                             #
                           # #
                          #  #
                        #    #
                       #     #             ######################
                     #       #                   ###################
                    #        #                             ##########
 # # # # # # # # # # ,----.   -   ----.  ,----.  ,----. .--.##--#######
  #                 |  --./  / \  | [) )|  --./ | .--. | |  V  |#######
      #      #######| \__,. / _ \ |  _, | \__,. | .__. | ]|\_/|[#######
          #    ##  #`.____|[_] [_]|_[   `.____| `.____, [_|  #|_]######
             ##    ##  ##       #  __   __ _____             ##########
            #     ##   ##    #     \ \ / /| ____|           ##########
           #    ###    ##    #      \ V / |____ |          ###########
          #   ###      ##     #      \_/  |____|_|        ###########
         #               ##___#___   __      __   __     ############
        #    #########   ,  ______| |  `.   |  | |  |  ,  ,########
       #  #############  | (_____   |    `. |  | |  |,  ,##########
      ######  ######   ##`.____  `. '  |.  `.  ' |     <##########
     ####     #######     ._____) | |  | `.    | |  |`. `#######
    ###       ########   |________/ |__|   `.__| |__|##`._`###
              #########                          ############
               ###############         ####################
                #########################################
                 ####################################
                   ###############################
                     ####################


                   Capcom VS. SNK - Millenium Fight 2000
                      Sega Dreamcast, by Capcom (2000)
                   FAQ by Ryouga (ryouga@videogamers.com)

_______________________________________________________________________________
_______________________________________________________________________________

[Index]

(I)    [Introduction]

(II)   [Controls]

(III)  [Rules]

(IV)   [Game Systems]

(V)    [Menus]

(VI)   [Capcom Characters]

             (Tier 1)             (Tier 2)             (Tier 3)
              -Sakura              -Ryu                 -Vega
              -Cammy               -Ken                 -Sagat
              -Dhalsim             -Chun-li             -M. Bison
              -Blanka              -Guile
                                   -Zangief
                                   -E. Honda
                                   -Balrog

(VII)  [SNK Characters]

             (Tier 1)             (Tier 2)             (Tier 3)
              -Yuri                -Kyo                 -Yamazaki
              -Vice                -Iori                -Rugal
              -King                -Mai                 -Geese
              -Benimaru            -Terry
                                   -Ryo
                                   -Kim
                                   -Raiden

(VIII) [Capcom EX Characters]

             (Tier 1)             (Tier 2)             (Tier 3)
              -Sakura              -Ken                 -Vega
              -Cammy               -Chun-li             -Sagat
              -Dhalsim             -Guile               -M. Bison
              -Blanka              -Zangief
                                   -E. Honda
                                   -Balrog

(IX)  [SNK EX Characters]

             (Tier 1)             (Tier 2)             (Tier 3)
              -Yuri                -Kyo                 -Yamazaki
              -Vice                -Mai                 -Rugal
              -King                -Terry               -Geese
              -Benimaru            -Ryo
                                   -Kim
                                   -Raiden

(VIII) [Secret Characters]
         -Evil Ryu
         -Orochi Iori
         -Morrigan
         -Nakoruru
         -Akuma

(X)    [Secrets]

(XI)   [FAQ]

(XII)  [Acknowledgments]
_______________________________________________________________________________
_______________________________________________________________________________

(I) [Introduction]

- Story -
 In AD 2000, a special martial arts event is planned through a collaboration
 of the two most powerful world organizations: Robert Financial Clique and 
 Masters Foundation. It is hoped that the gala event will ease the political
 conflicts between the two powers.

 Many renowned martial artists have registered for the tournament. Around the
 world, people are intensely focused on the upcoming exhibitions.

 The long-awaited opening ceremony is a huge success.

 No one notices the signs of imminent collapse...


- Features -
 Capcom VS. SNK is a 2D, group-based fighting game that brings together many
 popular fighters from both the Street Fighter (Capcom) and King of Fighters
 (SNK) universes. The game also allows play in either Capcom or SNK Groove,
 which influences gameplay by how Super Combos are performed.

_______________________________________________________________________________
_______________________________________________________________________________

(II) [Controls]

- Basics -

 LP: Light Punch   (default: X Button)
 HP: Hard Punch    (default: Y Button)
 LK: Light Kick    (default: A Button)
 HK: Hard Kick     (default: B Button)
 
 LP+HP: Light Punch + Hard Punch  (default: L Button)
 LK+HK: Light Kick + Hard Kick    (default: R Button)

 D: Down                  DF: Down-Forward
 U: Up                    DB: Down-Back
 F: Forward               UF: Up-Forward
 B: Back                  UB: Up-Back

 QCF: Quarter-Circle Forward control pad motion. 
        (Down, Down-Forward, Forward)
 HCF: Half-Circle Forward control pad motion. 
        (Back, Down-Back, Down, Down-Forward, Forward)

 QCB: Quarter-Circle Forward control pad motion. 
        (Down, Down-Back, Back)
 HCB: Half-Circle Forward control pad motion. 
        (Forward, Down-Forward, Down, Down-Back, Back)

 CB: Charge Back by holding Back for two seconds.
 CD: Charge Down by holding Down for two seconds.
 CDB: Charge Down-Back by holding Down-Back for two seconds.

 360 Motion: Rotate the control pad in a full circle, starting
              from any direction.
 720 Motion: Rotate the control pad in two full circles, statring
              from any direction.


- Basic Special Moves -

- Blocking -
   -Hold Back to block high and mid-range attacks, or hold Down-Back to block
    low attacks.
   -Blocking Special Attacks will cause a minimal amount of damage to the
    blocker.
   -Throws cannot be blocked, but can be escaped.

- Guard Crush -
   - If a character continues to block attacks for an extended period of time, 
     they risk having their defense broken with a Guard Crush. When this is
     about to happen, the character's Vitality Gauge will flash red. Characters
     suffering a Guard Crush are stunned for a second and open to attacks.

- Super Jump -
   - Press Down, then immediately Up-Back, Up, or Up-Forward to perform a Super
     jump in the corresponding direction. Super Jumps are slightly higher than
     normal jumps, as well as much quicker and create an afterimage of the
     character.

- Dash & Run -
   - Tap Forward twice to quickly dash forward one step.
   - Likewise, tap Back twice to dash backward one step. These are both useful
     for dodging attacks.

- Throw -
   - Press (F/B)+(HP/HK) to grab or throw a nearby opponent.
   - Throws and grabs vary from character to character.
   - Some grabs can inflict extra damage by rapidly pressing the control pad
     left and right during the attack. These are marked with a star (*).

- Air Throw -
   - Some characters have the ability to throws opponents while in the air.
     These are marked under their [Throws] with the (air) symbol.
   - While in the air with an opponent, press any direction except Up + the
     specified attack button.

- Throw Escape -
   - Escape a throw by immediately pressing (F/B)+(HP/HK) when an opponent
     grabs your character.
   - Throw Escapes will not work against Air Throws or Special Move throws.

- Backlash -
   - Press LK+LP to roll forward. The character cannot be hit while rolling.
   - If done close to an opponent, a Backlash will travel behind them.

- Dizzy -
   - If a character is hit multiple times without dealing damage themselves,
     they risk getting dizzied. In this state, they are defenseless and unable
     to move.
   - Recover from dizziness by pressing the Punch and Kick buttons rapidly.

- Taunt -
   - Taunt an opponent by holding LK and pressing Start.
   - Taunting leaves the character defenseless for a moment.

- Special Move -
   - Special Moves are unique to each character and are performed by a control
     pad motion with a button press.
   - Special Moves deal a minimal amount of damage when blocked.

- Get-Up Special Move -
   - Performing a Special Move the instant the character gets up after being
     knocked down will make them flash white for a split-second. If the
     Special Move hits, it will deal slightly more damage than normal.
   - This also works with Super Combo attacks.


- Combo -
   - Combos are created by quickly linking together attacks without giving
     an opponent a chance to block between hits.
   - Common combos are from a normal attack to a Special Move or Super Combo.
   - After performing combos, a message will flash according to the hit total:
               2 Hits: Good!               9 Hits: Wonderful!!
               3 Hits: Good!!             10 Hits: Fantastic!
               4 Hits: Great!             11 Hits: Fantastic!!
               5 Hits: Great!!            12 Hits: Marvelous!
               6 Hits: Very Good!         13 Hits: Marvelous!!
               7 Hits: Very Good!!        14 Hits: Marvelous!!!
               8 Hits: Wonderful!         15+ Hits: Marvelous!!!!

- Groove -
   - Choose between Capcom Groove and SNK Groove before selecting characters.
     Each Groove has a unique approach to the Power Gauge and performing Power
     attacks:

   (Capcom Groove)
   - Accumulate up to 3 levels of energy in the Super Combo Gauge by attacking
     and performing Special Attacks.
   - Super Combos can be performed as follows:
        *Level 1 Super Combo: motion + Light Attack
        *Level 2 Super Combo: motion + Hard Attack
        *Level 3 Super Combo: motion + Light Attack + Hard Attack
   - Some Super Combos can only be performed at Level 3, and are marked as
     (LV3 & MAX).
     
   (SNK Groove)
   - Accumulate the Extra Gauge by holding HP+HK. When the Gauge is full, the
     character's attack power increases, but the Gauge drains slowly. The
     character can also perform a Super Special Move, which empties the Gauge. 
   - When the character is at critical vitality (blinking Vitality Gauge), they
     can perform Super Special Moves freely.
   - When the character is at critical vitality and the Extra Gauge is full,
     they can perform a MAX Super Special Move. Some Super Special Moves can
     only be performed under these conditions, and are marked as (LV3 & MAX).

   (Equivalents)
     [Capcom Groove]                    [SNK Groove]
    -Level 1 Super Combo               -Super Special Move
                                        (either with full Extra Gauge
                                         OR critical Vitality Gauge)

    -Level 2 Super Combo               -no equivalent

    -Level 3 Super Combo               -MAX Super Special Move

_______________________________________________________________________________
_______________________________________________________________________________

(III) [Rules]

- Match Play -
   - Players select a team in accordance to the rules of the Flexible Ratio
     System (see Game Systems).
   - Players then select the order of the team's characters before a match.
   - Characters fight until either one runs out of Vitality Gauge, or the timer
     depletes to zero.

- Winning and Losing -
   - If a character's Vitality Gauge is reduced to nothing, that then
     character is knocked out.
   - If the Timer reaches zero, then the character with more vitality in their
     Vitality Gauge is the winner.
   - If a character wins by K.O., then their Vitality Gauge will recover in
     accordance to the amount of time remaining in the match. If a player
     wins by Time Over, the character recovers no vitality.
   - If one team runs out of characters, then the opposing team wins.

- Draw Game -
   - A Draw Game occurs when both characters reach zero vitality at the same
     time. In such a case, both characters are eliminated.

_______________________________________________________________________________
_______________________________________________________________________________

(IV) [Game Systems]

- Flexible Ratio System -
   - Each character has a number of Ratio Points that represent the character's
     strength, from 1 to 4.
   - A team can be made up of any number of characters that the Ratio Point
     total is equal to 4.
   - For example, a team can be made up of:
            * two Level 2 Ratio characters.
            * one Level 1 Ratio character and one Level 3 Ratio character.
            * two Level 1 Ratio characters and one Level 2 Ratio character.
            * ...and so forth.

- Groove Point System -
   - This is a real-time ability-based score system, that only appears during
     one-player games. The GPS Gauge is located in the bottom middle of the
     screen, between both teams' Special Gauges.
   - Each attack or defense taken by the character will earn a GPS grade of
     D (lowest), C, B, A, or S (high). These 

        S (+ 2.000 GP): Counterattack with a Super Combo.
        A (+ 1.000 GP): Hit with Super Combo Counterattack with a Special Attack.
        B (+ 0.500 GP): Hit with a Special Attack or normal attack.
        C (+ 0.010 GP): Throw or grab.
        D (- 1.000 GP): Getting hit by any opponent's attack.

   - Players start the game with 20.000 GP.
   - After not getting hit for a few seconds, the GP counter will slowly
     increase by (+ 0.100 GP) every second.
   - Likewise, "turtling" (contiuous blocking without attacking) will cause
     the GP counter to decrese by (- 0.100 GP) every second.

   - A blocked special attack by an opponent is worth (+ 0.001 GP).
   - Combo hits are worth (+ 0.001 GP) each after the initial hit.
   - Likewise, opponents' combo hits deduct (- 0.001 GP) each after the
     initial hit.

   - Blocking an opponent's attack can also score Groove Points, depending on
     how quickly the attack was guarded from a vulberable state. D is the
     rank for getting hit.

   - Performing one special attack over and over will deduct (- 0.020 GP)
     every second until the player does something else.
   - Having a character K.O.'d is worth (-15.000 GP)

   - If you are defeated and continue with less than 20.000 GP, the game will
     increase your GP to an even 20.000.

- Finest K.O. -
   - If an opponent is defeated with a counterattack Special Move or Super
     Combo, this is known as a Finest K.O. and will earn upwards of 40 Groove
     Points, depending on the difficulty of the counterattack.
   - Similarly, defeating an opponent with a simple attack such as a jumping
     attack or low attack will drop your total by upwards of 15 Groove Points.

- Score -
   - The score is decided after the match is over. The Groove Point score
     earned is multiplied according to its rank and added to the total score:

                       39.999 or less: GP X  100
                     40.000 to 59.999: GP X  200
                     60.000 to 79.999: GP X  300
                     80.000 to 89.999: GP X  500
                     90.000 to 91.999: GP X  800
                     92.000 to 93.999: GP X 1000
                     94.000 to 95.999: GP X 2000
                     96.000 to 97.999: GP X 3000
                     98.000 to 99.999: GP X 5000
                              100.000: 1,000,000 points (Perfect Score)

   - There are also several special bonuses for extraordinary accomplishments
     during battle:
             Straight: Do not let a character get K.O'd.
       (10,000 points)
     Perfect Straight: Defeat the last opponent on a team with full vitality,
       (50,000 points)  without letting a character get K.O'd.
_______________________________________________________________________________
_______________________________________________________________________________

(V) [Menus]

- Arcade Mode -
 Play a one-player game against computer opponents.

- VS Mode -
 Play two-player battles. Two controllers are needed. Options can be
 adjusted, such as background, handicap, and Max Ratio.

 Once Character Ratio Seletion (Secret 72) has been purchased, players can
 choose the amount of Ratio Points that each character consumes on their team.
 The more points they consume, the more poewrful the are, and vice Versa.


- Pair Match Mode -
 Play a two-on-two match regardless of Ratio Points. Secret 71 must be unlocked
 and purchased to unlock this mode.

- Game Replay Mode -
 Play a two-player battle with the option of saving the gameplay as
 a movie. Two controllers are needed to play and save Replay data.
    VS Game Play Save: Play two-player battle. When the match is
                       finished, the following options appear:
           Continue: Continue playing in VS Mode.
           Replay Save: Save Replay Data, which can be replayed later.
                        30 blocks or memory are necessary on a VMU to
                        save Replay Data.
           Exit: Return to the Menu screen.
 
    Replay Data Load: Play a movie of a match previously saved to a VMU
                      with the VS Game Play Save option.

- Training Mode -
 Free practice against a sparring partner. During gameplay, press Start
 and select Training Menu to change the following options:
   Continue: Return to the Pause Menu.
   Character Change: Return to the Character Select screen.
   Dummy: Adjust control of the sparring partner.
   Dummy Action: Adjust action of the sparring partener when
                 "Dummy" is set to Normal.
   Dummy Guard: Adjust the blocking properties of the sparring
                partner when "Dummy" is set to Normal.
   Life: Available only in SNK Groove, adjust between Normal and
         Critical for performing MAX Super Special Moves.
   Gauge: Set the Gauge to Normal, or Full.
   Exit: Return to the Title Screen.

- Secret Mode -
   NeoGeo Pocket Link:  Transfer VS Points from a NeoGeo Pocket. This 
                        requires a NeoGeo Pocket with a 'SNK VS. Capcom:
                        Match of the Millenium' cartridge, linked to the
                        Dreamcast via a NeoGeo Pocket/Sega Dreamcast
                        Link Cable.

                        Select Download and follow the on-screen 
                        instructions to transfer VS Points, or Exit
                        to return to the Secret Mode menu.

   Secret Shop: Trade VS Points for Secret Factors.
   Secret List: View all purchased Secret Factors.
   Command List: View the special moves of any character.

- Color Edit Mode -
 Create and register unique color combinations for character costumes. Two
 custom palettes can be saved for each character. A VMU is needed to use
 Color Edit Mode.

- Option Mode -
    Game Option
     Difficulty: Set the difficulty of the computer opponents. (1-8)
     Time: Set the time of the fights. (3:00-infinite)
     Speed: Set the speed of gameplay. (Free/Normal/Turbo)
     Gauge: Set the starting Super Gauge. (Normal/Max)
     Sound: Set between Monaural and Stereo.
     Test: Play any of the background musics in the game.
     Game Music: Set between Normal and Original.
                 (Secret 73 must be unlocked and purchased)

    Button Config.
     -Change the configuration of the controller, as well as set Vibrate On
      or Off.

