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Systems/Combo Guide by jchensor

Version: 2.0 | Updated: 07/20/2002

This Capcom Vs. SNK 2 Guide was made to be read with 70 chars per line
It is best viewed with a monospaced font, such as Courier, at size 10,
with 1 inch margins on all sides (with Microsoft Word, I can correctly
view this Guide with the Courier New font at size 10, with the top and
bottom margins set to 1.00 inches, and with the left and right margins
set to 1.25 inches.  If you don't know how to alter the margins, click
on the "File" menu option at the top of the application and from there
select "Page Setup".  In there, you can adjust all four of the margins
for this document).  The second line of this Guide, the one above with
asterisks and numbers in it, should all be on only one line and should
not "bleed" down to the next.  If that is the case, you shouldn't have
any problems viewing this Capcom Vs. SNK 2 Systems Guide.  Enjoy!!!!!!


Applicable to the Arcade, Import Dreamcast, Import PlayStation2, and
     Local PlayStation 2 versions of Capcom Vs. SNK 2.  I am using
     the Import Dreamcast version to write this FAQ and do all of my
     experimentation.  However, I am using the characters' American
     names (so the boxer is named Balrog, The super-evil Shotokan is
     named Akuma, the psycho power guy is M.Bison, and the guy with
     the mask and claw is Vega).
written by James Chen  <jchensor@shoryuken.com>

Unpublished work Copyright July 2002 James Chen

     This Guide is written and thus owned by me, James Chen.  Any
attempt to reproduce this Guide in any way, whether it be on paper or
on computer or through any other known method, is prohibited.  The
information in this FAQ cannot be used IN ANY WAY for profit.  It
cannot be sold to anyone or traded in any sort of commercial
transaction.  The information in this Guide cannot be used and printed
as your own information in any magazine, fanzine, Web Site, or other
unmentioned form of publication.  It cannot be used as a bonus or gift
to a purchase as an encouragement for people to buy your product. 
This FAQ may only be distributed freely.  Any desire to reprint or
reuse any information that you have learned from this FAQ is allowed
ONLY if: 1) Proper credit is given to me as the original author.  2)
You have contacted me through e-mail and requested permission to use
any information you learned specifically from this Guide and have
received my consent.

"To continue, this FAQ and everything included herein is protected by
 International Copyright Law.  Failure to adhere to any of the above
 will result in violation of the aforementioned law, and consequently,
 may be the cause of legal action against perpetrators.  Remember that
 breach of copyright (not to mention plagiarism) is a crime.  If you
 disagree with any part of this disclaimer, you must promptly delete /
 destroy this FAQ.  To put it simply, don't try and make a living off
 of my work,  since I have every right to take legal action against
 you if you do so.
 FAQ ripping, plagiarism and misuse is sadly blatant in today's world.
 However, if it happens to you, remember that anything you create is
 automatically protected by copyright, and that gives you the right to
 take legal action, assert your rights, and punish transgressors to
 the fullest extent of the law." -- taken from Kao Megura's
                                    Street Fighter Alpha 3 FAQ

     And to set an example of how I myself obey these copyright laws,
I hereby give full credit to Kao Megura for writing the above
paragraph regarding the International Copyright Law.  It was very well
stated, so I have used it in my Guide rather than paraphrasing it and
writing my own.  I have not tried in any way to make a profit by
quoting his paragraph in this Guide and have given full credit to him
for writing it.  Although the above paragraph uses the word "FAQ" and
was written for Kao's Alpha 3 FAQ, its content and meaning still
applies to this Guide.

     And although the above copyright paragraphs are word for word the
same as my last Capcom Vs. SNK FAQ, I still follow these and believe
in these principles to the fullest, despite the fact that, recently at
the time of writing this, I myself have made a few mistakes of
forgetting to properly credit certain persons.  I have sworn to never
make that error again.  If the person who I accidentally forgot to
credit before reads this, and is still upset with me, believe me, I
sincerely apologize, and still feel bad about that...  Too much
miscommunication resulted in the error and confusion.

* * *

The Street Fighter game series, the DarkStalker series (specifically
NightWarriors and Vampire Savior), the Versus Games series, Final
Fight, the Justice Academy (Rival Schools) series, as well as all of
the characters from these games mentioned in this FAQ, are (c) Capcom
of Japan and (c) Capcom of America.

The King of the Fighters series, Samurai Shodown Series, Last Blade
Series, Art of Fighting Series, Fatal Fury series, and all characters
from these games are (c) SNK of Japan.

All other copyrights and trademarks that I have failed to mention are
also acknowledged.

* * *

This FAQ can also be found at www.shoryuken.com in text form.
   Also, Combo Videos of Capcom Vs. SNK 2 can be found there as well.

Movelists and Combo Videos from many other games can also be found
   there, including Marvel Vs. Capcom 2 and Capcom Vs. SNK.

Please check the site out.  It's the best resource out there for all
   of your Capcom Fighting game needs!!
This FAQ can also be found at GameFAQs: www.gamefaqs.com


| What's new in this Version? |
==VERSION 2.0========================================================
--- Revised and Updated Sections ------------------------------------
    - INTRO -
         Slightly rewritten Intro to reflect new thoughts on the
         game.  Removed "Message to Fighting Game Fanatics".
         Updated Guard Meter section with updated and corrected
         Guard Crush information.
         Altered Throws And Tech Hits section slightly to
         accommodate new Technical Throw Data.
    - DASH -
         Added Dash information regarding Dashing over opponents
         on the floor.
    - DODGE -
         Added information about canceling a whiffed Dodge Attack in
         in the Dodge section.
         Added information in Counter Attack section on Counter
         Attack Combos.
    - P-GROOVE -
         Added frame counts for Parrying in the P-Groove section.
    - K-GROOVE -
         Added frame counts for Just Defending in the K-Groove
         A few minor changes to the Super Meter Data section,
         correcting incorrect information.
         Changed Character Selection section to System Information.
         Added new Chun Li Chain Combo.
         Corrected information on Hibiki's Chain Combo.
         Added Yun SNK Jugglable Move Cancellation Set-up.
         Modified first four sections slightly.  Reworded some
         things with newfound information.
         Changed Kyo Exception to The Kyo / Yun Exception with new
         Reworded some stuff.  Few minor additions here and there.
         Reworded some stuff in the first 8 sections of this
         Chapter.  Included a reference to what counts as a
         good Custom Combo in terms of damage.
         Added a new type of Custom Combo: the Anti-Air Customs.
         Also changed the names of the other 4 types of Customs
         and explained them in a better fashion, thanks to more
         real world Custom Combo experience.
--- Newly Added Sections --------------------------------------------
         Added Technical Throw Data section to Universal Abilities
         Added Autoguard section to Universal Abilities chapter.
    - TRIP GUARD -
         Added section about Trip Guard to Universal Abilities
         Added a new section after the Buffering section to help
         players perform Buffers into Supers.
         Added a new section after the Buffering section to help
         players avoid problems involving the Negative Edge when
         trying to perform Buffers.
         Added Controlled Button Tapping Special Moves section to the
         end of Combo Basics 101 chapter.
         Created new Damage Scaling chapter placed after the Custom
         Combo chapter.
         Added Damage Scaling section to Damage Scaling chapter.
         Added Post Custom Combo Damage section to Damage Scaling
         Added Part III: Glitches right after Damage Scaling chapter.
         Also created The Glitches Chapter in this section.
         Added The Vacuum Left Corner section to The Glitches
         Added Player 2 Only Corner Switch section to the Glitches
         Added Roll Canceling section to the Glitches chapter.
         Added Part IV: Movelists right after the Roll Canceling
    - LEGEND -
         Created Legend section in Part IV:  Movelists.
         Created Capcom Characters section in Part IV:  Movelists.
         Created SNK Characters section in Part IV:  Movelists.
         Created Part IV:  Closing for organizational sake.  I'll
         bet you're soooo happy I told you that.  ^_^

==VERSION 1.0========================================================
  - Everything is new!  The FAQ didn't exist before then.  ^_^


| Table of Contents |
     I tried something different, this FAQ.  I decided to make the
sections of the FAQ much more distinct, and I did this by making
different headers for each section.  So each section (such as the
Universal Abilities section) will have their own unique header-look to
them, helping you figure out where in the FAQ you are...  If this
really did help you navigate through the FAQ, please let me know.  I'd
love to hear the feedback, and to know if doing that whole header
thing was worth it in the end.  Just e-mail me at
jchensor@shoryuken.com.  Thanks!

-----|    PART 0: INTRO    |-----

-----| PART I: SYSTEMS FAQ |-----
Chapter 01. CONTROLS
            - 00) Intro
            - 01) Life Meter
            - 02) Guard Meter
            - 03) Stun Meter
            - 04) Timer
            - 05) Counter Hits
            - 00) Intro
            - 01) Walking, Jumping, Crouching, Attacking
            - 02) Blocking
            - 03) Special Moves
            - 04) Super Combos
            - 05) Buffering
            - 06) Reversals
            - 07) High Jumping
            - 08) Cross-Ups
            - 09) Throws And Tech Hits
                  - 9a. Technical Throw Data
            - 10) Autoguard
            - 11) Trip Guard
            - 12) Taunts
            - 00) Intro
            - 01) Dash
            - 02) Run
            - 03) Rolling
            - 04) Dodge
            - 05) Counter Attack
            - 06) Counter Movement
            - 07) Air Guard
            - 08) Small Jump
            - 09) Tactical Recovery
            - 10) Safe Fall
            - 11) Groove Sub-Systems Chart 
Chapter 05. THE GROOVES
            - 00) Intro
            - 01) C-Groove / Level 2 Super Canceling
            - 02) A-Groove / Custom Combos
            - 03) P-Groove / Parry
            - 04) S-Groove / Power Build And Power Condition
            - 05) N-Groove / Power Activation
            - 06) K-Groove / Just Defend
            - 00) Intro
            - 01) Picking Your Character
            - 02) Color
            - 03) Ratio System
            - 04) Order
            - 05) Round System

-----| PART II:  COMBO FAQ |-----
Chapter 08. COMBO BASICS 101
            - 00) Intro
            - 01) Multi-Hitting Moves
            - 02) Jump-Ins
            - 03) Buffering
                  - 3a. Buffering: Buffering Into Supers
                  - 3b. Buffering: The Negative Edge
            - 04) The Raging Demon Supers
            - 05) Rapid Fire Weak Attacks
            - 06) Links
            - 07) Chain Combos
            - 08) Controlled Button Tapping Special Moves
            - 00) Intro
            - 01) The Juggle Set-Up
            - 02) The Juggle Count
            - 03) The Juggle Potential
            - 04) The Juggle Formula
            - 05) The Juggle Potential Revisited
                  - Gradual Juggle Potential
                  - Phase Juggle Potential
            - 00) Intro
            - 01) Description
            - 02) Normal Set-Up
            - 03) High Jump Cancel Set-Up
            - 04) Move Cancellation Set-Up
            - 05) The Kyo / Yun Exception
            - 00) Intro
            - 01) Basics
            - 02) Normal To Normal
            - 03) Normal To Special
            - 04) Special To Normal / Special
            - 05) The Level 1 Super Combo
            - 06) Rolls In Custom Combos
            - 07) Juggles In Custom Combos
            - 08) How To Make A Good Custom
            - 09) Custom Combo Set-Ups
            - 10) Types Of Custom Combos
                  - Combo Customs
                  - Blocked Customs
                  - Risk / High Damage Customs
            - 11) Custom Throws / Otg Throws
            - 12) Miscellaneous Information
            - 00) Intro
            - 01) Damage Scaling
            - 02) Post Custom Combo Damage

-----| PART III:  GLITCHES |-----
Chapter 14. The Glitches
            - 00) Intro
            - 01) The Vacuum Left Corner
            - 02) Player 2 Only Corner Switch
            - 03) Roll Canceling

-----| PART IV:  MOVELISTS |-----
Chapter 15. Legend
Chapter 16. Capcom Characters
Chapter 17. SNK Characters

-----|   PART V: CLOSING   |-----
Chapter 19. CLOSING

-----| Things NOT included in this FAQ |-----
     Even though this FAQ will tell you just about EVERYTHING you need
to know about the Game Systems and the Combo Systems and what not,
there is still a lot of things this FAQ is missing.  One of the main
things that this FAQ does NOT have is a "Trivia" section.  This
section would have all the extras and tidbits you want to know about
CvS2.  Stuff like the Groove Points System during 1 Player games,
Special Intros, Home Version Secrets, How to fight Hidden Bosses, etc.
So far, this FAQ is purely a Systems and Combo Guide.
     Very noticeably missing is the Juggle Counts that I had in my
last FAQ for the first Capcom Vs. SNK.  That last section took me
FOREVER to research in my last FAQ, and with 48 characters, I simply
don't think I have the time to fully research it.  Plus the Juggle
Count really just isn't that simple anymore, and has been severely
hampered since the last game with the introduction of Phase Juggles,
for example.  Hopefully, after reading all of the Juggle Rules, you'll
be able to figure most of them out on your own...  It's really not
that hard, especially in this game where most of the Juggle Counts
have been greatly reduced.
     Chances are VERY low that I'll get around to adding these extra
sections (and adding them will make this easily the largest FAQ I have
ever written in my life), but I love the game so much, you just never
know.  I'll pull a Michael Jordan now and say that there is a 99.9%
chance I will NOT ever get around to writing this section.  ^_^  But
since he DID come back with the Wizards in the end, you never know...


   ================                                        Chapter 00
---| INTRODUCTION |--------------------------------------------------
     Keep in mind one thing: I did love Capcom Vs. SNK when it came
out.  The game was fun, the characters were nice, and everything about
it was just very cool.  And it was an old-school Capcom Fighting game.
But times change, and let me say that Capcom Vs. SNK turned very much
NOT fun quickly.  Why?  The severe limitations of the game just caused
a lot of situations that made it very boring to play when playing
against other experts.
     Capcom Vs. SNK 2 was then created as a way to fix all those
problems.  And thanks to Capcom Vs. SNK 2, one thing became apparent:

     Capcom Vs. SNK was a mere shell of what it could really be.

     I mean, let's face it.  Many people complained about Capcom Vs.
SNK's treatment of the "SNK"-half of the universe.  "Kyo is
terrible!!"  "SNK Groove isn't nearly as good as Capcom Groove!"  "The
SNK characters play just like Capcom games!"  Nothing about the game
felt very "SNK" at all.  All of these complaints were pretty valid,
and let's face it... even as a mostly Capcom-styled game, it wasn't
all that exciting after a while.
     Capcom Vs. SNK 2 is such a huge improvement over Capcom Vs. SNK. 
My hope were that Capcom Vs. SNK 2 would become huge... to continue
the trend of Marvel Vs. Capcom 2 in a 2-D Fighting Game revival. 
Unfortunately, this hasn't quite been the case.  While people like to
play it, the level of popularity just hasn't gotten that high.  And it
has a lot to do with some character imbalances (Sagat, Blanka, and
A-Bison are more powerful than all other characters, for example).

     Nevertheless, I personally still enjoy this game immensely.  I
think it's fun and provides a lot of variety that keeps the game
interesting and enjoyable.  It hasn't gotten old to me yet.  And this
variety is why I have created this FAQ.  There is still new stuff
being found and just a HUGE wealth of information that needs to be
explained... so much information, so much more game systems than I
have ever seen in a Fighting Game.  So to me, Capcom Vs. SNK 2 is a
wonderful game.
     Oh, and one more thing... the game has six buttons.  SIX BUTTONS.
I cannot emphasize how much I am in love with Capcom for making the
game six buttons again.  I LOVE SIX BUTTONS.  I LOVE SIX BUTTONS.  If
I could get away with writing a 92 page FAQ saying "I LOVE SIX
BUTTONS" over and over again, and have it actually be posted and read,
I would.  But obviously, I can't get away with it, so I'll just say it
here one last time: I LOVE SIX BUTTONS.

     I love six buttons!  (Okay, so I lied...)


     So here it is: Capcom Vs. SNK 2 Systems Guide and Combo FAQ.  A
quick warning, though: although this IS a Combo FAQ to a strong extent
and will help describe many aspects of combos, it is also a Systems
Guide, and is actually more so a Systems Guide than a Combo FAQ.  So
if you are looking for a list of combos for each character, you won't
find them at the end of the Guide.  I did not take the time to list
Combos for every character.
     You WILL, however, find a few Combo Videos at www.shoryuken.com
and various links to other Capcom Vs. SNK 2 Combo Videos.  If you want
to check out some nice Combos (or find lots of information regarding
any Capcom fighting game), please check it out!  We've got a lot of
information regarding various Capcom Fighter Games for you!  Again,


     Check it out.  It's your TRUE competitive edge.  And enjoy this
Systems Guide.  Hope you find it helpful.  If you ever want to comment
on the Guide, please feel free to send me an e-mail at
jchensor@shoryuken.com.  I cannot guarantee I'll write back...  I am a
VERY poor responder to e-mails these days due to absolutely NO free
time (it's a wonder I actually managed to find the time to write this
guide!!!).  So if I do not respond to your e-mail for a month, please
don't feel like I'm ignoring you...  I simply just have very little
time for e-mails these days.  So please don't take it personally.

     Again, enjoy the Guide!


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

| |                 | |                       | |                 | |
| |                 | |  PART I: SYSTEMS FAQ  | |                 | |
| |                 | |                       | |                 | |

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

     This half of the FAQ will tell you just about how everything in
Capcom Vs. SNK 2 works.  From Dashing to Rolling to Blocking to Throws
to Parrying to Stuns...  Just about every technical aspect of just
about everything will be described in this half of the Guide (and if
it's not, e-mail me and let me know, and I'll add it in there!!! 
^_^).  So take a look, and learn how Capcom Vs. SNK 2 works from the


   ============                                            Chapter 01
---| CONTROLS |------------------------------------------------------
     Here is a diagram of the controls in Capcom Vs. SNK 2.  The
joystick has been drawn as if you are on the left side of the screen. 
If you are on the right, Towards becomes Back, Offensive Crouch
becomes Defensive Crouch, etc.  The buttons remain the same.
          JOYSTICK POSITIONS            |           BUTTONS
          ^^^^^^^^^^^^^^^^^^            |           ^^^^^^^
                                        |  (I LOVE SIX BUTTONS!!!)
                 Up                     |
                  o                     |           PUNCHES
    Back Flip o   |   o Forward Flip    |
               \  |  /                  |    o         o         o
                \ | /                   |   Jab     Strong    Fierce
     Back o ----- o ----- o Towards     |
               Neutral                  |    o         o         o
               /  |  \                  |  Short    Forward Roundhouse
    Defensive o   |   o Offensive       |
    Crouch        o        Crouch       |            KICKS
                Down                    |
             (or Crouch)                |

     The Controls of the Capcom Vs. SNK 2 will be very familiar if
you've played a lot of Capcom Fighting Games before, unless you're
used to the four buttons of CvS1.  Otherwise, it's your standard
Capcom Fighting Game controls.

     Heheh...  I was reviewing my Capcom Vs. SNK Guide, and ran across
this paragraph: "The major difference, however (and I'll never forgive
Capcom for this), is that instead of six buttons, there are only four
buttons..."  I just wanted to say, "Capcom: you've redeemed yourself
by putting those buttons back in."  I LOVE SIX BUTTONS.
     (Note: A slight warning for those unfamiliar with the original
Street Fighter button names.  I will refer to the Light Punch button
as "Jab", the Medium Punch button as "Strong", and the Hard Punch
button as "Fierce".  Also, the Light Kick button will be known as
"Short", the Medium Kick button as "Forward", and the Hard Kick button
as "Roundhouse".  The buttons will be referred to in this way often,
mainly due to force of habit.  I would try my best to rewrite the FAQ
using "Light Punch" and terms like that, but I'll say this: those
button names are WAY too engrained in my head, and there's no way I'm
writing this FAQ with those other terms.  But I will do my best to
remind those unfamiliar with these names about which button I am
referring to with abbreviations like "LK" meaning Light Kick and "HP"
meaning Hard Punch.)

* * *

-=| A Note About Special Move Names |=-
     While we're talking about the name of things, just so you know,
I've decided to use the names of the Special Moves that come with the
American versions of the game.  That way, there's some consistency
between the name of the moves in the game itself and the name of the
moves in this FAQ.  However, that also means that there are some
PRETTY stupid names for the moves... and it might actually be SNK's
fault, since most of the bad names come from their characters.  Iori
has a Super Combo that is commonly referred to as the "8 Wine Cups
Super" by VARIOUS players on the internet.  But in the American CvS2,
they decided the name of this move would be the "One-For-The-Road
Blast", which is about the dumbest name I can imagine for that move. 
Ryo has a move called the Kyokugen Kick Dance... that involves four
PUNCHES and NO KICKS.  So why it's called the "Kick Dance" is beyond
     The only difference is the spelling of some moves.  Minor things
like calling Ryu's hurricane kick the "Tatsumaki Senpuukyaku" rather
than "Senpukyaku" (one 'u' in the middle) as it is listed in the game.
Or me calling Yuri's Super Fireball the "Haohshokouken" rather than
the "Haoh Sho Koh Ken" as it is called in the game.  Minor things like
that.  But those few changes shouldn't cause any confusion.
     You can check the Movelists section towards the end of the FAQ to
see the names of all the moves as I've called them in this game.


   =====================                                   Chapter 02
---| GAMEPLAY ELEMENTS |---------------------------------------------
00) Intro
01) Life Meter
02) Guard Meter
03) Stun Meter
04) Timer
05) Counter Hits


00) INTRO                                           gameplay elements
     In every Fighting Game, there are the basic, common factors that
exist.  Life Meters exist in just about every Fighting Game, as do
Timers, for example.  This section discusses these things, the factors
that can affect the outcome of the battle that are not controllable by
the player.


01) LIFE METER                                      gameplay elements
     We ALL know what the Life Meter is.  It's that nice bar on the
top of the screen that tells you how close you are to being defeated. 
Not too hard to figure out for even the most casual of Fighting Game
fans.  "Duh!  We all know what the Life Meter is!  So why bother
talking about it?" you may want to ask me.
     Well, there are a few things worthy to note about Capcom Vs. SNK
2's Life Meters.  There is a lot of good information that you can
ascertain about the Life Meter thanks to the Training Mode in the home

     The first thing to note about the Life Meter is that there are 4
stages in a character's Life Meter.  As your life drains in battle,
the Life Meter's color changes from yellow to bright orange to dark
orange to red.  Your Life Meter turns Bright orange when you lose 25%
of your energy, dark orange when you lose 50% of your energy, and red
after you lose 75% of your energy.  Right before you reach the dark
orange stage (about after you lose 70% of your energy), your character
will begin to take 10% less damage.  And part way into the red zone,
after you lose about 85% of your energy, you take 25% less damage.  So
the closer to being defeated you are, the more resilient you become.

     The other interesting thing to discover is that characters in
CvS2 do NOT take "more damage" than others.  It is a common way to
express the endurance of characters.   When people used to talk about
CvS1, you'd often hear things like "Blanka takes very little damage
for a Ratio 1 character!" or "Nakoruru takes the most damage out of
all the Ratio 2 characters!"  However, it is interesting to know that,
in fact, every character takes the same amount of damage.
     The difference that makes it SEEM like they take more or less
damage is actually the number of "HIT POINTS" the character has, to
use a term for you RPG fans out there.  Every character in CvS2 has a
set number of Hit Points and some, obviously, have more than others.

     The amount of Hit Points you have is also dependent on which
Ratio you are.  But an average character, like Ryu (as a Ratio 2
character), has about 14,300 Hit Points.  However, someone like
Raiden, who has always been known to have far more stamina than other
characters, has about 15,500 Hit Points.  And a character like
Nakoruru, who is a weaker character overall, has about 13,500 Hit
Points.  Then there are characters like Shin Gouki, who is designed to
be FAR weaker than any other character.  Shin Gouki, as a Ratio 2
character, has only about 6,400 Hit Points!!!  A Level 3 Super by
itself is enough to drain all of Shin Gouki's life.

     Since writing that last paragraph, I was pointed to some
information posted by Jotaro on www.shoryuken.com's Forums.  He posted
some information translated directly from a Hong Kong Gameplayers
Magazine article, which got the exact vitality numbers for every
character (as a Ratio 2 character) that appears in the arcade version.
I was quite happy to see that the values I figured out on my own were
VERY close to the actual numbers.  ^_^  So below is the information
that Jotaro translated for the benefit of all CvS2 players:

(note: The vitality for the 4 extra characters on the home versions of
CvS2 were calculated by me, so they may not be 100% accurate.  But
seeing as how my estimates given above were ALL 100 points too little,
I just did what I normally did to calculate the Hit Points, and then
added 100.  ^_^

Also added is the vitality for every character at the different
Ratios...  Since they are all based off of Ratio 2's Hit Points, these
are just the amount of Hit Points calculated using the known
percentage change in number of Hit Points between Ratios.  To see what
those percentages are, please refer to the "Ratio System" section in


 R-1  [[==R-2==]]  R-3  |  R-4   ||   CHARACTERS
12480 [[ 15600 ]] 18252 | 21840  ||  Chang, Raiden, Zangief
12160 [[ 15200 ]] 17784 | 21280  ||  Geese, Rugal
11840 [[ 14800 ]] 17316 | 20720  ||  Blanka, Dan, E.Honda, M.Bison,
      [[       ]]       |        ||  Sagat, Todo, Yamazaki
      [[       ]]       |        ||  Eagle, Guile, Joe, Ken, Kim,
11520 [[ 14400 ]] 16848 | 20160  ||  Kyo, Rock, Ryo, Ryu, Terry,
      [[       ]]       |        ||  Vega
11200 [[ 14000 ]] 16380 | 19600  ||  Chun Li, Dhalsim, Haohmaru,
      [[       ]]       |        ||  Hibiki, Iori, Maki, Rolento
      [[       ]]       |        ||  Athena, Benimaru, Balrog,
10880 [[ 13600 ]] 15912 | 19040  ||  Cammy, King, Kyosuke, Mai,
      [[       ]]       |        ||  Nakoruru, Sakura, Vice, Yuri
10560 [[ 13200 ]] 15444 | 18480  ||  Yun, Morrigan
10240 [[ 12800 ]] 14976 | 17920  ||  Akuma
 8480 [[ 10600 ]] 12402   14840  ||  Blood Iori, Evil Ryu
 7360 [[  9200 ]] 10764 | 12880  ||  God Rugal
 5200 [[  6500 ]]  7605 |  9100  ||  Shin Gouki


     The Ratio 2 Hit Points have been "highlighted" to an extent,
because those are the values that all the other Hit Points were
calculated off of.  Thus, they would be the most accurate.  Also, note
how Ratio 3 Chang, Zangief, and Raiden have MORE HIT POINTS than a
Ratio 4 Akuma!!!  And why are they so mean to Morrigan?!?  What's with
this low Hit Point count for her??

     But there you have the Hit Point chart.  Thanks, Jotaro, for
translating all of this!!


