himself.
   Not only that, but he had some good ideas of what else to put in the FAQ
   besides combos AND he wrote up the excellent disclaimer. In return I 
   promised some plugs for him, so all of you go visit 
   [http://www.scponline.net] and [http://www.chadsgamemusic.com]! 

Stardust                                              <stardust16@caramail.com>
 - Stardust showed me that Orochi Iori was even cheesier than I thought. Not 
   only that, but he informed me of one particularly useful combo for Dan.

Justin Boley                                              <jhboley@hotmail.com>
 - Justin submitted various combos and opened up my eyes about Orochi Iori's
   cheese factor even more.

Zero                                                    <loser42x2@hotmail.com>
 - Zero told me how to do the movie viewer bug. Zero is also currently the only
   living being with a Golden Banana Award...

Kamui                                                     <kamui@austin.rr.com>
 - Kamui was kind enough to share some of the best combos found in this FAQ
   with me, way too much to mention here.

Danny Yee                                                  <yeedanny@lycos.com>
 - Quality over quantity is Danny's motto ;)

Kiyo21                                                 <kiyo21_mwv@hotmail.com>
 - Besides some really nice Kyo combos he also was the first to mention that
   Felicia was bugged. This FAQ would be several pages shorter if it wasn't 
   for you!

A-Star                                                        <a-star@beer.com>
 - Thanks to A-Star I discovered the Counter Mode bug with Chun-Li. Apparently
   A-Star didn't found it odd that Sakura's infinite only worked in Counter
   Mode ;) Be sure to check out A-Star's excellent Gals Fighters Combo FAQ,
   which you can find on Sector: NGP's Galf Fighters section (once sJ updates
   the site that is).

TY                                                      <tianyuany2k@yahoo.com>
 - TY was kind enough to inform me about the Entry Mode bug. And we all love
   bugs right :)


-------------------------------------------------------------------------------
7. DISCLAIMER
-------------------------------------------------------------------------------

All the characters, names, Special Moves, Super Moves, etc. are copyright SNK,
and Capcom 1999. Unlike other internet FAQ authors, we realize that while 
weworked many hours on this FAQ, and even though we feel that at this point it
is the best MOTM FAQ written, and will probably never be bested, it would not
exist without the fantastic game SNK vs Capcom: Match of the Millennium.
Without SNK this FAQ would be a meaningless string of letters. 
 
Special thanks go to SNK for making this fantastic game. We are sorry a pachi-
slot manufacturer bought you out, and split you into a hundred pieces never to
make another decent NGP game again. No thanks go to Capcom for making the
Dreamcast version of this game so much crappier than the NGP version. Many
curses go out to Aruze. Thanks to all the blokes at the Sector: NGP Handheld
Forum [http://www.digiweb.com/~dimension-sega/sngp/] for all their inspirational 
support, input, and flames.  

This FAQ is copyright 2000 by Patrick de Vogel with some contribution from Chad
Gombosi and other internet sources. Please don't use this FAQ on your web page
without permission and credit, and if you actually steal it, or parts of it and
put it into a print magazine I feel sorry for how bad you suck. Don't you 
gamemagazine people have staff that know anything about games anymore? Write
something of your own. Sheesh.