    Display Adjust
     -Adjust the center of the television screen.

- Memory Card -
 Save and Load game files to and from a Visual Memory Unit. Also the option 
 to enable Auto-Save to keep track of High Scores and VS Points. 9 blocks of
 space are necessary on a VMU to save a game file.
_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________


(VI) [Capcom Characters]

_______________________________________________________________________________

                                  [Tier 1]
_______________________________________________________________________________


- Sakura -                             First Appearance: Street Fighter Alpha 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Palm: LP
 Straight: HP                Uppercut: HP              Downward Smash: HP
 Shin Kick: LK               Short Kick: LK            Flying Thrust: LK
 Flower Kick: B+LK           Sweep Kick: HK            Downward Thrust: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Upperward Smash: HP        *Strangle & Elbow: F/B+HP
 High Kick: HK               Kick Off: F/B+HK


[Special Moves]
Hadoushou: QCF+Punch
 -A short-range attack that projects a small sphere of energy in front of
  Sakura. Although this appears to create a "spike" of light as well, only
  the sphere will damage opponents. Use HP for two hits.

Kououken: F,D,DF+Punch
 -Sakura will run forward and uppercut. The dash can hit opponents multiple
  times if using HP, and the uppercut will knock opponents into the air.

Oukakyaku (air): QCB+Kick
 -A dropping kick attack that can only be performed in the air at higher than
  half of Sakura's jump. Using HK will travel a bit farther out than LK.

Shunpu Renkyaku: QCB+Kick (QCB+Kick)
 -A forward-moving spinning kick that arcs slightly upward before returning to
  the ground. This will hit twice with HK, once with LK. Perform the motion
  a second time before Sakura touches the ground for another kick after the
  spin; use LK for a low kick or HK for a high kick.


[Super Combos]
Shinku Hadouken: QCF,QCF+Punch
 -A more powerful variation of the Hadoushou, this attacks sends a large blue 
  projectile across the screen which dissipiates and loses hits as it 
  travels.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Haruissen: QCB,QCB+Kick
 -A more powerful variation of the Shunpu Renkyaku, this attack spins forward
  with a series of low kicks, ending with a high kick. This attack must be
  blocked low.
     Level 1: 5 Hits      Level 2: 6 Hits       Level 3: 7 Hits

+-----------------------------------------------------------------------------+

- Cammy -         First Appearance: Super Street Fighter 2: The New Challengers

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Backfist: HP                Low Straight: HP          Flying Straight: HP
 Face Kick: LK               Uppercut: DF+HP           Flying Thrust: LK
 Handstand Roundhouse: HK    Short Kick: LK            Flying Roundhouse: HK
                             Low Thrust: DB+HK
                             Double Leg Sweep: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Suplex: F/B+HP
 Double Arm Smash: HP        Frankensteiner: F/B+HK
 Knee Strike: LK             Shoulder Toss (air): (any direction but Up)+HP
 Handstand Kick: HK          Air Steiner (air): (any direction but Up)+HK


[Special Moves]
Spiral Arrow: QCF+Kick
 -Cammy will spin herself forward feet-first. LK will travel slightly less
  than half of the screen, while HK will travel slightly more. This attack
  can be used to pass under high projectile attacks.

Cannon Spike: F,D,DF+Kick
 -This is a rising kick that is very useful against air attackers. HK travels
  much higher and farther than LK.

Hooligan Combination: DB,D,DF,F,UF+Punch
 -Cammy will roll into a ball and jump forward. This can be followed by any
  of these attacks:

   []Fatal Leg Twister: (any direction but Up)+Punch (near head)
      -This is similar to Cammy's Frankensteiner throw attack. Perform the
       motion when Cammy is near her opponent's head.

   []Cross Scissors Pressure: (any direction but Up)+Punch (near body)
      -Cammy will grab her opponent and spin them into the air, then land on
       them with a stomp. Perform the motion when Cammy is near her opponent's
       body.

   []Razor Edge Slicer: Neutral
     -If Cammy does not do anything during the Hooligan roll, she will perform
      a sliding kick upon hitting the ground.

Axel Spinning Knuckle: HCB+Punch
 -Cammy will spin forward and perform a double-hit backfist. The spin before
  the attack is able to dodge attack if the timing is right. HP spins farther
  than LP.


[Super Combos]
Spin Drive Smasher: QCF,D,DF+Kick
 -Cammy will perform a multi-hitting Spiral Arrow, followed by a multi-hitting
  Cannon Spike.
     Level 1: 6 Hits      Level 2: 7 Hits       Level 3: 9 Hits

+-----------------------------------------------------------------------------+

- Dhalsim -                                  First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Downward Chop: LP           Low Stretch Jab: LP       Stretch Low Jab (up): LP
 Horizental Chop: F+LP       Low Stretch Straight: HP  Down Jab (up): B+LP
 Double Arm Stretch: HP      Low Chop: DB+LP/HP        Stretch Punch (side): LP
 Upward Chop: B+HP           Uppercut: DF+HP           Jab (side): B+LP
 Handstand Roundhouse: HK    Short Slide: LK           Stretch Down Punch: HP
                             Slide: HK                 Hook Punch: B+HP
                             Short Kick: DB+LK         Yoga Mummy: D+HP
                             Short Thrust: DB+HK       Stretch Thrust: LK
                                                       Thrust Kick: B+LK
                                                       Stretch Roundhouse: HK
 [Close Attacks]            [Throws]                   Roundhouse: HK
 (None)                     *Yoga Noogie: F/B+HP       Yoga Spear: D+HK
                             Yoga Throw: F/B+HK        Floating Taunt: Start+LK


[Special Moves]
Yoga Fire: QCF+Punch
 -Dhalsim will spit a fireball across the screen. LP will make the projectile
  travel slower and will not knock the opponent over, while HP is faster and
  knocks the opponent down.

Yoga Flame: HCB+Punch
 -Dhalsim spits out a close range fire that is much larger than a Yoga Fire.
  HP keeps the blast out longer than LP.

Yoga Blast: HCB+Kick
 -This is similar to the Yoga Flame, but is angled upward to attack air
  opponents. HK keeps the blast out longer than LK.

Yoga Teleport: F,D,DF or B,D,DB + (LP+HP or LK+HK)
 -A teleporting move either forward or backward, corresponding to if (F,D,DF)
  or (B,D,DB) is used. Using (LP+HP) will teleport Dhalsim halfway across the
  screen, while (LK+HK) travels all the way across. Dhalsim cannot be attacked
  while he is teleporting.


[Super Combos]
Yoga Volcano: QCF,QCF+Kick
 -A more powerful multi-hitting version of the Yoga Blast. This is best used
  on opponents in the air, since it will not hit shorter opponents on the
  ground.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Yoga Stream: QCF,QCF+Punch
 -A low version of the Yoga Flame that creates a multi-hitting fire on the
  ground. This attack must be blocked low.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- Blanka -                                   First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Chop: LP                    Low Scratch: LP           Scratch: LP
 Scoop Scratch: HP           Reaching Uppercut: HP     Fierce Scratch (up): HP
 Headbutt: B+HP              Back Slide: DF+HP         Scoop Scratch (side): HP
 Short Kick: LK              Short Kick: LK            High Kick (up): LK
 Backflip Kick: HK           Back Sweep: HK            Down Thrust (side): LK
                             Roundhouse: DB+HK         Double Foot Kick: HK

[Close Attacks]             [Throws]
 Slap: LP                   *Grab & Bite: F/B+HP
 Double Knee: LK             Rolling Toss: F/B+HK


[Special Moves]
Electric Thunder: Punch rapidly
 -Blanka will create an aura of electricity around himself that knocks down
  close opponents. Blanka will keep the electricty as long as a Punch button
  is being pressed rapidly.
  
Rolling Attack: CB,F+Punch
 -Blanka will roll into a ball and fly forward. LP travels halfway across the
  screen, HP travels the whole screen. If this attack is blocked, Blanka will
  roll back into the air for a second, leaving him open for a counterattack.

Back Step Rolling: CB,F+Kick
 -Blanka will do a backflip, then flips himself forward in a ball into the air
  and descend. HK travels much higher and farther than LK.

Vertical Rolling: CD,U+Kick
 -Blanka rolls into a ball and travels into the air, where he comes out of the
  ball and falls down. This is best used against air opponents. HK travels
  higher and farther than LK.

Surprise Forward: F+LK+RK
 -Blanka bears his teeth and dashes forward. He can still be hit during this
  move, and he can travel through opponents if done close enough.

Surprise Back: B+LK+RK
 -Blanka bugs his eyes out and dashes back. He can still be hit during this
  move.


[Super Combos]
Direct Lightning: CB,F,B,F+Punch
 -Blanka rolls into a ball charged up with electricity. This attack does not
  deal more hits with each level, but more damage.
     Level 1: 1 Hit       Level 2: 1 Hit        Level 3: 1 Hit

Shout of Earth: CDB,DF,DF,UF+Punch (Punch rapidly)
 -This is a more powerful version of the Electric Thunder, and will only
  damage close opponents. The maximum number of hits dealt is dependent on
  the number of times the Punch buttons are pressed during the attack. This
  attack can also juggle opponents in the air.
     Level 1: 7 Hits      Level 2: 9 Hits       Level 3: 12 Hits

_______________________________________________________________________________

                                  [Tier 2]
_______________________________________________________________________________


- Ryu -                                        First Appearance: Street Fighter

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Overhead Punch: F+LP        Uppercut: HP              Downward Straight: HP
 Straight Punch: HP          Short Kick: LK            Air High Kick (up): LK
 High Snap Kick: LK          Extended Kick: DB+HK      Knee Drop (side): LK
 Hop Kick: F+LK              Sweep Kick: HK            Air Roundhouse (up): HK
 Roundhouse Kick: HK                                   Thrust Kick (side): HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Shoulder Toss: F/B+HP
 Uppercut: HP                Leg Roll: F/B+HK
 Shin Kick: LK
 Axe Kick: HK


[Special Moves]
Hadouken: QCF+Punch
 -Ryu throws a blue fireball that travels horizentally across the screen.
  Using LP makes the projectile travel slower than HP does.

Shakunetsu Hadouken: HCB+Punch
 -This projectile is similar to the Hadouken, except that it is red in color,
  and burns the opponent when it hits them. Using this attack close enough to
  an opponent that Ryu's hands touch them will knock them down. Using LP makes
  the projectile travel slower than HP does.

Shouryuken: F,D,DF+Punch
 -A rising uppercut that only hits once. Using HP will make the uppercut
  travel higher into the air.

Tatsumakei Senpukyaku: QCB+Kick (air)
 -A multiple spinning kick attack that travels forward. If performed in the
  air, the kick will arc up or down according to the time performed during his
  jump. Using HK will spin three times and LK will spin once, but one hit will
  knock down an opponent.


[Super Combos]
Shinku Hadouken: QCF,QCF+Punch
 -A more powerful version of the Hadouken that hits multiple times. This can
  be used to cancel a projectile tossed by an opponent and hit them as a
  counterattack. Cancelling an opponent's projectile removes one hit from the
  total, however.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Shinku Tatsumaki Senpukyaku: QCB,QCB+Kick
 -A more powerful variation of the Tatsumaki Senpukyaku, Ryu will do a spinning
  kick in place which can hit opponents rapidly or juggle them in the air.
     Level 1: 4 Hits      Level 2: 7 Hits       Level 3: 9 Hits

Shin Shoryuken: QCF,QCF+Kick                                        (LV3 & MAX)
 -A much more powerful version of the Shouryuken that must be performed close
  to an opponent to connect. If performed correctly, this attack can remove
  more than half of an opponent's vitality.
     Level 3: 4 Hits

+-----------------------------------------------------------------------------+

- Ken -                                        First Appearance: Street Fighter

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Straight Punch: HP          Uppercut: HP              Downward Straight: HP
 High Snap Kick: LK          Short Kick: LK            Air High Kick (up): LK
 Axe Kick: F+LK              Extended Kick: DB+HK      Knee Drop (side): LK
 Roundhouse Kick: HK         Sweep Kick: HK            Air Roundhouse (up): HK
                                                       Thrust Kick (side): HK
[Close Attacks]             [Throws]
 Elbow Jab: LP               Shoulder Toss: F/B+HP
 Uppercut: HP                Rolling Leg Roll: F/B+HK
 Shin Kick: LK               Air Leg Toss (air): (any direction but Up)+HK


[Special Moves]
Hadouken: QCF+Punch
 -Ken throws a blue fireball that travels horizentally across the screen.
  Using LP makes the projectile travel slower than HP does.

Shouryuken: F,D,DF+Punch
 -A rising uppercut that only hits once. Using HP will make the uppercut
  travel higher into the air, as well as set Ken's arm on fire for multiple
  hits up close.

Tatsumaki Senpukyaku: QCB+Kick  (Air)
 -A multiple spinning kick attack that travels forward. If performed in the
  air, the kick will arc up or down according to the time performed during his
  jump. Using HK will spin five times and LK will spin twice, and the kick will
  continue to hit an opponent with each spin for minimal damage.

Front Rolling Move: QCB+Punch
 -Ken will roll forward, and can pass through his opponent if close enough to
  them. He can still be hit during this move, so it is safer to perform a
  Backlash.

Ryusenkyaku: F,D,DF+Kick
 -Ken will slightly cartwheel forward, hitting twice as his legs fall to the
  ground. HK cartwheels farther than LK.


[Super Combos]
Shouryureppa: QCF,QCF+Punch
 -A more powerful version of the Shouryuken that performs the attack twice in
  a row rapidly. At Level 3, Ken performs three Shouryukens, the last one
  flaming.
     Level 1: 4 Hits      Level 2: 6 Hits       Level 3: 7 Hits

Shinryuken: QCF,QCF+Kick  (Kick rapidly)
 -Another more powerful variation of the Shouryuken that spins and travels
  straight up. Tapping Kick buttons rapidly during the attack will increase
  the amount of hits and damage that it deals.
     Level 1: 9 Hits      Level 2: 13 Hit       Level 3: 16 Hits

Shippu Jinraikyaku: QCB,QCB+Kick                                    (LV3 & MAX)
 -A much more powerful variation of the Tatsumaki Senpukyaku. Ken will perform
  four stepping kicks forward, followed by a multi-hitting spin kick upward
  that carries opponents into the air. This can deplete nearly half of an
  opponent's vitality if all the hits connect.
     Level 3: 11 Hits

+-----------------------------------------------------------------------------+

- Chun-Li -                                  First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Slap: LP                    Low Jab: LP               Dropping Jab: LP
 Straight Punch: HP          Low Reach Punch: HP       Downward Straight: HP
 Thrust Kick: LK             Short Kick: LK            High Kick (up): LK
 Roundhouse Kick: HK         Flip Neck Breaker: DF+LK  Thrust Kick (side): LK
                             Leg Sweep: DB+HK          Roundhouse (up): HK
                             Handstand Sweep Kick: HK  Double Kick (side): HK
                                                       Stomp Kick: D+HK
[Close Attacks]             [Throws]
 Stomach Shove: HP           Ground Slam: F/B+HP
 High Kick: HK               Head Kick: F/B+HK
                             Ground Slam (air): (any direction but Up)+HP


[Special Moves]
Triangle Jump (air): Up+opposite direction (jump towards edge of screen)
 -Chun-Li can perform a second jump in mid-air by pushing off the side of the
  screen if she is close enough to it.

Kikouken: HCF+Punch
 -Chun-Li throws a blue fireball that travels horizentally across the screen.
  Using LP makes the projectile travel slower than HP does.

Hyakuretsukyaku: Kick rapidly
 -A rapid kick attack that covers a wide radius in front of Chun-Li. Tapping
  LK will kick slower than HK, and Chun-Li will continue the attack until
  the button-pressing stops.

Tenshoukyaku: CD,U+Kick
 -A rising kick that creates bright flashes of energy around Chun-Li's legs.
  LK will kick twice, while HK will kick four times.

Spinning Bird Kick: CB,F+Kick
 -Chun-Li will flip upside-down and spin forward with her legs split apart.
  Using HK will travel farther than LK, but one hit will knock an opponent
  down.