02) GUARD METER                                     gameplay elements
    If you end up Blocking too much in this game, eventually, your
"Guard will break."  What that means is that your character, after
Blocking one too many attacks, will go into a short stun period in
which they are vulnerable.  The Guard Meter can be seen on the screen.
It's the short, green meter under the bottom of your Life Meter.

     Blocking attacks will cause the Meter to drain.  This is known as
taking "Guard Damage."  The amount of Guard Damage done is directly
related to the strength of the move that is Blocked.  Moves that do
less damage do less Guard Damage.  Moves that do more damage do more
Guard Damage.  Unfortunately, I haven't quite figured out the
correlation between damage and Guard Damage in an exact formula. 
Right now, it makes very little sense.  A 300 damage move will
completely drain an average Guard Meter in 25 hits.  But a 200 damage
move will drain an average Guard Meter in 49 hits.  You would expect a
move that's 2/3 the strength to take 150% longer, no 200%.  So the
exact formula for damage to Guard Damage ratio hasn't been figured
out, but it's safe to say that the more damage a move does, the more
Guard Meter it drains.
     In some instances, characters can gain strength bonuses, such as
in K-Groove when your Super Meter is full, giving you an extra 35%
damage.  And, yes, those strength increases do affect Guard Damage as

      (Note: Please note that I use the terms "Guard Damage" and
"Block Damage" throughout this FAQ.  They are two DIFFERENT THINGS. 
Guard Damage refers to Blocking an attack and losing some Guard Meter.
Block Damage refers to Blocking a Special Move or a Super Combo and
losing some of your LIFE Meter.)

     As you Block attacks, the Guard Meter continues to drain.  Once
it is down to about 33% left, the Guard Meter and the border of your
Life Meter will begin to flash wildly.  Also, if you listen carefully,
the Blocking sound changes from a solid sound to a weaker, more
"paper-y" sound.  If you continue to take Guard Damage and your Guard
Meter becomes fully drained, this is what is known as having your
Guard "broken."  The game refers to this as "Guard Crush."  Your
character will suddenly go into a "dizzy"-like animation where your
character reels backwards, arms raised in the air.  You will then be
vulnerable for that small period of time, and the enemy can easily
take advantage of this and land a Level 3 Super, a Custom Combo, or
just about anything else they want to for free.  After your Guard is
broken, your Guard Meter will refill to it's max and will be back to
the same state that it was at the start of the round.
     Also, in C-Groove, Air Blocking moves also drains Guard Meter. 
If your Guard is broken while in the air, your character will go into
the Guard Crush animation in the air but fall VERY QUICKLY onto the
floor, where your vulnerability continues.
     You cannot shake out of the Guard Crush stun.  It lasts for a
fairly brief period, but you cannot make it last shorter by mashing on
the joystick and buttons like you can when you fall Dizzy.

     If you don't Block any attacks or take any hits for about 3
seconds of actual time, the Guard Meter begins to slowly refill. 
However, the instant you get hit or Block an attack, the Meter will
stop refilling (and if you Blocked something, it will drain even
further obviously).  So in order to get your Guard Meter back, you
have to keep yourself from Blocking or getting hit by anything.  So if
your Guard Meter is about to be drained, try to go on the offense to
prevent your Guard from being broken.  If you can string together a
nice offensive sequence, you'll have your full Guard Meter back in no

     Things that do not affect the length of your Guard Meter: All
characters have the same Guard Meter length.  In other words, Chang
Guard Breaks as easily as Yun.  Ratios don't affect Guard Meter.  The
Guard Damage done is always based off of the base damage a character
does (the base damage being that of a Ratio 2 character).  Also, how
much energy your opponent has in their Life Meter OR their Super Meter
does not ever increase their resistance to taking Guard Damage.  Guard
Damage is consistent through and through.
     The only thing that actually affects how long your Guard Meter is
is your Groove.  K-Groove and P-Groove have shorter Guard Meters than
the other 4 Grooves.  The other four Grooves have the same Guard Meter
length.  To get a good idea of how the lengths of the Guard Meters
compare to each other, I can assign the average Guard Meter of
C-Groove, A-Grove, S-Groove, and N-Groove a value of 100 points in
length.  K-Groove, then, has about 90 points of Guard Meter and
P-Groove has about 80 points of Guard Meter.  The Meters, on the
screen, will look exactly the same in length, but the amount of Guard
Damage each Meter can take is actually different.

     (Note: Last version of this FAQ had a chart showing how many hits
it took for one Groove to Guard Crush another Groove provided by Kris
Grytebust.  It was taken out because the damage, as it turned out, was
not affected by the attacking Groove but only by damage given.  Still,
though, all the research Kris provided is still greatly appreciated!)


03) STUN METER                                      gameplay elements
     The concept of Stun, or "falling dizzy" as it is commonly
referred to as, has existed since Street Fighter II Classic. 
Basically, if your character is struck too many times in a row, your
character will fall dizzy.  As soon as this occurs, even in the middle
of a Combo or if the move that knocks you dizzy is just a Normal Move,
your character be knocked over and fall down onto the ground.  Stars
will begin rotating around your head the INSTANT they are knocked
dizzy, so you will see the stars while they are falling over.  When
you get up, your character will be in Stun, and you cannot perform ANY
actions.  Your character is thus susceptible to anything the opponent
chooses.  To put it more bluntly, the instant you become Stunned, the
enemy gets a free Combo.
     Once your character falls dizzy, he/she won't stay dizzy forever.
After a certain amount of time your character will recover and return
back to a normal condition, but it takes a while.  While you are
dizzy, however, you can try to come out of dizzy faster by shaking
your controller and mashing on the buttons as fast as you can.  Doing
this will make your character recover quicker than normal, but be
careful not to go overboard with the shaking...  If your character
DOES shake out, and you are still wiggling the joystick, you may eat
the Combo your opponent is going for anyhow.  So shake as much as
possible, but right before your enemy strikes you, just hold Block. 
If you shook out, you'll Block their attack and be safe.  If you
didn't shake out, wiggling the controller right before the enemy hits
you won't make a difference anyhow.

     The Stun Meter cannot be seen anywhere on the screen, but is kept
track of "internally".  In other words, you can't see it anywhere on
the screen (outside of Training Mode in the home versions). 
Basically, the Stun Meter is just a counter with a max value, and
every time you get struck, the counter increases.  I will refer to
this concept as taking "Stun Damage".  And once the counter reaches
the max, your character will fall dizzy.
     The amount of Stun Damage you take depends on the strength of the
move that hit you.  The normal damage done and the amount of Stun
Damage you take is almost a direct 100 to 1 relationship.  A move that
does 1400 damage does about 14 points of Stun Damage.  A Combo that
does 2600 damage will do about 25 points of Stun Damage.  So it's not
a DIRECT relationship, but a good indication of how it'll work.
     Some moves will not have this relationship, though.  For example,
performing a full Poison Gnawfest (the Fireball + Fierce (HP) into
Reverse Half-circle + Fierce (HP) into Towards + Fierce (HP) sequence)
chain will do about 2500 but only do 8 amount of Stun Damage.
     And it is good to note: Super Combos and Custom Combos do
absolutely NO STUN DAMAGE.  So you will never have to worry about your
opponent falling dizzy in the middle of a Custom Combo or a Super
Combo.  There is the exception, though, of Ryo's Heaven Glaze Punch
(Level 3 Stun Super) and Evil Ryu's Metsu Hadouken (unblockable Level
3 only Super Fireball).  Those moves are DESIGNED to knock people
dizzy, so they WILL add to the Stun Meter, even though they are Super

     The Stun Meter does reset after a fixed amount of time. 
Basically, if your character is not hit for that length of time, your
character's Stun Meter will reset to zero regardless of how much Stun
Damage you've incurred up to that point.  But if you DO get hit during
that period of time, you'll have to wait the full length of time after
being struck again to have it drain all the way.  So if you aren't hit
for 90% of that length of time and then are hit by even a Jab or a
Short, you'll have to wait that full length of time again before the
Stun Meter drains to zero.  Do note that Blocking does NOT count as
being hit.  So if you Block a bunch of attacks, you can still have
your Stun Meter reset.
     As soon as you are knocked dizzy, your Stun Meter drains to zero.
 Then, any further hit in the Combo (falling dizzy does not reset the
Combometer) will NOT ADD ANY STUN DAMAGE.  So after the enemy finishes
Comboing you from a Stun, you will start up with zero Stun Damage. 
Also, when you are knocked dizzy, your Stun Meter increases it's max
by 3 points.  So after getting dizzy once, it becomes harder to get
dizzy again.  However, the next Round, things reset to their defaults,
so the fact that your Stun Meter increases rarely makes any impact on
the game at all.

     Almost every character falls into one of two groups when it comes
to the Stun Meter.  There is the standard group, which has the Stun
Meter length of 70.  Then, there is the weaker group of which the Stun
Meter length is only 60.  There is a third group of privileged
characters who have a Stun Meter length of 80, but only four
characters fall into this category.  Below are the groups listed, and
which character falls into which group:


Stun Meter of 60: Akuma, Athena, Benimaru, Blood Iori, Cammy,
                  Dhalsim, Evil Ryu, God Rugal, Hibiki, Kyosuke,
                  Mai, Morrigan, Nakoruru, Rolento, Sakura,
                  Shin Gouki, Vega, Yun, Yuri

Stun Meter of 70: Balrog, Blanka, Chun Li, Dan, Eagle, Geese,
                  Guile, Haohmaru, Iori, Joe, Ken, Kim, King,
                  Kyo, Maki, M. Bison, Rock, Rugal, Ryo, Ryu,
                  Sagat, Terry, Todo, Vice, Yamazaki

Stun Meter of 80: Chang, E.Honda, Raiden, Zangief


     There are some weird choices that Capcom made, in my opinion. 
Rolento is part of the 60 group and Dan is part of the 70 group? 
You'd think that Capcom would've loved to put Dan in the lower group. 
Guess they really are being nice to Dan in this game.  ^_^  And Capcom
has something against the women, it seems, as all of them, save four,
are in the 60 group.  And of the four in the 70 group, it's Chun Li,
Maki, King, and Vice?  I would think that Morrigan and Mai would be
more likely to be in the 70 group in place of Maki and Vice.  Oh well.
Just my opinion...


04) TIMER                                           gameplay elements
     There is not much to discuss on the Timer.  The Timer is the same
thing that you know from practically every Fighting Game in existence.
The Timer starts at 99.9 at the beginning of a Round and quickly
counts down to 00.0.  Once the Timer reaches zero, whichever character
has more Life Meter left over wins the Round, and if both characters
have the exact same amount of Life left, the Round is considered a
draw.  If that happens to be the final round of the game, both
characters lose.  There is no sudden death, and the game ends for both


05) COUNTER HITS                                    gameplay elements
     Counter Hits occur when you strike the enemy during the
"start-up" animation of their move.  Basically, whenever you perform a
move, there are about three parts to a move: initiation, hitting, and
recovery.  Let's look at Ken's Towards + Roundhouse (HK) as an
example.  When you perform this move, Ken first goes into the
animation where he begins to swing his leg around.  These Animation
Frames do not hit, not yet.  He's just bringing his leg out in front
to kick you.  That's the initiation phase.  Then, his leg becomes
fully extended, and in that one frame, Ken's kick can hit you.  That's
the hitting phase.  After that frame passes, Ken moves back to a
normal standing position.  His kick can't hit anymore, and he's just
slowly getting back to the normal Neutral State.  During this period,
Ken cannot attack, move, or do anything because he is in the recovery
     A Counter Hit occurs when you are struck out of the first two
phases: initiation and hitting.  Anytime you are hit during these
frames, your character will flash white when they are struck and the
words "Counter Hit" appear on the screen under your Life Meter and
Guard Meter.  Some moves bypass certain phases (Uppercut-type moves,
for example, generally do not have any initiation phases).  Also,
Projectiles (like Ryu's Hadouken, Guile's Sonic Boom, Rugal's Wind
Slice (The Reppuken ground Projectile), and Terry's Power Wave do NOT
COUNT as having recovery.  If you strike the enemy during their delay
from throwing a Projectile, you will be rewarded with a Counter Hit. 
You can also be rewarded with a Counter Hit for hitting people out of
the air.  As long as you hit the enemy during the initiation or
hitting phase, you get a Counter Hit.

     So what are the implications of a Counter Hit?  A Counter Hit
rewards the person landing the hit two things: 1) Increased damage. 
2) Slightly longer Reel Stun.  Regarding the increased damage, a
Counter Hit will reward you with 20% extra damage.  So a move that
does, normally, 1000 Hit Points of damage will now do 1200.  The
second effect makes it so that moves will cause longer Reel Stun. 
This allows for certain moves that never Comboed before to actually
Combo!  However, there is a lot of details regarding this, and to
learn more about it, please read up on the "Counter Hits" section in
the second half of this FAQ (the Combo FAQ half).  Otherwise, it is
enough to know, for now, that Reel Stun lasts longer.
     As far as I know, if you Counter Hit someone out of the air, the
only added benefit you get is the extra damage.  Since there is no
Reel Stun in the air, there isn't any Reels Stuns to increase.

     Counter Hits definitely do NOT play as big of a role in this game
as they did in Street Fighter Alpha 3.  In Alpha 3, Counter Hits
affected gameplay all over the place.  In Capcom Vs. SNK 2, more than
likely, you will barely notice the affects of Counter Hits.


   =======================                                 Chapter 03
---| UNIVERSAL ABILITIES |-------------------------------------------
00) Intro
01) Walking, Jumping, Crouching, Attacking
02) Blocking
03) Special Moves
04) Super Combos
05) Buffering
06) Reversals
07) High Jumping
08) Cross-Ups
09) Throws And Tech Hits
    - 9a. Technical Throw Data
10) Autoguard
11) Trip Guard
12) Taunts

----------------------------------------------\  universal abilities
   00. INTRO                                   \---------------------
     By referring to Universal Abilities, I am referring to abilities
that are shared among ALL characters and Grooves in CvS.  Regardless
of which Groove you pick or which character you pick, you will have
these abilities.  These range from your most basic of abilities, such
as Walking, Blocking, Crouching, Jumping, Buffering, Taunting, and

----------------------------------------------\  universal abilities
   01. WALKING, JUMPING, CROUCHING, ATTACKING  \---------------------
     If you've ever played a Fighting Game before, Capcom or SNK, just
skip this paragraph, trust me.  But I'll be brief about it, in case
you read it anyhow.  The four basic actions that are given to a
character in almost every fighting game created are the ability to
Walk forward or backwards (by hitting Towards or Back), to Crouch (by
hitting any of the three Down positions on the joystick), to Jump in
any of three directions (Up for a straight up Jump, Back Flip to Jump
backwards, or Forward Flip to Jump forward), and to Attack (by hitting
a button with or without the combination of a joystick motion).  These
are the four absolute most basic actions given to a character.

----------------------------------------------\  universal abilities
   02. BLOCKING                                \---------------------
     Although this can be considered a fifth basic action, I will give
this it's own section just to clarify one thing.  Unlike the original
SF games, CvS2 takes the stance of Blocking similar to more recent
Street Fighter games.  Your character will only Block if the enemy is
attacking you and the attack is NEAR you.  In other words, if your
character is a screen away from the opponent, and your opponent throws
out a bunch of Crouching Shorts (LK), your character will not go into
Block stance.  The attack has to be near you in order for it to cause
you to Block.
     Everyone knows this: hold Back to block high, mid, and Jumping
Attacks, as well as Overheads.  Hold Defensive Crouch to Block mid and
low attacks (Sweeps).
     Once you Block an attack, you are rendered "stuck" in Block Stun.
If another attack connects on your character before you end your
Block Stun, you will again be put into Block Stun and forced to Block
again.  In fact, since you are stuck in Block Stun during an attack,
you can let go of the controller altogether and still block the next
attack if you have not recovered from the first Block Stun.  So for
example, if Ryu performs a Shinkuu Tatsumaki Senpuukyaku (Super
Hurricane Kick) next to you and you block the first attack, you can
pretty much let go of the controller at this point, because you will
automatically block every other attack from that move.
     However, if you are Blocking in the wrong height (in terms of
high/low attacks), you will still be hit.  So, let's say the enemy
does a Jumping Roundhouse (HK) and you high Block it.  If the enemy
does a Crouching Roundhouse (HK) while you are still in your Block
Stun and you don't low Block it, just because you are in Block Stun
doesn't mean you will automatically Crouch to Block the Crouch
Roundhouse (HK).  You still have to adjust high or low for Blocking,
even during Block Stun.

----------------------------------------------\  universal abilities
   03. SPECIAL MOVES                           \---------------------
     Every character in Capcom Vs. SNK 2 (and in almost EVERY 2-D
Fighting Game for that matter) have what are called Special Moves.  A
Special Move is an attack that requires a specific joystick motion or
a combination of buttons to perform.  Examples of Special Moves are
Ryu's Hadouken (which requires a Down, Offensive Crouch, Towards
joystick motion before pressing Punch), Zangief's Double Lariat (which
requires you to hit two Punch buttons simultaneously), Chang's
Spinning Iron Ball (which requires you to tap Punch as fast as
possible), and Raiden's Super Drop Kick (which requires you to hold
two Kicks for a period of time before letting go of the Kicks).
     There are two main things about Special Moves that make them
significant besides the alternate methods required to perform them. 
The first property of a Special Move is that they do damage even if
the attack is Blocked.  This Block Damage is by far less than the
normal amount of damage that it would deal if it connected.  However,
if you have no energy left and you Block a Special Move, you will be
     Another property of a Special Move is the ability to be canceled
into from a "Bufferable" Normal Move.  This technique is invaluable to
many characters as a form of attack and for performing Combos.  Please
view the sections on Buffering later in this chapter and also in the
Combo FAQ half of this FAQ for more details on what Buffering means
and how it affects things.

----------------------------------------------\  universal abilities
   04. SUPER COMBOS                            \---------------------
     Regardless of which Groove you select in Capcom Vs. SNK 2, you
have the ability to perform Super Combos.  Just like Special Moves,
these require joystick motions to perform.  The motions needed are
generally far more complex than that of a Special Move.
     The thing that sets them apart from Special Moves is that they
require (in most cases) the use of the Super Meter.  Regardless of
your Groove, you can do a Super Combo, but how much Meter a Super
Combo takes up is dependent on which Groove you are in and what Level
you use.
     Every Super Combo has three different levels that can be
performed: a Level 1 Super, a Level 2 Super, and a Level 3 Super.  The
Level 3 version of a Super Combo always does more damage than the
Level 2 Super Combo which always does more damage than a Level 1 Super
Combo.  There are also certain Supers that can ONLY be performed as a
Level 3.

     Certain Grooves can only perform certain Leveled Supers. 
A-Groove, for example, can only perform Level 1 Supers.  S-Groove can
perform Level 1 or Level 3 Supers, but the conditions needed for a
Level 3 Super are very specific.  Please see the Grooves chapter for
specifics on which Supers can be performed and how.

----------------------------------------------\  universal abilities
   05. BUFFERING                               \---------------------
     Extremely useful, highly practical, never dropped, and always
mimicked, Buffering has been around since the original Street Fighter
II.  This technique is also known as "Two-in-ones" in some circles. 
It has been adapted into almost every fighting game you can think of,
from popular arcade games like King of the Fighters, Samurai Shodown
II, Mortal Kombat 4, Killer Instinct, and Guilty Gear X to even small
time and relatively unknown console-only fighting games like TMNT:
Tournament Fighters, Critical Blow, and Dynasty Warriors.

     The concept of Buffering is the ability for a character to cancel
the animation of a Normal Move into one of their Special Moves or
Super Combos.  Normally, the Normal Move causes the enemy to reel long
enough for the Special Move to hit them while they are still in their
Reel Stun, rewarding the attacker with a Combo.  An example of this is
the ability for Ryu to cancel Crouching Forward (MK) into a Hadouken
for the 2-Hit Combo that we've seen since the dawn of Street Fighter.
     Buffering can only be done with certain Normal Moves, and this
isn't consistent between characters, not by a long shot.  Only certain
Normal Moves for every character is "Bufferable".  That means they
have the ability to be canceled into a Special Move or Super Combo. 
Even though some characters may have three or four times as many
Bufferable Moves as a different character, you can be guaranteed that
EVERY character has at least one Bufferable move.
     Also, Bufferable Normal Moves generally can only be Buffered on
certain Animation Frames.  For example, a Kyo Crouching Fierce (HP),
if performed right next to an enemy, can be Buffered the instant the
move hits into any of his Special Moves or Super Combos.  However,
Kyo's Crouching Fierce (HP) can also connect later in it's animation. 
Let's say an enemy Jumps at you and you use Crouching Fierce (HP) and
hit him/her out of the air with the frame where Kyo has his arm almost
fully extended.  If you try to Buffer Crouch Fierce (HP) at this time,
it won't work.  That is because only certain frames of moves are
Bufferable.  Kyo's Crouching Fierce (HP) is only Bufferable on it's
first hitting Animation Frame.

     To Buffer a Bufferable Normal Move, simply do the code for the
Special Move or Super Combo and make sure you have hit the button to
activate the Special Move the instant the Bufferable Move connects
with the enemy.  Remember, only Bufferable frames work with this

     Also, some Normal Moves can ONLY be Buffered into Super Combos. 
For example, Benimaru's Crouching Forward (MK) cannot be Buffered into
the Lightning Fist (the Raikouken spark) or his Shinkuu Katategoma or
any of his other Special Moves.  However, he CAN Buffer it into his
Heaven Blast Flash (the Taikuu Raikouken spark Super) or his Discharge
Spark.  Many Normal Moves are like this.  In fact, I'd dare say that
more Normal Moves in this game can be Buffered into a Super than
cannot.  That could be an exaggeration, but I do know that MANY moves
can be Buffered into Supers. 

     Buffering becomes very useful for attack patterns.  But they are
ESPECIALLY useful for Combos.  Moves that are normally not safe to use
by themselves can be turned VERY useful thanks to the ability to
Buffer Normal Moves.  For example, Yamazaki's Fierce (HP) Serpent
Slash, while having good recovery, can be relatively dangerous to use
against opponents who move around constantly.  If you use it too
often, the enemy can easily Jump over it or Roll through it and punish
     However, if you learn that you can Buffer Yamazaki's Standing
Fierce (HP), the Serpent Slash becomes vastly more useful.  Since the
Standing Fierce (HP) hits so much more quickly that a Serpent Slash,
you can tag enemies with the Standing Fierce (HP) first, and then
Buffer it into the Fierce (HP) Serpent Slash, which allows you to
safely dish out Block Damage.  And you end up safe afterwards as well!
Thus, you can see how Buffering is very useful in creating attack

----------------------------------------------\  universal abilities
   06. REVERSALS                               \---------------------
     This describes the ability for a character to go from a
"non-hittable" state straight into a Special Move instantly with
nothing happening in between.  Whenever you successfully perform a
Reversal, the message "Reversal" will actually appear on the screen
under your character's Life Meter and Guard Meter.
     There are four situations that a player is able to perform a
Reversal attack: 1) Going straight from getting up off the floor
(during which you are invincible) into a Special Move (the INSTANT you
are done getting up, the first Animation Frame you go into is your
Special Move); 2) Going straight from Block Stun into a Special Move
(the INSTANT your Block Stun ends, the first Animation Frame you go
into is your Special Move); 3) If you are hit out of the air by a
non-Knock-Down move and can no longer be Juggled, you can go straight
from your landing animation (during which you are invincible) into a
Special Move (right when you land, the first Animation Frame you will
go into will be your Special Move); 4) The instant you come out of a
Stun, you can do a Special Move that will count as a Reversal (this
one is the only situation where you don't go from invincible to the
Special Move, so I'm not sure why they included this scenario...).
     Reversals are most useful in conjunction will moves that are
invincible when they start.  They don't even have to be invincible,
but just have high priority.  Most "Dragon Punch" or "Uppercut" type
moves are good for Reversals, moves like Ryu or Ken's Shoryuken,
Cammy's Cannon Spike, Kim's Flying Slice, etc.  Also, Level 3 Supers
(or any other level Super that has good priority) can be used, as can
Custom Combos.  Even Dodges and Rolls can be used as Reversals.  The
Level 3 Supers and Uppercut-like moves will beat any attack or Throw
that is attempted on you at that first instant when you become
vulnerable again while the Customs, Dodges, and Rolls will just avoid

     Also a common term that is used in conjunction with Reversals is
the "Meaty Attack".  A Meaty Attack is an attack that is timed so that
the enemy will get up into it after being knocked down.  In other
words, if the enemy tries to perform a move when they get up against
your Meaty Attack and he/she mistimes it so that they do not perform a
Reversal, they will get hit the instant they get up.  An example of a
Meaty attack would be Bison's Crouching Roundhouse (HK).  If you knock
the enemy over, and then do Bison's long-lasting slide attack and time
it so that the enemy gets up into it, that is considered a Meaty
     However, keep in mind that a Reversal that has invincibility will
ALWAYS beat a Meaty Attack.  Also, performing a Reversal to properly
beat a Meaty Attack requires VERY good timing.  In fact, the window
during which you can perform a Reversal is very small.  Thus, if you
are hit by Meaty Attacks and fail your Reversal, do not worry.  This
is a common occurrence: no one, I don't think, can perform a Reversal
100% of the time.

     Note: through out this Guide, I will also refer to Reversals as
"Wake-ups".  Wake-ups are Reversals, but they are pretty much ONLY
referring to Reversals that are performed when getting up off of the
ground.  So if I say something like, "Ryu can perform a Wake-Up
Shoryuken...", I'm referring to Ryu performing a Reversal Shoryuken
when getting up off of the ground.

----------------------------------------------\  universal abilities
   07. HIGH JUMPING                            \---------------------
     If you are a fan of the Versus Games, like Marvel Vs. Capcom 2,
make sure to note that, although performed the same way, High Jumping
is NOTHING like Super Jumping.  No, in Capcom Vs. SNK 2, High Jumping
is more similar to the High Jumping from the King of the Fighters or
the Street Fighter Three Series.  A High Jump is simply that: a High
Jump.  It's higher and longer than your standard Jump.  To do a High
Jump, simply hit Down right before you hit any of the three Up
positions on the joystick.  You cannot just hold Down, then Jump and
get a High Jump.  You MUST tap Down before hitting any of the three Up
     Doing so will result in your character doing a higher, longer
Jump.  You'll know if it's a High Jump because your character will
leave behind a "shadow trail".  This is good for attacking enemies
across the screen, or getting an advantage on air to air attacks. 
Otherwise, there are no special properties of a High Jump.  A High
Jump is simply just that: a higher version of your regular Jump.