[Super Combos]
Kikoushou: QCF,QCF+Punch
 -A more powerful variation of the Kikouken, this will create a sphere of
  energy around Chun-Li's hands that can hit opponents multiple times up
  close.
     Level 1: 4 Hits      Level 2: 6 Hit        Level 3: 9 Hits

Senretsukyaku: CB,F,B,F+Kick
 -A more powerful variation of the Hyakuretsukyaku, Chun-Li will dash forward
  with a series of normal kicks ending with a Hyakuretsukyaku.
     Level 1: 5 Hits      Level 2: 6 Hit        Level 3: 7 Hits

Hazan Tenshoukyaku: CDB,DF,DB,UF+Kick
 -A more powerful variation of the Tenshoukyaku, Chun-Li will perform the
  upward kick while spinning rapidly and hitting more times.
     Level 1: 7 Hits      Level 2: 8 Hit        Level 3: 7 Hits

+-----------------------------------------------------------------------------+

- Guile -                                    First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Straight Punch: HP          Uppercut: HP              Down Straight (up): HP
 Spinning Backfist: F+HP     Short Roundhouse: LK      Flying Chop (side): LK
 Shin Kick: LK               Roundhouse: HK            High Kick (up): LK
 Hopping Roundhouse: F/B+LK  Double Leg Sweep: DF+HK   Knee Drop (side): LK
 Lunging Kick: HK                                      Roundhouse (up): HK
                                                       Thrust Kick (side): HK
[Close Attacks]             [Throws]
 Uppercut: HP                Shoulder Toss: F/B+HP
 High Kick: HK               Suplex: F/B+HK
                             Ground Slam (air): (any direction but Up)+HP
                             Backbreaker (air): (any direction but Up)+HK


[Special Moves]
Sonic Boom: CB,F+Punch
 -Guile tosses a twisting wave of energy horizentally across the screen. Using
  HP will make the projectile travel quicker than LP.

Somersault Kick: CD,U+Kick
 -Guile will leap into the air and somersault backwards while kicking, creating
  a large wave. HK travels higher than LK, and the attack will knock down an
  opponent when hit.


[Super Combos]
Somersault Strike: CDB,DF,DB,UF+Kick
 -A more powerful version of the Somersault Kick that performs the attack
  twice in a row, hitting multiple times. At Level 3, this attack will
  perform three Somersault Kicks.
     Level 1: 6 Hits      Level 2: 8 Hits        Level 3: 10 Hits

Total Wipeout: CB,F,B,F+Punch
 -Guile will rush forward with a flurry of kicks and punches finished with a
  spinning backfist. 
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- Zangief -                                  First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Overhead Chop: LP           Chop: LP                  Straight Chop: LP
 Smash Punch: HP             Smash Punch: HP           Down Straight (up): HP
 Shin Kick: LK               Short Kick: LK            Flat Straight (side): HP
 Double Drop Kick: HK        Long Leg Trip: HK         Body Splash: D+HP
                                                       Side Kick: LK
                                                       Drop Kick: HK
[Close Attacks]             [Throws]
 Stomach Shove: HP           Piledriver: F+HP
 High Kick: HK               Suplex: B+HP
                            *Head Bite: F/B+HK


[Special Moves]
Double Lariat: LP+HP
 -Zangief will spin around once with his arms out, knocking down opponents
  that he hits. Zangief can be hit low while doing this attack.

Quick Double Lariat: LK+HK
 -Zangief will quickly spin around twice with his arms out, knocking down
  opponents that he hits. Zangief cannot be hit low while doing this attack.

Vanishing Fist: F,D,DF+Punch
 -Zangief will step forward and perform a fiery backhanded slap that can
  cancel projectiles. HP holds his arm out longer than LP.

Screw Piledriver (throw): 360 motion+Punch
 -A powerful throw attack in which Zangief spins with his opponent into the
  air and descends with a piledriver. This attack must be done very close to
  the opponent, and cannot be blocked. HP spins higher than LP and inflicts
  slightly more damage.

Atomic Suplex (throw): 360 motion+Kick
 -This attack must be performed right next to the opponent. Zangief will grab
  them and perform a suplex, then leap into the air and do a second suplex.
  Using HK will make Zangief jump higher between the two suplexes. If this
  attack is not done right next to an opponent, it becomes the Flying Power
  Bomb (below).

Flying Power Bomb (throw): 360 motion+Kick
 -This is the alternative to the Atomic Suplex, if the attack is performed
  at a distance from the opponent. Zangief will take a couple steps forward
  and attempt a grab. If it is successful, he will hoist them high into the
  air and slam them into the ground. HK makes Zangief walk farther before 
  attempting the grab than LK.


[Super Combos]
Final Atomic Buster (throw): 720 motion+Punch
 -This is a more powerful variation of both the Atomic Suplex and Screw
  Piledriver, and must be performed right next to an opponent. Zangief will
  do a series of suplexes, followed by a series of spinning piledrivers.
     Level 1: 2 Hits      Level 2: 3 Hits        Level 3: 4 Hits

Aerial Russian Slam (throw): QCF,D,DF+Kick
 -Zangief will jump up at a slight angle and grab opponents that are in the
  air. Each level performs a single hit, but the throw animation is different.
  Also, the higher the level, the faster, higher, and farther Zangief leaps
  into the air.
     Level 1: Drop Slam   Level 2: Piledriver  Level 3: Powerbomb

+-----------------------------------------------------------------------------+

- E. Honda -                                 First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Forward Slap: LP            Forward Slap: LP          Downward Slap: LP
 Overhead Chop: HP           Arm Sweep: HP             Arm Swipe: HP
 Short Kick: LK              Short Kick: LK            Butt Drop: LK
 Leg Sweep: B+HK             Leg Sweep: HK             Thrust Kick: HK
 High Roundhouse: HK                                   Body Splash: D+HK

[Close Attacks]             [Throws]
 (None)                     *Bear Hug: F/B+HP
                             Body Toss: F/B+HK


[Special Moves]
Hyakuretsu Harite: Punch rapidly
 -E. Honda will slap furiously in front of himself, making his arms appear as
  blurs. Pressing LP rapidly will continue to slap until the button is neutral,
  while HP rapidly will make E. Honda dash forward quickly with one short
  flurry of slaps.

Super Zutsuki: CB,F+Punch
 -E. Honda will shoot himself across the screen with a quick headbutt. Using
  LP will propel Honda a couple steps, while HP will propel him across the
  length of the entire screen.

Super Hyakkan Otoshi: CD,U+Kick
 -E. Honda will leap into the air with a Body Splash motion, then drop
  straight down will a Butt Drop attack. Using HK will leap higher than LK,
  but it will not hit while leaping into the air.

Ooichou Nage (throw): 360 Motion+Punch
 -With this throw, E. Honda will thrust his opponent into the ground with one
  hand, then somersault into the air and land on them with his rear end. This
  attack must be done right next to the opponent.


[Super Combos]
Onimusou: CB,F,B,F+Punch
 -A more powerful variation of the Super Zutsuki that will perform multiple
  headbutts in a row. At Level 3, Honda will add a Hyakuretsu Harite attack
  at the end.
     Level 1: 3 Hits      Level 2: 5 Hits        Level 3: 10 Hits

Orochi Kudaki: 720 Motion+Punch                                    (LV3 & MAX)
 -A much more powerful variation of the Ooichou Nage, E. Honda will thrust his
  opponent into the ground twice, then leap high into the air and descend with
  a powerful butt drop. This must be done right next to the opponent.
     Level 3: 3 Hits

+-----------------------------------------------------------------------------+

- Balrog -                                   First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     High Jab: LP              Downward Jab (up): LP
 Straight Smash: HP          High Straight: HP         Short Hook (side): LP
 Elbow Jab: LK               Uppercut: DF+HP           Glove Shove (up): HP
 Hook Punch: HK              Low Jab: LK               Low Straight (side): HK
                             Low Straight: HK          Downward Jab: LK
                             Hook Punch Trip: DF+HK    Low Straight: HK

[Close Attacks]             [Throws]
 Body Blow: HK               Gut Punch: F/B+HP
                             Shoulder Slam: F/B+HK


[Special Moves]
Dash Straight: CB,F+Punch
 -Balrog will dash forward and punch straight out with great reach. Using LP
  will dash one step, while HP will dash across the entire screen and knock an
  opponent down.

Dash Uppercut: CB,F+Kick
 -Balrog will dash forward and uppercut at his opponent's head. Using LK will
  dash one step, while HK will dash across the entire screen. 

Dash Ground Straight: CB,DF+Punch
-Balrog will dash forward and punch at his opponent's legs. Using LP will
  dash one step, while HP will dash across the entire screen and knock an
  opponent down.

Dash Ground Uppercut: CB,DF+Kick
 -Balrog will dash forward and uppercut at his opponent's body. Using LK will
  dash one step, while HK will dash across the entire screen. This attack
  will knock opponents down.

Turn Punch: Charge any button, release
 -Balrog will accumulate power for this punch as long as an attack button is
  being held down. At any moment on the ground, release the button and Balrog
  will slightly slide forward with a turning punch. The power of the punch and
  the distance of the dash depend on how long the button is charged.

Final Punch: Charge any button for 60 seconds, release
 -This is the most powerful version of the Turn Punch, when it is charged for
  60 seconds or more. This will deal nearly half a Vitality Gauge of damage.

Buffalo Headbutt: CD,U+Punch
 -Balrog will quickly crouch down, and leap slightly forward into the air with
  a headbutt. This attack will pass through projectiles if timed correctly,
  and HP will travel slightly father than LP.


[Super Combos]
Crazy Buffalo: CB,F,B,F+Punch  (Press Punch or Kick)
 -A more powerful variation of the Dash Straight and Uppercut, this will
  punch many times in rapid succession. The punches are by default all 
  Straights, but holding a Kick button during the attack will turn them all
  into Uppercuts.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

Gigaton Blow: CB,F,B,F+Kick                                         (LV3 & MAX)
 -A much more powerful version of the Turn Punch that hits multiple times with
  a single punch. If performed properly, this can deal nearly half a Vitality
  Gauge of damage.
     Level 3: 6 Hits

_______________________________________________________________________________

                                  [Tier 3]
_______________________________________________________________________________


- Vega -                                      First Apperance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Claw Jab: LP                Claw Jab: LP              Straight Chop: LP
 Lunging Claw Stab: HP       Upper Claw Stab: HP       Down Claw Stab: HP
 Knee Strike: LK             Claw Stab: DF+HP          Down Thrust Kick: LK
 Hopping Axe Kick: HK        Short Kick: LK            Backdoor Roundhouse: HK
 Hopping Roundhouse: F+HK    Slide Kick: HK

[Close Attacks]             [Throws]
 (None)                      Suplex: F/B+HP
                             Leg Flip: F/B+HK
                             Claw Toss (air): (any direction but Up)+HP
                             Air Leg Flip (air): (any direction but Up)+HK

(Note: If he is hit repeatedly, Vega will drop his claw, then eventually his
       mask. To retrieve them, have Vega walk over them.)


[Special Moves]
Triangle Jump (air): Up+opposite direction (jump towards edge of screen)
 -Vega can perform a second jump in mid-air by pushing off the side of the
  screen if he is close enough to it.

Rolling Crystal Flash: CB,F+Punch
 -Vega will roll forward and finish with an upper claw stab. LP will roll
  once, while HP will roll three times.

Sky High Claw: CD,U+Punch (Punch)
 -Vega will leap back and push himself off the wall, claw first. Pressing
  a Punch button during the attack will stretch out Vega's arm for a slightly
  longer range. Using LP will travel across the upper half of the screen, while
  HP will travel along the bottom. Vega will automatically jump backwards for
  this attack, but pressing Up-Forward instead of Up will make him leap to the
  opposite wall and perform the attack.

Wall Leap: CD,U+Kick
 -Vega will leap back and push himself off the side of the screen towards his
  opponent. Vega will always leap to whichever side of the screen he is closest
  to, unless Up-Forward or -Back is used for the motion. After Vega has pushed
  off the wall, hold Left or Right to slightly move him in the air. The 
  following attacks can be used after the Wall Leap:

   []Flying Barcelona Attack: Punch
      -Vega will slash his arms out below him, hitting opponents both sides,
       but not directly below him.

   []Izuna Drop (throw): (any direction but Up)+Punch
      -This can only be done if Vega is very close to his opponent. Vega will
       grab them and perform a powerful suplex.

Scarlet Terror: CDB,F+Kick
 -A backflip kick that moves slightly forward. HK hits twice up close, and goes
  a bit higher than LK.

Back Slash: LP+HP
 -Vega will backflip onto his hands, then flip back again onto his feet. This
  is an evasive move, and Vega cannot be hit while performing it.

Short Back Slash: LK+HK
 -Vega will quickly backflip onto his feet. This evasive move is like the Back
  Slash except quicker, and Vega cannot be hit while performing it.


[Super Combos]
Super Wall Leap: CDB,DF,DB,UF+Kick
 -A more powerful version of the Wall Leap, Vega will leap forward and push
  himself off the side of the screen towards his opponent. Unlike the Wall
  Leap, Vega will always leap towards the opposite side of the screen. After
  Vega has pushed off the wall, hold Left or Right to slightly move him in the
  air. The following attacks can be used after the Super Wall Leap:

   []Flying Barcelona Special: Punch
      -This is a more powerful version of the Flying Barcelona Attack, and it
       will hit multiple times.
          Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

   []Rolling Izuna Drop (throw): (any direction but Up)+Punch
      -This is a more powerful version of the Izuna Drop that will perform
       multiple suplexes in a row.
          Level 1: 2 Hits      Level 2: 3 Hits        Level 3: 4 Hits

Scarlet Mirage: CB,F,B,F+Kick
 -A more powerful version of the Scarlet Terror that performs two backflip
  kicks in a row. At Level 3, a third backflip kick is added.
     Level 1: 4 Hits      Level 2: 6 Hits        Level 3: 8 Hits

Red Impact: CB,F,B,F+Punch                                          (LV3 & MAX)
 -Vega will perform a short claw swipe, which will toss his opponent into the
  air above him. He will then spin around and impale them with his claw. Vega
  must be holding his claw to perform this attack.
     Level 3: 2 Hits

+-----------------------------------------------------------------------------+

- Sagat -                                      First Appearance: Street Fighter

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Elbow Jab: LP               Jab: LP                   Straight Jab: LP
 Lunging Straight: HP        Straight Punch: HP        Straight Punch: HP
 Low Roundhouse: LK          Short Kick: LK            Knee Drop: LK
 Mid Roundhouse: HK          Quick Sweep: DB+HK        Roundhouse Kick: HK
                             Sweep Kick: HK

[Close Attacks]             [Throws]
 Body Blow: HP               Overhead Toss: F/B+HP
 High Roundhouse: HK        *Knee Bash: F/B+HK
                    

[Special Moves]
Tiger Shot: QCF+Punch
 -Sagat throws a blue fireball that travels high horizentally across the
  screen. Using LP makes the projectile travel slower than HP does.

Ground Tiger Shot: QCF+Kick
 -Sagat throws a blue fireball that travels low horizentally across the
  screen. Using LK makes the projectile travel slower than HK does.

Tiger Crush: F,D,DF+Kick
 -A leaping knee attack that sends Sagat into the air. HK travels slightly
  higher than LK, and this attack can hit twice up close.

Tiger Uppercut: F,D,DF+Punch
 -A rising uppercut that only hits once. Using HP will make the uppercut
  travel higher into the air.


[Super Combos]
Tiger Destroyer: QCF,QCF+Punch
 -This attack performs a Tiger Crush, followed by a Tiger Uppercut. At Level
  3, Sagat will perform two Tiger Uppercuts. 
     Level 1: 7 Hits      Level 2: 10 Hits       Level 3: 14 Hits

Tiger Raid: QCB,QCB+Kick
 -A flurry of kicks followed by a flaming multi-hit jump kick. At Level 3, this
  attack does the same amount of hits as Level 2, but more damage.
     Level 1: 6 Hits      Level 2: 7 Hits        Level 3: 7 Hits

+-----------------------------------------------------------------------------+

- M. Bison -                                 First Appearance: Street Fighter 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Psycho Jab: LP              Psycho Jab: LP            Psycho Jab (up): LP
 Psycho Uppercut: HP         Psycho Straight: HP       Psycho Reach (side): LP
 Knee Jab: LK                Short Kick: LK            Psycho Reach: HP
 Roundhouse Kick: HK         Slide Kick: HK            Short Kick (up): LK
                                                       Flying Knee (side): LK
                                                       Roundhouse Kick (up): HK
                                                       Thrust Kick (side): HK
[Close Attacks]             [Throws]
 Psycho Gut Blow: HP         Shoulder Toss: F/B+HP
 Indoor Roundhouse: HK       Leg Lift: F/B+HK


[Special Moves]
Psycho Vanish: F,D,DF+Punch
 -M. Bison will smash punch downward with his fist charged with Psycho energy.
  This will hit multiple times up close, and HP hits more times than LP.

Psycho Impact: CB,F+Punch
 -M. Bison will dash forward and uppercut, then punch straight forward with his
  fist charged with Psycho energy. LP will travel a short distance before the
  uppercut, while HP will dash across the entire screen.

Double Knee Press: CB,F+Kick
 -A somersault forward which hits twice as M. Bison brings his legs down. LK
  travels farther than HK.

Head Press: CD,U+Kick
 -M. Bison will leap and stomp on his opponent's head, then jump off. After the
  stomp, use Left and Right to control Bison's descent and perform a second
  attack:

   []Somersault Skull Driver: Punch
      -Bison will punch forward with his hand charged with Psycho energy.

Somersault Skull Driver: CD,U+Punch (Punch)
 -M. Bison will leap towards his opponent. Pressing any Punch button during the
  leap will make him stop in mid-jump and drop with a Psycho charged punch.


[Super Combos]
Knee Press Nightmare: CB,F,B,F+Kick
 -A more powerful version of the Double Knee Press that performs the attack
  twice in a row. At Level 2, M. Bison will perform a slide kick at the end.
  At Level 3, he will finish by floating in the air and kicking his opponent
  several times.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 8 Hits

Heartbreak Despair: CB,F,B,F+Punch
 -M. Bison will torpedo himself across the screen, spinning into his opponent
  and finally throwing them across the screen. With level, M. Bison travels
  slightly farther with the torpedo attack.
     Level 1: 5 Hits      Level 2: 6 Hits        Level 3: 7 Hits

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________


(VI) [SNK Characters]

_______________________________________________________________________________

                                  [Tier 1]
_______________________________________________________________________________


- King -                                      First Appearance: Art of Fighting

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                      Jab: LP                  Jab: LP
 Straight Punch: HP           Uppercut: HP             Uppercut: HP
 Front Kick: LK               Short Kick: LK           Flying Knee: LK
 High Roundhouse: HK          Sweep Kick: HK           Downward Thrust Kick: HK
                              Back Slide Kick: DF+HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Knee & Uppercut: F/B+HP
 Uppercut: HP                Leg Flip: F/B+HK
 Low Kick: LK
 Double Kick: HK


[Special Moves]
Venom Strike: QCF+Kick
 -King kicks a fireball across the screen. HK makes the projectile travel
  quicker than LK.

Double Strike: QCF,QCF+Kick
 -King kicks two fireballs in rapid succession across the screen. HK makes
  the projectiles travel quicker than LK.

Surprise Rose: F,D,DF+Kick
 -King does a backflip forward, then quickly drops forward with her feet out.
  If King drops on her opponent, she will kick them three times. If the attack
  is performed up close, the backflip will also hit the opponent twice. HK
  travels a bit higher and farther than LK

Trap Shot: B,D,DB+Kick
 -King backflips in place, which will suck the opponent in for a flurry of kicks
  if done up close. LK hits 6 times, while HK moves slightly forward while doing
  the backflip kick and hits 10 times.

Tornado Kick: HCB+Kick
 -King hops forward and does an upward roundhouse kick, then twists in mid-air
  and does a second downward roundhouse kick. HK make the kicks travel farther
  than LK.


[Super Combos]
Illusion Dance: QCF,HCB+Kick
 -A more powerful variation of the Trap Shot, King will perform a Trap Shot
  backflip kick, then jumpkick forward. If the jumpkick hits, she will perform
  a flurry of punches and kicks finished by a Tornado Kick. The starting
  backflip kick does not count as a hit.
     Level 1: 9 Hits      Level 2: 11 Hits       Level 3: 13 Hits

Silent Flash: QCB,QCB+Kick
 -Another more powerful variation of the Trap Shot, King will perform a Trap
  Shot backflip kick. If this hits, she will perform a multi-hitting somersault
  kick. At Levels 2 and 3, she will also perform several more Trap Shot
  backflip kicks.
     Level 1: 3 Hits      Level 2: 6 Hits        Level 3: 11 Hits

+-----------------------------------------------------------------------------+

- Vice -                             First Appearance: The King of Fighters '95

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Slap: LP                    Slap: LP                  Downward Slap: LP
 Straight Punch: HP          Uppercut: HP              Straight Punch: HP
 Quick Roundhouse: LK        Short Kick: LK            Downward Thrust Kick: LK
 Roundhouse Kick: HK         Sweep Kick: HK            Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Elbow Smash: HP             Face Rip: F/B+HP
 Knee Strike: LK             Toss Aside: F/B+HK
 Axe Kick: HK    


[Special Moves]
Nail Bomb (throw): HCF+Punch
 -Vice will pick up her opponent and slam them into the ground, creating a
  column of energy with a skull inside. This attack must be done up close and
  cannot be blocked.

Gore Fest (throw): HCB,F+Punch
 -Vice will grab her opponent and dash forward while dragging them on the 
  ground, then toss them into the air. This attack must be done up close and
  cannot be blocked.

Da Cide (throw): HCF+Kick
 -Vice will whip her arm downward and try to catch her opponent's leg, then
  fling them over her shoulder. Using LK will grab in place, while HK will move
  Vice slightly forward while grabbing. This attack must be blocked low and will
  not hit when used up close.

Outrage: QCB+Kick
 -Vice does a flurry of kicks that produce a multitude of sharp blades around a
  large radius in front of her. LK will perform the kick in place, while HK 
  will do a small hop forward before kicking.

Rave Fest (air): QCB+Kick
 -Vice does a flurry of kicks in the air that produce a multitude of sharp
  blades around a large radius in front of her. The kicks will arc according to
  when it was done during her jump.

Tranquility: F,D,DF+Kick
 -Vice will leap into the air and grab jumping opponents, then grab them with
  her legs and slam them into the ground. HK will leap higher and farther
  than LK.


[Super Combos]
Negative Gain (throw): HCB,HCB+Kick
 -A more powerful variation of the Tranquility, Vice will backflip and grab her
  opponent with her legs, then backflip multiple times while slamming them 
  into the ground. This attack must be done up close and cannot be blocked.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

Withering Force (throw): QCF,QCF+Punch
 -A more powerful variation of the Nail Bomb, Vice will somersault forward and
  attempt to grab her opponent. If she does grab them, she will pick them up
  and repeatedly slam them into the ground, then toss them into the air and 
  slam them one last time. At Levels 2 and 3, the final slam creates a large 
  column of energy with a skull in it. Each Level makes Vice somersault a bit
  further. This attack cannot be blocked.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- Yuri -                                      First Appearance: Art of Fighting

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab: LP
 Hook Punch: HP              Uppercut: HP              Overhead Smash Punch: HP
 High Kick: LK               Short Kick: LK            Thrust Kick: LK
 Hopping Butt Smack: F+LK    Sweep Kick: HK            Roundhouse Kick: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Slap Uppercut: F/B+HP
 Uppercut: HP                Leg Toss: F/B+HK
 Low Kick: LK                Head Bomber (air): (any direction but Up)+HP
 Knee Smash: HK


[Special Moves]
Tiger Flame Punch: QCF+Punch
 -A short-range projectile that only travels slightly farther than Yuri's arm.
  HP will make the blast travel a bit farther than LP.

Yuri Super Upper: F,D,DF+Punch
 -A leaping uppercut that travels as far upward as it does sideways, this can
  hit twice up close. Using HP will travel farther and higher than LP, plus 
  will allow a second attack:

   []Yuri Double Uppers: F,D,DF+HP
      -After performing a Yuri Super Upper with HP, do the motion again with
       HP as Yuri touches the ground and she will perform a second uppercut
       for two more hits.

Rai Oh Ken: QCF+Kick
 -Yuri will hop forward and perform a very close-range overhead smash punch.
  Using HK will make Yuri leap higher and perform a somersault before the
  punch.

The 100 Blows: HCB+Kick
 -Yuri will dash forward and try to grab her opponent, then slap then 
  repeatedly. LK slaps 9 times, while HK dashes slightly farther before the
  grab and slaps 11 times. Although this is a grab-type move, it can be
  blocked.


[Super Combos]
Haoh Shoh Koh Ken: F,HCF+Punch
 -A much more powerful and effective variation of the Tiger Flame Punch, this
  attack sends a large projectile across the screen. Each Level will makes the
  fireball travel slightly faster.
     Level 1: 2 Hits      Level 2: 3 Hits        Level 3: 5 Hits

Scalding Steam Blast: QCF,D,DF+Punch
 -A more powerful version of the Yuri Super Upper, this performs multiple
  uppercuts in a row. At Level 3, Yuri will yell the "Chou Upper" twice.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 6 Hits

+-----------------------------------------------------------------------------+

- Benimaru -                         First Appearance: The King of Fighters '94

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Elbow Drop: LP
 Straight Punch: HP          Downward Elbow: HP        Spinning Uppercut: HP
 High Kick: LK               Short Kick: LK            Knee Drop: LK
 Hopping Roundhouse: HK      Sweep Kick: HK            Backdoor Roundhouse: HK
                                                       Drill Kick: D+HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Body Slam: F/B+HP
 Fierce Elbow: HP            Knee Smash: F/B+HK
 Low Kick: LK
 Knee Strike: HK


[Special Moves]
Lightning Fist: QCF+Punch  (HP rapidly)
 -Benimaru will punch forward and create a sphere of electricity. If this 
  attack is performed using HP, the attack can be charged for more hits and 
  damage by pressing HP rapidly as Benimaru winds up for the punch.

Iaido Kick: QCF+Kick
 -A quick, blurred knee strike forward.

Shinku Katategoma: HCB+Kick  (cancel with LP+HP+LK+HK)
 -Benimaru will spin himself around horizentally on one hand, damaging
  opponents that he hits. If hit by this, an opponent will be knocked to the
  other side of the screen. Benimaru will stop spinning if (LP+HP+LK+HK) is
  pressed.


[Super Combos]
Blast Flash: QCF,QCF+Punch
 -A more powerful version of the Lightning Fist with a larger radius that deals
  more damage.
     Level 1: 5 Hits      Level 2: 7 Hits        Level 3: 10 Hits

Discharge Spark: QCB.QCB+Punch
 -Benimaru will dash across the screen followed by two trails of electricity. 
  If he hits his opponent, then he will pass through them and cross the
  electricity trails, thus making them fall to the ground. Each Level increases
  the distance that Benimaru dashes.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

_______________________________________________________________________________

                                  [Tier 2]
_______________________________________________________________________________


- Kyo -                              First Appearance: The King of Fighters '94

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Elbow Drop: LP
 Backfist: HP                Uppercut: HP              Downward Straight: HP
 Roundhouse Kick: LK         Short Kick: LK            Flying Knee (up): LK
 Axe Kick: F+LK              Sweep Kick: HK            Knee Drop (side): LK
 Hop Roundhouse: HK          Double Low Kick: DF+HK    Backdoor Thrust (up): HK
                                                       Axe Kick (side): HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Fierce Backfist: F/B+HP
 Fierce Backfist: HP         Shoulder Slam & Elbow Drop: F/B+HK
 Low Kick: LK
 Indoor Roundhouse: HK


[Special Moves]
Fire Ball: F,D,DF+Punch
 -A rising punch of sorts that creates a twirling flame around Kyo. The flames
  themselves will not hit opponents. HP will travel higher than LP, and will
  hit twice up close.

Crescent Slash: HCB+Kick
 -Kyo will run forward and elbow his opponent, then lift them into the air and
  explode them with flame. LK dashes most of the screen, while HK will keep
  running until Kyo makes contact with the opponent.

R.E.D. Kick: B,D,DB+Kick
 -Kyo will leap forward and bring his leg down with an overhead axe kick. RK
  leaps higher and travels farther than LK.

Wicked Chew: QCF+Punch
 -Kyo will dash forward and perform a flaming hook punch, which can be chained
  into multiple attacks:

   []Nine Scars Maker: QCF+Punch
      -A flaming uppercut after the Wicked Chew that can further be linked
       to other attacks:

        []Rusting Eight Combos: Punch
           -A downward flaming elbow following the Nine Scars Maker.

        []Seven Hurting Combos: Kick
           -A lunging mid-level kick following the Nine Scars Maker.

   []Rusting Eight Combos: HCB+Punch
      -A downward flaming elfow after the Wicked Chew that can be further
       linked to other attacks:

        []Seven Hurting Combos: Kick
           -A lunging mid-level kick following the Rusting Eight Combos.

        []Flashing Slash: Punch
           -A flaming ground punch following the Rusting Eight Combos.


[Super Combos]
Serpent Wave: QCB,HCF+Punch  (charge Punch)
 -Kyo will charge a flame in his hand, then slide forward and swipe the flame
  to create a large wave. Holding Punch will delay the wave. At Level 3, Kyo
  will become surrounded by flames and deal slight damage to opponents that
  touch him.
     Level 1: 1 Hit       Level 2: 3 Hits        Level 3: 3 Hits

Final Showdown: QCF,QCF+Punch
 -A more powerful variation of the Wicked Chew, Kyo will create a column of
  flame in front of him and punch repeatedly through it. At Level 1, press LP
  repeatedly after the attack for a hidden taunt when the attack has finished.
  At Level 3, Kyo will add a Fire Ball at the end of the attack.
     Level 1: 6 Hit       Level 2: 9 Hits        Level 3: 11 Hits

+-----------------------------------------------------------------------------+

- Iori -                             First Appearance: The King of Fighters '95

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Stomach Jab: LP             Low Jab: LP               Dropping Jab: LP
 Swiping Slash: HP           Upper Swipe: HP           Downward Smash: HP
 Short Kick: LK              Short Kick: LK            Flying Thrust Kick: LK
 Axe Kick: F+LK              Lunging Sweep: HK         Back Thrust Kick: B+LK
 Roundhouse Kick: HK                                   Backdoor Axe Kick: HK

[Close Attacks]             [Throws]
 Quick Jab: LP               Neck Rip: F/B+HP/HK
 Swipe Uppercut: HP
 Ankle Kick: LK
 High Kick: HK


[Special Moves]
Dark Thrust: QCF+Punch
 -Iori sends a blue flame along the ground. LP sends the projectile slower than
  HP does.

Fire Ball: F,D,DF+Punch
 -A rising punch of sorts that creates a twirling flame around Iori. The flames
  themselves will not hit opponents. HP will travel higher than LP, and will
  hit three times up close.

Deadly Flower: QCB+Punch  (X3)
 -Iori will dash forward and punch. Repeating the move will add another
  dashing punch, and a third time will finish with a leaping overhead smash
  punch.

Dark Crescent Slice: HCB+Kick
 -Iori will dash forward and attempt to grab his opponent, then slam them into 
  the ground, then explode them with a blast of blue flame. LK will dash most
  of the screen, while HK will dash until Iori makes contact with the opponent.

Dust Gale (throw): HCB,F+Punch
 -Iori will grab his opponent and push them to his other side, leaving them
  defenseless for a split second. This deals no damage itself and must be
  done right next to the opponent, but cannot be blocked.


[Super Combos]
One-For-The-Road Blast: QCB,HCF+Punch  (charge Punch)
 -A more powerful variation of the Dark Thrust, Iori sends a column of blue
  fire across the ground. When an opponent is hit, they will be stunned within
  a blue puddle for a moment as they Vitality Gauge slowly decreases. Level 1
  sends a single blast around step away from Iori. Level 2 sends four blasts
  around a couple steps away. Level 3 sends eight blasts nearly all the way
  across the screen. Holding a Punch button delays the blast.
     Level 1: 4 Hits      Level 2: 5 Hits       Level 3: 6 Hits

Maiden Masher: QCF,HCB+Punch
 -Iori will dash across the screen and attempt to grab his opponent, then
  unleash a flurry of slashes on them. At Level 1, Iori will grab his opponent
  and explode them with flame. At Level 2, he will slam them to the ground and
  explode them. At Level 3, he will yank his opponent to the ground near the
  background and pump them with flame, then smash them with both arms. Each
  Level makes Iori's dash longer.
     Level 1: 9 Hits      Level 2: 12 Hits      Level 3: 13 Hits

+-----------------------------------------------------------------------------+

- Mai -                                          First Appearance: Fatal Fury 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Fan Jab: LP                 Dress Jab: LP             Low Fan Jab: LP
 Fan Slash: HP               Back Elbow: HP            Low Fan Slash: HP
 High Fan Jab: F+HP          Short Kick: LK            Flying Knee: LK
 High Kick: LK               Sweep Kick: HK            Low Thrust Kick: B+LK
 Advancing Roundhouse: HK

[Close Attacks]             [Throws]
 Low Fan Jab: LP             Flip Toss: F/B+HP
 Low Kick: LK                Leg Slam: F/B+HK
 Handstand Roundhouse: HK    Ground Stomp (air): (any direction but Up)+HP


[Special Moves]
Triangle Jump (air): Up+opposite direction (jump towards edge of screen)
 -Mai can perform a second jump in mid-air by pushing off the side of the
  screen if she is close enough to it.

Kacho Sen: QCF+Punch
 -Mai tosses a spinning fan across the screen. Using HP will toss the fan
  quicker than LP.

Ryu En Bu: QCB+Punch
 -Mai spins around and creates a wave of flame in front of her. Using HP
  will deal two hits up close. This attack will knock down an opponent.

Flying Squirrel Dance (air): QCB+Punch
 -Mai will flip in mid-jump and propel herself down-forward head-first with
  her fan in her mouth. HP will travel farther out than LP. 

Flying Squirrel Dance: CD,U+Punch
 -Mai will leap back onto the edge of the screen, then propel herself
  down-forward head-first with her fan in her mouth. Mai will always jump
  backwards unless Up-Forward is pressed in the motion. HP will travels a
  bit farther out with the dive than LP.

Deadly Ninja Bees: HCF+Kick
 -Mai cartwheels forward, then leap forward with an elbow strike. This
  will deal two hits up close, one from the cartwheel and one from the elbow
  strike.