----------------------------------------------\  universal abilities
   08. CROSS-UPS                               \---------------------
     Cross-ups really were an "accident" on Capcom's part.  They
existed in the very first Street Fighter II Classic, and somehow I
don't think they were an intentional thing.  But strangely, they have
worked their way so strongly into gameplay that possessing a Cross-up
can make or break a character.  I can't possibly express how much I
wish someone like King had a reliable Cross-up.  If she did, I swear
she'd be SO MUCH better than she is right now.  And I also can think
to myself that a character like Blanka just didn't NEED a Cross-up. 
He's good enough of a character without one, and having one only makes
him much better than he needs to be.
     So born out of an accident, Capcom now purposely tries to give
characters "Cross-ups".  They seem to be pretty random with their
decisions to reward some characters with Cross-ups.  Some characters
have Cross-Ups that work like a charm, other characters don't have ANY
Cross-ups.  And then some characters have Cross-ups that require
precise distancing that, after practicing it enough and getting
accustomed to it, become like clockw0rk... er... clockwork.  And THEN
some characters, if you land their Cross-ups, you probably would have
been better off going to Las Vegas and using that luck on a slot

     So what exactly is a Cross-up?  A Cross-up is a move that you
perform while Jumping that has a "Hit Box" slightly behind the Jumping
character.  Basically, what this means is that you can strike your
opponent when Jumping OVER them, because your move hits far enough
back to catch the enemy that's still under you.
     This is a VERY important thing to possess.  It allows for you to
attack characters, whether they are getting up or whether you just
managed to get close enough to Jump or High Jump over them, from the
air with relative safety.  Jumping at, for example, Kyo from the front
is a fairly risky thing to do.  If he's ready for you, he's gonna Fire
Ball (Kyo's uppercut) you out of the air.  However, if you distance it
right and manage to jump just barely over him, his Fire Ball (Kyo's
uppercut) will miss, and you can punish him from behind.  If he
doesn't do the Fire Ball (Kyo's uppercut), you'll force him to Block
your Cross-up, and you can end up right next to him with total Frame
Advantage.  From there, go for a nice poke sequence, a good Block
Combo, or even a Throw attempt from one of the various Throw set-ups
you can try.
     But best yet, because you Jump so that you hit them after you
barely pass over them, Blocking sometimes becomes ambiguous for the
enemy, and they might end up Blocking the wrong way!  If that happens,
you can easily HIT the enemy, and then go for a Combo right there and
then!  And after Cross-ups, you end up RIGHT next to the enemy, which
usually means you can go for a nice, long, damaging Combo.

     Every character, as I said, has different levels of effectiveness
for their Cross-ups.  Also, some characters have more than one
Cross-up!  In a future version of this FAQ, I may include a "Cross-up"
chart, indicating what the characters' best Cross-ups are.  But for
now, you'll just have to experiment and figure it out on your own.

----------------------------------------------\  universal abilities
   9. THROWS AND TECH HITS                     \---------------------
     Throws have been reverted back to their original style of only
needing one button to Throw for those of you from the Capcom side of
things (especially the Third Strike and Alpha 3 players).  For you SNK
players out there, Throws are pretty much done the same as in King of
the Fighters.
     To perform a Throw, simply walk right up to the opponent, hold
Toward or Back, and Press Fierce (HP) or Roundhouse (HK).  Every
character in this game has two Throws, so either one will work.  And
unlike older Capcom Fighting Games, two Throws is ALL you get.  You
CANNOT Throw with Strong (MP) or Forward (MK) in this game.
     Obviously, the use for a Throw is that the enemy cannot Block a
Throw.  Contrary to popular belief, this does NOT make Throws cheap. 
Actually, because Throws have such little range in this game, Throws
are everything BUT cheap.  They are a necessity to gameplay.  After
all, everything in a Fighting Game needs a counter.  In your
traditional 2-D Fighting Game, Throws are a counter to Blocking.  Pure
and simple.  So if you think the enemy will Block, Throw.  And if
you're wrong, you'll wind up eating anything from a single hit to a
small Combo to a Level 3 Super.  So Throws aren't cheap by any means. 
Don't complain about them, learn to play with them.
     Apologies with regards to my little editorial there about Throws
and the common misconception that they are cheap...  ^_^

     Characters cannot be Thrown out of Hit Stun or Block Stun.  If
you intend on performing a "Tick" or a "Cheap Shot" (which is what
some people refer to as the act of making someone Block an attack like
a Crouch Short (LK) and then following up that with a Throw.  It's NOT
cheap, regardless of the name people give it, I'm telling you...), you
MUST wait for the character to come out of their Stun (whether it's a
Hit Stun or Block Stun) before you can Throw.  So for example, you can
land a Cross-up Forward (MK) with Ryu.  The instant you land, you are
RIGHT next to the enemy and in range for a Throw.  But if you try to
Throw with, say, Fierce (HP), you'll end up punching instead.  Why? 
The enemy is still in Block Stun, so the pressing of Fierce (HP) will
check to see if you can Throw the enemy or not.  Since you cannot, it
will then make the Standing Fierce (HP) come out instead.  So if you
WANT to Throw the enemy after a Cross-up, you must wait half a second
for the enemy to come out of Block Stun, and THEN hit Fierce (HP) to

     Some characters also have Air Throws.  They are done pretty much
the same.  If you Jump and your opponent is near you in the air, hold
any direction except up and press Fierce (HP) or Roundhouse (HK),
depending on which button your Air Throw is.  Not every character has
an Air Throw (more don't than do) and those that have Air Throws may
only have one, unlike ground Throws where everyone has two Throws.

     They also have implemented Counter Throws (their official name is
a "Tech Hit") in this game.  If you get Thrown by the enemy, but
anticipated it and tried Throw them before they Throw you, you will
"deflect" their Throw attempt.  Both of your characters will push each
other away (a big, bright light flashes between you, and you two slide
away from each others with arms in the air...) and no one will take
     The way to perform a Tech Hit is to simply hit Fierce (HP) or
Roundhouse (HK) when you are Thrown.  If you timed it correctly, your
character will deflect your opponent's Throw, and both characters will
come away unscathed.
     One VERY important thing about Teching Throws in Capcom Vs. SNK
2: you cannot Tech Hit a Throw 100% of the time.  There are many
situations where, if Thrown, you simply are not allowed to Tech Hit,
such as during a Roll.  In Capcom Vs. SNK 1, you were even allowed to
Tech Hit during a Roll!  But now, you aren't allowed to, so punishing
Rolls with a Throw is 100% guaranteed.  Please see the Throw Technical
Data below for situations on when you cannot Tech Hit.
     Also, you cannot Tech Hit Air Throws, even if your character has
an Air Throw too.

     Throws are NOT instant in Capcom Vs. SNK 2.  This is a VERY
significant thing to note, as you can see how it'll affect gameplay. 
In games like Super Street Fighter II Turbo, Throws were instantaneous
and  could even be used as a Wake-up!  A Wake-up Throw would beat a
Meaty attack in Super Turbo.  But in Capcom Vs. SNK 2, Throws CANNOT
be used as a Wake-up, because they are not instant.  They take a few
frames to register and, by then, you've already been hit.
     In general, Punch Throws come out faster than Kick Throws. 
However Punch Throws, however, do a little bit less damage than Kick
Throws and have a larger window to be Teched.  So while they are
faster, they can be escaped much easier and do less damage for the
most part.  See the Technical Throw Data below for the exact frame
numbers for the Throw.

     Sometimes, when an opponent Throws you and you hit your button at
the EXACT same time, you do not Tech Hit the Throw.  This usually
generates the steady supply of "Why didn't I Tech that Throw?!?"
complaint.  Well, there's actually a reason for this.
     Let's say your opponent comes up to you and tries to Throw you
and you hit your button at almost exactly the same time as your
opponent hit his/her button.  If you and your opponent try to Throw
each other with Punch Throws (it takes 3 frames for a Punch Throw to
officially come out and connect) and you hit your button one frame
after he/she hits his/her button, you will get Thrown because your
opponent hit the button first.  However, even though you hit your
button practically at the exact same as your opponent, you do not Tech
Hit the Throw!  What's going on?
     Well, as it turns out, in order to Tech Hit properly you actually
have to hit the button slightly AFTER they Throw you.  The reason for
this is that you hit your button before their Throw actually registers
as connecting against you: during the 3 frames of start-up time for
the opponent's Throw.  So your button press is registering as a Throw,
not a Tech Hit!  Since you pressed your button a little too early, you
aren't getting a Tech Hit.  Plus, even if you tap the button twice in
a row really quickly, you STILL won't Tech the Throw.  This is because
the first time you tapped the button makes it so that you are trying
to Throw... which means you AREN'T IN A NEUTRAL STATE.  And remember I
said you cannot Tech a Throw unless you are in a Neutral State.  So
hitting a button to Tech too quickly CAN result in a guaranteed Throw
for your opponent.  VERY frustrating...

     Note, you cannot Tech Hit Special Move Throws.  So if Zangief,
Raiden, Benimaru, Vice, Todo, Morrigan, Rock, Yun, Athena, or Chang
catch you with any of their Special Move Throws, you will be Thrown. 
There is no way to Tech Hit those.  Also, though I've said this
already, you cannot Tech Hit Air Throws.

     One fun and trivial thing to note about Throws: they implemented
the DarkStalkers missed Throw animation system!!  If you try and Throw
an opponent and the opponent leaves your Throw range RIGHT before you
hit the Throw button, your character will actually execute a missed
Throw animation!  The best, so far, is Terry, who utters a "WHAT?!?"
when he misses his Throw.  ^_^  Of course, as Majestros was quick to
point out to me, Rolento is less shocked and more pissed.  Take a
listen to Rolento.  ^_^

----------------------------------------------\  universal abilities
   9a. TECHNICAL THROW DATA                    \---------------------
     On the www.shoryuken.com Forums, hyt posted a lot of details
regarding Throws in CvS2 taken from the Capcom Vs. SNK 2 Millionaire
Fighting 2001 Official Guidebook by Famitsu.  Below is this exact same
information, but heavily edited by me for presentation's sake.  I also
added a few more bits of info here and there, but otherwise all
information below was taken from that post.  Thus, the real credit
goes to hyt for taking the time and effort to transcribe all of this
information down.  Thanks, hyt!!  This is great stuff.


| Throw Rules  |
     Remember I stated that you cannot Tech Hit a Throw in certain
situations.  Below are these rules.

You cannot tech a throw when you are: 
- in the execution or delay frames of a Special Move or Super Move.
- in a Roll.
- Running.
- Dodging.
- Dizzy.
- Guard Crushed.
- Charging your S-Groove Meter.
- Breaking a Power Stock in N-Groove.


| Frame Data |
     Below is the data for the Frames of a Normal Throw listed in
number form as well as a small visual representation.  Start-up frames
are frames it takes before the Throw actually connects.  The
"Tech-Hittable" frames are the frames you need to press the button in
order to perform the Tech Hit.  The first Tech-Hittable frame is when
the Throw actual connects.  And remember that, by frames, we mean
refresh frames and not Animation Frames.  In a Capcom fighting game,
there are 30 refresh frames per second, so 1 frame is equal to one of
those frames.

|  Frame Legend (Each symbol counts as one Frame)   |
|   -   | Start-up Frame                            |
|   *   | Tech-Hittable Frame                       |
| Throw | Frame Data                                | Visual     |
| Punch | 3 Start-up Frames, 7 Tech-Hittable Frames | ---******* |
| Kick  | 5 Start-up Frames, 3 Tech-Hittable Frames | -----***   |
| Air   | 0 Start-up Frames, 0 Tech-Hittable        |            |


| Ground Throw Ranges |
     The common range for a normal Throw is 52 pixels for either Punch
Throw or Kick Throw for most characters.  A Throw's range is measured
in "pixels" from the reference point.  Where is this reference point? 
Imagine that your character's sprite is enclosed in a rectangular box
and that there is a vertical line splitting that box in half.  The
reference point would be where the vertical line touches the bottom of
the rectangle (so it would be the middle of the bottom of your
character).  So to measure out 52 pixels, you would begin measuring
from that reference point.
     Exceptions to this 52 pixel Throw range are listed below: 

| Name       | Throw Type  | Range (each '=' equal to 4 pixels) |
| All Others | Either      | 52 pixels | =============          |
| Chang      | Punch Throw | 64 pixels | ================       |
| Chang      | Kick  Throw | 64 pixels | ================       |
| Hibiki     | Punch Throw | 44 pixels | ===========            |
| Hibiki     | Kick  Throw | 44 pixels | ===========            |
| Maki       | Punch Throw | 60 pixels | ===============        |
| Raiden     | Punch Throw | 83 pixels | =====================  |
| Rolento    | Punch Throw | 60 pixels | ===============        |
| Rolento    | Kick  Throw | 60 pixels | ===============        |
| Yun        | Punch Throw | 44 pixels | ===========            |
| Yun        | Kick  Throw | 44 pixels | ===========            |
| All Others | Either      | 52 pixels | =============          |


| Air Throw Ranges |
     For Air Throws, the horizontal and vertical range is still
measured from the same reference point as mentioned above.  However,
for the vertical range, there is an actual range that can count as
"too close" to the reference point.  Imagine a box around your
opponent as well.  If your character has an Air Throw that has a 45 -
60 pixel vertical range, the top of the enemy's "box" must be at LEAST
45 pixels above the reference point or the bottom of the enemy's "box"
must be at MOST 60 pixels above the reference point.  But this can be
ANY PART of the enemy's box.  So if the enemy has a large box around
them, any portion of their box can fall into this range and be Air

| Character | Throw Type  | Horizontal | Vert. Low  | Vert. High |
| Athena    | Punch Throw |     24     |     60     |     68     |
| Benimaru  | Kick Throw  |     22     |     62     |     70     |
| Cammy     | Punch Throw |     24     |     62     |     70     |
| Cammy     | Kick Throw  |     24     |     62     |     70     |
| Chun Li   | Punch Throw |     24     |     70     |     78     |
| Ken       | Kick Throw  |     24     |     54     |     64     |
| Guile     | Punch Throw |     24     |     62     |     70     |
| Guile     | Kick Throw  |     24     |     78     |     86     |
| Mai       | Punch Throw |     23     |     62     |     70     |
| Morrigan  | Punch Throw |     24     |     24     |     32     |
| Vega      | Punch Throw |     26     |     78     |     86     |
| Vega      | Kick Throw  |     26     |     78     |     86     |
| Yuri      | Punch Throw |     23     |     62     |     70     |

     To get an idea of where the vertical numbers fall, a character of
average height (such as Kyo) at the exact same height as you in the
air will fall in the range of about 30 - 80 pixels above the reference
point, so pretty much every Air Throw can get a person at the same
height as you in the air.  Below is a visual representation of this,
with a "sample" Kyo height character on the right.

|    |   | B |   |   |   |   |   |   |   | M |   |   |   |
|    |   | e |   |   | C |   |   |   |   | o |   |   |   |
|    | A | n |   |   | h |   |   |   |   | r |   |   |   |
|    | t | i | C | C | u |   | G | G |   | r |   |   |   |
|    | h | m | a | a | n |   | u | u |   | i | V | V | Y |
|    | e | a | m | m |   | K | i | i | M | g | e | e | u |
|    | n | r | m | m | L | e | l | l | a | a | g | g | r |
|    | a | u | y | y | i | n | e | e | i | n | a | a | i |
|    | P | K | P | K | P | K | P | K | P | P | P | K | P |
| 90 |   |   |   |   |   |   |   |   |   |   |   |   |   |
| 88 |   |   |   |   |   |   |   |   |   |   |   |   |   |
| 86 |   |   |   |   |   |   |   | X |   |   | X | X |   |
| 84 |   |   |   |   |   |   |   | X |   |   | X | X |   |
| 82 |   |   |   |   |   |   |   | X |   |   | X | X |   |
| 80 |   |   |   |   |   |   |   | X |   |   | X | X |   | -----+
| 78 |   |   |   |   | X |   |   | X |   |   | X | X |   |      |
| 76 |   |   |   |   | X |   |   |   |   |   |   |   |   |      |
| 74 |   |   |   |   | X |   |   |   |   |   |   |   |   |      |
| 72 |   |   |   |   | X |   |   |   |   |   |   |   |   |      |
| 70 |   | X | X | X | X |   | X |   | X |   |   |   | X |      |
| 68 | X | X | X | X |   |   | X |   | X |   |   |   | X |      |
| 66 | X | X | X | X |   |   | X |   | X |   |   |   | X |      |
| 64 | X | X | X | X |   | X | X |   | X |   |   |   | X |      |
| 62 | X | X | X | X |   | X | X |   | X |   |   |   | X |      |
| 60 | X |   |   |   |   | X |   |   |   |   |   |   |   |  Kyo-sized
| 58 |   |   |   |   |   | X |   |   |   |   |   |   |   | character's
| 56 |   |   |   |   |   | X |   |   |   |   |   |   |   |  "box" at
| 54 |   |   |   |   |   | X |   |   |   |   |   |   |   | same height
| 52 |   |   |   |   |   |   |   |   |   |   |   |   |   |   in air
| 50 |   |   |   |   |   |   |   |   |   |   |   |   |   |   as you.
| 48 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 46 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 44 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 42 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 40 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 38 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 36 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 34 |   |   |   |   |   |   |   |   |   |   |   |   |   |      |
| 32 |   |   |   |   |   |   |   |   |   | X |   |   |   |      |
| 30 |   |   |   |   |   |   |   |   |   | X |   |   |   | -----+
| 28 |   |   |   |   |   |   |   |   |   | X |   |   |   |
| 26 |   |   |   |   |   |   |   |   |   | X |   |   |   |
| 24 |   |   |   |   |   |   |   |   |   | X |   |   |   |
| 22 |   |   |   |   |   |   |   |   |   |   |   |   |   |
| 20 |   |   |   |   |   |   |   |   |   |   |   |   |   |
     So if you look at this carefully, you can see why certain
characters, such as Chun Li and Vega, can throw the enemy when they
are really far above you.  If you "slide" the Kyo-sized box up so that
it still falls into the character's Air Throw range, you can see that
the character can be WELL above you and you can still Air Throw them. 
By the same measure, Morrigan can Air Throw a character WAY below her,
but that isn't as practical as the characters who can Air Throw
opponents far above them.


| Special Move Throw Ranges |
     Along with the Throw Ranges for the Special Move Throws, hyt
provided numbers for Start-up and Recovery (Delay) for each Special
Move Throw.  They have been included in the chart below.  If the
version of the Special Move isn't listed, that means it applies to all
versions of that Special Move.

|                                    |  S  |     |     |  V      |
|                                    |  T  |     |     |  E      |
|                                    |  A  |     |     |  R      |
|                                    |  R  |  D  |  R  |  T   R  |
|                                    |  T  |  E  |  A  |  I   A  |
|                                    |     |  L  |  N  |  C   N  |
|                                    |  U  |  A  |  G  |  A   G  |
| NAME                               |  P  |  Y  |  E  |  L   E  |
| Akuma                                                          |
| Hyakki Gousai                      |   0 | N/A |  26 |  2 - 18 |
| Hyakki Goutsui                     |   0 | N/A |  45 | 23 - 45 |
| Athena                                                         |
| Super Psychic Throw                |   6 |  21 |  46 |         |
| Benimaru                                                       |
| Jab (LP) Benimaru Collidor         |   6 |  21 |  48 |         |
| Strong (MP) Benimaru Collidor      |   6 |  21 |  44 |         |
| Fierce (HP) Benimaru Collidor      |   6 |  21 |  40 |         |
| Cammy                                                          |
| Fatal Leg Twister                  |   0 | N/A |  43 |  3 -  5 |
| Cross Scissors Pressure            |   0 | N/A |  43 |  3 -  5 |
| Chang                                                          |
| Jab (LP) Big Destroyer Toss        |   5 |  20 |  88 |         |
| Strong (MP) Big Destroyer Toss     |   5 |  20 |  80 |         |
| Fierce (HP) Big Destroyer Toss     |   5 |  20 |  72 |         |
| E.Honda                                                        |
| Jab (LP) Ooichou Nage              |   3 |  13 |  58 |         |
| Strong (MP) Ooichou Nage           |   3 |  13 |  57 |         |
| Fierce (HP) Ooichou Nage           |   3 |  13 |  56 |         |
| Iori                                                           |
| Scum Gale                          |   8 |  32 |  52 |         |
| Maki                                                           |
| Izuna Otoshi                       |  26 |  21 |  42 | 50 - 70 |
| Tengu Daoshi                       |   4 |   1 |  56 | 70 - 82 |
| Morrigan                                                       |
| Vector Drain                       |   6 |  23 |  42 |         |
| Raiden                                                         |
| Short (LK) Thunder Crush Bomb      |   3 |  27 |  85 |         |
| Forward (ML) Thunder Crush Bomb    |   3 |  27 |  82 |         |
| Roundhouse (HK) Thunder Crush Bomb |   3 |  27 |  79 |         |
| Jab (LP) Jumping Lariat Drop       |  25 |  65 | ??? |         |
| Strong (MP) Jumping Lariat Drop    |  25 |  65 | ??? |         |
| Fierce (HP) Jumping Lariat Drop    |  25 |  65 | ??? |         |
| Front Suplex                       |  24 |  13 |  80 |         |
| Rock                                                           |
| Evac Toss                          |   8 |  35 |  72 |         |
| Todo                                                           |
| Jab (LP) Center of Gravity         |   6 |  28 |  64 |         |
| Strong (MP) Center of Gravity      |   6 |  28 |  66 |         |
| Fierce (HP) Center of Gravity      |   6 |  28 |  68 |         |
| Vega                                                           |
| Izuna Drop                         |   0 | N/A |  82 | 66 - 80 |
| Vice                                                           |
| Jab (LP) Nail Bomb                 |   3 |  22 |  52 |         |
| Strong (MP) Nail Bomb              |   3 |  22 |  50 |         |
| Fierce (HP) Nail Bomb              |   3 |  22 |  48 |         |
| Jab (LP) Gore Fest                 |   6 |  24 |  52 |         |
| Strong (MP) Gore Fest              |   6 |  24 |  50 |         |
| Fierce (HP) Gore Fest              |   6 |  24 |  48 |         |
| Yamazaki                                                       |
| Jab (LP) Bomb Bopper               |   6 |  35 |  75 |         |
| Strong (MP) Bomb Bopper            |   6 |  35 |  72 |         |
| Fierce (HP) Bomb Bopper            |   6 |  35 |  69 |         |
| Zangief                                                        |
| Jab (LP) Screw Piledriver          |   0 |  48 | 107 |         |
| Strong (MP) Screw Piledriver       |   0 |  46 |  96 |         |
| Fierce (HP) Screw Piledriver       |   0 |  44 |  86 |         |
| Short (LK) Flying Power Bomb       |  15 |  50 |  86 |         |
| Forward (MK) Flying Power Bomb     |  15 |  52 |  86 |         |
| Roundhouse (HK) Flying Power Bomb  |  15 |  54 |  86 |         |
| Atomic Suplex                      |   1 | N/A |  98 |         |
--Note from hyt: "I didn't include data on Yun's Command Throw
  because it wasn't included in the book for some strange reason."


| Super Combo Throw Ranges |
     For Super Throws, there are a few frames of animation before the
screen goes dark for the Chi Gathering.  So for these, there will be a
Pre-Chi Gathering Start-up number and a Post-Chi Gathering Start-up

|                          |   S | P S |     |     |  V      |
|                          | P T | O T |     |     |  E      |
|                          | R A | S A |     |     |  R      |
|                          | E R | T R |  D  |  R  |  T   R  |
|                          |   T |   T |  E  |  A  |  I   A  |
|                          | C   | C   |  L  |  N  |  C   N  |
|                          | H U | H U |  A  |  G  |  A   G  |
|                          | I P | I P |  Y  |  E  |  L   E  |
| Benimaru                                                   |
| Elec-Trigger - Lvl 1     |   4 |   0 |  27 |  52 |         |
| Elec-Trigger - Lvl 2     |   4 |   0 |  27 |  56 |         |
| Elec-Trigger - Lvl 3     |   4 |   0 |  27 |  60 |         |
| E.Honda                                                    |
| Orochi Kudaki            |   4 |   2 |  13 |  58 |         |
| Maki                                                       |
| Ajaratengu (Ground)**    |   4 |   4 |  24 |  58 |         |
| Ajara Tengu (Air)        |   4 |   4 |  1* |  56 | 70 - 82 |
| Raiden                                                     |
| Destruction Drop - Lvl 1 |   5 |   1 |  27 | 102 |         |
| Destruction Drop - Lvl 2 |   5 |   1 |  27 | 110 |         |
| Destruction Drop - Lvl 3 |   5 |   1 |  27 | 118 |         |
| Vega                                                       |
| Rolling Izuna Drop       | N/A |   0 | N/A |  56 | 52 - 88 |
| Vice                                                       |
| Withering Force          |   5 |  27 |  20 |  52 |         |
| Negative Gain            |   5 |   1 |  52 |  76 |         |
| Yamazaki                                                   |
| Drill**                  |   4 |   4 |  45 |  78 |         |
| Zangief                                                    |
| Final Atomic Buster      |   4 |   0 |  48 | 116 |         |
| Aerial Russian Slam      |   4 |   5 |  33 |  82 | 66 - 80 |
*  - (Note from hyt) This 1 frame of delay applies to Maki
     when she lands from the move.  Added to that is the
     delay of how far she has to land.
** - (Note from jchensor) For the Level 1's listed here
     for both Yamazaki and Maki, I do believe that the
     information presented is incorrect.  The reason for this
     suspicion is that both Maki and Yamazaki's Level 1 Supers
     are the only Super Combo Throws that can be escaped by
     Jumping AFTER the Chi Gathering if you were not currently
     in any sort of delay.  All other Super Combo Throws
     cannot be escaped once the Chi Gathering has started if
     you haven't Jumped away from it already.  Thus, it is my
     belief that the Post-Chi Gathering Start Up frame count
     should be higher than 4 for Yamazaki and Maki's Level 1's.

----------------------------------------------\  universal abilities
   10. AUTOGUARD                               \---------------------
     I remember, back in the Capcom Vs. SNK days, many of the SNK fans
were griping about the lack of patented King of the Fighter type
aspects to certain characters.  One of the bigger complaints was the
removal of any presence of Autoguard.  In KOF, many characters had
Autoguard: the ability for a move to "absorb" a hit and continue on. 
Kyo had it on a couple of moves.  Shingo had it on a number of moves
as well.  Goro even had it on one of his Super Throws!  It was present
in various characters.  If you struck these moves in certain frames of
their animation, you would see a hit spark but the character would
continue their moves regardless.  This feature didn't exist anywhere
in Capcom Vs. SNK, and many SNK fans were not happy about this.
     Well, it seems that Capcom decided that the SNK fans were
right... to an extent.  They decided to put Autoguard in the game, but
as far as I can tell, only three characters have it... and one of them
isn't even an SNK character!!!  Kyo has Autoguard on the Poison
Gnawfest, Chang has it on the Breaking Iron Ball, and Eagle has it
with the Canterbury Blue.

     Kyo's Autoguard is VERY brief.  It falls just about on the two
Animation Frames of where his back is facing the screen during the
punch... about halfway between when you start the move and when you
actually land the punch.  It's very, very short and is very difficult
to actually use to your advantage intentionally.  Kyo can Autoguard
all Normal Moves and Special Moves that are not Sweeps.  Sweeps will
get under Kyo's Autoguard and hit him.
     Chang's is much more practical and it lasts for a while.  His
Autoguard frames take place when Chang's back is turned away from the
opponent while performing the Breaking Iron Ball.  It lasts much
longer than Kyo's and can easily be used in strategic places without
needing the incredible precision timing that Kyo requires.  But just
like Kyo, Chang's Autoguard can Autoguard everything except Sweeps. 
So if it hits low, it will get past Chang.
     Eagle's is by far the most practical, because you can choose how
long the Autoguard lasts and choose WHERE the Autoguard protects you. 
When you perform the Canterbury Blue, you can hold the button to keep
the move going.  And as long as Eagle holds the stick out, Eagle is in
the midst of Autoguard frames.  So the timing required is far less
precise.  And since you can hold it out for so long, you can Autoguard
multiple hit moves!  If Rugal, for example, charges up the Kaiser Wave
to its full strength, Eagle can easily hold the Strong (MP) Canterbury
Blue out and Autoguard ALL THREE HITS (Chang's Autoguard frames do
last long enough to absorb more than one hit, but not much more than
two hits in a row.  He can't Autoguard all three hits of a fully
charged up Kaiser Wave, for example).
     Not only can Eagle hold the Canterbury Blue, but he can aim where
it Autoguards as well.  Whereas Kyo and Chang can always be swept,
Eagle can choose where his Autoguards will cover.  Fierce (HP) covers
everything low, Strong (MP) covers everything mid, and Jab (LP) covers
everything high.  So if you think the enemy will Sweep you, the Fierce
(HP) one will Autoguard it.  Plus, since it's an Autoguard and not a
Counter, you don't have to be perfectly precise with "aiming" it to
have it work.  Geese, for example, can only Counter Jump Attacks with
the High Counter.  Eagle, however, can do a Strong (MP) Canterbury
Blue (which covers mid attacks) and if the enemy Jumping at you Kicks
low enough in his or her Jump, you'll Autoguard it anyhow!  Basically,
the move just has to hit the area the Canterbury Blue covers, and
it'll Autoguard.  That makes it far more versatile.

     So striking the enemy during any of those above Animation Frames
will not cause the move to stop.  Autoguard has the ability to absorb
any Normal or Special Move that hits the Autoguard area.  One thing to
mention, though, is that Autoguards do not work against Supers at all.
Supers will blast through any Autoguard you try.  Otherwise,
Autoguard can catch anything, including Projectiles (except for
ground-based Projectiles, if you are Kyo or Chang, since they count as

     So Autoguard, essentially, is similar to gaining sections of
"invincibility", in the way that the enemy can't hit you (like how
Zangief becomes invincible along his waste when he does the Double
Lariat, allowing him to pass through most air-based Projectiles). 
However, there is a very subtle difference between having
invincibility and having Autoguard.  This difference mainly comes from
the fact that when a move strikes you during Autoguard, the enemy
actually freezes with Hit Stun, but you keep animating as if nothing
hit you at all.
     To see this difference, let's compare Chang and Raiden.  Chang's
Breaking Iron Ball and Raiden's Giant Bomb are similar type moves...
they both can be used as Anti-Air to bypass a Jump attack.  Let's say
Ryu Jumps at Raiden and does a Jumping Roundhouse (HK).  Raiden does
the Giant Bomb as Anti-Air and, because of the Giant Bomb's
invincibility, Ryu's Jumping Roundhouse (HK) will pass right through
Raiden.  BUT RYU DOESN'T PAUSE IN THE AIR because the Kick just
misses.  So he will miss Raiden but can potentially land and Block
before the Giant Bomb actually hits Ryu.  Then, since the Giant Bomb
has delay, Ryu can punish you with the Combo of his choice.
     Now, with Chang, if Ryu kicks at Chang and he did the Breaking
Iron Ball, Ryu connects with the Kick during Chang's Autoguard. 
However, Ryu will FREEZE IN THE AIR with Hit Stun as if he hit Chang,
but Chang will continue to animate as if nothing happened.  So the
Breaking Iron Ball has a better chance of catching Ryu out of the air
because the mock Hit Stun will keep Ryu in the air for a brief second
longer.  Thus, Autoguard as Anti-Air (mostly with Chang and Eagle) can
be very practical.

     Sad, though, that it in the end, SNK fans got their Autoguard,
but a Capcom character has the best and most useful Autoguard move in
the game...

----------------------------------------------\  universal abilities
   11. TRIP GUARD                              \---------------------
     Trip Guard is a concept that has existed since the beginning of
Street Fighter... except that what made Trip Guard so prominent in the
original Street Fighter was that it didn't exist!  Trip Guard is the
ability for your character to Low Block attacks when landing from a
Jump.  In the old days, back in the entire original Street Fighter
series, if you Jumped at the enemy and they threw an attack that
needed to be Blocked Low the instant you landed, you could not Block. 
They just simply wouldn't let you Block Low when you landed from the
Jump.  And because, in the old Street Fighter games, most Sweeps had
better range than most Jump Attacks, using concept this along with
Projectiles was particularly deadly (just ask any Honda player who's
fighting a Ryu).
     In later versions of Street Fighter, like in the Alpha series,
this was taken out and you were given the ability to Block Low the
instant you land from a Jump: Trip Guard.  Trip Guard (along with Jump
Attacks that reached farther than Sweeps) all but eliminated the
problem from above.

     Capcom Vs. SNK 2 decides not to pick a side and go with it, but
to do a mix between the two.  Basically, your character is initially
equipped with Trip Guard when you Jump.  However, the instant you do a
move in the air, your Trip Guard is gone.  Thus, if you perform a
Punch or Kick in the air, you will not be able to Crouch Block the
instant you land.  However, if you choose not to do anything while
Jumping, your Trip Guard stays intact.  The same thing goes for Low
Jumps, too, except with Low Jumps, your delay is a LOT longer than
from a normal Jump.

     However, no matter what, regardless if you did an attack or not,
you cannot perform a Special Move or a Super Combo the instant you
land from a Jump.  This is even if your Trip Guard is still active. 
There is, I'm guessing, a 1-frame delay upon landing that prevents you
from doing a Special Move or Super Combo the instant you land.
     Now, now... I know what you're going to say.  "But I've baited
people in trying to Sweep me when I land hundreds of times only to end
up Supering them or Uppercutting them!  You can cancel your delay!" 
As I said: ONE FRAME.  One frame is hardly any time at all... 1/30th
of a second.  People who want to Sweep you when you land need to have
unbelievable timing to land a Sweep on you with perfect accuracy 100%
of the time.
     Still don't believe me.  Uh huh... I see...  Well, let me put it
this way: I tested it using the ultimate of Sweeps: Bison's Crouch
Roundhouse.  He slides for a VERY long time, and there's no issues
with timing to make sure that you connect at the precise moment the
opponent lands from a Jump.  I tested it out in Training Mode of CvS2
and Jumped and had Bison slide and I tried to perform an Uppercut or a
Super or Zangief's Screw Piledriver (which has zero frames startup)
and I was NEVER able to pull it off.  Does that mean that I'm 100%
positive you can't do it?  Well, more like 99% positive.  But I will
believe otherwise if someone can send me a video clip of someone
Jumping and landing and beating Bison's slide when they land with a
Special Move or a Super Combo.  I'm pretty sure it can't be done, and
positive that the only thing you can do when you land is Block.
     However, curiously, I HAVE done a Normal Move the instant I land
if I don't do a move in the air.  I land and hit buttons the precise
moment I land and I get a "Counter Hit" message for Bison.  So Bison
ends up hitting me out of SOMETHING.  And I am not moving the joystick
anywhere, so it has to be a Normal Move.  So strangely, it seems you
CAN do a Normal Move the VERY instant you land, but not a Special
Move.  But if I did a move during my Jump, I was NEVER able to get the
Counter Hit message to appear, so I'm guessing that if you do a move
in the air, you cannot cancel the period of delay during which you
cannot Block with a Normal Move.

----------------------------------------------\  universal abilities
   12. TAUNTS                                  \---------------------
     One of the MOST important things in Capcom Vs. SNK 2 is the
Taunts.  Okay, so maybe they aren't important at all, but Taunts are
still in the game and Taunts are still cool.  ^_^  Basically, if you
hit your Start button (in the PlayStation 2, you can choose a button
to assign Taunts to.  On Dreamcast, you have to hold Start and then
press Short (LK)), your character will go into an animation where you
leave yourself completely and utterly vulnerable to the enemy's
attacks.  They are exactly what their names imply: they are Taunts! 
So you can use them to egg on your opponent, or just to let your
opponent know that something really bizarre just happened (like
accidentally Parrying a move into a Super Combo...  Taunt afterwards
for a good laugh).
     Taunts DO count as Special Moves, so you can Buffer into Taunts
or do Wake-up Taunts and such...  Why you would EVER want to Buffer a
Normal Move into a Taunt is beyond me, but it is possible.  Also,
Taunting builds up your opponent's Meter, so there's even MORE reason
that Taunting is an insult.  It's almost as if you are saying, "You
know what?  I'm so confident I'm gonna beat you...  Here!  I'm giving
you free Meter!!!"  Nothing in the game builds up a Meter faster that
having your opponent Taunt.
     Of course, Taunts are for fun, in the end, more than anything. 


   ======================                                  Chapter 04
---| Groove Sub-Systems |--------------------------------------------
00) Intro
01) Dash
02) Run
03) Rolling
04) Dodge
05) Counter Attack
06) Counter Movement
07) Air Guard
08) Small Jump
09) Tactical Recovery
10) Safe Fall
11) Groove Sub-Systems Chart 

--/     \------------------------------------------------------------
=( Intro )====================================================== 00 =
--\_____/                                          groove sub-systems

     The Groove Sub-Systems are abilities that affect various gameplay
elements for your character.  However, these Groove Sub-Systems can be
shared among Grooves, so that they are not unique features of the
Groove (although they can be unique to a Groove).  Groove Sub-Systems
are the features that are advertised, when selecting your Groove, in
the blue diamonds that appear and disappear as you scroll between
Grooves during the Groove selection screen.
     The Groove Sub-Systems are: Dash, Run, Rolling, Dodge, Air Guard,
Small Jump, Counter Attack, Counter Movement, Tactical Recovery, and
Safe Fall.

--/    \-------------------------------------------------------------
=( Dash )======================================================= 01 =
--\____/-------------                              groove sub-systems
|                   |
| GROOVES: C-Groove |
|          A-Groove |
|          P-Groove |
     Dashing allows you to make your character cover a fixed distance
quickly, whether it be moving forward or moving backward.  You perform
a Dash by quickly tapping either Towards twice (to Dash forward) or
Back twice (to Dash backwards).  This will cause your character to
move in that direction much more quickly than their normal walking
speed.  But do note that I did say it was a fixed distance, depending
on your character.  And once your character has begun a Dash, your
character is committed to that Dash.  In other words, you can no
longer perform ANYTHING while Dashing.
     This makes Dashing mostly useful for positioning and surprise
attacks.  For positioning, it can help you get closer to an enemy
after you knock them over (if you just walk, you'll take longer to get
there, and in case you wanted to try a Cross-up or something, you'd
want to get there as quickly as possible).   Or, it can help you
retreat more quickly.  If the enemy has a good pressure attack going
against you, and you aren't in the corner, Dashing backwards can be a
good way to regain your position, as well as maybe trying to switch
the momentum of the battle.
     As I hinted at, Dashes can also be used for surprise attacks.  If
you are able to poke and pressure your opponent enough to a point
where they are afraid to try and poke you back (your moves have been
winning in general), you are able to Dash in at the enemy without fear
of getting hit by their move.  Thus, you can sneak in a quick low
attack (to catch them while they're standing and jockeying for
position) or a quick Throw (your Dashing scares them into Blocking
that potential low attack, so when they Crouch to Block it, you have a
free walk-up Throw).

     With your Dash, your character technically counts as if they are
in the air.  In other words, if you are struck out of a Dash by, say,
a Standing Jab, your character will "fall" into the air in an Air Reel
and land back on his/her feet.  This is important to note because if
you attack someone who Dashes at you and hit them with, say, a
Crouching Forward (MK) while your opponent is still in the middle of
his/her Dash, this will bounce him/her into the air.  Thus, you cannot
perform a Crouch Forward canceled into a Special Move and have it
     However, there is a very, very, VERY small delay period at the
end of a Dash.  In this slight delay, if you get hit, you WILL remain
grounded, and thus you can be hit by any standard ground to ground
combo.  However, this delay period is very, very, VERY small, and
probably lasts a whole one or two frames.  In other words, chances
are, you are NOT getting THAT punished for Dashing in.
     A few exceptions: If you do get hit out of a Dash by a Sweep, you
will be sent to the floor as usual.  You will not bounce into the air
into an Air Reel.  Also, if the enemy hits you out of your Dash with
anything that Juggles, like Ryu's Shin Shoryuken, you will get hit by
all hits of the Juggle anyhow.

     There are some characters whose Dash causes them to hop much
higher than most characters' Dashes.  Examples of these characters are
Nakoruru, Morrigan, and Blanka.  For these characters, their Dashes
make them hop so high that they can actually use this to avoid
attacks.  They can hop right over Sweeps and other low-to-the-ground
attacks.  For example, Blanka can even Dash right over Terry's Power
Wave and other such Projectiles!  This gives their Dash an extra
dimension that other characters don't have.
     One of the best uses for this is the ability to Dash OVER
characters as they get up from the floor.  This is especially useful
for confusing opponents as they get up.  For example, Balrog can
perform a Kick Throw that slams the opponent to the floor.  Then,
before the enemy starts to get up, Balrog can Dash over the opponent
to attack from the other side, causing him/her to take a hit from
Blocking the wrong way.  Also, you can Dash to the other side, have
the opponent Block the correct way by reaction, and then Throw the
enemy instead.  Basically, it allows for a lot of really effective
mind games.  Learn which characters have a high enough hop to get over
floored people.

     Even though certain characters, like Terry Bogard, do look like
they hop during their Dash, they can't use it to effectively go over
any attacks.  So even though Terry hops ever so slightly in his
animation, it has the same ability to go over moves as Ken's Dash,
which is a slide along the floor.

     Once last thing: Regardless of how high any Dash hops, Dashes
cannot go through Standing or Crouching enemies.  So if you Dash right
next to the enemy, you will not pass through them.  You'll just push
them with you.

--/   \--------------------------------------------------------------
=( Run )======================================================== 02 =
--\___/--------------                              groove sub-systems
|                   |
| GROOVES: S-Groove |
|          N-Groove |
|          K-Groove |
     Run is exactly what it sounds like it is.  When you Run, your
character sprints forward along the ground.  You perform a Run in the
same way you perform a Dash: tap Towards on the controller twice very
quickly.  Unlike a Dash, however, this is NOT a fixed distance method
of movement.  You can Run for as far as you want to.  Basically, on
the second tapping of Towards on the controller, if you hold Towards,
your character will run until you actually make him/her stop.  You can
also hold Offensive Crouch, and your character will continue to Run.

     Now, there are basically three ways a Run can be ended.  The
first is simply to just stop Running.  This is performed by moving the
joystick, while Running, to Neutral, Crouch, Defensive Crouch, Back,
Back Flip, or Up.  Your character will skid for just a short period of
time, and then go into whatever your character does if holding that
position on the joystick.  Stopping a Run at any point during a Run is
important because that means you can Run for very short distances if
need be by Running and immediately hitting Back to stop Running.
     The second way to stop a Run is to go into a High Jump.  While
holding Towards on the joystick, if you shift the controller to
Forward Flip, your character will automatically perform a High Jump. 
There is no way to control this... if you go from Running into Forward
Flip, you WILL do a High Jump.  So even if you want to perform a
normal Jump or a Small Jump OUT of a Run (see Small Jump section), you
are NOT allowed to, unless you STOP your Run first, and THEN Small
Jump.  Otherwise, you can only High Jump out of a Run.
     The third way to stop a Run is to cancel it completely into any
sort of move.  This can be a Normal Move, a Special Move, or any other
Groove Sub-System you can perform while on the ground (like Dodging,
Rolling, Powering up your N-Groove Meter, or Charging up your S-Groove
Meter).  Basically, your character will immediately end his/her Run
and go RIGHT into the move you performed (doing a Special Move usually
requires you to hit at LEAST Down, which means your character WILL
start going into the skidding animation, but that animation can be
canceled into your Special Move).
     There are various things you CANNOT cancel your Run with.  You
cannot cancel the Run with a Just Defend (or a Parry, if you are fond
of messing with Groove Edit Mode on the home version).  You also
cannot Run right next to the enemy and immediately Throw them (unless
it's a Special Move Throw).

     The reason it is VERY useful to know that moves will cancel the
Run is because of that skidding animation I mentioned earlier.  While
you are skidding, you are COMPLETELY VULNERABLE to everything during
that period of time.  It's basically a Run delay.  So while your
skidding, even though it's not a very long skid, you are open to
whatever the enemy decides to hit you with.  So if you Run at the
enemy and stop with the intention of immediately Blocking an attack,
you are certain to get nailed because of that slight skidding delay. 
Thus, it is better to stop Runs with attacks.  Even if you want to
just stop Running, you're better off stopping it with a whiffed Jab
(LP), since most Jabs last shorter than the Run delay.  Attacking out
of a Run also allows you to apply pressure, by repeatedly doing
Dashing attacks that are quick.  This keeps you near your opponent and
constantly applying pressure.
     Just remember one thing: no momentum is maintained if you attack
during a Run.  If you are used to the Versus Games, for example, and
expect a Running Jab to make you continue to slide forward after
Jabbing (LP), you will find Running in this game a bit uncomfortable. 
Doing a Normal Move during a Run immediately stops you, plants you
where you are, and you do your move right from where you are as if you
didn't Run at all.  So remember, Normal Moves stop Runs instantly.

     One very important thing to note about Runs: you are FULLY
GROUNDED.  That means you cannot Run over anything in a way similar to
how some Dashes can hop high enough to avoid low hitting attacks.  And
more importantly, that means if you are ever tagged out of a Run by
any move, it will act as if it hit you while you are Standing.  Thus,
if someone catches you out of your Run with a Crouch Forward, your
character will remain Standing, and if the enemy cancels that move
into a Special Move that Combos, you will get hit by that Special
Move.  This goes for that skidding period too.  Getting hit out the
skidding delay leaves you grounded, and susceptible to big Combos.  So
although Runs are more versatile, they do have their risks.

     There is no backwards Running, so what happens if you tap Back
twice?  You just do a Dash going backwards, exactly as if you had
Dash.  So all the same properties of a Back Dash apply to a character
with Run.

     There is one character in the game who DOESN'T Run, however:
Morrigan.  Anytime you use Morrigan in any Groove that has the Run
ability, Morrigan will perform her "Flying Dash" from the DarkStalkers
series instead.  Basically, the instant you start Running, Morrigan
will start to fly at a upward angle of about 30 degrees or so.  You
can interrupt this "Run" at anytime, like the other Runs, but once you
interrupt it, she'll officially be registered as Jumping.  Thus, on
your way down, you can still attack and all your attacks will be her
Jumping attacks.  Thus, if you do a very short "Run" with Morrigan,
it's almost like doing a VERY short Jump.
     During her flying, Morrigan can do any of her Normal Moves that
she does while Jumping.  However, she can also do Special Moves and
Supers while flying!!  So you can fly and do an immediate Air Soul
Fist for example.  However, while Flying, you are NOT allowed to Just
Defend (or Parry, if you are fond of messing with Groove Edit Mode).
     If Morrigan flies behind the enemy, she'll automatically turn
around and attack the opposite direction.  That can crate a LOT of
nice mind games for Morrigan against enemies who are getting up and
cannot Safe Fall.  You can keep them guessing as to which side you are
planning to attack from by flying over their head with her "Run" and
attacking from the other side.
     Morrigan can alter her flight path as well, just like she could
in Vampire Savior.  If you hit and hold Forward Flip after you start
flying with Morrigan, she will change the angle of her flying to a
more upwards angle.  She'll basically do a slight turn in the air and
start flying up, pretty much, at a 60 degree angle.  All the same
rules apply here as with her Regular Flying.  This is just to help you
gain some height advantage over enemies to throw an Air Soul Fist or
to avoid other incoming attacks.
     Also, if you tap back twice with Morrigan in a Groove that makes
her fly, she will Dash backwards.  She has no ability to fly backwards
just like no other character can Run backwards.  And unlike a Normal
Run, if Morrigan is struck out of her flying, she will NOT be grounded
and susceptible to a Combo.  She will in fact be hit out of the air as
if she were just Jumping.

--/       \----------------------------------------------------------
=( Rolling )==================================================== 03 =
--\_______/----------                              groove sub-systems
|                   |
| GROOVES: C-Groove |
|          A-Groove |
|          N-Groove |
     Rolls come straight out of the Advanced Mode of the King of the
Fighters series.  To perform the Roll, hit Jab (LP) and Short (LK) at
the same time.  However, there is one major difference that KOF
players will have to get used to: there is no more backwards Rolling. 
Regardless of what direction you are holding on your joystick, hitting
Jab (LP) and Short (LK) will cause your character to Roll forward.
     This is great, especially for charge-up characters like Guile and
Honda.  Now they can remain charged up (holding Defensive Crouch) and
still move forward at the same time!  It's a nice way to move forward
and still retain your charge.

     There are three stages of a Roll.  The first stage is pure
invincibility.  All Rolls start off being invincible immediately and
that lasts for most of the roll.  During this first stage, you cannot
be struck by any move whatsoever.
     During the second stage, the character is no longer completely
invincible.  Anything that hits low enough will hit you out of the
Roll during the second stage.  That includes sweeps and grounded
Fireballs (like Geese's Wind Slice (the Reppuken ground Projectile) or
Iori's Dark Thrust (the ground Projectile)) and other moves like
Vice's Crouching Strong (MP).  Everything else that hits higher will
miss.  This second stage usually lasts VERY VERY VERY short, and some
characters do not even possess this stage of a Roll at all.
     The third stage is pure vulnerability.  The vulnerability at the
end of the Roll is fairly short, although it varies depending on your
character.  Some characters recover much quicker than others.  During
that vulnerable period at the end of your Roll, you can be hit by
anything that would hit you normally had you been Standing.  So even
though the enemy did, say, Rugal's Standing Roundhouse (HK), it'll
still strike you at the end of your Roll.  This third stage of pure
vulnerability doesn't make the Roll useless, though.  This third stage
is still short enough for effective surprise attacks and smart
positioning.  It keeps it, however, from being abused, which is

     Below are two charts.  They provide the EXACT same information,
but the first one provides the actual numbers for each character, and
the second one provides the information with a more visual
presentation.  Also, the first chart lists the characters in
alphabetical order, and the second chart lists the characters in order
of Roll quality.
     Keep in mind that the Roll's length (as in length of time) is
based on the number of frames.  There are 30 frames per second, so if
a character's Roll is 24 frames long, the Roll lasts 4/5 of a second.

     All of the information in the charts were taken from a post
written by JackTheFob that he put up in www.shoryuken.com's Forums. 
He obtained the information by translating it from a Chinese Web-site
that can be found at http://www.gamer.com.tw.