[Super Combos]
Super Deadly Ninja Bees: QCB,HCF+Kick
 -A more powerful version of the Deadly Ninja Bees, Mai will cartwheel forward, 
  then leap forward on fire with a multi-hitting elbow strike. At Level 3, Mai
  flips in place and then shoots herself forward inside a hge fireball.
     Level 1: 7 Hits      Level 2: 8 Hits       Level 3: 11 Hits

Crimson Firebird Diver (air): QCB,QCB+Punch
 -A more powerful version of the Flying Squirrel Dance, Mai will dive
  down-forward during mid-jump with a fiery diving attack that hits multiple
  times.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- Terry -                                          First Appearance: Fatal Fury

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Chop: LP
 Straight Punch: HP          Straight Punch: HP        Downward Straight: HP
 Quick Roundhouse: LK        Uppercut: DF+HP           High Kick: LK
 Side Thrust Kick: HK        Short Kick: LK            Roundhouse: HK
                             High Sweep Kick: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Uppercut Smash: F/B+HP
 Double Gut Punch: HP        Shoulder Toss: F/B+HK
 Knee Strike: LK
 Punt Kick: HK


[Special Moves]
Power Wave: QCF+Punch
 -Terry punches the ground and sends a wave of energy across the screen. HP
  sends the wave out faster than LP.

Burning Knuckles: QCB+Punch
 -Terry leaps forward very quickly with his fist out, which is engulfed by
  energy. Using LP propels Terry halfway across the screen, while HP sends
  him across the entire screen.

Crack Shot: QCB+Kick
 -Terry somersaults forward with his leg out for a heel drop kick. HK leaps
  and hits higher than LK.

Rising Tackle: CD,U+Punch
 -Terry will leap upside-down and spin around with his fists out, hitting
  opponents that are above or beside. If done up close with HP, this can hit
  multiple times.


[Super Combos]
Power Geyser: QCB,DB,F+Punch
 -A more powerful variation of the Power Wave, Terry punches the ground and
  creates a huge geyser of energy in front of him. He creates two geysers at
  Level 2, and 3 geysers at Level 3.
     Level 1: 1 Hit       Level 2: 2 Hits       Level 3: 3 Hits

Buster Wolf: QCF,QCF+Kick
 -A more powerful version of the Burning Knuckles, Terry will propel himself
  forward with his energy-engulfed fist out until he hits his opponent. Then
  he will shift his weight to his back leg and create a geyser of energy from
  his fist. With each Level, the first punch travels farther.
     Level 1: 2 Hits      Level 2: 4 Hits       Level 3: 6 Hits

+-----------------------------------------------------------------------------+

- Ryo -                                        First Apperance: Art of Fighting

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Chop: LP
 Hammer Fist: F+LP           Uppercut: HP              Downward Punch: HP
 Straight Punch: HP          Short Kick: LK            Thrust Kick: LK
 Front Kick: LK              Sweep Kick: HK            Downward Thrust: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 High Jab: LP                Overhead Smash: F/B+HP
 Gut Punch: HP               Leg Toss: F/B+HK
 Front Snap Kick: LK
 Low Roundhouse: HK


[Special Moves]
Tiger Flame Punch: QCF+Punch  (air)
 -Ryo tosses a small red fireball across the screen. This attack can also be
  used in the air to throw a fireball at a downward angle. HP makes the 
  fireball travel quicker than LP.

Koho: F,D,DF+Punch
 -A rising punch that travels almost straight up into the air. HP travels much
  higher and slightly farther out than LP.

Lightning Legs Knockout Kick: CDB,F+Kick
 -Ryo will propel himself forward with a jumpkick. If he makes contact with
  the opponent, he will twist around and roundhouse kick with his other leg.
  LK will travel halfways across the screen, while HK will travel all the way
  across.

Zan Retsu Ken: F,B,F+Punch
 -Ryo will create a flurry of punches in front of him. If one hits the
  opponent, they will be sucked in and punched multiple times, then knocked
  into the air with an uppercut. HP makes the punch flurry last longer than 
  LP, and hits more times upon contact.


[Super Combos]
Haoh Sho Koh Ken: F,HCF+Punch
 -A more powerful version of the Tiger Flame Punch, Ryo will throw a huge
  fireball across the screen. With each Level, the fireball increases in 
  both speed and size.
     Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 5 Hits

Ryuko Ranbu: QCF,HCB+Punch
 -Ryo will dash forward and try to make contact with his opponent, then
  unleash a barrage of punches and kicks finished by a Koho rising uppercut.
  At Levels 2 and 3, Ryo uppercuts twice. With each Level, Ryo will dash a
  greater distance at the beginning.
     Level 1: 11 Hits     Level 2: 12 Hits      Level 3: 15 Hits

+-----------------------------------------------------------------------------+

- Kim -                                           First Apperance: Fatal Fury 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab: LP
 Roundhouse Kick: HP         High Kick: HP             Upside-Down Kick: HP
 Front Snap Kick: LK         Short Kick: LK            High Kick: LK
 Advancing Thrust Kick: HK   Sweep Kick: HK            Downward Thrust: HK
 Axe Kick: F+HK

[Close Attacks]             [Throws]
 Double Kick: HP             Shoulder Toss: F/B+HP
 Face Kick: LK               Three-Kick Combo: F/B+HK


[Special Moves]
Reverse Stance: Hold HK
 -Kim will go into an alternate immobile stance by holding HK. He will 
  perform an advancing thrust kick, then remain with his back towards the
  screen until HK is released, or one of these attacks is performed:

     []Low Slash Kick: LP
        -A very quick low kick attack.

     []Axe Kick: HP
        -This attack will appear to hit high, but actually hit low.

     []Backdoor Head Kick: LK
        -This attack will knock down an opponent.

Crescent Moon Slice: QCB+Kick
 -Kim will somersault forward and land with a splits kick, hitting twice
  up close as he brings his legs down. HK travels farther across the
  screen than LK.

Flying Kick (air): QCF+Kick
 -Kim dives down-forward feet-first, attempting to make contact with his 
  opponent. If he does, he will alternate kicks between his feet. HK hits
  quicker and more times than LK, as well as travels farther out.

Flying Slice: CD,U+Kick
 -Kim will leap straight up and somersault backwards with his leg out, for
  a slicing flash kick. HK travels higher than LK, and can add a second hit by
  pressing Down+HK after the first kick.

Spirit of Conquest Kick: D,D+K
 -This is a very short-range stomp kick that hits low. If done with HK, holding
  HK afterwards will put Kim in Reverse Stance, seen above.


[Super Combos]
Phoenix Flattener: QCB,DB,F+Kick
 -Kim will dash forward and try to make contact with his opponent, then
  unleash a barrage of kicks finished by a Koho rising uppercut. With each
  Level, Kim will dash a greater distance at the beginning and add a wider
  variety of kicks to the barrage.
     Level 1: 14 Hits     Level 2: 16 Hits      Level 3: 17 Hits

Super Phoenix Kick (air): QCF,HCB+Kick
 -This is a more powerful variation of the Flying Kick in which Kim will
  dive at his opponent, then unleash a series of rapid somersault kicks
  finished with mid-air roundhouse kicks.
     Level 1: 7 Hits      Level 2: 9 Hits       Level 3: 11 Hits

+-----------------------------------------------------------------------------+

- Raiden -                                          First Apperance: Fatal Fury

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Backhand Slap: LP           Jab: LP                   Palm Jab: LP
 Downward Straight: HP       Straight Punch: HP        Dual Chop: HP
 Front Kick: LK              Short Kick: LK            Low Boot: LK
 Dropkick: HK                Sweep Kick: HK            Dropkick: HK

[Close Attacks]             [Throws]
 Elbow Drop: HP              Piledriver: F/B+HP
 Giant Knee: LK             *Strangle Hold: F/B+HK


[Special Moves]
Giant Bomb: CB,F+Punch
 -Raiden will hunch forward, then perform a tackle forward. He can be
  attacked while in the hunched position, and HP will ram farther than LP.

Poison Spray: HCB+Punch
 -Raiden will quickly put something in his mouth, then spray a cloud of
  poison in front of him. HP keeps the cloud out longer than LP.

Super Drop Kick: Charge Kick, release
 -Raiden jumps forward and kicks with both legs while falling to the ground. 
  The longer the charge, the slightly longer the kick travels.

Thunder Crush Bomb (throw): 360 Motion+Kick
 -Raiden will lift up his opponent and powerbomb them into the ground, then
  leap into the air and toss them at the ground. This attack must be performed
  up close, and cannot be blocked.

Raiden Combination - Body Blow: B,D,DB+Punch
 -Raiden will dash forward and punch his opponent's stomach. This attack can
  be chained to two other moves:

     []Headbutt: QCB+Punch
        -Raiden will dash forward another step and strike downward with his head.

     []Front Suplex (throw): QCB+Kick
        -Raiden will grab his opponent, then twist and slam them behind him.
         This attack must be very close to the opponent to connect, and cannot 
         be blocked.


[Super Combos]
Destruction Drop (throw): 720 Motion+Kick
 -A more powerful variation of the Thunder Crush Bomb, Raiden will grab his
  opponent and pwoerbomb them multiple times, then leap into the air and bring
  them down with his elbow. This attack must be performed up close and cannot
  be blocked.
     Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 4 Hits

Flame Breath: HCB,HCB+Punch
 -A more powerful variation of the Poison Spray, Raiden will spit a cloud of
  fire in front of him that lasts longer than a Poison Spray. This attack will
  hit multiple times up close.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

_______________________________________________________________________________

                                  [Tier 3]
_______________________________________________________________________________


- Yamazaki -         First Appearance: Fatal Fury 3 - Road to the Final Victory

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab: LP
 Downward Stab: F+LP         Upper Backhand: HP        Uppercut: HP
 Downward Straight: HP       Short Kick: LK            Downward Kick (up): LK
 Front Kick: LK              Sweep Kick: HK            Side Kick (side): LK
 Dropkick: HK                                          Roundhouse Kick (up): HK
                                                       Heel Kick (side): HK
[Close Attacks]             [Throws]
 Body Jab: LP                Face Plant: F/B+HP
 Uppercut: HP                Toss Aside: F/B+HK
 Ankle Kick: LK
 Double Kick: HK


[Special Moves]
Hydra's Judgement: F,D,DF+Punch
 -Yamazaki will dash forward and slash with his knife. Using HP will add a
  slower dash with a knife stab after the slash.

Serpent Slash Upper: QCB+LP  (charge LP)
 -Yamazaki will slash his arm upward with an extended reach. Charging LP will
  make Yamazaki taunt his opponent three times and delay the slash. Shortly
  after the third taunt, the slash will automatically strike.

Serpent Slash Middle: QCB+HP  (charge HP)
 -Yamazaki will slash his arm forward with an extended reach. Charging HP will
  make Yamazaki taunt his opponent three times and delay the slash. Shortly
  after the third taunt, the slash will automatically strike.

Serpent Slash Lower: QCB+LK  (charge LK)
 -Yamazaki will slash his arm downward with an extended reach. Charging LK will
  make Yamazaki taunt his opponent three times and delay the slash. Shortly
  after the third taunt, the slash will automatically strike.

Serpent's Feint: (While charging any Serpent Slash) HK
 -Yamazaki will cancel his Serpent Slash and taunt his opponent.

Taunt & Counter: HCF+Kick
 -Yamazaki will wiggle his tongue at his opponent and taunt them. If he is
  hit by any high or mid-level attack during his taunt, he will counterattack
  with a spiralling upeprcut. Yamazaki can be hit low during this attack.

Double Return: QCF+Punch
 -Yamazaki will perform a slow uppercut, which can hit opponents if used very
  close. This attack can be used to cancel projectiles thrown at Yamazaki, and
  send a large, red fireball back at the thrower.

Poison Tentacles: B,D,DB+Punch  (charge)
 -Yamazaki will charge a flame in his hand, then dash forward and punch with
  it. This attack can be delayed and have the range extended by holding a 
  Punch button. After 6 seconds of charging, Yamazaki will automatically punch.

Flight of Tempering: F,D,DF+Kick
 -Yamazaki will axe kick and create a small cloud of dust upon hitting the
  ground with his foot. The dust cannot hit opponents, though, making this a
  close-range attack.


[Super Combos]
Guillotine: F,B,DB,D,DF+Punch
 -Yamazaki will leap forward with an uppercut, then bring his hand down and try
  to catch his opponent. If he does, he will drag them along the ground for
  several hits and launch them into the air. If done up close, the uppercut
  will launch the opponent into the air and Yamazaki will automatically grab
  them on the way down. Level 3 adds a flurry of kicks at the end of the attack.
     Level 1: 8 Hits      Level 2: 10 Hits      Level 3: 13 Hits

Drill (throw): 360 Motion+Punch  (Punch rapidly)
 -This attack must be done up close and cannot be blocked. Yamazaki will grab
  his opponent and uppercut them into the air, then clutch his hand in front of
  him to charge for his next move. Each Level has four results depending on how
  many times the Punch buttons are pressed, which can be mesured by how far
  Yamazaki lowers his hand while charging:
     (Level 1) 0-4 times:    Backfist Frenzy                 (5 Hits)
               5-10 times:   Kick Frenzy & Drill             (7 Hits)
               11-15 times:  Headbutt Frenzy & Drill         (7 Hits)
               16+ times:    Serpent Slash Frenzy & Drill    (8 Hits)

     (Level 2) 0-4 times:    Kick Frenzy & Drill             (6 Hits)
               5-10 times:   Combo Frenzy & Drill            (8 Hits)
               11-15 times:  Face Plant Frenzy & Drill       (7 Hits)
               16+ times:    Serpent Slash Frenzy & Drill   (11 Hits)

     (Level 3) 0-4 times:    Kick Frenzy & Drill             (6 Hits)
               5-10 times:   Flaming Headbutt Frenzy & Drill (8 Hits)
               11-15 times:  Stomp Kick Frenzy & Drill       (9 Hits)
               16+ times:    Serpent Slash Frenzy & Drill   (14 Hits)

+-----------------------------------------------------------------------------+

- Rugal -                             First Apperance: The King of Fighters '94

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Chop: LP                    Chop: LP                  Elbow Drop: LP
 Hook Punch: HP              Backhand: HP              Downward Stab: HP
 Shin Kick: LK               Short Kick: LK            Flying Knee: LK
 High Roundhouse: HK         Trip Kick: HK             Downward Thrust Kick: HK

[Close Attacks]             [Throws]
 Bachand Slice: HP           Toss Aside: F/B+HP
 Ankle Kick: LK              Energy Drain: F/B+HK
 Backdoor Roundhouse: HK


[Special Moves]
Wind Slice: QCF+Punch
 -Rugal tosses a wave of energy along the ground and across the screen. HP
  sends the wave faster than LP.

Kaiser Wave: F,HCF+Punch  (charge Punch)
 -Rugal sends a huge fireball across the screen. This can be charged to
  increase the number of hits it deals by holding Punch. The futher Rugal
  bends back while charging, the more hits it will deal up to a total of
  three.

Super Press: HCB+Punch
 -Rugal will dash forward and try to grab his opponent. If this is successful,
  he will drag them to the very edge of the screen and slam them against it.
  Usinng LP will travel most of the screen, while HP will continue dashing
  until Rugal makes contact with his opponent.

Dark Barrier: HCF+Kick
 -Rugal creeating a glowing spiral shield in front of him that can reflect
  projectiles back at their thrower. This can also be used to hit an opponent
  once up close. HK makes the shield stay up a split second longer than LK.

Destroyer Cutter: F,D,DF+Kick
 -Rugal will leap into the air and bring his leg around and over his head,
  creating a wave of energy. HK will travel higher than LK.


[Super Combos]
Gigantic Pressure: QCF,HCB+Punch
 -A more powerful version of the Super Press, Rugal will dash forward and
  try to grab his opponent. If this is successful, he will drag them to the
  very edge of the screen and slam them against it, creating a large column
  of energy with a skull in it. At level 2, he will perform a second slam
  against the opposite wall, and only the second slam with create the energy
  column. At Level 3, both slam create columns. Each Level increases the
  distance that Rugal travels during the dash.
     Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 3 Hits

Total Annihilation: QCF,QCF+Kick
 -A more powerful variation of the Destroyer Cutter, Rugal will perform two
  slashing kicks, then leap into the air with a Destroyer Cutter. At Level 3,
  he will perform two Destroyer Cutters in a row.
     Level 1: 4 Hits      Level 2: 6 Hits       Level 3: 7 Hits

+-----------------------------------------------------------------------------+

- Geese -                                          First Appearance: Fatal Fury

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Chop: LP                  Palm Drop: LP
 Straight Punch: HP          Uppercut: HP              Double Palm Strike: HP
 Stepping Backfist: F+HP     Short Kick: LK            Thrust Kick: LK
 Low Kick: LK                Sweep Kick: HK            High Roundhouse (up): HK
 Hopping Roundhouse: HK                                Backdoor Kick (side): HK

[Close Attacks]             [Throws]
 Gut Blow: HP                Overhead Flip: F/B+HP
 Front Snap Kick: LK         Shoulder Slam: F/B+HK
 Axe Kick: HK


[Special Moves]
Wind Slice: QCF+LP
 -Geese tosses a small energy wave along the ground and across the screen. 

Double Wind Slice: QCF+HP
 -Geese creates a small energy wave in front of him, then doubles its size
  and tosses it across the screen. This attack will hit twice up close.

Gale Slash (air): QCB+Punch
 -Geese tosses a downward fireball while in mid-jump. This attack will push
  Geese slightly back and up into the air. HP makes the fireball travel faster
  than LP.

Upper Body Blow: HCB+LP
 -Geese will attempt to counter an opponent's high attack. If he is successful,
  he will flip them over his shoulder and slam them into the ground.

Middle Body Blow: HCB+HP
 -Geese will attempt to counter an opponent's mid-level attack. If he is
  successful, he will lift them above his head and slam them into the ground.

Lower Body Blow: HCB+LK
 -Geese will attempt to counter an opponent's low attack. If he is successful,
  he will flip them into the air and hit them with a dual palm strike.


[Super Combos]
Raising Storm: DB,HCB,DF+Punch
 -Geese will strike the ground with both palms and create many columns of
  energy around him. These will hit opponents multiple times up close, but the
  controller motion is tricky.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Deadly Rave: HCB,F+LK (LP,LP,LK,LK,HP,HP,HK,HK,QCB+HP)              (LV3 & MAX)
 -After performing the (HCB,F+LK) motion, Geese will dash across the screen. 
  When he hits his opponent, press the button combination as listed for a large
  combo finished with an energy blast. The button sequence looks intimidating,
  but it is really just hitting every button twice in a row. If all the hits
  land, this attack will deal nearly half a Vitality Gauge of damage.
     Level 3: 10 Hits

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________


[VII] (Capcom EX Characters)

_______________________________________________________________________________

                                  [Tier 1]
_______________________________________________________________________________


- Sakura -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Palm: LP
 Straight: HP                Uppercut: HP              Downward Smash: HP
 Shin Kick: LK               Short Kick: LK            Flying Thrust: LK
 Flower Kick: B+LK           Sweep Kick: HK            Downward Thrust: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Upperward Smash: HP        *Strangle & Elbow: F/B+HP
 High Kick: HK               Kick Off: F/B+HK


[Special Moves]
Hadouken: QCF+Punch  (Punch rapidly)
 -Sakura will throw a fireball that will disintegrate after travelling most
  of the screen. Pressing Punch rapidly before Sakura throws the fireball
  will increase the size of the projectile, but decrease the distance it
  travels before fading.

Shououken: F,D,DF+Punch
 -Sakura will run forward and uppercut into the air. The dash is longer and 
  hits opponents multiple times if using HP.

Shunpukyaku: QCB+Kick  (air)
 -A spinning kick that arcs slightly upward before returning to the ground.
  This knock an opponent down with one hit, and can also be done in the 
  air at an arc corresponding to Sakura's jump.

[Super Combos]
Midarezakura: QCF,QCF+Kick
 -A more powerful version of the Shououken that performs multiple uppercuts
  in a row.

     Level 1: 4 Hits      Level 2: 6 Hits       Level 3: 9 Hits

Shinku Hadouken: QCF,QCF+Punch
 -A more powerful variation of the Hadoushou, this attacks sends a large blue 
  fireball across the screen which dissipiates and loses hits as it 
  travels.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Haruichiban: QCB,QCB+Kick
 -A more powerful variation of the Shunpukyaku, this attack spins forward
  with a series of low kicks, ending with a high kick. This attack must be
  blocked low.
     Level 1: 5 Hits      Level 2: 6 Hits       Level 3: 7 Hits

+-----------------------------------------------------------------------------+

- Cammy -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Backfist: HP                Low Straight: HP          Flying Straight: HP
 Face Kick: LK               Uppercut: DF+HP           Flying Thrust: LK
 Handstand Roundhouse: HK    Short Kick: LK            Flying Roundhouse: HK
                             Low Thrust: DB+HK
                             Double Leg Sweep: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Suplex: F/B+HP
 Double Arm Smash: HP        Frankensteiner: F/B+HK
 Knee Strike: LK             Shoulder Toss (air): (any direction but Up)+HP
 Handstand Kick: HK          Air Steiner (air): (any direction but Up)+HK

[Special Moves]
Cannon Spike: F,D,DF+Kick
 -This is a rising kick that is very useful against air attackers. HK travels
  much higher and farther than LK.

Hooligan Combination: DB,D,DF,F,UF+Punch
 -Cammy will roll into a ball and jump forward. This can be followed by any
  of these attacks:

   []Fatal Leg Twister: (any direction but Up)+Punch (near head)
      -This is similar to Cammy's Frankensteiner throw attack. Perform the
       motion when Cammy is near her opponent's head.

   []Cross Scissors Pressure: (any direction but Up)+Punch (near body)
      -Cammy will grab her opponent and spin them into the air, then land on
       them with a stomp. Perform the motion when Cammy is near her opponent's
       body.

   []Razor Edge Slicer: Neutral
     -If Cammy does not do anything during the Hooligan roll, she will perform
      a sliding kick upon hitting the ground.

   []Cannon Strike: Kick
     -Cammy will perform a diving kick forward while in mid-jump. HK will 
      travel a bit farther out than LK.

Cannon Strike (air): QCB+Kick
 -Cammy will perform a diving kick forward while in mid-jump. HK will travel
  a bit farther out than LK.

[Super Combos]
Spin Drive Smasher: QCF,D,DF+Kick
 -Cammy will perform a multi-hitting Spiral Arrow, followed by a multi-hitting
  Cannon Spike.
     Level 1: 6 Hits      Level 2: 7 Hits       Level 3: 9 Hits

Reverse Shaft Breaker: QCB,QCB+Kick  (Kick rapidly)
 -A more powerful variation of the Cannon Spike that sends Cammy straight up
  into the air. Pressing Kick buttons as she rises will inflict more hits and
  damage. Each Level will make the kick go higher into the air.
     Level 1: 9 Hits      Level 2: 10 Hits      Level 3: 13 Hits

+-----------------------------------------------------------------------------+

- Dhalsim -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Poke Chop: LP               Stretch Jab: LP           Stretch Jab (up): LP
 Stretch Punch: HP           Stretch Straight: HP      Down Jab (side): LP
 Dual Stretch Punch: F+HP    Short Slide: LK           Stretch Down Punch: HP
 Low Stretch Kick: LK        Slide Kick: HK            Yoga Mummy: D+HP
 High Stretch Kick: HK                                 Stretch Thrust Kick: LK
 Stretch Roundhouse: F+HK                              Yoga Spear Forward: D+LK
                                                       Stretch Roundhouse: HK
                                                       Yoga Spear Down: D+HK
[Close Attacks]             [Throws]                   Floating Taunt: Start+LK
 Overhead Chop: LP          *Yoga Noogie: F/B+HP
 Double Headbutt: HP         Yoga Throw: F/B+HK
 Short Kick: LK
 High Knee: HK
 Short Kick: DB+LK
 Sweep Kick: DB+HK


[Special Moves]
Yoga Fire: QCF+Punch
 -Dhalsim will spit a fireball across the screen. LP will make the projectile
  travel slower and will not knock the opponent over, while HP is faster and
  knocks the opponent down.

Yoga Flame: HCF+Punch
 -Dhalsim spits out a close range fire that is much larger than a Yoga Fire.
  HP keeps the blast out longer than LP.

Yoga Blast: HCB+Kick
 -This is similar to the Yoga Flame, but is angled upward to attack air
  opponents. HK keeps the blast out longer than LK.

Yoga Teleport: F,D,DF or B,D,DB + (LP+HP or LK+HK)
 -A teleporting move either forward or backward, corresponding to if (F,D,DF)
  or (B,D,DB) is used. Using (LP+HP) will teleport Dhalsim halfway across the
  screen, while (LK+HK) travels all the way across. Dhalsim cannot be attacked
  while he is teleporting.


[Super Combos]
Yoga Tempest: HCF,HCF+Punch
 -A more powerful multi-hitting version of the Yoga Flame that hits multiple
  times up close.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- Blanka -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Chop: LP                    Low Scratch: LP           Scratch: LP
 Scoop Scratch: HP           Reaching Uppercut: HP     Fierce Scratch (up): HP
 Headbutt: B+HP              Back Slide: DF+HP         Scoop Scratch (side): HP
 Short Kick: LK              Short Kick: LK            High Kick (up): LK
 Backflip Kick: HK           Back Sweep: HK            Down Thrust (side): LK
                             Roundhouse: DB+HK         Double Foot Kick: HK

[Close Attacks]             [Throws]
 Slap: LP                   *Grab & Bite: F/B+HP
 Double Knee: LK             Rolling Toss: F/B+HK


[Special Moves]
Electric Thunder: Punch rapidly
 -Blanka will create an aura of electricity around himself that knocks down
  close opponents. Blanka will keep the electricty as long as a Punch button
  is being pressed rapidly.
  
Rolling Attack: CB,F+Punch
 -Blanka will roll into a ball and fly forward. LP travels halfway across the
  screen, HP travels the whole screen. If this attack is blocked, Blanka will
  roll back into the air for a second, leaving him open for a counterattack.

Surprise Forward: F+LK+RK
 -Blanka bears his teeth and dashes forward. He can still be hit during this
  move, but he can travel through opponents if done close enough.

Surprise Back: B+LK+RK
 -Blanka bugs out his eyes and dashes back. He can still be hit during this
  move.


[Super Combos]
Ground Shave Rolling: CB,F,B,F+Punch  (chrage Punch)
 -Blanka rolls into a ball and spin forward along the ground to hit his
  opponent multiple times. Holding Punch will make Blanka spin in place, and
  he will roll forward when the button is released or after a couple seconds.
  Eave Level causes Blanka to roll farther across the screen.
     Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 4 Hits

_______________________________________________________________________________

                                  [Tier 2]
_______________________________________________________________________________


- Ken -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Straight Punch: HP          Uppercut: HP              Downward Straight: HP
 High Snap Kick: LK          Short Kick: LK            Air High Kick (up): LK
 Axe Kick: F+LK              Extended Kick: DB+HK      Knee Drop (side): LK
 Roundhouse Kick: HK         Sweep Kick: HK            Air Roundhouse (up): HK
                                                       Thrust Kick (side): HK
[Close Attacks]             [Throws]
 Elbow Jab: LP               Shoulder Toss: F/B+HP
 Uppercut: HP                Rolling Leg Roll: F/B+HK
 Shin Kick: LK               Air Leg Toss (air): (any direction but Up)+HK


[Special Moves]
Hadouken: QCF+Punch
 -Ken throws a blue fireball that travels horizentally across the screen.
  Using LP makes the projectile travel slower than HP does.

Shouryuken: F,D,DF+Punch
 -A rising uppercut that only hits once. Using HP will make the uppercut
  travel higher into the air, as well as set Ken's arm on fire for multiple
  hits up close.

Tatsumaki Senpukyaku: QCB+Kick  (air)
 -A multiple spinning kick attack that travels forward. If performed in the
  air, the kick will arc up or down according to the time performed during his
  jump. Using HK will spin five times and LK will spin twice, and the kick will
  continue to hit an opponent with each spin for minimal damage.

Front Rolling Move: QCB+Punch
 -Ken will roll forward, and can pass through his opponent if close enough to
  them. He can still be hit during this move, so it is safer to perform a
  Backlash.

Nataotoshi Kick: F,DF,D+Kick
 -A quick inside roundhouse that attacks high.

Kamabarai Kick: QCF+Kick
 -A quick outdoor roundhouse that attacks high.

Oosotomawashi Kick: HCF+Kick
 -A high roundhouse kick that knocks down the opponent when hit.

Inazuma Kakato Kick: (duing Nataotoshi/Kamabarai/Oosotomawashi Kick) hold Kick
 -Holding Kick while performing any of the above three kicks will perform a
  second axe kick after the initial kick.


[Super Combos]
Shouryureppa: QCF,QCF+Punch
 -A more powerful version of the Shouryuken that performs the attack twice in
  a row rapidly. At Level 3, Ken performs three Shouryukens, the last one
  flaming.
     Level 1: 4 Hits      Level 2: 6 Hits       Level 3: 7 Hits

+-----------------------------------------------------------------------------+

- Chun-Li -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Slap: LP                    Low Jab: LP               Dropping Jab: LP
 Straight Punch: HP          Low Straight: HP          Downward Straight: HP
 Thrust Kick: LK             Short Kick: LK            High Kick (up): LK
 Roundhouse Kick: HK         Flip Neck Breaker: DF+LK  Thrust Kick (side): LK
                             Leg Sweep: DB+HK          Backflip Kick (up): HK
                             Handstand Sweep Kick: HK  Double Kick (side): HK
                                                       Stomp Kick: D+HK
[Close Attacks]             [Throws]
 Stomach Shove: HP           Ground Slam: F/B+HP
 High Kick: HK               Head Kick: F/B+HK
                             Ground Slam (air): (any direction but Up)+HP


[Special Moves]
Triangle Jump (air): Up+opposite direction (jump towards edge of screen)
 -Chun-Li can perform a second jump in mid-air by pushing off the side of the
  screen if she is close enough to it.

Hyakuretsukyaku: Kick rapidly
 -A rapid kick attack that covers a wide radius in front of Chun-Li. Tapping
  LK will kick slower than HK, and Chun-Li will continue the attack until
  the button-pressing stops.

Spinning Bird Kick: CD,U+Kick  (air)
 -Chun-Li will flip upside-down and spin forward with her legs split apart.
  Using HK will travel farther than LK, and can hit twice when performed up
  close. To perform an arcing version of the attack, charge Down, then jump
  into the air in any direction and press a Kick button as Chun-Li is rising.


[Super Combos]
Senretsukyaku: CB,F,B,F+Kick
 -A more powerful variation of the Hyakuretsukyaku, Chun-Li will dash forward
  with a series of normal kicks ending with a Hyakuretsukyaku.
     Level 1: 5 Hits      Level 2: 6 Hit        Level 3: 7 Hits

Spinning Hornet Kick: CDB,DF,DB,UF+Kick
 -A more powerful variation of the Spinning Bird Kick, Chun-Li will flip upside
  down and spin slightly upward with her legs spilt apart, hitting rapidly.
     Level 1: 6 Hits      Level 2: 7 Hit        Level 3: 15 Hits

+-----------------------------------------------------------------------------+

- Guile -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Straight Punch: HP          Uppercut: HP              Down Straight (up): HP
 Spinning Backfist: F+HP     Straight Punch: DB+HP     Flying Chop (side): LK
 Shin Kick: LK               Short Roundhouse: LK      High Kick (up): LK
 Lunging Kick: HK            Roundhouse: HK            Knee Drop (side): LK
                             Double Leg Sweep: DF+HK   Roundhouse: HK

[Close Attacks]             [Throws]
 Uppercut: HP                Shoulder Toss: F/B+HP
 High Kick: HK               Suplex: F/B+HK
                             Ground Slam (air): (any direction but Up)+HP
                             Backbreaker (air): (any direction but Up)+HK


[Special Moves]
Sonic Boom: CB,F+Punch
 -Guile tosses a twisting wave of energy horizentally across the screen. Using
  HP will make the projectile travel quicker than LP.

Somersault Kick: CD,U+Kick
 -Guile will leap into the air and somersault backwards while kicking, creating
  a large wave. HK travels higher than LK, and the attack will knock down an
  opponent when hit.


[Super Combos]
Somersault Strike: CDB,DF,DB,UF+Kick
 -A more powerful version of the Somersault Kick that performs the attack
  twice in a row, hitting multiple times. At Level 3, this attack will
  perform three Somersault Kicks.
     Level 1: 6 Hits      Level 2: 8 Hits        Level 3: 10 Hits

+-----------------------------------------------------------------------------+

- Zangief -

(coming soon)

+-----------------------------------------------------------------------------+

- E. Honda -

(coming soon)

+-----------------------------------------------------------------------------+

- Balrog -

(coming soon)

_______________________________________________________________________________

                                  [Tier 3]
_______________________________________________________________________________


- Vega -

(coming soon)

+-----------------------------------------------------------------------------+

- Sagat -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Elbow Jab: LP               Jab: LP                   Straight Jab: LP
 Lunging Straight: HP        Straight Punch: HP        Straight Punch: HP
 Low Roundhouse: LK          Short Kick: LK            Knee Drop: LK
 Mid Roundhouse: HK          Sweep Kick: HK            Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Body Blow: HP               Overhead Toss: F/B+HP
 High Roundhouse: HK        *Knee Bash: F/B+HK
                    

[Special Moves]
Tiger Shot: QCF+Punch
 -Sagat throws a blue fireball that travels high horizentally across the
  screen. Using LP makes the projectile travel slower than HP does.

Ground Tiger Shot: QCF+Kick
 -Sagat throws a blue fireball that travels low horizentally across the
  screen. Using LK makes the projectile travel slower than HK does.