ROLL DIST.   = Rolling Distance (Short, Medium, Long, Far)
FULLY INVIN. = First stage frames of pure invulnerability
INVIN. HIGH  = Second stage frames of vulnerability to low attacks
DELAY FRAMES = Third stage of total vulnerability
TOTAL FRAMES = Total time-length of Roll in number of frames

|     NAME   |  DIST. | INVIN. |  HIGH  | FRAMES | FRAMES |
| Akuma      | Long   |   22   |   01   |   04   |   27   |
| Athena     | Medium |   21   |   00   |   03   |   24   |
| Balrog     | Medium |   21   |   00   |   04   |   25   |
| Benimaru   | Medium |   21   |   00   |   03   |   24   |
| Blanka     | Long   |   21   |   03   |   04   |   28   |
| Blood Iori | Long   |   21   |   00   |   03   |   24   |
| Cammy      | Medium |   22   |   04   |   06   |   32   |
| Chang      | Long   |   22   |   10   |   03   |   35   |
| Chun       | Long   |   23   |   00   |   04   |   27   |
| Dan        | Long   |   21   |   02   |   04   |   27   |
| Dhalsim    | Long   |   22   |   03   |   04   |   29   |
| Eagle      | Long   |   20   |   03   |   04   |   27   |
| E.Honda    | Medium |   21   |   03   |   03   |   27   |
| Evil Ryu   | Long   |   21   |   02   |   04   |   27   |
| Geese      | Long   |   22   |   02   |   04   |   28   |
| God Rugal  | Long   |   21   |   02   |   04   |   27   |
| Guile      | Far    |   21   |   03   |   04   |   28   |
| Haohmaru   | Long   |   21   |   02   |   04   |   27   |
| Hibiki     | Long   |   21   |   04   |   05   |   30   |
| Iori       | Long   |   21   |   00   |   03   |   24   |
| Joe        | Long   |   22   |   01   |   04   |   27   |
| Ken        | Long   |   21   |   02   |   04   |   27   |
| King       | Short  |   21   |   00   |   03   |   24   |
| Kim        | Short  |   21   |   00   |   03   |   24   |
| Kyo        | Long   |   22   |   02   |   05   |   29   |
| Kyosuke    | Medium |   21   |   03   |   02   |   26   |
| Mai        | Medium |   22   |   00   |   03   |   25   |
| Maki       | Long   |   20   |   03   |   04   |   27   |
| M.Bison    | Long   |   22   |   00   |   04   |   26   |
| Morrigan   | Long   |   22   |   03   |   04   |   29   |
| Nakoruru   | Long   |   22   |   01   |   04   |   27   |
| Raiden     | Medium |   22   |   02   |   04   |   28   |
| Rock       | Medium |   22   |   05   |   04   |   31   |
| Rolento    | Long   |   21   |   00   |   05   |   26   |
| Rugal      | Long   |   21   |   02   |   04   |   27   |
| Ryo        | Long   |   21   |   02   |   04   |   27   |
| Ryu        | Long   |   21   |   02   |   04   |   27   |
| Sagat      | Medium |   21   |   00   |   04   |   25   |
| Sakura     | Medium |   21   |   00   |   04   |   25   |
| Shun Gouki | Long   |   22   |   01   |   04   |   27   |
| Terry      | Medium |   22   |   00   |   03   |   25   |
| Todo       | Long   |   22   |   01   |   04   |   27   |
| Vega       | Medium |   21   |   02   |   04   |   27   |
| Vice       | Short  |   21   |   00   |   05   |   26   |
| Yuri       | Medium |   21   |   00   |   03   |   24   |
| Yamazaki   | Medium |   21   |   00   |   04   |   25   |
| Yun        | Long   |   21   |   03   |   03   |   27   |
| Zangief    | Long   |   22   |   02   |   05   |   29   |


ROLL DIST    - Rolling Distance, from a rating of 1 > to 4 >>>>
               (1 being the shortest Roll, 4 being the longest)
FRAME COUNT  - Each frame is one symbol.  The symbols are as follows:
               '-' = First stage frames of pure invulnerability
               '*' = Second stage frames of vulnerability to low
               'X' = Third stage of total vulnerability
TOTAL FRAMES - Total time-length of Roll in number of frames

Extra Note:
Characters listed in order of the quality of their Roll.  The criteria
by which I base "Roll Quality" are:

1) The less number of frames you have total, the better
2) The less number of vulnerable frames you have (second and third
   stages), the better
3) The less number of pure vulnerable frames you have (third stage
   only), the better
 ____________ ______ _____________________________________ ________
|            |      |          -- FRAME COUNT --          |        |
| CHARACTER  | ROLL | 0        1         2         3      | TOTAL  |
|   NAME:    | DIST | 12345678901234567890123456789012345 | FRAMES |
|            |      |                                     |        |
| Athena     | >>   | ---------------------XXX            |   24   |
| Benimaru   | >>   | ---------------------XXX            |   24   |
| Blood Iori | >>>  | ---------------------XXX            |   24   |
| Iori       | >>>  | ---------------------XXX            |   24   |
| Kim        | >    | ---------------------XXX            |   24   |
| King       | >    | ---------------------XXX            |   24   |
| Yuri       | >>   | ---------------------XXX            |   24   |
| Mai        | >>   | ----------------------XXX           |   25   |
| Terry      | >>   | ----------------------XXX           |   25   |
| Balrog     | >>   | ---------------------XXXX           |   25   |
| Sagat      | >>   | ---------------------XXXX           |   25   |
| Sakura     | >>   | ---------------------XXXX           |   25   |
| Yamazaki   | >>   | ---------------------XXXX           |   25   |
| M. Bison   | >>>  | ----------------------XXXX          |   26   |
| Kyosuke    | >>   | ---------------------***XX          |   26   |
| Rolento    | >>>  | ---------------------XXXXX          |   26   |
| Vice       | >    | ---------------------XXXXX          |   26   |
| Chun Li    | >>>  | -----------------------XXXX         |   27   |
| Akuma      | >>>  | ----------------------*XXXX         |   27   |
| Joe        | >>>  | ----------------------*XXXX         |   27   |
| Nakoruru   | >>>  | ----------------------*XXXX         |   27   |
| Shin Gouki | >>>  | ----------------------*XXXX         |   27   |
| Todo       | >>>  | ----------------------*XXXX         |   27   |
| E. Honda   | >>   | ---------------------***XXX         |   27   |
| Yun        | >>>  | ---------------------***XXX         |   27   |
| Dan        | >>>  | ---------------------**XXXX         |   27   |
| Evil Ryu   | >>>  | ---------------------**XXXX         |   27   |
| God Rugal  | >>>  | ---------------------**XXXX         |   27   |
| Haohmaru   | >>>  | ---------------------**XXXX         |   27   |
| Ken        | >>>  | ---------------------**XXXX         |   27   |
| Rugal      | >>>  | ---------------------**XXXX         |   27   |
| Ryo        | >>>  | ---------------------**XXXX         |   27   |
| Ryu        | >>>  | ---------------------**XXXX         |   27   |
| Vega       | >>   | ---------------------**XXXX         |   27   |
| Eagle      | >>>  | --------------------***XXXX         |   27   |
| Maki       | >>>  | --------------------***XXXX         |   27   |
| Geese      | >>>  | ----------------------**XXXX        |   28   |
| Raiden     | >    | ----------------------**XXXX        |   28   |
| Blanka     | >>>  | ---------------------***XXXX        |   28   |
| Guile      | >>>> | ---------------------***XXXX        |   28   |
| Morrigan   | >>>  | ----------------------***XXXX       |   29   |
| Dhalsim    | >>>  | ----------------------***XXXX       |   29   |
| Kyo        | >>>  | ----------------------**XXXXX       |   29   |
| Zangief    | >>>  | ----------------------**XXXXX       |   29   |
| Hibiki     | >>>  | ---------------------****XXXXX      |   30   |
| Rock       | >>   | ----------------------*****XXXX     |   31   |
| Cammy      | >>   | ----------------------****XXXXXX    |   32   |
| Chang      | >>>  | ----------------------**********XXX |   35   |


     Thanks, Jack, for translating all of this.  ^_^  "Xie xie!  Xie
xie!  Tai Bang!"  ^_^

     It is very important to recall the fact that in the first Capcom
Vs. SNK, there was a vulnerable period at the very beginning of a
Roll.  However, this vulnerable period has been completely removed. 
The main significance of this change is that, now, you can use Rolls
as a Reversal.  So if your timing is right, you can escape any Meaty
Attack with a Roll (and a Reversal message will appear on the screen).

     Rolls also have the ability to go through enemies.  When you
perform a Roll right next to the enemy, you will Roll right through
them.  This can be useful for confusing the enemy or used against
characters getting up, waiting to nail you with their Wake-up attack. 
Roll through them and nail them from the other side when their attack

     Rolls still sound like they are a bit too useful and pretty safe.
However, there is something you CAN do to Rolls in the middle of a
Roll: you can Throw a character out of his/her Roll regardless of what
stage of the Roll they are in.  So if you predict someone is going to
try and Roll through you after moving up close to you, let them Roll,
and then Throw them as they try to pass through you.
     Special Move Throws qualify here as well.  So a Zangief Spinning
Pile Driver, a Honda Ooichou Nage, or Vice's Nail Bomb can all grab
you out of a Roll.  This goes for Super Throws as well.  So if Zangief
is trying to set up a FAB on you, and you try to avoid it by Rolling,
you will get Thrown.  Even something like a Raging Demon from Akuma
will grab the Roll.
     Remember this tactic well.  If someone tries to Roll behind you
as you get up, like mentioned above, you can simply Throw right when
you get up, which will pretty much Throw the enemy out of their Roll. 
Throwing enemies out of Rolls becomes a very good counter to remember.
Sometimes it's hard to keep this in mind, but if you do, punishing a
Roll can be easier than normal.

--/     \------------------------------------------------------------
=( Dodge )====================================================== 04 =
--\_____/------------                              groove sub-systems
|                   |
| GROOVES: S-Groove |
     This Groove Sub-System comes straight out of King of the
Fighter's Extra Mode.  Dodging basically allows your character to
become temporarily invincible, from head to toe.  However, unlike a
Roll, you do not move Forward.  Instead, you stay in place.  And
Dodges generally last much shorter than a Roll, so you can Dodge
attacks and then, after your Dodge ends, you can hit the enemy back
while they are still in Delay.
     To perform a Dodge, simply hit Jab (LP) + Short (LK) at the same
time.  Your character will then go into some sort of pose (some
Dodging poses are VERY cool looking...  Check out Bison!!!  ^_^)
during which they cannot be hit by anything at all.

     There are three phases of a Dodge.  The first phase is the period
of time that your character starts to lean back.  The second phase is
a small period of time when your character remains perfectly still,
frozen in one Animation Frame.  The third phase is basically the
reverse of the first phase: the character goes from leaning back to a
regular stance.
     You are invincible during all three of these phases.  However,
the significance of these phases is the ability for Dodges to perform
a fixed Dodge Attack during a Dodge.  While Dodging, if you hit any
button during the second phase of a Dodge (the frozen Animation Frame
phase), you will go straight from your Dodge right into an attack.

     This attack is predetermined for each character: hit a Punch
button during a Dodge, and your character will do one of his/her Punch
attacks.  Hit a Kick button during a Dodge, and your character will do
a predetermined Kick.  For example, Sakura's Punch Dodge Attack is her
Close-up Standing Fierce, while her Kick Dodge Attack is her Far-away
Standing Roundhouse.  Dodge Attacks are all Normal Moves; no Dodge
Attack is a Special Move.
     One thing is consistent about Dodge Attacks: one Dodge attack is
always a long-ranged attack, and the other is always a short-ranged
attack.  The long-ranged attack will knock the enemy over and the
short-ranged attack is Bufferable.  This is true of ALL characters. 
Even if the character has a move that is not normally Bufferable, it
WILL become Bufferable as a Dodge Attack if it's designated as the
short-ranged attack.  Zangief's Punch Dodge Attack is an example of
this as it mimics his Standing Strong (MP), a move that is not
normally Bufferable.  However, as Zangief's Punch Dodge Attack, it is!
These Bufferable Dodge Attacks thus allow you to really punish an
opponent if you Dodge their attack.  If you Dodge and are certain you
are going to land your attack on your enemy, Buffer that Dodge Attack
into a Super!!  And heck, if your Super is unable to be punished and
you are currently in Power Condition, feel free to Buffer that Dodge
Attack every single time since you are in S-Groove and the Super is
     Remember that you can push this button during ANY point of the
second phase of the Dodge.  Thus, you don't have to attack from the
same timing every time.  If you need to remain Dodging for a bit
longer than normal, wait a fraction of a second before you go into
your Dodge Attack.  This is suggested because the instant you do a
Dodge Attack, the invincibility you have is gone.  Thus, if a move is
inside you when you hit a button, you are going to get hit by that
     Also, you will do the same Dodge Attack regardless of where your
joystick is held.  Thus, if you want to Buffer your Dodge Attack into
a Super Combo, do whatever is most comfortable.  Hold the joystick
wherever you want when you hit the button for the Dodge Attack to
optimize your Buffering Ability.

     One thing to note about the Bufferable Dodge attacks: the Dodge
Attack doesn't need to actually connect in order to be canceled into a
Special Move!  You can actually miss with the attack and still cancel
on that frame that it hits.  So with Ryu, you can Dodge, and then do a
Fireball motion and then press Kick and then Punch really quickly. 
What results is that Ryu will do his Kick Dodge Attack (the
short-ranged Dodge Attack) but the Punch button will register as
activating the Fireball command.  So Ryu will actually perform his
knee attack and then cancel that into a Hadouken even though the knee
     So characters like Zangief can cancel his Punch Dodge Attack in
its first frame into an SPD, even if it whiffs.  This essentially lets
him go from a Dodge straight into the SPD with VERY LITTLE
vulnerability in between.  You can even do this to Super Combos, so if
Zangief is in Power Condition, he can go from a Dodge into his Final
Atomic Buster (which grabs instantly) with barely any vulnerability in
between.  This can be a very useful tactic to learn.

     The MOST important thing to know about Dodging is that they are
completely, and utterly invincible.  There is NO VULNERABLE PERIOD TO
A DODGE.  That means if someone sticks a long lasting move inside you
while you are Dodging, you really have no fear.  The instant your
Dodge finishes, you can go immediately into Block, so there is no
delay period to take advantage of.  So Dodges are pretty safe because
there just isn't any vulnerability to take advantage of.
     In fact, not ONLY is there no vulnerability to a Dodge, but a
Dodge can be canceled into, you guessed it, ANOTHER DODGE.  If you can
time it just right and press Jab (LP) and Short (LK) anytime during
the third phase of a Dodge, you'll go from a Dodge right into another
Dodge!  So what does that mean?  Yes, you can Dodge forever.  So if
someone tries to nail you with a Level 3 Heaven Blast Flash (the
Taikuu Raikouken spark Super) with Benimaru, for example, even though
it sits out there for a LONG period of time, if you time your Dodges
right, you can Dodge three times in a row and avoid the ENTIRE SUPER.
     What makes this even MORE potent is the fact that, yes, you can
use Dodges as REVERSALS.  So right when you get up, if you time the
Dodge JUST RIGHT, you will get a Reversal message, and go from
invincible on the ground right into an invincible Dodge.  And if the
enemy tried a long lasting Super to Block Damage you to death, you can
literally do a Reversal Dodge, and Dodge the entire Super by
continually Chaining Dodges until their Super ends.  This is NOT easy,
but it is very possible.

     Now, since Dodges essentially mean your character is "no longer
there" for a brief period, it means that enemies can also pass through
you while you are Dodging.  You act as if you aren't there any more
so, technically, enemies can walk right passed you while you are
Dodging.  A Honda Super Zutsuki (the flying headbutt), for example,
will just sail right through a Dodging character, as if that character
isn't even there.
     Also, if the enemy passes through you, or Jumps over you, or in
any other way passes you while you are Dodging, if you press a button
to perform a Dodge Attack, you WILL turn around and attack in the
direction of your enemy!  So Dodge Attacks will turn around for you
automatically.  Very nice!

     Of course, this all sounds a little TOO good, doesn't it?!? 
Dodge forever?  Well, fortunately, Dodges have the same weakness as
Rolls: they can be Thrown at ANY POINT in the Dodge.  Thus, the Dodge
does have a weakness.  So you can't just sit there and Dodge forever. 
However, this does allow for some nice mind games, as to whether or
not you will Dodge and Dodge again, or Dodge and come out with a Dodge
Attack.  Also, it is worthy to make clear that canceling a Dodge into
another Dodge is fairly difficult.  The window to cancel a Dodge into
a Dodge is like half a second long.  So your timing has to be spot on
to properly Dodge twice in a row.  It's not too hard that you can't
get good at it, but there's definitely room for error.  So a good
trick, when trying to Dodge twice, is to make sure you are holding
Defensive Crouch on the controller.  That way, if you fail, you'll at
least still Block.
     And there is one more weakness with a Dodge: you aren't going
anywhere.  You literally just sit there in one place.  So it's not
particularly conducive to attacking the enemy!  Dodging is more of a
defensive tactic.  So if you are losing, energy-wise, and need to
attack the enemy, Dodging will not be of a huge benefit to you.  You
can stand there, Dodging forever all you want!  The enemy doesn't have
to do anything except wait for the Timer to run out.  So unless you
are able to throw out Dodges in the middle of solid attack patterns,
don't expect to win by basing offense around your Dodge.

--/              \---------------------------------------------------
=( Counter Attack )============================================= 05 =
--\______________/---                              groove sub-systems
|                   |
| GROOVES: C-Groove |
|          A-Groove |
|          S-Groove |
|          N-Groove |
     Counter Attacks existed in both Alpha and in KOF.  Basically, a
Counter attack is the ability for your character to go straight from
Block Stun into a pre-determined move.  Thus, you don't have to wait
for your Block Stun to end before you can counter attack.  However,
performing a Counter Attack will cost you two things: 1) A portion of
your Super Meter (how much depends on your Groove).  2) A good chunk
of your Guard Meter.
     Basically, you need at least a "Level 1" Super equivalent of
Super Meter full to do a Counter Attack.  If you don't have a Level 1
built up, you cannot perform a Counter Attack.  Regarding the Guard
Meter, however, you can perform a Counter Attack even if your Guard
Meter is empty.  The chunk of Guard Meter lost is not something needed
to do the Counter Attack, it's just a punishment for using it.

     A Counter Attack is performed by pressing Towards on the joystick
and hitting Strong (MP) and Forward (MK) at the same time while you
are still in Block Stun.  Your character will then go from Block Stun
right into their move.  That move is fixed for every character, which
means you only have one Counter Attack (as opposed to two, for
example, in Alpha 2).
     Counter Attacks are fairly fast, but they do not possess much
invincibility at all.  They do seem to posses a TINY bit, but nothing
extensive, not even for Counter Attacks that emulate Uppercut-type
moves that DO have invincibility.  In fact, against multi-hit Supers,
quite often, you can Counter Attack an early hit of the Super, but
then you'll just end up trading hits with the enemy.  You'll stop the
enemy's super, but the damage you took from that one hit is probably
equitable to the Block Damage you were trying to avoid.  So if you
were using it to prevent yourself from being Block Damaged to death,
chances are, it won't help.  So be wary when you use Counter Attacks.
     Again, Counter Attacks also do drain a part of your Guard Meter. 
But unlike Street Fighter Alpha 3, it doesn't decrease the max of a
Guard Meter.  Still, this prevents you from abusing Counter Attacks. 
Also, as mentioned above, you need an equivalent of a Level 1 Super in
your SUPER METER.  So even though in S-Groove you can do unlimited
Level 1 Supers when your life bar is in red, that doesn't mean you can
do unlimited Counter Attacks.  You can only do a Counter Attack if you
Super Meter is full.

     Counter Attacks, in general, are very weak.  They do VERY little
damage to the opponent.  Thus, they aren't really useful as a way to
do damage, but merely a way to break momentum.  If the enemy has
really got you in a pinch, a Counter Attack may be just the thing
needed to get you OUT of the pinch, reset the momentum of a battle,
and regain the momentum in your favor.  But using it as a primary
source of energy draining is a mistake.
     One of the most important things to mention about Counter Attacks
you are planning on using the Counter Attack to finish someone off
because they had only a tiny bit of energy left... don't.  A Counter
Attack can ONLY drain the enemy to Zero Vital, but that's it.  You
will still need to do whatever you can to finish the enemy off
     This is REALLY good, in my opinion, as it prevents Counter
Attacks playing a major role in determine the outcome of a very close
match.  Before, in older games, it was hard to defeat an enemy with
three Counter Attacks built up if you only had a tiny bit of energy
left.  Any bad attack could leave you fodder for a Counter Attack. 
But now that they can't defeat you, that makes attacking an enemy a
bit easier, allowing for better comebacks.

     Lastly, some characters have Counter Attacks with such short
delays that you can actually Combo after a Counter Attack!!!  If you
have a Super that can Juggle coupled with a Counter Attack that has a
short enough delay, you can actually turn a simple Counter Attack into
50% damage!!
     This is most practical in N-Groove, where you can break a Power
Stock and have two Power Stocks leftover.  Use another one for a
Counter Attack and then use up the last one to perform a Level 3
Super!  Characters like Raiden can, anywhere on the screen, perform a
Counter Attack and then land the Level 3 Flame Breath.  M.Bison can
perform a Counter Attack and have enough time to charge up for a Mega
Psycho Crusher.  If the enemy is in the corner, Chun Li can do a
Counter Attack into a Level 3 Kikoshou.  Know which characters can do
this so you can use this to your advantage... AND so you know which
characters you need to be careful against when they can do this to

--/                \-------------------------------------------------
=( Counter Movement )=========================================== 06 =
--\________________/-                              groove sub-systems
|                   |
| GROOVES: N-Groove |
     This Groove Sub-System comes straight out of KOF's Advanced Mode.
Basically, it's like a Counter Attack, but instead of doing a fixed
Counter Attack, you physically move yourself out of Block Stun.  And
with Counter Movement, you have a choice: you can either go forward or
     To perform a forward Counter Movement, block an attack and then
hold Towards and hit Jab (LP) and Short (LK) at the same time.  To
perform a backwards Counter Movement, block an attack and then hold
Back and hit Jab (LP) and Short (LK) at the same time.  Counter
Movement, just like Counter Attack, is performed at the cost of a one
"Ball" from the N-Groove Super Meter.  Also, you do lose some Guard
Meter, just like Counter Attacks.

     When you perform a forward Counter Movement, you go into an
instant Roll.  Whatever your Roll animation is and whatever the Roll's
distance is, that's exactly what you do with a forward Counter
Movement.  That means that if the enemy does a Super against you and
you perform a Counter Movement going forward, you can escape
everything they do because it is invincible at the beginning.  You
will just Roll forward safely through their attack.
     However, the vulnerability still exists at the end of the Counter
Movement, and if you end up next to the opponent and they are
recovered, they can easily punish you for trying to do a Counter

     Backwards Counter Movements cause you to simply perform a
backwards Dash.  However, backwards Dashes have no invincibility
normally.  Backwards Counter Movements are almost the same.  They DO
have some invincibility, but only the SLIGHTEST fraction of a second
of invincibility.  But generally, trying to utilize the invincibility
is pointless because that invincible period is SO short.  So
performing a backwards Counter Movement to avoid Supers is a bad idea.
Chances are you'll get hit anyhow.  This is mainly used to escape
pressure tactics or for positioning.  Don't bet on it being used to
pass through attacks.  But since it is a backwards Dash, if whatever
hits you cannot Juggle afterwards, you're safe, because you'll be
knocked into the air instead of remaining grounded.

     Because Counter Attacks have little invincibility, sometimes
performing a forward Counter Movement is the best way to avoid being
defeated by Block Damage from a Level 3 super.  For example, if Chun
Li does a Level 3 Hoyokusen (the Thousand Burst Kick-like Super) and
causes you to block it, chances are a Counter Attack will just end up
eating the Super or trading with it because of little invincibility. 
But if you perform a Counter Movement, you can Roll right through Chun
Li and then attack her from the other side.

     Be careful: Counter Movement is performed with the same buttons
as a Roll.  Quite often, your intention is to Roll through an enemy's
attack but the enemy attacked sooner than you thought.  So you Block
the enemy's attack, and then hit Jab (LP) and Short (LK) in an attempt
to Roll.  Instead, you end up performing a backwards Counter Movement
because you don't need to TAP Back and hit the buttons.  Just holding
the joystick at Back works, so you end up all but wasting your Super
Meter and drain a chunk of your own Guard Meter.  This little "glitch"
in the design of Counter Movement has even turned some people away
from N-Groove.

--/         \--------------------------------------------------------
=( Air Guard )================================================== 07 =
--\_________/--------                              groove sub-systems
|                   |
| GROOVES: C-Groove |
     Air Blocking, known as "Air Guard" in CvS2, has made a return. 
However, only one Groove gets the benefit of Air Blocking: C-Groove. 
If you are familiar with the Alpha Series, then Air Guard is nothing
new to you.  It's basically the ability to Block while Jumping. 
However, just like with Ground Blocking, Air Guard is not a guaranteed
Block: there are certain moves that you cannot Air Guard.
     Generally, the rule of Air Guard is that if the move that hits
you is still touching the ground, you cannot Block it.  For example,
if Ryu does Crouching Fierce, since his feet are still on the ground,
you cannot Air Guard the move.  However, since his Hop Kick (Towards +
Forward) takes him into the air, you ARE able to Air Guard that.

     Certain moves make the character LOOK like they are airborne, but
they cannot be Air Guarded.  Moves like Terry's Standing Roundhouse
and Mai's Standing Forward hop over low limbs, but they still cannot
be Air Guarded.  So even though they look like and behave as though
they are not touching the ground, they still ARE registered as
grounded.  The best way to tell what is grounded and what isn't is
that if they get HIT out of a move that is grounded, they will still
be on the ground.  Moves like Ryu's Hop Kick, when struck out of it,
he gets put into the air.
     Now, for something like Ryu and Ken's Shoryukens, if you do the
Uppercut late enough, your feet are still on the floor when you strike
the enemy, so the enemy cannot Air Guard your Shoryuken.  However, if
you do the Shoryuken too early, and end up swiping the enemy after
already rising into the air, the enemy can then Air Guard it because
you are no longer touching the ground.

     So again, the general rule is that if you are touching the floor,
the move cannot be Air Blocked.  But if the move is off the ground, it
can be Air Blocked without any problems.  This goes for other Jumping
Attacks, Ryu's Hop Kick, Projectiles that are airborne (like Guile's
Sonic Boom, not ground projectiles like Terry's Power Wave), and any
Special Move that is in the air.  There are some exceptions to the
rule, but overall, this is the best way to judge if a move is Air
Guardable or not.

--/          \-------------------------------------------------------
=( Small Jump )================================================= 08 =
--\__________/-------                              groove sub-systems
|                   |
| GROOVES: P-Groove |
|          S-Groove |
|          N-Groove |
|          K-Groove |
     Small Jump is just that: a small Jump.  It's not really a faster
Jump, though.  Basically, it's just a much lower, shorter distanced
Jump.  And it's very useful for characters who have really good
Jumping attacks, like Sagat's Jumping Roundhouse (HK) or Rock's
Jumping Roundhouse (HK).  This allows you to Jump in on enemies
without being as predictable and punishable as a normal Jump.  It also
gives your opponent MUCH less of a chance to naturally react against
your Jump.
     However, if you do ANY Jump Attack while in a Small Jump, your
character will have a slight delay upon landing.  This is to make sure
that Comboing after a Small Jump is difficult.  If it were easy to
Combo after a Small Jump, Small Jump could potentially be too powerful
and game-breaking.  So by adding the delay, you can land a lot of
sneak attacks against Crouching opponents with a Small Jump, but
punishing them greatly for their mistake isn't too easy.
     You CAN cancel this delay with a Special Move or a Super Combo. 
This does allow you to combo an attack after a Small Jump easier if
you have a very quick hitting Special Move or Super Combo.  Or, if you
have a good "getaway" move, you can cancel your delay with that.  For
example, Blanka can do a Small Jump Roundhouse (HK) and then
immediately land with a Surprise Back (the Backwards Hop).  That will
cancel the delay of your Small Jump and leave you very safe, while the
enemy stays in Block Stun from your Jump attack.
     Lastly, if you do NOT do any attack during a Small Jump, there is
NO delay when you land.  It's just like landing from a normal Jump. 
Thus, you can do Small Jumps, do nothing, and land and Sweep right
away, to catch a LOT of people off guard since they are trying to
stand up and Block your Small Jump Attack.

     During a Small Jump, your ability to perform certain actions may
be removed.  If your character has a Special Move or Super Combo that
can be performed during a Jump, it cannot be performed during a Small
Jump.  So Special Moves (like Morrigan's Air Soul Fist) or Super
Combos (like Kim's Heavenly Phoenix Kick) will not come out during a
Small Jump.  You CAN do Directional Moves, however, in a Small Jump
(like Morrigan's Down + Roundhouse (HK) or Chun Li's Down + Forward
(MK)).  Another restriction occurs if you are in P-Groove or K-Groove:
you are NOT allowed to perform a Parry or Just Defend during a Small
Jump.  Air Throws, on the other hand, are still possible in a Small

     Okay, I'm missing something vital here...  Oh yeah!  How do you
DO a Small Jump?!?  Very simple: just tap any of the three Up
directions.  And since you can do any of the three directions, that
means you can Small Jump in all three directions: forward Small Jump,
backward Small Jump, and straight up Small Jump.  Make sure you tap
the Up position VERY quickly, however.  Even the slightest lingering
on the Up will cause you to perform a normal Jump.
     Many non-KOF players have been expressing a lot of problems
getting Small Jump to work.  This is natural, since Small Jumps never
existed in any Capcom game before, and KOF players have had it for a
while and are completely used to it already.  The one advice I've
heard that helps my Small Jumping ability a LOT is to think of doing
Small Jumps like an upside-down High Jump.  Instead of just tapping
Up, tap Up, then pull the joystick Down right away.  This forces you
to pull the joystick away from Up quickly, and the Small Jump will
come out more often than not.  If you just try tapping Up carefully,
you usually carefully try to hold the joystick and put it back into
Neutral, but just that slight hesitation letting it linger near the Up
positions will cause you to regular Jump.  No, definitely, tapping Up
then Down quickly works best for me.  It may not help you, but it
definitely improved my Small Jumping ability.