Tiger Crush: QCF,UF+Kick
 -A leaping knee attack that sends Sagat into the air. HK travels slightly
  higher than LK, and this attack can hit twice up close.

Tiger Uppercut: F,D,DF+Punch
 -A rising uppercut that only hits once. Using HP will make the uppercut
  travel higher into the air.


[Super Combos]
Tiger Cannon: QCF,QCF+Punch
 -A more powerful version of the Tiger Cannon, Sagat will throw a high, 
  multi-hitting blue fireball across the screen. At Level 3, the projectile
  will flame the opponent.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 6 Hits

Ground Tiger Cannon: QCF,QCF+Kick
 -A more powerful version of the Ground Tiger Cannon, Sagat will throw a low, 
  multi-hitting blue fireball across the screen. At Level 3, the projectile
  will flame the opponent.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 6 Hits

+-----------------------------------------------------------------------------+

- M. Bison -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Psycho Jab: LP              Psycho Jab: LP            Psycho Jab (up): LP
 Psycho Uppercut: HP         Psycho Straight: HP       Psycho Reach (side): LP
 Knee Jab: LK                Short Kick: LK            Down Straight (up): HP
 Roundhouse Kick: HK         Slide Kick: HK            Down Jab (side): HP
                                                       Short Kick (up): LK
                                                       Flying Knee (side): LK
[Close Attacks]             [Throws]                   Roundhouse Kick (up): HK
 Psycho Gut Blow: HP         Shoulder Toss: F/B+HP     Thrust Kick (side): HK
 Indoor Roundhouse: HK       Leg Lift: F/B+HK


[Special Moves]
Psycho Crusher Attack: CB,F+Punch
 -M. Bison will torpedo himself across the screen head-first, his body charged
  with Psycho Energy. Using LP will travel halfway across the screen, while HP
  will travel all the way across.

Double Knee Press: CB,F+Kick
 -A somersault forward which hits twice as M. Bison brings his legs down. LK
  travels farther than HK.

Head Press: CD,U+Kick
 -M. Bison will leap and stomp on his opponent's head, then jump off. After the
  stomp, use Left and Right to control Bison's descent and perform a second
  attack:

   []Somersault Skull Driver: Punch
      -Bison will punch forward with his hand charged with Psycho Energy.

Devil Reverse: CD,U+Punch (Punch)
 -M. Bison will leap towards his opponent. Pressing any Punch button during the
  leap will make him stop in mid-jump spiral downward head-first and punch with
  his hand charged with Psycho Energy.


[Super Combos]
Knee Press Nightmare: CB,F,B,F+Kick
 -A more powerful version of the Double Knee Press that performs the attack
  twice in a row. At Level 2, M. Bison will perform a slide kick at the end.
  At Level 3, he will finish by floating in the air and kicking his opponent
  several times.
     Level 1: 4 Hits      Level 2: 5 Hits        Level 3: 8 Hits

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________


(VIII) [SNK EX Characters]

_______________________________________________________________________________

                                  [Tier 1]
_______________________________________________________________________________


- Yuri -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Jab: LP
 Hook Punch: HP              Uppercut: HP              Overhead Smash Punch: HP
 High Kick: LK               Short Kick: LK            Thrust Kick: LK
 Hopping Butt Smack: F+LK    Sweep Kick: HK            Roundhouse Kick: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Slap Uppercut: F/B+HP
 Uppercut: HP                Leg Toss: F/B+HK
 Low Kick: LK                Head Bomber (air): (any direction but Up)+HP
 Knee Smash: HK


[Special Moves]
Tiger Flame Punch: QCF+Punch
 -Yuri tosses a small red fireball across the screen. HP makes the fireball
  travel quicker than LP.

Saiha: QCB+Punch
 -Yuri creates a shield of energy in front of her to stop opponents' 
  projectiles. This can also be used to hit opponents up close. HP keeps the
  shield up longer than LP.

Rai Oh Ken: QCF+Kick
 -Yuri will hop into the air and shoot a small red fireball downward at an
  angle. HK leaps slightly higher than LK and tosses the fireball quicker.

The 100 Blows: F,B,F+Punch
 -Yuri will dash forward and try to grab her opponent, then slap then 
  repeatedly. LP dashes a couple steps and slaps 9 times, while HP dashes 
  almost the entire screen and slaps 11 times. Although this is a grab-type
  move, it can be blocked.


[Super Combos]
Haoh Shoh Koh Ken: F,HCF+Punch
 -A much more powerful and effective variation of the Tiger Flame Punch, this
  attack sends a large projectile across the screen. Each Level will makes the
  fireball travel slightly faster.
     Level 1: 2 Hits      Level 2: 3 Hits        Level 3: 5 Hits

Flying Phoenix Kick: F,B,HCB+Kick
 -Yuri will run across the screen at her opponent. If she hits them, she will
  run up their front and kick them repeatedly. At Level 3, she will finish
  with a leaping overhead smash punch.
     Level 1: 9 Hits      Level 2: 13 Hits       Level 3: 16 Hits

+-----------------------------------------------------------------------------+

- Vice- 

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Slap: LP                    Slap: LP                  Downward Slap: LP
 Straight Punch: HP          Uppercut: HP              Straight Punch: HP
 Quick Roundhouse: LK        Short Kick: LK            Downward Thrust Kick: LK
 Roundhouse Kick: HK         Sweep Kick: HK            Roundhouse Kick: HK

[Close Attacks]             [Throws]
 Elbow Smash: HP             Face Rip: F/B+HP
 Knee Strike: LK             Toss Aside: F/B+HK
 Axe Kick: HK    


[Special Moves]
Nail Bomb (throw): HCF+Punch
 -Vice will pick up her opponent and slam them into the ground, creating a
  column of energy with a skull inside. This attack must be done up close and
  cannot be blocked.

Mayhem: QCB+Punch
 -Vice slides forward with a shoulder ramming attack. Using LP will travel
  halfway acorss the screen, while HP will travel slightly farther.

Da Cide (throw): HCF+Kick
 -Vice will whip her arm downward and try to catch her opponent's leg, then
  fling them over her shoulder. Using LK will grab in place, while HK will move
  Vice slightly forward while grabbing. This attack must be blocked low and will
  not hit when used up close.

Outrage: QCB+Kick
 -Vice does a flurry of kicks that produce a multitude of sharp blades around a
  large radius in front of her. LK will perform the kick in place, while HK 
  will do a small hop forward before kicking.

Rave Fest (air): QCB+Kick
 -Vice does a flurry of kicks in the air that produce a multitude of sharp
  blades around a large radius in front of her. The kicks will arc according to
  when it was done during her jump.

Da Cide Slayer (throw): F,D,DF+Kick
 -Vice will whip her arm upward and try to catch a jumping opponent, then pull
  them toward her and slam them into the ground. This cannot be blocked,
  although it will only hit an opponent who is jumping.


[Super Combos]
Negative Gain (throw): HCB,HCB+Kick
 -Vice will backflip and grab her opponent with her legs, then backflip
  multiple times while slamming them into the ground. This attack must be done
  up close and cannot be blocked.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

Withering Force (throw): QCF,QCF+Punch
 -A more powerful variation of the Nail Bomb, Vice will somersault forward and
  attempt to grab her opponent. If she does grab them, she will pick them up
  and repeatedly slam them into the ground, then toss them into the air and 
  slam them one last time. At Levels 2 and 3, the final slam creates a large 
  column of energy with a skull in it. Each Level makes Vice somersault a bit
  further. This attack cannot be blocked.
     Level 1: 3 Hits      Level 2: 4 Hits        Level 3: 5 Hits

+-----------------------------------------------------------------------------+

- King -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                      Jab: LP                  Jab: LP
 Straight Punch: HP           Uppercut: HP             Uppercut: HP
 Front Kick: LK               Short Kick: LK           Flying Knee: LK
 High Roundhouse: HK          Sweep Kick: HK           Downward Thrust Kick: HK
                              Back Slide Kick: DF+HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Knee & Uppercut: F/B+HP
 Uppercut: HP                Leg Flip: F/B+HK
 Low Kick: LK
 Double Kick: HK


[Special Moves]
Venom Strike: QCF+Kick
 -King kicks a fireball across the screen. HK makes the projectile travel
  quicker than LK.

Moshu Kyaku: QCB+Kick
 -King slides slightly forward and performs a flurry of kicks, finished with
  a roundhouse kick that knocks opponents down. Using LK kicks three times for
  five hits up close, while HK slides slightly farther and kicks four times for
  seven hits up close.

Stepping Double Knee Kicks: F,D,DF+Kick
 -King leaps forward into the air with a rising knee attack. If she hits her
  opponent, she will perform a second knee attack. Using HK sends King slightly
  higher and farther out than LK.

Trap Shot: B,D,DB+Kick
 -King backflips in place, which will suck the opponent in for a flurry of kicks
  if done up close. LK hits 6 times, while HK moves slightly forward while doing
  the backflip kick and hits 10 times.


[Super Combos]
Illusion Dance: QCF,HCB+Kick
 -A more powerful variation of the Trap Shot, King will perform a Trap Shot
  backflip kick, then jumpkick forward. If the jumpkick hits, she will perform
  a flurry of punches and kicks finished by a Tornado Kick. The starting
  backflip kick does not count as a hit.
     Level 1: 9 Hits      Level 2: 11 Hits       Level 3: 13 Hits

Double Strike: F,B,F,DF,D+Kick
 -King will kick two fireballs across the screen. Each fireball deals half
  the amount of hits listed below, and will knock the opponent back into the
  air. 
     Level 1: 4 Hits      Level 2: 6 Hits        Level 3: 8 Hits

+-----------------------------------------------------------------------------+

- Benimaru -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Elbow Drop: LP
 Straight Punch: HP          Downward Elbow: HP        Spinning Uppercut: HP
 High Kick: LK               Short Kick: LK            Knee Drop: LK
 Hopping Roundhouse: HK      Sweep Kick: HK            Backdoor Roundhouse: HK
                                                       Drill Kick: D+HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Body Slam: F/B+HP
 Fierce Elbow: HP            Knee Smash: F/B+HK
 Low Kick: LK
 Knee Strike: HK


[Special Moves]
Lightning Fist: QCF+Punch
 -Benimaru will punch forward and create a sphere of electricity. Using HP
  will keep the sphere out a bit longer than LP.

Lightning Fist (Anti-Air): F,D,DF+Punch
 -Benimaru will punch upward at an angle and create a sphere of electricity.
  Using HP will keep the sphere out a bit longer than LP. This version of the
  Lightning Fist is mroe suited to attacking jumping opponents.

Shinku Katategoma: HCB+Kick
 -Benimaru will spin himself around horizentally on one hand, hitting
  opponents multiple times. The final blow will knock the opponent down.
  Using LK will spin three times, while HK will spin five times.

Iaido Kick: QCF+Kick
 -A quick, blurred knee strike forward.

Benimaru Corridor Crunch (throw): HCB,F+Punch
 -Benimaru grabs his opponent and summons a bolt of lightning to drain their
  Vitality Gauge. This attack must be done up close and cannot be blocked.


[Super Combos]
Blast Flash: QCF,QCF+Punch
 -A more powerful version of the Lightning Fist with a larger radius that deals
  more damage.
     Level 1: 5 Hits      Level 2: 7 Hits        Level 3: 10 Hits

Blast Flash (Anti-Air): QCF,QCF+Kick
 -A more powerful version of the Lightning Fist (Anti-Air) with a larger
  radius that deals more damage. This version will create the sphere of
  lightning at an upward angle, which is more suited to hitting jumping
  opponents.
     Level 1: 5 Hits      Level 2: 7 Hits        Level 3: 10 Hits

Elec-Trigger (throw): HCB,HCB+Punch
 -A more powerful version of the Benimaru Corridor Crunch, Benimaru will grab
  his opponent and a large bolt of lightning will come down on them to drain
  their Vitality Gauge. Each Level increases the amount of Vitality Gauge that
  is drained. This attack must be done up close and cannot be blocked.
     Level 1: 1 Hit       Level 2: 1 Hit         Level 3: 1 Hit

_______________________________________________________________________________

                                  [Tier 2]
_______________________________________________________________________________


- Kyo -

(coming soon)

+-----------------------------------------------------------------------------+

- Mai -

(coming soon)

+-----------------------------------------------------------------------------+

- Terry -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Chop: LP
 Straight Punch: HP          Straight Punch: HP        Downward Straight: HP
 Quick Roundhouse: LK        Uppercut: DF+HP           High Kick: LK
 Side Thrust Kick: HK        Short Kick: LK            Roundhouse: HK
                             High Sweep Kick: HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Uppercut Smash: F/B+HP
 Double Gut Punch: HP        Shoulder Toss: F/B+HK
 Knee Strike: LK
 Punt Kick: HK


[Special Moves]
Power Wave: QCF+Punch
 -Terry punches the ground and creates a small column of energy. Using HP
  makes the column appear to slant more horizentally than LP, but the area
  of damage does not change since Terry's fist must hit the opponent to deal
  damage and not the energy column.

Burning Knuckles: QCB+Punch
 -Terry leaps forward very quickly with his fist out, which is engulfed by
  energy. Using LP propels Terry halfway across the screen, while HP sends
  him across the entire screen.

Crack Shot: QCB+Kick
 -Terry somersaults forward with his leg out for a heel drop kick. HK leaps
  and hits higher than LK.

Power Dunk: F,D,DF+Kick
 -Terry leaps into the air with one fist behind his head, which he punches 
  with on the way down while creating a blast of energy. Using HK will
  travel higher and farther than LK, and this attack can hit twice up close
  as Terry leaps into the air.


[Super Combos]
Power Geyser: QCB,DB,F+Punch
 -A more powerful variation of the Power Wave, Terry punches the ground and
  creates a huge geyser of energy in front of him. He creates two geysers at
  Level 2, and 3 geysers at Level 3.
     Level 1: 1 Hit       Level 2: 2 Hits       Level 3: 3 Hits

Buster Wolf: QCF,QCF+Kick
 -A more powerful version of the Burning Knuckles, Terry will propel himself
  forward with his energy-engulfed fist out until he hits his opponent. Then
  he will shift his weight to his back leg and create a geyser of energy from
  his fist. With each Level, the first punch travels farther.
     Level 1: 2 Hits      Level 2: 4 Hits       Level 3: 6 Hits

+-----------------------------------------------------------------------------+

- Ryo -

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Jab: LP                   Downward Chop: LP
 Hammer Fist: F+LP           Uppercut: HP              Downward Punch: HP
 Straight Punch: HP          Short Kick: LK            Thrust Kick: LK
 Front Kick: LK              Sweep Kick: HK            Downward Thrust: HK
 Roundhouse Kick: HK

[Close Attacks]             [Throws]
 High Jab: LP                Overhead Smash: F/B+HP
 Gut Punch: HP               Leg Toss: F/B+HK
 Front Snap Kick: LK
 Low Roundhouse: HK


[Special Moves]
Tiger Flame Punch: QCF+Punch  (air)
 -A short-range projectile that only travels slightly farther than Ryo's arm.
  HP will make the blast travel a bit farther than LP.

Koho: F,D,DF+Punch
 -A rising punch that travels almost straight up into the air. HP travels much
  higher and slightly farther out than LP.

Kyoku Gen Kick Dance: HCB+Punch
 -Ryo will perform a gut punch. If this hits, he will do a second gut punch
  and a two-hit Koho uppercut. Using LP will perform the first punch in place,
  while HP will dash forward a step.

Lightning Legs Knockout Kick: CDB,F+Kick
 -Ryo will propel himself forward with a jumpkick. If he makes contact with
  the opponent, he will twist around and roundhouse kick with his other leg.
  LK will travel halfways across the screen, while HK will travel all the way
  across.

Crazy Tiger Thunder Attack: B,D,DB+Punch
 -Ryo will leap forward and smash downward with his fist. Using LP will leap
  forward a step, while HP will leap a bit higher and travel halfway across
  the screen.