     Small Jumps do add another weakness to your character, though
it's very hard to detect.  If your character has Small Jump, it WILL
take longer for your character to actually LEAVE the floor for a Jump,
even if you are doing a regular Jump!  Every character has one
animation frame right before they Jump, sort of like a "pre-jump"
animation where the character bends their knees ready to leap into the
air.  Well, in order to give players more time to let go of the Up
positions on the joystick before getting too high up in your Jump,
they have actually made that pre-Jump animation frame slightly LONGER
for characters in Grooves that have Small Jump!  So characters with
Small Jump actually have a slightly slower Jump.  You can see this by
getting two of the same characters, one in C-Groove and one in
P-Groove, and have them Jump straight up and down.  You'll notice,
that even if you started them Jumping at the same time, they will
slowly shift out of sync, with the P-Groove version lagging behind. 
This is caused by that slight delay.
     The delay doesn't affect your character that much, truth be told.
In fact, it's barely noticeable in gameplay at all.  And if it ever
affects the way a fight turns out in a noticeable fashion, I'd be
surprised.  But it does exist, and there are some "weaknesses"
associated with it, so I've got to mention those here.
     For one thing, getting struck during this delay leaves you
grounded.  So if you tried to Jump to avoid, for example, a Crouch
Forward (MK) from Ryu at the last second, you MIGHT have escaped the
Kick if you were in C-Groove or A-Groove, but in any of the other four
Grooves with Small Jump, you might get hit by the Crouch Forward (MK)
and whatever Ryu Buffered that Crouch Forward (MK) into.  Another
thing that you may experience is trying to Jump over Projectiles at
the last second and getting nailed on your way up.  I don't know if
the Small Jump delay can affect the timing that much, but I can
imagine that even the SLIGHTEST delays can cause you to not make it
over a Fireball properly every once in a while, whereas if you were in
C-Groove or A-Groove, you would be able to make it over easily.  But I
seriously doubt that you'll really ever experience a great deficit for
having this delay.  I'll say this again, just in case anyone gets this
wild idea that Small Jump delay is awful and terrible and ruins Small
Jumping: the delay is so very slight, that it will most likely never
affect gameplay to the point where the delay was the reason for your
     Also, it doesn't seem to affect your ability to escape Throws. 
You'd think that because you're stuck on the ground for just that
fraction of a second longer, that you could be Thrown a LOT easier. 
Well, I used this as a test: in Training Mode, get a C-Groove
character and set him to Jump Straight up forever.  Try to Throw this
character.  You'll find this is actually a VERY difficult thing to do
(because Throws aren't instant, it's hard to grab the enemy for that
short period of time they are on the ground).  However, if I set the
character to do the same in P-Groove, you would think the delay would
make it so that they are MUCH easier to Throw.  Actually, no.  It's
about the same as before.
     So really, the delay hardly effects gameplay, and you probably
will NEVER notice it's affects in actual battle.

     There is one very small and minor side-effect of Small Jumps,
however.  Certain characters who have Special Moves that can be
performed in the air sometimes like to perform their move the instant
they leave the floor.  Athena is the best example, with her Phoenix
Arrow.  Basically, you can do this move the instant you leave the
floor with the Roundhouse (HK) button and make it so that it seems
like she's basically doing the kick from the end of the move right
from the floor.  To do this, people will utilize a "Tiger Knee"
motion.  They roll the joystick from Crouch to Defensive Crouch to
Back to Back Flip and then hit Roundhouse.  The Back Flip will make
the character Jump, and since you passed the Reverse Fireball motion
on your way up, the Roundhouse will register as the button activation
for her Reverse Fireball + Kick motion.  And since she's in the air,
she'll immediately do her Phoenix Arrow the instant she leaves the
     Now, I said before that you cannot do a Special Move in Small
Jumps.  This causes problems for the above technique.  Basically, the
computer registers you as Small Jumping the instant you leave the
floor.  If you are still holding any of the Up directions after a
short period of time, the computer will then register you as regular
Jumping, and allow you to perform Special Moves and what not.
     That means you are defaulted to Small Jumping FIRST.  So if you
try the above "Tiger Knee" motion technique, it will be a lot tougher
to do in a Groove with Small Jump than in Grooves that DON'T have the
Small Jump.  The instant you leave the floor, you are in a Small Jump,
and NO SPECIAL MOVES ARE ALLOWED.  So you won't ever be able to do
your move the instant you leave the floor.  You can only do it
slightly after you leave the floor.  Thus, if you base your strategy
on the "Tiger Knee" motion trick (which is really useful for a small
selection of characters, including Athena, Kim, and Akuma) and you
play a Groove with Small Jump, practice the timing and practice it
well.  It's a lot harder to do in the four Grooves with Small Jump
than it is in the Grooves without it.

--/                 \------------------------------------------------
=( Tactical Recovery )========================================== 09 =
--\_________________/                              groove sub-systems
|                   |
| GROOVES: C-Groove |
|          P-Groove |
|          S-Groove |
     Once you are struck by a Knock-Down, whether it be a Special
Move, a Normal Move that knocks down (like Hibiki's Standing Forward
(MK)), a Throw, or a Super Combo, your character ends up falling to
the ground and landing on his/her back (or front, as is the case of
Yamazaki... ^_^).  After landing on the ground, normally your
character immediately gets back up only half a second after hitting
the floor.  With Tactical Recovery, you can actually lengthen the
amount of time your character lies there on the ground by a little
bit, to add a bit of confusion to the enemy's timing.
     This is very simple to do.  Before your character starts to get
up, hold at least two Punches (any two or all three will work).  Your
character will remain on the floor for about half a second longer and
then get up.  You'll know you did this correctly because your
character, when getting up, with have the "shadow" effect.  You don't
end up staying on the floor very much longer at all, but it's enough
of an increase to throw off Meaty Attack timing and Cross-up timing.
     Also, since the character generally gets up pretty quickly after
being knocked over, you pretty much have to have decided to do the
Tactical Recovery before you hit the floor.  If you try to hold the
two Punches after you hit the ground and are lying on your back,
you'll usually start getting up by then and fail to do the Tactical
Recovery.  Just make sure that you are holding two Punches before your
character first hits the ground after a Knock-Down.  You'll see that
right before they hit the ground the second time after the bounce that
the shadows already start appearing, almost to act, it seems, as a
signal to the enemy, if they are sharp, that the Tactical Recovery is
being used.
     Learn when to use this tactic, and it can be effective enough to
shift the Wake-up game to your advantage, as it will also add a small
element of inconsistency to the timing of when your character gets up
from off the floor.  This could save you from a lot of damage that you
could eat if the enemy lands a Cross-up.

--/         \--------------------------------------------------------
=( Safe Fall )================================================== 10 =
--\_________/--------                              groove sub-systems
|                   |
| GROOVES: A-Groove |
|          N-Groove |
|          K-Groove |
     Safe Fall is a way to prevent your character from even being on
the ground at all after being struck by a Known-Down.  Anytime you get
hit by a Knock-Down, you can basically cause your character to roll
backwards slightly the instant you hit the ground.  This allows you to
get farther away from your opponent and virtually eliminates the
Wake-up game from your opponent's options.
     Whenever you get hit by a Knock-Down, your character will usually
hit the ground once, bounce off the ground a little, and then hit the
ground again and stay there.  To perform a Safe Fall, hit at least two
Punches the instant you hit the ground on that FIRST bounce (three
Punches works too).  If you wait any later than that, you will not be
able to perform a Safe Fall.

     However, you CANNOT perform a Safe Fall after you get hit by a
Super Combo.  Getting hit by a Super Combo prevents you from doing a
Safe Fall at all, so you will have to deal with any sort of Wake-up
games the opponent has planned for you.

     Some people have asked, "Why on earth would you not do a Safe
Fall?  Is there ever any time you might NOT want to do a Safe Fall?" 
Well, Safe Falls DO have a weakness...  There is a vulnerable period
at the end of a Safe Fall where you can get hit by just about
anything.  Anything that would normally hit you if you were Standing
will connect against you at the end of a Safe Roll.  Not only that,
but if something hits you, you are registered as grounded, so any
normal combo against a grounded opponent will work!  People can
definitely take advantage of Safe Falls knowing this.  For example,
Benimaru can do a Super Lightning Kick with Short (LK) Kick.  The
instant his opponent lands, he can wait to see if you do a Safe Fall. 
If you do, he can do a Level 3 Discharge Spark and catch you out of
your Safe Fall for free.  Also, if you Safe Fall in the corner,
chances are your opponent is close enough to take advantage of the
Safe Fall and can really punish you.

     Also, there are some moves you cannot Safe Fall after, even
though they put you to the floor.  Usually moves that just instantly
floor you are impossible to Safe Fall from.  This includes moves like
Kyo's Jumping Down + Fierce (HP), either of Haohmaru's Throws, Kyo's
Kick Throw, Haohmaru's Secret Earthquake Slice, Kyosuke's Shadow
Breaker (the Overhead punch attack), and Ryo's Crazy Tiger Thunder
Attack (the Overhead leaping chop attack).

--/                        \-----------------------------------------
=( Groove Sub-Systems Chart )=================================== 11 =
--\________________________/                       groove sub-systems

      Below is a chart that shows you exactly which Groove has which
Groove Sub-System.  From looking at the chart, P-Groove and K-Groove
have the least Abilities, and N-Groove has the most, making it the
most well-rounded Groove.  Study the chart, and figure out and
remember what abilities are granted to your character for each

             _____ _____ _____ _____ _____ _____ 
            |     |     |     |     |     |     |
            |  C  |  A  |  P  |  S  |  N  |  K  |
            |     |     |     |     |     |     |
            |  G  |  G  |  G  |  G  |  G  |  G  |
            |  R  |  R  |  R  |  R  |  R  |  R  |
            |  O  |  O  |  O  |  O  |  O  |  O  |
            |  O  |  O  |  O  |  O  |  O  |  O  |
            |  V  |  V  |  V  |  V  |  V  |  V  |
            |  E  |  E  |  E  |  E  |  E  |  E  |
|           |     |     |     |     |     |     |
|   DASH    |  X  |  X  |  X  |     |     |     |
|           |     |     |     |     |     |     |
|    RUN    |     |     |     |  X  |  X  |  X  |
|           |     |     |     |     |     |     |
|  ROLLING  |  X  |  X  |     |     |  X  |     |
|           |     |     |     |     |     |     |
|   DODGE   |     |     |     |  X  |     |     |
|           |     |     |     |     |     |     |
|  COUNTER  |  X  |  X  |     |  X  |  X  |     |
|   ATTACK  |     |     |     |     |     |     |
|           |     |     |     |     |     |     |
|  COUNTER  |     |     |     |     |  X  |     |
|  MOVEMENT |     |     |     |     |     |     |
|           |     |     |     |     |     |     |
| AIR GUARD |  X  |     |     |     |     |     |
|           |     |     |     |     |     |     |
|   SMALL   |     |     |  X  |  X  |  X  |  X  |
|    JUMP   |     |     |     |     |     |     |
|           |     |     |     |     |     |     |
| TACTICAL  |  X  |     |  X  |  X  |     |     |
|  RECOVERY |     |     |     |     |     |     |
|           |     |     |     |     |     |     |
| SAFE FALL |     |  X  |     |     |  X  |  X  |



   ===============                                         Chapter 05
---| THE GROOVES |---------------------------------------------------
00) Intro
01) C-Groove / Level 2 Super Canceling
02) A-Groove / Custom Combos
03) P-Groove / Parry
04) S-Groove / Power Build And Power Condition
05) N-Groove / Power Activation
06) K-Groove / Just Defend

                           <<   INTRO   >>                           
     The Grooves are the heart and soul of Capcom Vs. SNK 2!  There
are 6 Grooves in CvS2, and each Groove will greatly affect how you
play your character.  Grooves grant your characters abilities that
aren't available in any other Groove.  Most of the differences involve
the use of your Super Meter and how it is used and what you can use it
for.  It also can grant you other abilities such as the ability to
Parry.  It is these abilities that make the Groove what they are.

     As mentioned earlier, there are 6 Grooves all together.  Three of
them are based on Capcom games (C, A, and P Grooves) and three of them
are based on SNK games (S, N, and K Grooves).  Below is a small
summary of each Groove's unique abilities, and then detailed
information about each Groove will follow.

1) C-Groove
   - Three Tiered Super Meter
   - Level 2 Super Canceling
   - Air Guard
2) A-Groove
   - Custom Combos
3) P-Groove
   - Parry
4) S-Groove
   - Power Build
   - Power Condition
   - Dodge
5) N-Groove
   - Power Activation
   - Counter Movement
6) K-Groove
   - Just Defense
   - Rage Meter

                           << C  GROOVE >>                           


Meter Style:
     - Three Tiered Super Meter
Groove Systems:
     - Level 2 Super Canceling
Groove Sub-Systems:
     - Dash
     - Rolling
     - Air Guard
     - Counter Attack
     - Tactical Recovery
Possible Levels of Supers:
     - Level 1
     - Level 2
     - Level 3
Games of Origin:
     - Street Fighter Alpha Series

* * *

     C-Groove is a purely Super Combo-based Groove.  You have a Three
Tiered Super Meter which allows you to perform three different Levels
of Super Combos.  True, EVERY other Groove has Super Combos as well,
but there are four main factors that make C-Groove far more Super
Combo based than the other Grooves:
     1) No time limit!  Once a Meter is built up, you don't have to
worry about any time limits.  You are able to Super whenever and
wherever you like, so utilizing Supers into your gameplay is MUCH
easier.  You can play naturally, and your opponent will never know
when the Super is coming!
     2) Any Super, any time, any place!  A-Groove and P-Groove don't
have time limits either, so why aren't they as good?  Because A-Groove
is stuck with Level 1 Supers (which are pretty terrible in priority by
Level 1 Super standards) and P-Groove is stuck with Level 3's. 
C-Groove's biggest advantage is that a person using C-Groove not only
can choose to do a Level 1 or Level 3 whenever he/she wants, but a
Level 2 Super, which isn't available is any other Groove.  If you have
the Meter (and see number 3), you can do a nice Level 1 to finish off
opponents, or you can do a powerful Level 3 if you need a comeback. 
Whatever the situation asks for, if you've got the Meter, you can do
it.  C-Groove is the ONLY Groove where you can choose what Level of
your Super Combo is performed.
     3) Meter builds up SOOOO fast!  You do not realize how fast your
Meter builds up in C-Groove.  I swear I've seen fights where someone
blows a whole Level 3 Super Combo on someone, and in 10 seconds, BOOM!
You're Meter is full with a Level 3 again.  The reason this seems so
much fast than other Grooves is because it requires the least amount
of points to build up a Level 1 Super in C-Groove.  A-Groove and
N-Groove have the next shortest meters, but C-Groove's Meter is more
than 1/5 shorter than A-Groove and N-Groove.
     4) Level 2's can produce tons of damage thanks to C-Groove's new
ability to cancel Level 2's into a Special Move or a Level 1 Super (if
available).  This makes it much more practical to throw out Level 1's
at will, because if you have a Level 2 left, you can still do VERY
damaging Combos.  So you don't always need a Level 3 for a good,
damaging comeback Combo.
     So if you like using Supers, C-Groove is the Groove for you. 
Especially if you're proficient at Comboing Supers.

* * *

     C-Groove's Super Meter is divided into three equal parts.  You
can see the divisions in the Meter by the fact that each third gets
increasingly "thicker" in the Super Meter.  Your Meter will build up
during the normal course of battle.  When the first third fills up,
you now have one "Level" of Super Meter.  Now you can perform any
actions that you need a Level 1 to perform (Level 1 Supers and Counter
Attacks).  When the second third of the Meter fills up, you can now
perform Level 2 Supers.  And finally, when the last third of the Meter
fills up, you gain the ability to do Level 3 Supers.
     Whenever you perform any of these actions that drain Meter, only
that portion of the Meter required will drain from your Meter.  In
other words, if you have exactly 2 Levels stored up and you perform a
Counter Attack, you'll now have exactly 1 Level left in your Meter. 
Or if you have 2 and a half Levels filled up, and you perform a Level
2 Super, you'll have half a Level left in your Meter.
     Performing an action that consumes Meter is the only way to drain
the Meter.  Otherwise, whatever Meter you've gained, you keep.  It
never drains by any other means.

     C-Groove is the ONLY Groove where you can choose what level of
Super you do.  In order to choose which Level of Super you perform,
you have to use specific buttons to activate the Super.  For example,
if you are doing a Super that is activated by a Punch button, doing
the Super with Jab (LP) will perform a Level 1 Super.  Performing the
Super with Strong (MP) will perform a Level 2 Super.  And performing
the Super with Fierce (HP) will perform a Level 3 Super.  This also
applies with Supers that require the Kick buttons with Short (LK),
Forward (MK), and Roundhouse (HK) respectively.
     If you don't have enough Super Meter for the Level you chose, it
will just activate the highest Level Super possible.  For example, if
you have only 1/2 a whole C-Groove Meter (which is one full Level and
half of the second), and you do the Super with the Fierce (HP) button,
you will perform just the Level 1 that you had available to you.

     There are some extra benefits to filling up your Meter.  At each
Level you build, you also gain a slight strength increase.  Once you
get your Super Meter up to a Level 1, your character will do 1% more
damage with every hit.  At Level 2, your character will do an extra
2%.  At a full Level 3, your character does an extra 5%.  It's not
much, but any little bit will help, right?  And if you use your Super
Meter for any reason, your Strength will drop down to whatever your
Meter is at.  So if you are at Level 3 and do a Level 2 Super, your
strength will go down from 105% to 101%, since you have a Level 1

     In C-Groove, regardless if you win or lose a round, you will keep
EXACTLY whatever Meter you had filled up between Rounds.  So if you
win a Round with a full 100% Meter, you'll start the next Round with a
full 100% Meter.  If you are defeated with just 50% of your Meter,
you'll start the next Round with your next character with 50% of your
Meter.  So be it 23%, 78%, 16%, 0%, or whatever percent of your Meter
is filled up at the end of a Round, that's exactly how much Meter your
character will have at the start of the next Round.

* * *

     C-Groove's one main unique ability (besides Air Guard) is a new
feature that has never existed before in any Street Fighter game: the
ability to cancel a Level 2 Super Combo into a Special Move or Level 1
Super Combo (if you have the Meter for it).  This allows you to add
more damage to many of the combos that can be performed with Level 2
     The way this works is pretty simple, and it goes pretty much how
you think it would: at any point, during a Level 2 Super Combo, if you
input the code for a Special Move or a Super Combo that can be
performed from where you are, your Level 2 Super Combo will be
canceled, and your character will go straight into what Special Move
code you input.  However, there is one MAJOR caveat to this: the Super
Combo HAS TO BE CONNECTING.  You cannot cancel a Level 2 Super Combo
that is whiffing, or a Level 2 Super Combo that is being Blocked. 
Only if the Super Combo is CONNECTING can you cancel it.  It doesn't
matter which hit connects, as long as ONE hit connects, you then gain
the ability to cancel that Level 2 Super at any point from that time

     To keep things simple, it is safe to say, for now, that anything
you perform out of a Level 2 Super Combo has the ability to Juggle the
opponent.  So even if a move does not Juggle the enemy normally, in
this situation, it will.  For example, Bison's Psycho Crusher normally
does not have any ability to Juggle the opponent.  But if you perform
a Level 2 Knee Press Nightmare, and cancel the last hit into the
Psycho Crusher, the Psycho Crusher will Juggle the enemy out of the
air.  Such are the benefits of C-Groove's Level 2 Super Canceling
     To learn more about how the Juggling works, and EXACTLY why the
Juggles work and why some don't, please read the Level 2 Super
Canceling section in the second half of this FAQ.  In the Combo
section, under Level 2 Super Canceling, this will be explained in far
greater detail.

     This allows you to add on a lot more damage to a Level 2 Super. 
In some cases, a Level 2 Super canceled into a Special Move will do
more damage that a Level 3 by itself.  A Level 2 canceled into a Level
1 is the most devastating in many cases.  However, the only truly
consistent thing about Fighting Games is that NOTHING is ever
consistent.  In some cases, performing a Level 2 Super canceled into a
Level 1 or a Special Move will do LESS damage than a Level 3 by
itself.  In those cases, you're better off landing a full Level 3 if
you are looking for damage.  However, if you only have a Level 2
available, or you just want to conserve Meter, feel free to do the
Level 2 in the Combo anyhow.
     Sometimes if you're not careful, though, the cancellation can
lead to disastrous results.  For example, if you do Blanka's Shout of
Earth, which garners more hits if you mash buttons, just be careful if
you EVER do a Level 2 Shout of Earth.  Mashing Punches will instantly
cancel the Super into Electric Thunder, wasting your entire Super for
one hit.  Mashing Kicks may accidentally make you perform a Surprise
Forward or a Surprise Back, again wasting your entire Super.  My
advice?  Mash on Short (LK) and that's it.  Oh, and wiggle that
joystick like mad.  ^_^ 

                           << A  GROOVE >>                           


Meter Style:
     - Two Tiered Custom Combo Meter
Groove Systems:
     - Custom Combos
Groove Sub-Systems:
     - Dash
     - Rolling
     - Counter Attack
     - Safe Fall
Possible Levels of Supers:
     - Level 1
Games of Origin:
     - Street Fighter Alpha Series

* * *

     A-Groove, obviously, is the Custom Combo Groove.  Depending on
your character, this can be one of the more skillful Grooves, or one
of the "scrubbiest".  Whatever the case is, this is definitely the
Groove that allows for the most versatility of using your Meter. 
Custom Combos allow you to use their momentary invincibility to "blow
through" attacks.  They can be used to lengthen a combo that might
have otherwise ended without them.  They can also give you the much
needed Anti-air attack your character is missing.
     Regardless of what you are using it for, remember one thing:
Custom Combos also have the greatest ability to foul up.  Although
Customs last long, and while you are getting hit by a long Custom
Combo it seems rather annoying, remember that Custom Combos are the
only use of Meter that a player can "mess up".  Not only can they mess
up, but if they mess up early enough into the Custom Combo, they are
left extremely vulnerable to attacks.
     In short, Customs are a more versatile and manual Super Combo. 
The potential to do much more damage than a Super Combo is there for
some characters, and for others, the Custom Combo almost becomes a
useless asset.  Find out if A-Groove is good for your character, and
if your character has many uses for the Custom.  And if you are
skilled enough to pull off some of the more skillful or high-damaging
Combos, then this is the Groove for you.

* * *

     The A-Groove Meter is divided into two-halves.  A line in the
Meter indicates the half-way point of the Meter.  Once the Meter fills
up halfway, you gain the ability to perform any ability that requires
1 level of Meter (Level 1 Supers or Counter Attacks).  When you build
up the second half, you gain the ability to perform a Custom Combo. 
You can still perform Level 1 Supers and Counter Attacks, and that
will only drain half of your Meter.  So if you had about 75% of a
Meter built up and you perform a Level 1 Super, you'll end up with 25%
of your Meter still full.  If you have a full Meter and perform a
Counter Attack, you'll end up with half a Meter left.
     Keep in mind, also, that if you have both halves of the Meter
filled up, you do NOT gain the ability to do a Level 2 Super Combo. 
Level 1 Super Combos are all you get in A-Groove.
     Performing an action that consumes Meter is the only way to drain
the Meter.  Otherwise, whatever Meter you've gained, you keep.  It
never drains by any other means.

     In A-Groove, regardless if you win or lose a round, you will keep
EXACTLY whatever Meter you had filled up between Rounds.  So if you
win a Round with a full 100% Meter, you'll start the next Round with a
full 100% Meter.  If you are defeated with just 50% of your Meter,
you'll start the next Round with your next character with 50% of your
Meter.  So be it 23%, 78%, 0%, or whatever percent of your Meter is
filled up at the end of a Round, that's exactly how much Meter your
character will have at the start of the next Round.

* * *

     The Custom Combos in Capcom Vs. SNK 2 are very, very free form. 
Customs have generally come with a lot of limitations or rules or what
not...  But in CvS2, most of the rules have been simplified.  There
are still a few rules here and there, but in general, it is safe to
say this: Custom Combos grant you the ability to cancel any attack
into any other attack, whether it be a Special Move or a Normal Move. 
Also, all moves you perform in a Custom Combo gain infinite Juggling
ability.  That means anything that reaches the enemy pretty much will
     During Customs, you can also Jump, Crouch, Roll, and do pretty
much anything you normally could have done when NOT in a Custom Combo.
Also, Special Moves that require charge time no long need to be
charged up.  So Guile can throw Sonic Booms or perform Somersault
Kicks while walking forward.  The only major restriction that comes
from activating a Custom Combo is that you can no longer Block.  So if
you activate your Custom, and do not land your Combo, beware of
     The last advantage given to you by Custom Combos is a period of
momentary invincibility.  Upon activation, your character is
invincible for a short period of time.  This allows you to dodge
Projectiles, "blow through" moves the enemy tried to nail you with, or
turn low-quality Anti-air moves, like Dan's Kouryuken, into pure 100%
invincible Anti-air attacks.  This is a BIG key for using Custom
Combos properly, as utilizing this invincibility period properly will
allow you to land your Custom Combos a lot more often.

     To activate a Custom Combo, simply hit Fierce (HP) + Roundhouse
(HK) at the same time when you have a full Meter.  You can activate a
Custom Combo when you are on the ground or even if you are in the air.
However, you can only perform a Custom in the Air if you haven't
already performed an attack in your Jump.
     Again, you can ONLY activate a Custom Combo if your Meter is 100%
full.  There are no "50% Custom Combos" like there were in Street
Fighter Alpha 3.  Nope, in CvS2, you need a full Meter, or you have no
Custom Combos.
     Once activated, your Super Meter will gradually drain from full
to empty.  Once it drains all the way, your Custom Combo is over, and
any ability you gained is gone.  You can now Block again, and you play
as normal, but with an empty Meter to start building again.
     If you are struck in the middle of a Custom Combo (take damage in
any way), your Custom Combo automatically ends.  So when you are hit
by any move or even Thrown, your Custom ends.  Then, whatever energy
is left in your Super Meter will get subtracted by 50% of a full
Meter, and that is what you are left with.  Thus, if you activate your
Custom Combo and get hit out of a Custom Combo with 75% of the Meter
still full, you'll end up with only 25% of your Meter left.  That also
means if you get hit out of a Custom Combo with anything less than 50%
of the Super Meter full, you end up with nothing.
     One interesting thing to note: if you perform a Throw during a
Custom Combo, and the enemy Techs it, your Custom Combo will STILL be
going.  However, if the enemy Throws YOU and you Tech it, your Custom
ends, even though you took no damage.

     A new feature added to Custom Combos, though, is the ability to,
at anytime during the Custom Combo, perform a Level 1 Super.  Doing so
will instantly end your Custom Combo and empty out the Meter, but
these Supers are vital to doing damage with Customs.  The Damage
Scaling that occurs with Custom Combos is VERY harsh in CvS2.  All
hits during a Custom Combo are suspect to some very potent Damage
Scaling so that your Custom may barely even scratch the surface of
doing 25% damage to an opponent.  However, Level 1 Supers in the
middle of a Custom Combo are exempt from these harsh Damage Scaling
effects.  They do not do the full damage of a normal Level 1 by
itself, but it will still do a good deal of damage during a Custom
Combo.  Thus, it is almost IMPERATIVE that you land a Level 1 Super at
the end of your Custom Combo, if you are hoping to do any worthy
amount of damage.

     Also, if you defeat an opponent during a Custom Combo (see the
following section on Custom Combos), you will have an empty Meter at
the start of the next round, regardless of how much energy is left
inside your Super Meter.

     If you want to learn more about Custom Combos and how they work,
the abilities and restrictions gained, the Juggling System, etc.,
please read the Custom Combo section in the second half of this FAQ. 
In the Combo section, under Custom Combos, this will be explained in
far greater detail.

                           << P  GROOVE >>                           


Meter Style:
     - Basic, Level 3 Only Super Meter
Groove Systems:
     - Parry
Groove Sub-Systems:
     - Dash
     - Small Jump
     - Tactical Recovery
Possible Levels of Supers:
     - Level 3
Games of Origin:
     - Street Fighter Three Series

* * *

     P-Groove is the ultimate "risk" Groove.  If you are good at
predicting your enemy's actions, willing to take many risks, and want
to give yourself the ultimate way to avoid just about everything that
can be thrown at you in this game, this is the Groove for you.
     You don't get a lot of abilities in this Groove.  You pretty much
only get one: Parrying.  Outside of a Small Jump tacked on for good
measure, you're going to have to base your whole game around Parrying.
So if you aren't good at Parrying, you aren't good at P-Groove.  And
if you aren't good at Parrying, seriously, stay away from P-Groove.
     But if you ARE good at Parrying, well then by all means pick it! 
Or if you want to get good at Parrying, pick P-Groove and practice up!
Be warned, though, Parrying isn't just something you can learn with
time.  Parrying requires a LOT of intuition, quick reflexes, and a
high level of psychology, because you don't Parry things for the most
part on reaction.  You generally will Parry things because you've
predicted what your opponent is going to do, or you were able to make
the enemy feel safe to do a certain move, which you then Parry and
     But again, the best thing about Parrying is that it means you are
never dead.  A Meaty Fireball, for example, when you have Zero Vital
doesn't guarantee death by Block Damage.  Jumping at an enemy who
launches a Level 3 Anti-air super on you doesn't mean you're finished.
If you get good at Parrying, you can survive just about anything.  So
if you're ready to take the time to learn how to Parry, or if you're
an avid Street Fighter III player looking to show the rest of the
Street Fighter world what's up, P-Groove is for you.

* * *

     P-Groove's Meter is very, very simple.  There are no levels or
tiers or sections of the Meter.  There is just one big Meter.  As you
play, it fills up slowly, and once it is full, you can perform your
Super Combo.  The Super Combo will be performed as a Level 3 Super
Combo, and will completely drain your Meter.  There is no other action
you can use with your Meter other than a Level 3 Super.
     Performing the Super Combo is the only way to drain the Meter. 
Otherwise, whatever Meter you've gained, you keep.  It never drains by
any other means.

     In P-Groove, regardless if you win or lose a round, you will keep
EXACTLY whatever Meter you had filled up between Rounds.  So if you
win a Round with a full 100% Meter, you'll start the next Round with a
full 100% Meter.  If you are defeated with just 50% of your Meter,
you'll start the next Round with your next character with 50% of your
Meter.  So be it 23%, 78%, 0%, or whatever percent of your Meter is
filled up at the end of a Round, that's exactly how much Meter your
character will have at the start of the next Round.

* * *

     The Parry System was taken straight from the Street Fighter III
Series.  To understand Parrying, you must understand the concept of
Block Stun first.  As you know, whenever you Block an attack, your
character is rendered stuck in "Block Stun".  This means your
character must remain "ineffective" for a small period of time.  You
cannot do anything except Block again or perform a Counter Attack or
Counter Movement.  Also, after you Block an attack, your character
gets pushed a small distance while in the Block Stun.
     Parrying is a risk-based system that allows you to completely
bypass Block Stun.  If you Parry an oncoming attack, your character
will basically "Block" the attack, but 1) Will not go into ANY Block
Stun; 2) Will not be pushed back ANY distance.  Thus, your character
is free to perform ANYTHING you want him or her to do the instant you
Parry an attack.  So if you Parry an opponent's Crouching Roundhouse
(HK), for example, you recover instantly and can choose to punish the
enemy while their Roundhouse (HK) finishes animating.
     The reason why I keep calling Parry a risk-based system is
because you are putting your character, pretty much, in danger every
time you attempt a Parry.  To perform a Parry, you must hit the
Joystick Towards or straight Down the INSTANT before a move connects
against you.  So if you wanted to Parry a Projectile, like Ryu's
Hadouken for example, you must wait until the Projectile gets right in
front of you, and then press Towards on the controller.  Your
character will Parry the Projectile and bypass all Block Stun. 
However, if your timing is off, you'll either Parry too early or too
late.  Regardless of which you do, you'll most likely eat the
Projectile.  And if you were trying to Parry something more deadly,
like a Super Combo, you can take a LOT of damage from a failed Parry.
     Keep in mind that you can only Parry Attacks.  If you try to
Parry an attack from Zangief, and he decides to do a Screw Pile Driver
instead, you'll get Thrown.

     On the ground, there are two directions you can Parry: Towards
and Down.  These can be referred to as Parrying High (Towards) and
Parrying Low (Down).  That is because, just like there are moves that
cannot be Blocked in both directions, there are moves that cannot be
Parried in both directions.  Which way you can Parry a move is based
on, generally, where the attack hits.  Let's use Ryu as our "height"
     Anything that hits Ryu from about the height of his waist and
upwards HAS TO BE PARRIED HIGH.  Examples of this are Ryu's Close-up
Forward Kick (MK), Balrog's Standing Fierce (HP), Kyo's Wicked Chew
(Fireball + Jab (LP) or Strong (MP)),  and Maki's Standing Jab (LP).
     Any move that you have to Crouch Block MUST BE PARRIED LOW.  This
goes for moves like Mai's Crouching Forward (MK), Ken's Crouching
Roundhouse (HK), Kyo's Crouching Short (LK), or the first hit of Kim's
Comet Cruncher (the Slide and Overhead Kick move).
     Any move that hits at the height of Ryu's thighs to his shin CAN
BE PARRIED IN BOTH DIRECTIONS.  This goes for moves like Akuma's
Crouching Strong (MP), Chun Li's Standing Short (LK), Bison's
Crouching Fierce (HP), and Terry's Crouching Jab (LP).
     Moves that are airborne, REGARDLESS of where they hit you, must
be Parried High.  This includes any Jump attack, Honda's Super
Zutsuki, Akuma's Dive Kick, and Kyosuke's Shadow Breaker (the Overhead
punch attack).  The reason I make this distinction is because of moves
like Bison's Double Knee Press.  Both hits of Bison's Knee Press must
be Parried High, even though the second hit hits kind of low.  But
he's still airborne, so you CANNOT Parry it Low.  You can only Parry
it High.
     And, NO, nice try: you cannot use Offensive Crouch to Parry in
both directions at once.  It HAS to be exactly Towards or Down, not
any joystick position that CONTAINS those directions.

     You can also Parry in the air.  Although you don't have Air
Blocking, this basically acts as a suitable replacement!  And what's
whereas with Air Guard there are many moves that cannot be Air
Guarded.  However, in order to Parry in the air, you cannot have done
any other move during your Jump beforehand.  So you can't Jump and
kick on your way up and then Parry on your way down.
     To perform a Parry in the air, it's the same as on the ground:
hit Towards on the Joystick right before a move connects against you. 
Once you do this, your character will Parry the attack.  If this
occurs while you are on your way up in a Jump, you basically maintain
the momentum of your Jump and continue with your normal Jump Arc.  If
you Parry while you are on your way DOWN from a Jump, however, you
will actually bounce upwards a tiny bit again, and then drift slightly
in the direction you were Jumping.  Thus, if you Parry on your way
down from a Forward Flip, you'll bounce up and drift forward a little
bit.  If you Parry an attack right before you land during a Back Flip,
you'll bounce slightly upwards and continue drifting backwards a bit. 
If you Parry an attack on your way down from a straight up Jump,
you'll bounce slightly straight up, not drifting in any direction. 
During this period, you can attack with any Jump attack or air Special
Move that you want on your way down.
     Now, keep in mind one thing: in the Street Fighter III Series,
you were allowed to Parry with Down OR Towards in the air.  Parrying
with Down made you bounce forward while Parrying with Towards made you
bounce in place to an extent.  This isn't true with CvS2 anymore.  You
can ONLY Parry with Towards in the air, and you only have the choice
to bounce in the direction that you were Jumping.
     Also, to keep a distinction clear: in the Street Fighter Three
Series, you were able to Parry moves like Alex's Air Knee Smash and
Hugo's Shootdown Backbreaker.  In CvS2, however, you CANNOT Parry
similar Anti-air Throw moves, namely Zangief's Aerial Russian Slam. 
See, Alex and Hugo's moves counted as HITS, not Throws.  Zangief's
Aerial Russian Slam is a THROW, and since you can only Parry hits,
there is nothing of that move you can Parry.

     When you perform a Parry on the ground it will last for 4 frames
if you hold the controller in the direction you Parried.  However, if
the joystick is returned to Neutral within 3 Frames after the input,
the Parry will last for 8 frames on the ground, 7 frames in the air.

     Now, when you Parry an attack, the enemy will freeze in their
current Animation Frame for a split second.  This gives you some extra
time to do whatever retaliation you want.  So let's say you Parry the
Crouching Forward (MK) from Ryu and Ryu had the intention of Buffering
the Crouch Forward (MK) into a Fireball.  Now normally, if you were
Blocking this, you can't do anything between the hits, because the two
hits Combo.  But since you Parried the Crouch Forward (MK), you have
no Block Stun.  Meanwhile, Ryu freezes in place for a bit, so you can
quickly throw out a move of your own and hit Ryu even before he goes
into the Fireball animation.
     However, this "Parry Freeze" is not particularly long, especially
compared to Street Fighter III or Street Fighter Three: 2nd Impact. 
So after Parrying Jabs (LP) and Shorts (LK), landing a powerful
retaliation attack is fairly tough.  And Parrying moves that hit
multiple times, like Super Combos, and then retaliating is fairly
difficult (it IS possible, don't get me wrong, but still very tough. 
Especially depending on how fast the Super hits).  For example,
Parrying the first hit of Bison's Mega Psycho Crusher and then landing
a Shoryuken is not easy.  It can BECOME easy after much practice but,
at first, squeezing in the Shoryuken before the next hit of Bison's
Super isn't easy.
     Thus, against moves that are particularly fast, if you want to
punish the enemy, you may want to Parry more than one hit in a row to
ensure you get a clean Counter Attack.  For example, you can Parry all
17 hits of Chun Li's Level 3 Hoyokusen (the Thousand Burst Kick-like
Super).  You'll have to Parry every hit, one after another.  However,
because of the Parry Freeze, the speed at which the Super hits will be
decidedly slower than normal.  So even though the Super, if
connecting, hits at the rate of "hit hit hit hit hit hit", for
example, Parrying it would be at the tempo of something like "hit   
hit    hit    hit    hit    hit".
     However, at any point, if you a Parry is mistimed, just be
prepared to eat the rest of the Super.  Of course, since you are not
committed to anything when you Parry a move, you can just choose to
Block the rest of the Super, if you don't feel like you are capable of
Parrying the rest of it.  You can also try to attack in between hits
of a string of attacks.  When you Parry one hit, you can try to do a
move that's fast enough to catch the enemy while he/she is still in
his/her Parry Freeze.  But if you are too slow with your counter
attack, you could end up eating the Super or whatever multi-hitting
move you were trying to Parry.
     You can also Parry multi-hit moves from the air.  So if you Jump
and Ken does a Shinryuken super on your, you can actually Parry every
hit of it, and remain suspended in the air until Ken finally passes
through you.

     Another added benefit to Parrying is that you do not incur any
Block Damage.  That means defeat by Block Damage is something you can
always avoid.  If someone plants a Fireball in you when you get up and
have Zero Vital, you can actually do a Wake-up Parry, and save
yourself from defeat.  And if you Parry all 17 hits of Chun Li's
Hoyokusen, you will incur zero Block Damage.

     A small side note: you cannot perform a Parry during a Small
Jump.  You are only allowed to Parry if you perform a regular Jump or
a High Jump.  Also, because of the combination of the slight delay at
the beginning of a Small Jump and the fact that you cannot Parry
during a Small Jump, the period of right when you start Jumping up to
the point where you have JUST barely left the ground, you cannot Parry
anything.  What makes it even worse is that if you are hit during that
delay right before you Jump, you DO stay grounded.  Most people won't
be trying to Parry right when they Jump, of course, so this isn't
really much of a big deal.  But I figured I'd rather be thorough than
not thorough, and so I mentioned it anyhow.

     You cannot Parry once you are already in Block Stun.  If you
Block a multi-hit attack, you can no longer Parry if all the attacks
Combo.  So if Chun Li does the Hoyokusen to you and you Block the
first hit, you can no longer Parry any of the subsequent hits from
Chun's Super.  You will be stuck in Block Stun and are forced to Block
the rest of the Super.  This is significant to mention because in
Street Fighter III: Third Strike, there was an ability called "Red
Parrying" which allowed you to Parry OUT of Block Stun.  That system
DOES NOT EXIST in CvS2.  So once you start Blocking, you are Blocking.
You can only Parry again once your Block Stun ends and you are free
to move again.

     Staying with the concept of Parrying and Block Stun, remember
that Parrying BYPASSES ALL BLOCK STUN.  In other words, after Parrying
an attack, you are essentially in a Neutral State as if you were just
Standing there during a normal fight.  That means you are still
vulnerable to Throws.  For example, if Zangief does a Crouch Jab
against you and you Parry it, and Zangief decides to Buffer that
Crouch Jab into a Spinning Pile Driver, you are susceptible to being
grabbed out of your Parry.  In fact, that Buffer is SO FAST that it's
nearly impossible to NOT get grabbed if Zangief decides to do this. 
The reason I mention this is because this is very different from Just
Defending.  Just Defending has it so that you are still in a type of
Block Stun, so if Zangief tries the same trick on a character who Just
Defends, he'll miss his Throw, because you can't Throw people out of
their Block Stun.

     A little section will be added here, for your benefit, dealing
with learning how to properly Parry a Level 3 Super, or any other
Super that generally hits "quickly".  There are some Supers that, if
you are not Blocking BEFORE the Chi Gathering sequence, cannot be
Blocked anymore.  Regardless of what you try, you can't Block and
you'll eat the Super.  For example, if you are standing near Guile and
NOT holding Back on the controller and he performs his Sonic
Hurricane, you will not be able to Block the Super when it starts. 
Even if you hold Back or Defensive Crouch ANY TIME after the Chi
Gathering starts, it will do you no good: you're gonna get hit by the
     This concept needs to be understood to properly Parry a quick
Super like the Sonic Hurricane.  If the enemy performs a Super that
close up to you, and you hadn't tried to Parry yet, you are not going
to be able to Parry.  In fact, most likely, you are eating the Super,
as mentioned above.  Thus, in order to Parry a Super that hits as fast
as a Sonic Hurricane, you have to KNOW the enemy is going to do the
Super in advance!!!  In other words, you have to tap Towards or Down
on the controller RIGHT BEFORE the enemy activates the Super.  So if
you are really close to Guile when he does his Sonic Hurricane, you
have to have tapped Towards BEFORE the Chi Gathering sequence.  Then,
you can let go of the controller, and the INSTANT the Super starts up,
you'll automatically Parry the first hit.  Basically, your Parry
command gets carried over the Chi Gathering sequence, during which no
Joystick inputs are registered.  Thus, when the Chi Gathering ends,
the game still thinks you JUST tapped Towards on the joystick.  Thus,
it will register that as a Parry.  Just be prepared to Block or Parry
the rest of the Super after that initial Parry.
     Of course, this IS distance related.  If you are RIGHT next to
Blanka and he does the Level 3 Direct Lightning (the electric ball
Super), you have to have tapped Towards before the screen turned dark
for the Chi Gathering.  However, if you are a screen away, this isn't
necessary.  Just wait until the Super gets next to you and Parry as
you would normally.
     Also, another thing, even though joystick motions don't register
when the Chi is Gathering at the beginning of a Super, this doesn't
mean you can hold Towards on the controller when you are coming out of
the Chi Gather to Parry a move.  If you are JUST far away enough so
that you can tap Towards the INSTANT the Super starts up and still
squeeze in a Parry, keep in mind you DO have to TAP Towards.  If you
hold Towards during the Chi Gathering, it will NOT register as a tap
after the Super starts up, so you won't Parry the Super and just end
up eating it.

     *PHEW!*  And FINALLY, last but not least: SOME Supers are
"tricked" into thinking they are connecting when Parried.  Morrigan's
Darkness Illusion, Kim's Phoenix Flattener, and Ryo's Ryuko Ranbu are
examples of this.  If you Parry the first hit of any of these Supers,
for some reason, the Super will CONTINUE as if they connected (they
will stop after the first hit if Blocked)!!  So if you plan to Parry
these Supers, be ready to Parry EACH AND EVERY HIT THE MOVE HAS. 
Other Supers, like Iori's Maiden Masher and Chang's Wild Ball Attack
do NOT do this.  You just Parry the first hit, and they stop their
Super, as if Blocked.  There does not seem to be any logic behind why
some continue and the other doesn't.  It just seems like they did it
to moves that would be "fun" to try and Parry the whole thing that do
not involve Throws (Iori's and Chang's Supers both have "Throws" in
the middle of them).  Since Morrigan and Kim and Ryo all are just hits
throughout the entire sequence, I guess they figured it'd be fun to
let people try and Parry every hit to show off or something.  ^_^

                           << S  GROOVE >>                           


Meter Style:
     - One Level Manually Chargeable Desperation Meter
Groove Systems:
     - Power Build
     - Red Health Power Condition
Groove Sub-Systems:
     - Run     
     - Dodge
     - Small Jump
     - Tactical Recovery
Possible Levels of Supers:
     - Level 1
     - Level 3
Games of Origin:
     - King of the Fighters Series

* * *

     S-Groove, perhaps, is the most difficult Groove to learn how to
use properly.  The main Gimmick of S-Groove is the Dodge, and if you
try to use the Dodge too much, you'll end up just getting yourself
killed.  I mean, how do you attack?  You can Dodge, but you don't move
forward, and if the enemy doesn't attack you, what good is Dodging? 
You'll just be accomplishing nothing.  So you try to approach and
Dodge and still accomplish nothing.  And then you try to Dodge again
and your enemy just Throws you.
     So is S-Groove useful at all?  The answer is a resounding "Yes!!"
Dodging just requires you to know how it works and how to take
advantage of it.  And the most important thing is: DON'T ABUSE THE
DODGE.  Using it sparingly, but still use it enough to make it
effective.  This is the key to S-Groove: knowing when and where to
properly using the Dodge.  Basically, playing S-Groove makes you rely
on your own ability the most.  You must learn how to play without
Rolls or Parries or Just Defends.  So your fighting style, offensive
tactics, defense, etc. will need to be based on normal gameplay, as if
you were playing back in the days of Hyper Fighting.  But once you get
that established, learning to throw in Dodges here and there in the
middle of your normal, standard attack patterns is where Dodging
becomes useful!!!  Once you learn to integrate it into your gameplay,
rather than forcing your gameplay to accommodate Dodges, you can find
that Dodges are perhaps one of the most annoying things you can
possibly imagine.
     So S-Groove takes a lot of patience, and takes a lot of skill to
use.  And if you use it right, you can become downright cheap in the
eyes of many other players.  Don't dismiss S-Groove just yet...  Give
it a chance!

* * *

     S-Groove's Meter is based on Extra Mode from the King of the
Fighters Series.  S-Groove's Meter is just a relatively short Meter
that only builds up to Level 1.  However, unlike the three previous
Grooves, S-Groove's Meter doesn't build up very quickly by itself.  In
the three previous Grooves, your Super Meter would fill up during
VARIOUS actions (see Super Meter Data section that follows this
section).  However, in S-Groove, your Meter will only fill up if you
are hit or if you Block an attack.  Otherwise, your Meter does not
increase except for the use of the Power Build.
     Once your Super Meter fills up, you are now allowed to perform
any thing that requires a Level 1 Meter (in S-Groove, that would be a
Level 1 Super Combo or a Counter Attack).  However, notice that once
the Meter fills up, a Time Bar appears above your Super Meter.  This
Time Bar tells you how much time you have to perform your Level 1
Super or Counter Attack.  Once the Time Bar empties out, you are left
with a completely empty Meter that needs to be built up again from
scratch and you've lost any ability to perform a Super Combo or
Counter Attack.  If you do perform a Super or Counter Attack while
your Time Bar has not emptied out yet, your action will occur and the
Time Bar will go away and you are also left with an empty Super Meter.

     Also, a side benefit of having your Meter fully charged: all
damage dealt by your character will be increased by 15%.  So charging
up your Meter at all times is pretty useful, because a 15% boost in
damage is pretty good, whether you use the Meter for a Super or not!

     In S-Groove, regardless of how full your Meter is at the end of a
Round, whether it's 50% full or in the process of having the Time Bar
drain after filling up completely, you will ALWAYS start a Round off
with an Empty Meter.

* * *

     Fortunately for S-Groove, you have another option for building up
your Meter: the Power Build.  By hitting Fierce (HP) and Roundhouse
(HK) at the same time, your character will begin to build your Super
Meter manually.  The character will go into a "Charge" animation frame
and your Super Meter will begin to fill up.  You can let go of Fierce
and Roundhouse at any time during a Power Build to stop building your
Meter.  This is handy, because while your are in the charging
animation, you are vulnerable to pretty much anything thrown your way.
Letting go will instantly allow your character to Block, do a Special
Move, Jump, or whatever you choose.  There is NO delay for performing
a Power Build.
     Power Building generally needs to "rev up".  In other words, when
you start a Power Build, it the Meter builds up slowly at first. 
After it builds up for half a second, it increases in speed and your
Meter starts to fill up quickly.  This is to prevent people from
building up their Meter in many short spurts.  The best way to build
up your Meter is to find places to Charge for a long period of time:
after a Sweep, after a Throw, or after any other sort of Knock-Down.
     When your Meter is full, performing a Power Build is not
possible.  SO once it's full, the Time Bar will drain, and there's no
way to put any more time into the Time Bar.

     In addition to Power Build, S-Groove has another unique ability
called Power Condition.  Basically, if your energy meter drains to
about 25%, your Energy Meter will begin to flash red.  This means you
have entered Power Condition (another term for Power Condition is
saying your Meter is "in red").  When you are in Power Condition, your
now have the ability to perform Level 1 Supers for free, at no cost of
any Super Meter.  In other words, you can fire off Level 1's in rapid
succession if you so feel like it!  Unfortunately for S-Groove,
though, Level 1's have little priority or speed, so they are best for
use in Combos or safe pokes, not for "beating" other moves.  Also,
your character will automatically do an extra 5% of damage if you are
currently in Power Condition.
     If you manage to build up your Super Meter while you are in Power
Condition, you will now have the ability to perform a Level 3 Super
Combo!  Of course, the restrictions still apply: the Time Bar appears
and will drain, and if you perform your Level 3, your Super Meter
empties, and now you can only perform Level 1 Super Combos again. 
Also, because you are in Red AND you have a Meter full, you do even
more damage.  With both strength additions, your character will now do
20.7% more damage.

     A few things to note about Power Condition: 1) While in Power
Condition, you'll notice that Power Build slows down dramatically. 
The "revving up" time is actually slower, and the maximum speed at
which the Super Meter builds up during a Power Build is lowered.  So
getting free Level 3 Supers while you are in Power Condition isn't
easy.  2) Even though you can perform Level 1 Super Combos when you
are in Power Condition, you cannot perform a Counter Attack.  You
still need a full Super Meter to perform a Counter Attack.  3) When
you are in Power Condition, you CANNOT perform a Level 1 if your Meter
is full.  If your Meter is in Red and your Super Meter is full, a
Level 3 Super is the only thing you can perform.

* * *

     Dodging is actually a Sub-System, but it's unique to S-Groove
only, and it's probably S-Groove's MAIN feature!  However, I've spoken
about Dodges already, so please read about Dodges in the Groove
Sub-Systems section earlier in the FAQ.  They are essential to know
how to use in order to make S-Groove effective.

                           << N  GROOVE >>                           


Meter Style:
     - Three Level Stock Super Meter
Groove Systems:
     - Power Stocks
     - Power Activation
Groove Sub-Systems:
     - Run     
     - Rolling
     - Small Jump
     - Counter Attack
     - Counter Movement
     - Safe Fall
Possible Levels of Supers:
     - Level 1
     - Level 3
Games of Origin:
     - King of the Fighter Series

* * *

     N-Groove is by far the most mobile of all Grooves.  What
Sub-Systems does N-Groove have?  You're actually better off asking
which Sub-Systems N-Groove DOESN'T have!!  Not only can you Run in
N-Groove, you can also Roll, Small Jump, Counter Movement, AND Counter
Attack!  You also have Safe Falls!  N-Groove has the most Sub-Systems
out of every Groove in the game.  And it's definitely noticeable.
     Unfortunately, that makes it so that there really isn't anything
UNIQUE about N-Groove.  N-Groove, as it turns out, is the least
"gimmicky" of the Grooves, and your overall most versatile Groove.  I
guess you could call it the most "Basic" Groove, because there is very
little to understand about N-Groove outside of it's Sub-Systems and
Meter System.  C-Groove has Level 2 Cancels, A-Groove has Custom
Combos, P-Groove has Parrying, S-Groove has Dodges and Power Build,
and K-Groove has Just Defense.  N-Groove?  N-Groove is just N-Groove.
     However, just because it doesn't have anything unique doesn't
make N-Groove the least useful Groove, not by a long shot.  Consider
it the "Mario" of all Grooves.  You know how in every Nintendo game
Mario is the "average" character?  Bowser may be the most endurable,
Luigi jumps the highest, Peach may be the fastest, whatever...  But
Mario, well, he's always the all-around, average character, and almost
always ends up being one of the best because of that.  N-Groove is the
Mario of CvS2.  ^_^  And if you haven't already stopped reading this
FAQ after such a bizarre comparison, then read on and find out how
N-Groove's Super Meter works.  ^_^

* * *

     N-Groove's Meter System comes directly from King of the Fighter's
Advanced Mode.  Basically, N-Groove has one meter to fill up, but has
Three Power Stocks to store.  Whenever an N-Groove Meter fills up, the
meter empties out again, but one Power Stock is stored.  These Power
Stocks are located right on the outside of your Meter, and you can
have a maximum of three Power Stocks.  Thus, you can build up your
Super Meter three times to have a total of three Power Stocks.  Once
you have your third Power Stock, the Super Meter ceases to build up.
     Every Power Stock acts as a "Level 1" equivalent.  So once you
have a Power Stock, you are allowed to perform anything that requires
a Level 1.  In N-Groove, that would be a Counter Movement, a Counter
Attack, or a Level 1 Super Combo.  Once you perform one of these
actions, the Power Stock will be burned and disappear from the Meter.