[Super Combos]
Haoh Sho Koh Ken: F,HCF+Punch
 -A more powerful version of the Tiger Flame Punch, Ryo will throw a huge
  fireball across the screen. With each Level, the fireball increases in 
  both speed and size.
     Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 5 Hits

Ryuko Ranbu: QCF,HCB+Punch
 -Ryo will dash forward and try to make contact with his opponent, then
  unleash a barrage of punches and kicks finished by a Koho rising uppercut.
  At Levels 2 and 3, Ryo uppercuts twice. With each Level, Ryo will dash a
  greater distance at the beginning.
     Level 1: 11 Hits     Level 2: 12 Hits      Level 3: 15 Hits

Tenchi Haoken: QCF,QCF+Punch                                        (LV3 & MAX)
 -Ryo performs a single stepping punch. If this hits the opponent, they will
  be smashed across the screen. This can deal nearly half a Vitality Gauge of
  damage.
     Level 3: 1 Hit

+-----------------------------------------------------------------------------+

- Kim -

(coming soon)

+-----------------------------------------------------------------------------+

- Raiden -

(coming soon)

_______________________________________________________________________________

                                  [Tier 3]
_______________________________________________________________________________


- Yamazaki -

(coming soon)

+-----------------------------------------------------------------------------+

- Rugal -

(coming soon)

+-----------------------------------------------------------------------------+

- Geese -

(coming soon)

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________


(IX) [Secret Characters]

_______________________________________________________________________________


- Evil Ryu -                           First Appearance: Street Fighter Alpha 2

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Jab: LP                     Low Jab: LP               Dropping Jab: LP
 Overhead Punch: F+LP        Uppercut: HP              Downward Straight: HP
 Lunging Straight: HP        Short Kick: LK            Air High Kick (up): LK
 High Snap Kick: LK          Extended Kick: DB+HK      Knee Drop (side): LK
 Hop Kick: F+LK              Sweep Kick: HK            Air Roundhouse (up): HK
 Roundhouse Kick: HK                                   Thrust Kick (side): HK

[Close Attacks]             [Throws]
 Elbow Jab: LP               Shoulder Toss: F/B+HP
 Uppercut: HP                Leg Roll: F/B+HK
 Shin Kick: LK
 Axe Kick: HK


[Special Moves]
Hadouken: QCF+Punch
 -Ryu throws a blue fireball that travels horizentally across the screen.
  Using LP makes the projectile travel slower than HP does.

Shakunetsu Hadouken: HCB+Punch
 -This fireball is similar to the Hadouken, except that it is red in color,
  and burns the opponent when it hits them. Using this attack close enough to
  an opponent that Ryu's hands touch them will knock them down. Using LP makes
  the projectile travel slower than HP does.

Shouryuken: F,D,DF+Punch
 -A rising uppercut that can hit up to three times up close. Using HP will
  make the attack travel higher into the air.

Tatsumakei Senpukyaku: QCB+Kick (air)
 -A multiple spinning kick attack that travels forward. If performed in the
  air, Ryu will travel horizentally while spinning and will not arc. Using HK
  will hit multiple times up close, whereas LK only hits once.

Ashura Senku: F,D,DF or B,D,DB + (LP+HP or LK+HK)
 -A teleporting move either forward or backward, corresponding to if (F,D,DF)
  or (B,D,DB) is used. Using (LK+HK) will teleport Ryu halfway across the
  screen, while (LP+HP) travels all the way across. Ryu cannot be attacked
  while he is teleporting.

[Super Combos]
Shinku Hadouken: HCB,HCB+Punch
 -This is a more powerful version of the Shakunetsu Hadouken. Although it does
  not burn opponents, it will knock them down. This can be used to cancel a
  projectile tossed by an opponent and hit them as a counterattack. Cancelling
  an opponent's projectile removes one hit from the total, however.
     Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Messatsu Goushouryu: QCF,D,DF+Punch
 -This is a more powerful version of the Shouryuken, which will perform the
  multiple times in a row. It can even hit opponents in the air multiple times.
     Level 1: 4 Hits      Level 2: 6 Hits       Level 3: 7 Hits

Shungokusatsu: LP,LP,F,LK,HP                                        (LV3 & MAX)
 -Ryu will teleport across 2/3rd's of the screen and try to grab his opponent.
  If Ryu makes contact with them, the screen will go black and Ryu will perform
  a 15-Hit Combo. Be careful when using this attack, since the timing to 
  execute it is tricky. It is very powerful, though, and can deal over half a 
  Vitality Gauge of damage.
     Level 3: 15 Hits

+-----------------------------------------------------------------------------+

- Orochi Iori -                      First Appearance: The King of Fighters '97

[Normal Attacks]            [Crouch Attacks]          [Air Attacks]
 Stomach Jab: LP             Low Jab: LP               Dropping Jab: LP
 Swiping Slash: HP           Upper Swipe: HP           Downward Smash: HP
 Short Kick: LK              Short Kick: LK            Flying Thrust Kick: LK
 Axe Kick: F+LK              Lunging Sweep: HK         Back Thrust Kick: B+LK
 Roundhouse Kick: HK                                   Backdoor Axe Kick: HK

[Close Attacks]             [Throws]
 Quick Jab: LP               Neck Rip: F/B+HP/HK
 Swipe Uppercut: HP
 Ankle Kick: LK
 High Kick: HK


[Special Moves]
Dark Thrust: QCF+Punch
 -Iori sends a blue flame along the ground. LP sends the projectile slower than
  HP does.

Fire Ball: F,D,DF+Punch
 -A rising punch of sorts that creates a twirling flame around Iori. The flames
  themselves will not hit opponents. HP will travel higher than LP, and will
  hit three times up close.

Deadly Flower: QCB+Punch  (X3)
 -Iori will dash forward and punch. Repeating the move will add another
  dashing punch, and a third time will finish with a leaping overhead smash
  punch.

Dark Crescent Slice: HCB+Kick
 -Iori will dash forward and attempt to grab his opponent, then slam them into 
  the ground and explode them with a blast of blue flame. LK will dash most
  of the screen, while HK will dash until Iori makes contact with the opponent.


[Super Combos]
Fire Wave: QCF,D,DF+Punch
 -A more powerful version of the Fire Ball, Iori performs the attack multiple
  times in a row. The final Fire Ball will flame the opponent.
     Level 1: 4 Hits      Level 2: 6 Hits       Level 3: 7 Hits

Maiden Masher: QCF,HCB+Punch
 -Iori will dash across the screen and attempt to grab his opponent, then
  unleash a flurry of slashes on them. At Level 1, Iori will grab his opponent
  and explode them with flame. At Level 2, he will slam them to the ground and
  explode them. At Level 3, he will yank his opponent to the ground near the
  background and pump them with flame, then smash them with both arms. Each
  Level makes Iori dash farther.
     Level 1: 9 Hits      Level 2: 12 Hits      Level 3: 13 Hits

+-----------------------------------------------------------------------------+

- Morrigan -                                     First Appearance: Darkstalkers

(coming soon)

+-----------------------------------------------------------------------------+

- Nakoruru -                                  First Appearance: Samurai Shodown

(coming soon)

+-----------------------------------------------------------------------------+

- Akuma -                        First Appearance: Super Street Fighter 2 Turbo

(coming soon)

_______________________________________________________________________________
_______________________________________________________________________________
_______________________________________________________________________________

(X) [Secrets]

- Unlock Extra Costumes -
 Complete Arcade Mode with any character to unlock their Extra Costumes in the
 Secret Shop.

- Unlock EX Characters -
 Complete Arcade Mode with any Capcom or SNK character in their corresponding
 Groove to unlock their EX version in the Secret Shop. To switch between
 Normal and EX versions, press Start at the Character Select screen.

- Unlock Evil Ryu -
 Complete Arcade Mode with Ryu in Capcom Groove to unlock Evil Ryu (Secret 34)
 in the Secret Shop.

- Unlock Orochi Iori -
 Complete Arcade Mode with Iori in SNK Groove to unlock Orochi Iori (Secret 49)
 in the Secret Shop.

- Fight against Akuma -
 Complete the Arcade Mode with any character to unlock The Strongest Challenger
 (Secret 62) in the Secret Shop. Buy it, then meet these conditions in Arcade
 or Pair Match Mode:
        -Choose either the SNK or Capcom Groove.
        -Have 80.000 Groove Points before the final match with Geese/M. Bison.
        -Have a total of 10 Super Combo Finishes or more.
        -Do not let any character get knocked out.
        -The last fight will be shown as M. Bison, but Akuma will drop down
         and kill Bison before the match starts to challenge you.

- Fight against Morrigan -
 Unlock all the Capcom characters' Extra Costumes to unlock Challenger From
 The Dark Realm (Secret 63) in the Secret Shop. Buy it and meet these
 conditions in Arcade or Pair Match Mode:
        -Choose the Capcom Groove.
        -Have 60.000 Groove Points or more after the third fight.
        -Have a total of 5 Super Combo Finishes or more.

- Fight against Nakoruru -
 Unlock all the SNK characters' Extra Costumes to unlock Messenger of Nature
 (Secret 64) in the Secret Shop. Buy it, then meet these conditions in Arcade
 or Pair Match Mode:
        -Choose the SNK Groove
        -Have 60.000 Groove Points or more after the third fight.
        -Have a total of 5 Super Combo Finishes or more.

- Morrigan`s stage -
 Defeat Morrigan in Arcade Mode to unlock her stage (Secret 67) in the Secret
 Shop.

- Nakoruru`s stage -
 Defeat Nakoruru in Arcade Mode to unlock her stage (Secret 68) in the Secret
 Shop.

- Akuma`s stage 
 Defeat Akuma in Arcade Mode to unlock his stage (Secret 69) in the Secret
 Shop.

- Secret Stage -
 This stage randomly appears in Arcade Mode. Complete the game after fighting
 in it to unlock the Secret Stage (Secret 70) in the Secret Shop.

- Pair Match Mode -
 Defeat both Morrigan and Nakoruru in Arcade Mode to unlock Pair Match Mode
 (Secret 71) in the Secret Shop. 

- Character Ratio Selection -
 Defeat Akuma in Arcade mode to unlock Character Ratio Selection (Secret 72)
 in the Secret Shop. 

- Original Music -
 Complete Pair Match Mode to unlock Original Music (Secret 73) in the Secret
 Shop.

+-----------------------------------------------------------------------------+

[Secret Character Introductions]
Ryu VS. Ken
  -Ryu and Ken tap their fists together.

Ryu VS. Kyo
 -Kyo shoots a streak of flame across the screen.

Ryu VS. Ryo
 -Ryu and Ryo jump back from the center of the screen, like the introduction
  sequence from Art of Figthing.

Ryu VS. Sagat
 -Sagat's scar on his chest lights up, and he laughs. Ryu adjusts his belt.

Ken VS. Terry
 -Ken picks up Terry's cap from the ground and tosses it to him.

Chun-Li VS. Mai
 -Mai appears in Chun-li's costume, then throws it off and gets into her
  fighting pose. Chun-li smiles and shrugs.

Zangief VS. Raiden
 -Both characters grappple in the middle of the screen. Raiden says
  "You're dead meat", Zangief grunts, and they jump back.

Benimaru VS. female opponents
 -Benimaru blows a kiss, then props his hair up.

Ryo VS. Yuri
 -Yuri taunts Ryo, who shamefully puts his hand over his face.

Kyo VS. Benimaru
 -In some backgrounds, Goro Daimon will quietly watch the fight.

Kyo VS. Iori
 -Kyo and Iori both creates flames in their hands, then extinguish them.

Vega VS. female opponents
 -Vega removes his mask, spins and bows.

Vega VS. "ugly" opponents
 -Vega turns his back and shakes his head in disgust.

Vega VS. Benimaru, M.Bison, or Vega
 -Vega spins and tosses a rose.

M. Bison VS. Geese
 -Geese tosses a Double Wind Slice at Bison, which burns up his cape. Bison 
  laughs.

Vice VS. Rugal
 -Mature appears with Vice, who bows and leaves.

Sakura VS. Yuri
 -Yuri waves to Sakura, who gets embarassed and bows.

Iori VS. M. Bison
 -Bison stands behind Iori and taunts. Iori throws a Dark Thrust at him, which
  Bison jumps and lands on the other side of the screen.

Terry VS. Geese
 -Geese taunts Terry, who waves his fist and says "Geese!".

Terry VS. Yamazaki
 -Yamazaki tosses Terry a knife, who shatters it with a punch. Yamazaki shakes
  a clutched hand at him.

Kim VS. "evil" opponents
 -Kim faces the background at taunts his opponent, then turns around and yells
  "Ha!" in a fighting stance.

Rugal VS. M. Bison
 -Rugal's panther growls at Bison, and Rugal sends it away. 

Rugal VS. Guile
 -A stone statue of Guile sits in the middle of the screen. Guile tosses a
  Sonic Boom at Rugal, which slices off the top half of the statue. Rugal
  tosses a Wind Slice and destroys the rest of the statue.

Chun-Li VS. Yamazaki
 -Hon-Fu (from Fatal Fury 3) jumps in to protect Chun-Li, but Yamazaki
  strikes him with a Serpent Slash and he runs off while holding his rear.

Evil Ryu VS. Vice
 -Vice taunts Ryu.

Cammy VS. Vice
 -Cammy and Vice taunt each other.

Kim VS. Kim
 -Both Kims perform axe kicks, then assume fighting stances and yell "Ha!".

Sagat VS. King
 -King taunts Sagat, who simply laughs.

+-----------------------------------------------------------------------------+

[Secret Factor List]
 
01: Extra Color: Ryu         (200 P)  40: EX Character: E. Honda     (3000 P)
02: Extra Color: Ken         (200 P)  41: EX Character: Blanka       (2000 P)
03: Extra Color: Chun-Li     (200 P)  42: EX Character: Balrog       (3000 P)
04: Extra Color: Guile       (200 P)  43: EX Character: Vega         (4000 P)
05: Extra Color: Zangief     (200 P)  44: EX Character: Sagat        (4000 P)
06: Extra Color: Dhalsim     (200 P)  45: EX Character: M. Bison     (4000 P)
07: Extra Color: E. Honda    (200 P)  46: EX Character: Sakura       (2000 P)
08: Extra Color: Blanka      (200 P)  47: EX Character: Cammy        (2000 P)
09: Extra Color: Balrog      (200 P)  48: EX Character: Kyo          (3000 P)
10: Extra Color: Vega        (200 P)  49: New Character: Orochi Iori (7000 P)
11: Extra Color: Sagat       (200 P)  50: EX Character: Terry        (3000 P)
12: Extra Color: M. Bison    (200 P)  51: EX Character: Ryo          (3000 P)
13: Extra Color: Cammy       (200 P)  52: EX Character: Mai          (3000 P)
14: Extra Color: Sakura      (200 P)  53: EX Character: Kim          (3000 P)
15: Extra Color: Kyo         (200 P)  54: EX Character: Geese        (4000 P)
16: Extra Color: Iori        (200 P)  55: EX Character: Yamazaki     (4000 P)
17: Extra Color: Terry       (200 P)  56: EX Character: Raiden       (3000 P)
18: Extra Color: Ryo         (200 P)  57: EX Character: Rugal        (4000 P)
19: Extra Color: Mai         (200 P)  58: EX Character: Vice         (2000 P)
20: Extra Color: Kim         (200 P)  59: EX Character: Benimaru     (2000 P)
21: Extra Color: Geese       (200 P)  60: EX Character: Yuri         (2000 P)
22: Extra Color: Yamazaki    (200 P)  61: EX Character: King         (2000 P)
23: Extra Color: Raiden      (200 P)  62: The Strongest Challenger    (500 P)
24: Extra Color: Rugal       (200 P)  63: Challenger From The Dark Realm 
25: Extra Color: Vice        (200 P)                                  (700 P)
26: Extra Color: Benimaru    (200 P)  64: Messenger Of Nature         (700 P)
27: Extra Color: Yuri        (200 P)  65: Extra Stage: M. Bison      (1000 P)
28: Extra Color: King        (200 P)  66: Extra Stage: Geese         (1000 P)
29: Extra Color: Evil Ryu    (200 P)  67: Extra Stage: Morrigan      (1200 P)
30: Extra Color: Orochi Iori (200 P)  68: Extra Stage: Nakoruru      (1200 P)
31: Extra Color: ?                    69: Extra Stage: Akuma         (1500 P)
32: Extra Color: ?                    70: Extra Stage: Secret        (1500 P)
33: Extra Color: ?                    71: Pair Match Mode            (1800 P)
34: New Character: Evil Ryu (7000 P)  72: Character Ratio Selection  (1500 P)
35: EX Character: Ken       (3000 P)  73: Original Music             (2000 P)
36: EX Character: Chun-Li   (3000 P)  74: New Character: ?
37: EX Character: Guile     (3000 P)  75: New Character: ?
38: EX Character: Zangief   (3000 P)  76: New Character: ?
39: EX Character: Dhalsim   (2000 P)  77: New Mode: ?

_______________________________________________________________________________
_______________________________________________________________________________

(XI) [FAQ]

- How do I know which final boss I'll fight?
  The final boss you encounter depends on the origin of the characters used
  the most in the fights before the final battle. If you use mostly SNK
  characters, you will face Balrog and M. Bison, and if you use mostly Capcom
  characters, you will face Geese for two rounds. Also, if you meet the
  requirements for fighting Akuma (see (X) [Secrets]), he will be the final
  boss.

- How many endings are there?
  The ending you receive is based on which final boss you encounter: M. Bison,
  Geese, or Akuma.

- Are Joe Higashi or Dan Hibiki playable characters?
  Unfortunately, no. They both just make a cameo apperance during the endings
  after beating M. Bison or Geese.

_______________________________________________________________________________
_______________________________________________________________________________

(XII) [Acknowledgments]

  -Capcom, for co-developing and publishing this great game.
  -SNK, for co-developing the game.
  -CJayC, for his devotion to GameFAQs.
_______________________________________________________________________________
_______________________________________________________________________________

2000
By Ryouga