     In N-Groove, regardless if you win or lose a round, you will keep
EXACTLY whatever Meter you had filled up between Rounds.  So if you
win a Round with 2 Power Stocks and 50% of a Super Meter, you'll start
the next Round with 2 Power Stocks and 50% of a Super Meter.  If you
are defeated with 2 Power Stocks and 50% of a Super Meter, you'll
start the next Round with your next character with 2 Power Stocks and
50% of a Super Meter.
     However, if you are defeated or if you win while you are
currently in Power Activation (read the Power Activation section
following this section), it doesn't matter how much energy you have
left, that Power Activation is lost.  So even if you just Stamped
right before you are defeated or right before you defeat your
opponent, that Power Stock you burned is gone, and you don't start the
next round in the middle of Power Activation.

* * *

     Really, the only thing that is unique to N-Groove is the Power
Activation, which is also known as "Stamping".  It is called this
because, when you perform a Power Activation by pressing Fierce (HP) +
Roundhouse (HK), your character will look like they "stamp" in place. 
Basically, they go into a charging animation for about half a second. 
After this occurs, your character will be flashing for a period of
     Stamping burns one Power Stock.  Once you've performed a Power
Activation, your character becomes stronger.  Every hit your character
lands will do 20% more damage.  Also, your character will do more
Guard Damage.  This increase in strength lasts only for a fixed amount
of time, however.  Once you perform a Power Activation, a Time Bar
appears above your character's Super Meter and slowly drains.  Once it
empties out, your character will return to Normal Strength.

     The other benefit of performing a Power Activation is that now,
if you have another Power Stock available, performing a Super Combo
will automatically perform the Level 3 version of the Super Combo. 
However, once you perform the Super, the Power Activation ends,
regardless of how much Timer is left in the Time Bar.  And also keep
in mind that you do need ANOTHER Power Stock available.  In other
words, if you only have one Power Stock and you perform a Power
Activation, you cannot perform a Super Combo because you have no Power
Stocks left.

     Also, do note that once you perform a Power Activation, while the
Time Bar is draining, nothing you do will build up your Super Meter
anymore.  So don't perform a Power Activation with one Power Stock and
90% of your Super Meter full, thinking you'll get another Stock before
the Time Bar empties.  It's not going to happen, because the Super
Meter stays where it is during a Power Activation.

     Beware, though: Stamping is a committing act.  If someone attacks
you when you Stamp, you are a free target, even if it is just for a
half a second.  Not only that, but if the enemy hits you anywhere at
the beginning of this Stamping animation, you will not burn a Power
Stock.  The actual burning of the Power Stock occurs somewhere in the
middle of the Stamping animation.  So if you get hit early enough, you
won't burn it but there is a point where you can get hit in delay, and
have successfully had your Power Stock burned.

                           << K  GROOVE >>                           


Meter Style:
     - Level 3 Only Rage Meter
Groove Systems:
     - Just Defend
Groove Sub-Systems:
     - Run
     - Small Jump
     - Safe Fall
Possible Levels of Supers:
     - Level 3
Games of Origin:
     - Samurai Shodown Series
     - Fatal Fury: Mark of the Wolves

* * *

     K-Groove's entire system is a hybrid of two different SNK games:
Fatal Fury: Mark of the Wolves (from which Just Defense was taken) and
Samurai Shodown (from which the Rage Meter was taken).  Basically,
this is the SNK-version of the P-Groove.  Essentially, the two Grooves
are virtually identical: both only have Small Jump to aid in their
attacks and both have an all-purpose, manual defense system.  In
P-Groove, it's the Parry.  In K-Groove, it's the Just Defense.  The
only thing that REALLY separates P-Groove and K-Groove is the way the
Meter works in K-Groove.  Otherwise, it's very similar.
     K-Groove is definitely one of the more difficult Grooves to use. 
And because it's Super Meter is based on you taking damage, it's
almost suited better for high Ratio characters.  In fact, some may
argue that K-Groove is the best Groove for Ratio 4 characters in a
way, allowing you to gain multiple Level 3's in rapid succession
thanks to the K-Groove's Meter System.
	However, unlike P-Groove, K-Groove is not based on Just Defending and
Counter Attacking.  K-Groove is definitely a very limited offensive
Groove, thanks to the lack of Sub-Systems.  However, Just Defense and
the Rage Meter easily combine to form a formidable Groove.  K-Groove
can almost be considered the "comeback" Groove, allowing you to spend
a round getting beat up, and then instantly making a comeback by
landing your Super while you're "Raged".  Because you can build Meter
in large chunks at a time and do huge amounts of damage with your
Super Combos, all at the same time gaining life back from Just
Defends, K-Groove can be a very difficult Groove to deal with.

* * *

     K-Groove, by far, has the most unique Meter System.  It isn't
based on building it up through actions like the other Grooves.  No,
in K-Groove, there are only two ways to build up your Meter: take
damage and Just Defend.  Otherwise, your Meter will never fill up in
any other way.  Having your Meter fill up is what is known as becoming
"Raged".  The Meter is supposed to measure your anger, as it did in
the Samurai Shodown engine.  That's why every time you get hit, it
builds up.
     Once your Meter builds up, you are allowed to perform only a
Level 3 Super Combo.  That is all you are allowed with your Super
Meter in K-Groove because the K-Groove is just one, long Meter with no
tiers.  So when it fills up, that means you are Raged and your
character will turn VERY Red.  Not only are you allowed to perform a
Level 3 Super Combo at this point, you gain two other benefits: you
take less damage and you dish out MORE damage!  When Raged, you take
12.5% less damage from enemy attacks, and you also dish out 35% MORE
DAMAGE.  AND you do more Guard Damage as well!  This is a huge benefit
of K-Groove.  Becoming Raged practically raises your character another
     However, there is a limit.  Once the Rage Meter is full, a Time
Bar appears above the Meter.  It slowly drains, but once it drains,
you lose all of your benefits and can also no longer do a Level 3
Super Combo.  You are going to have to build the Meter all over again.
So if you have no Meter and your character is about to be defeated,
the only way to build more Super Meter without losing all of your
energy is to Just Defend!  Also, if you perform a Super Combo, the
Time Bar and your Super Meter will both completely drain to empty. 
And unlike the Samurai Shodown series, even if the Super whiffs, the
Meter drains completely.

     In K-Groove, whatever Meter you have is retained if you win the
Round.  If you have 75% of your Rage Meter filled up, you'll have 75%
of your Rage Meter filled up at the start of the next Round.  However,
if you are currently Raged and the Time Bar is present, if you defeat
your opponent, your Meter will start out completely empty the next
Round (so an anti-K-Groove strategy could be to Taunt to fill up the
enemy's Meter before your character is defeated).  Also, if you are
defeated, your character starts the next Round with an empty Super
Meter no matter what.

* * *

     Just Defend is a pretty accurate name.  Basically, if you perform
a Just Defend, it means that you "just defended" an attack.  That's
because to perform a Just Defend, you have to Block at the last
second.  So if you are about to be struck by an attack, simply don't
press Back or Defensive Crouch to Block until the very last second,
right before the move strikes you.  That will cause you to perform a
Just Defend.  You character will then flash a bit, indicating success.
Performing a Just Defend has five major benefits:

     1) You earn some Super Meter.
     2) You regain a very small amount of life back.
     3) You will not get pushed back at all as you would normally
        would in Block Stun.
     4) Your Block Stun is shorter than normal.
     5) You will not take Block Damage.

     So performing a Just Defend has many benefits.  Although the
Benefits are not as direct as a Parry (which frees you up for instant
retaliation), the various smaller benefits can make it VERY worth
while.  Although you still do have Block Stun, the Block Stun is still
noticeably shorter to allow you to actually Just Defend and retaliate
against certain slower attacks.  Also, you will gain Super Meter, and
in K-Groove, having a Full Meter is a HUGE benefit.  You will maintain
your ground and not get pushed back any distance at all, so you can
take advantage of an enemy's delay if you, for example, Parry a
Fireball up close.  And on top of all these benefits, you will even
gain a little amount of health back.  It may not be a lot of health,
but it's easily enough to discourage an enemy from throwing Fireballs
from a screen away if you keep Just Defending them all.

     Again, to perform a Just Defend, just hit Back or Defensive
Crouch right before a move connects against you.  Now, unlike
P-Groove, Just Defending is a little more cut and dry.  Whatever you
can Block by holding Back, you Just Defend by pressing Back.  Whatever
you can Block by holding Defensive Crouch, you Just Defend by hitting
Defensive Crouch.  If you can Block a move with either direction, you
can Just Defend it with either direction.  It's all very simple.
     And of course, BECAUSE you are hitting Back or Defensive Crouch
to perform a Just Defend, Just Defend is a FAR less risky technique
than Parrying.  If you Just Defend too early, for example, you'll most
likely end up Blocking the attack you tried to Just Defend and not
take any damage.  In P-Groove, Parrying too early will cause you to
eat the attack.  However, you CAN still Just Defend too late, and thus
eat the attack.  So you're usually better off trying to Just Defend
early rather than late.
     Keep in mind that you can only Just Defend Attacks.  If you try
to Just Defend Zangief's Spinning Pile Driver for example, you'll fail
and get Thrown.  There is nothing to Just Defend!

     You can Just Defend during Jumps as well.  Thus, even though you
cannot Air Guard in K-Groove, you still have some form of defense
during a Jump!  You can even Just Defend moves that cannot be Air
Guarded!!  Just hit Back or Defensive Crouch in the air right before
you are hit by a move and you'll Just Defend the attack and not get
harmed.  However, in order to Just Defend in the air, you cannot have
done any other move during your Jump beforehand.  So you can't Jump
Kick on your way up and then Just Defend on your way down.
     However, when you Just Defend a move in the air, you character
will get bounced fairly high up into the air, and slightly backwards,
regardless of which direction you are Jumping.  Once you bounce
backwards, you are free to move almost right away, and you can do
whatever you want: a Jump Attack, an Air Special Move, or even another
Just Defend.  But, if you bounce back after a Just Defend and perform
some attack like a Jumping Roundhouse (HK) the instant you bounce up,
on your way down, you can no longer do a Just Defend or any other
attack.  After a Just Defend in the air, just like a normal Jump, you
are allowed only one action.

     When you push Back or Down/Back, any move that makes contact with
you within 6 frames gets Just Defended.  If the joystick is moved away
from Down or Down/Back during those 6 frames, the Just Defend input is
lost. Thus, unlike Parrying, holding the joystick in the position is
better than returning to Neutral.
     In order to perform multiple Just Defends in a row, the joystick
needs to be put back to Neutral within 6 frames of the previous Just
Defend in order to be able to perform another Just Defend.  When the
attacks come really quickly, the best way to Just Defend all the hits
is to quickly wiggle the joystick between Neutral and Back or

     You can't Just Defend in the middle of a Run.  This can be
important in gameplay.  Majestros brought this up to me, and I
paraphrase his words here: I think this is pretty important because
with the other Run grooves, if you see someone Running at you, you
have to consider whether they're going to attack or whether they're
going to Roll.  But if the enemy is in K-Groove, you can pretty much
perform a Wake-Up no matter what they do if they're in range since
K-Groove can't Roll and K-Groove can't Just Defend in the middle of

     If you Block the first attack in a series of hits that Combo, you
can no longer Just Defend any of the later hits.  Basically, once you
are put into Block Stun, you aren't allowed to perform a Just Defend. 
Thus, if you have the intention of Just Defending a series of attacks,
you'll have to start by Just Defending the first hit all the way until
the last hit.
     And yes, that means you can Just Defend multiple attacks in a
row.  So when you perform a Just Defend, you can continue to Just
Defend every attack that comes your way by repeatedly hitting Back or
Defensive Crouch against every hit.  This is possible DESPITE the fact
that performing a Just Defend puts you into a type of Block Stun. 
During a normal Block Stun, you cannot perform a Just Defend, but
after one Just Defend, you CAN do another Just Defend during THAT
Block Stun.
     Other that that exception, a Just Defend's Block Stun behaves
like a normal Block Stun.  In other words, if you Just Defend the
first attack in a Combo of attacks, you can NO LONGER get hit.  So if
you fail to time a second or third or later Just Defend correctly,
you'll just end up Blocking the rest of the attacks rather than
getting hit by them.  So unlike Parrying, you are relatively safe
after you Just Defend the first attack.
     Just Defending multiple attacks while in the air is a lot
trickier than Just Defending multiple Attacks on the ground.  Because
you bounce high up, it's much harder to time proper Just Defends in
the air.  For example, if you Just Defend Sagat's Fierce (HP) Tiger
Uppercut, each Just Defend will occur with a small "delay" in between
them, because you get bounced up so high.  Sagat has to "catch up to
you" after every Just Defend so don't expect 5 quick Just Defends in a
     And another problem with Just Defending in the air: because you
have no Air Guard, failing a Just Defend in the air after Just
Defending one attack means you get HIT.  When you fail a second Just
Defend on the ground, you will end up Blocking the rest of the hits. 
But in the air, if you fail a second Just Defend, you will eat
whatever other moves are coming.

     Do note that because you ARE still in a form of Block Stun during
a Just Defend that you CANNOT be Thrown.  If Zangief does a Crouch Jab
(LP) and you Just Defend it and Zangief Buffers that into a Screw Pile
Driver, the Screw Pile Driver will miss, leaving him vulnerable.  This
is contrary to Parrying, where if you Parried the Crouch Jab (LP), you
will get Thrown by Zangief's Screw Pile Driver.

     Now, even though Just Defending still leaves you in Block Stun,
you CAN still recover in time to Counter attack the opponent if they
do a move with a long enough delay.  This is because your Block Stun
IS shorter than a normal Block Stun and that the enemy's attack
doesn't push you anywhere, leaving you at a distance where it's MUCH
easier to take advantage of the enemy's delay.
     Interestingly enough, since you never get pushed away,
continually Just Defending a series of non-stop attacks will
essentially make you "stuck" where you are, Just Defending forever. 
For example, if Ryu walks up to you and starts to fire off Crouch
Shorts (LK) forever, all of which Combo, and you Just Defend each and
everyone of them, you'll never get pushed away!  So Ryu can sit there
and Crouch Short (LK) forever while you Just Defend forever!  Thus,
you may be FORCED to Block, just so you will get pushed back and can
move again!!  Of course, no one will ever do that because if you did
Just Defend forever like that, you'd get all your energy back

     With Just Defend, most moves do NOT produce any sort of "Just
Defend Freeze".  When you Parry, the game freezes for a second with
what I call a "Parry Freeze."  With Just Defend, there really isn't
much of a pause.  So to Parry multiple hits from, say, a Super, you'll
need to perform Just Defends one after another VERY, VERY, VERY
quickly.  So if Chun Li does her Hoyokusen (the Thousand Burst
Kick-like Super), you will literally need to Just Defend every hit in
real time.  This is not easy AT ALL, but if you do manage to Just
Defend the first hit, you'll, at worst, Block the rest of the hits. 
This makes Just Defending multi-hit attacks MUCH more difficult than
Parrying multi-hit attacks.  But since you will Block if you fail,
it's still much safer than Parrying.
     For some reason, Just Defending Super Fireballs actually DOES
cause a slight "Just Defend" Freeze.  Thus, Just Defending an entire
Super Fireball is about the same timing as Parrying a Fireball Super. 
Why this is, I have no clue, but just keep it in mind if you do plan
on Just Defending an entire Projectile Super.

     A small side note: you cannot perform a Just Defend during a
Small Jump.  You are only allowed to Just Defend if you perform a
regular Jump or a High Jump.  Also, because of the combination of the
slight delay at the beginning of a Small Jump and the fact that you
cannot Just Defend during a Small Jump, the period of right when you
start Jumping up to the point where you JUST barely left the ground,
you cannot Just Defend anything.  What makes it even worse is that if
you are hit during that delay right before you Jump, you DO stay
grounded.  Most people won't be trying to Just Defend right when they
Jump, of course, so this isn't really much of a big deal.  But I
figured I'd rather be thorough than not thorough, and so I mentioned
it anyhow.

     A little section will be added here, for your benefit, dealing
with learning how to properly Just Defend a Level 3 Super, or any
other Super that generally hits "quickly" (note: this section is
exactly the same information provided in the Parry section for
P-Groove.  If you've read that section, you can take everything
written there and apply it to Just Defend as well, and can skip
reading this section).  There are some Supers that, after activation,
if you are not Blocking BEFORE the Chi Gathering sequence that occurs
before every Super, you cannot Block in time and you will eat the
Super.  For example, if you are standing near Guile and NOT holding
Back on the Controller and he performs his Sonic hurricane, you cannot
Block in time.  Even if you Hold Back or Defensive Crouch after the
Chi Gathering starts and before the Super actually happens, it will do
you no good: you're gonna get hit by the Super.
     This goes for Just Defending, too.  If the enemy performs a Super
that close up to you, and you hadn't tried to Just Defend yet, you are
not going to be able to Just Defend.  In fact, most likely, you are
eating the Super.  Thus, in order to Just Defend a Super, you have to
KNOW the enemy is going to do the Super in advance!!!  In other words,
you have to tap Back or Defensive Crouch on the controller BEFORE the
enemy activates the Super.  So if you are really close the Guile when
he does the Sonic Hurricane, you have to tap Back before the Chi
Gathering sequence.  Then, you can let go of the controller, and the
INSTANT the Super starts up after the Chi Gathering sequence, you'll
automatically Just Defend the first hit.  But just be prepared to
Block or Just Defend the rest of the Super.
     Of course, this IS distance related.  If you are RIGHT next to
Blanka and he does the Level 3 Direct Lightning (the electric ball
Super), you have to have tapped Back before the screen turned dark for
the Chi Gather.  However, if you are a screen away, this isn't
necessary.  Just wait until the Super gets next to you and Just Defend
as you would normally.
     Also, another thing, even though joystick motions don't register
when the Chi is Gathering at the beginning of a Super, this doesn't
mean you can hold Back on the controller when you are coming out of
the Chi Gather to Just Defend a move.  If you are JUST far away enough
so that you can tap Back the INSTANT the Super starts up and still
squeeze in a Just Defend, keep in mind you DO have to TAP Back.  If
you hold Back during the Chi Gather, it will NOT register as a tap
after the Super starts up, so you won't Just Defend the Super and just
end up eating it.

     One last weird thing that was brought to my attention by Jason
Cole of Northern California: Performing a Just Defend "freezes" the
"charge state" of your character.  For example, let's say you are
Crouching with Guile and are charged up for a Somersault Kick, and the
enemy Jumps at you and kicks at you.  You then let go of the joystick,
immediately hit Back and Just Defend their attack.  Then, the enemy
lands, and before you recover from your Just Defend delay, the enemy
throws out five Standing Jabs in a row, all of which you Just Defend
while standing and Just Defending by pressing Back 5 times in a row. 
After the enemy stops Jabbing, you can hold Up and press any Kick
button right at the end of your last Just Defend delay and you will
come out with a Somersault Kick!  So even though you've let go of
Crouch to do MULTIPLE Standing Just Defends, your charge isn't
instantly lost during the Just Defend.  Thus, the Razor Kick can still
come out.
     So basically, while you are in any Just Defend delay, time does
not pass as far as Charge time is concerned.  Because you are always
given a small window before your Charge time disappears (which is why
you can do things like Stand Fierce (HP) into a Somersault Kick with
Guile), you can actually stand to Just Defend an attack and then still
Razor Kick.  It's a very weird trick, but could be useful for Charge
characters to come out with Special Moves or even Supers after Just
Defending a move.


   ====================                                    Chapter 06
---| SUPER METER DATA |----------------------------------------------
     Every Groove has a different Meter and each Groove's Meter has a
different length.  Also, the actions that build up the Meter vary from
Groove to Groove.  This section will tell you exactly how much it
costs to build up each Meter in every Groove and which actions will
add energy to the Meter.
     There are 11 "basic" actions that can add to the Meter in all
Grooves.  Parrying, a 12th action, only adds Meter for P-Groove.  Just
Defending is a 13th action that only adds Meter for K-Groove.  Below
is a chart listing the 13 actions that can build up meter and how many
points each of these actions are worth:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

ACTION                                                  POINTS GAINED
^^^^^^                                                  ^^^^^^^^^^^^^
Performing a Middle or Hard Normal Move:                     1 point
Performing a Special Move:                                   4 points
Landing a Jab (LP) / Short (LK):                             4 points
  (Landing an n-Hit Jab (LP) / Short (LK)):          4 + 4(n-1)points
Landing a Strong (MP) / Forward (MK):                        8 points
  (Landing an n-Hit Strong (MP) / Forward (MK)):     8 + 4(n-1)points
Landing a Fierce (HP) / Roundhouse (HK):                    12 points
  (Landing an n-Hit Fierce (HP) / Roundhouse (HK)): 12 + 4(n-1)points
Landing a Special Move:                                      8 points
  (Landing an n-Hit Special Move):                   8 + 4(n-1)points
Landing / Missing a Throw:                                   5 points
Having an Attack Blocked:                                    2 points
Taking Damage:                                               2 points
Blocking any Attack:                                         2 points
Parrying any Attack:                                         5 points
Just Defending any Attack:                                  14 points
Having an Enemy Taunt:                                      21 points

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

     Yes, I did say there are 13 actions, but listed 16 actions. 
That's because the ones in parentheses are the exact same actions as
the ones listed above them.  They are just the Multi-hitting formula
with 'n' equaling  1.  So they essentially count as the same action. 

     Performing and Landing moves are TWO separate events.  So if you
hit the enemy with a Fierce (HP), for example, you don't just build up
12 points.  You build up 13, because you had to perform the Fierce
(HP) and THEN land it, which is 1 + 12 = 13 points.
     You only gain Meter from performing a Middle (Strong (MP) or
Forward (MK)) or Hard (Fierce (HP) or Roundhouse (HK)) Normal Move. 
In other words, you can build up Meter (albeit very slowly) whiffing
attacks from those four buttons, but you cannot build up Meter by
whiffing Jabs (LP) or Shorts (LK).

     Multi-hitting moves build up Meter in a very specific fashion. 
They all have their default amount of Meter that they build.  Jabs
(LP) and Shorts (LK) build up 3 points, Strongs (MP) and Forwards (MK)
build up 8 points, Fierces (HP) and Roundhouses (HK) build up 12
points, and Special Moves build up 8 points when they connect.
     However, if the move naturally hits more than once, every hit
that occurs afterwards will build up 4 points.  For example, Sagat's
Stand Short (LK), when connecting with both hits, will build up 8
points total (4 for the first hit, and 4 for the next hit: 4 + 4 = 8).
Rolento's Crouching Strong (MP), which hits 3 times, will build up 17
points (1 for performing the move, 8 for the first hit, and 4 for each
of the two following hits: 1 + 8 + 4 + 4 = 17).  Kyo's Offensive
Crouching Roundhouse (HK) will also build up 17 points (1 for
performing the move, 12 for the first hit, and 4 for the second hit: 1
+ 12 + 4 = 17).

     Now, the Meter builds up SPECIFICALLY in that order.  The amount
of Meter built up is not relegated to the specific hit.  That probably
doesn't make any sense at all, so let me try to elaborate: In the
above Kyo example, Offensive Crouching Roundhouse (HK) builds up 17
points, right?  Performing the move gives you 1 point, the first hit
of the kick gives you 12, and the second hit gives you 4.  However,
those values aren't "tied" to those hits.  If Kyo does the move and
the first hit of the kick whiffs and only the second hit connects,
that second hit will build up 12 points!  So basically, a move's first
hit will ALWAYS build up that default value, and any subsequent hits
that happen to occur will build up 4.  Hopefully, that makes sense...

     Moves that are multiple commands but "one move" count as
multi-hitting Special Moves.  An example of this type of move is Kyo's
Wicked Chew into Nine Scars Maker into Seven Hurting Combos (which is
the Fireball + Jab (LP), Fireball + Jab (LP), and then Kick sequence).
Let's say you do that whole Aragami chain.  Even though you are
performing three separate Special Move commands, the whole sequence
counts as a 3-hit move rather than 3 separate Special Moves.  Thus,
it'll only build up 16 points on the Meter (use the formula: with 'n'
equaling 3, 8 + 4(3-1) = 16).
     Some multi-hitting moves will NOT count every hit as a separate
action, though, and only register as a 1-hit Special Move in terms of
gaining Super Meter.  For example, Morrigan's Close-up Roundhouse
(HK), which hits four times, and Ryo's Zanretsuken, which hits 14
times if done with the Fierce (HP) button, only counts as ONE hit. 
Thus, you'll only gain 12 points of your Super Meter for Morrigan and
8 points of your Super Meter for Ryo.
     Also, there are some Multi-hit moves that don't build up Meter in
the manner described above.  This usually falls under moves that hit
multiple times from the air and don't really have a "set" number of
hits.  The two moves I know that behave this easy are Morrigan's Down
+ Roundhouse (HK) when done from the air and Kim's Flying Kick.  Both
of those two moves don't build up the default amount of points on
their first hit (12 for Morrigan, 8 for Kim).  Why they did this, I
have no idea.
     Then, there are even some moves that fall somewhere in between
those two moves listed above, like Rolento's Patriot Circle.  That
counts only as three actions (one for every Fireball Motion), so
landing a Patriot Circle will gain you the meter of a 3-Hit special
move (which again is 8 + 4(3-1) = 16) even though every Fireball
motion gets you more than one hit.

     Landing hits is different than taking hits.  If you are on the
RECEIVING end of a multi-hit move, you will actually gain meter for
EVERY hit.  So you WILL get 8 points (2 for each hit) if Morrigan's
Close-up Roundhouse connects against you.
     Blocking moves is the same as getting hit.  Blocking a multi-hit
move, such as Rolento's Patriot Circle, will warrant you Meter for
every hit you block.  So for Blocking the 11 hits of a full Patriot
Circle Combo, you'll gain 22 points of meter (2 for each block).

     Getting Thrown counts as taking damage, and if the Throw hits
more than once, you'll gain Meter for every hit.  Kyo's Punch Throw,
for example, only hits once.  So you'll gain 2 points if you get
Thrown by Kyo's Punch Throw.  Kyo's Kick Throw, however, is a 2-hit
Throw, so you'll gain 4 points for getting Thrown by it.  And yes, you
read right, whiffing a Throw does build up the same amount of Meter as
landing a Throw.

     In addition to the 13 actions listed above, S-Groove has it's own
unique way to build Meter, as you've read in the S-Groove section: the
Power Build.
     Also, in K-Groove, you gain Super Meter from taking damage, just
like the other Grooves, but not in simple 2 point increments per hit. 
In K-Groove, how much Meter you gain from taking damage is based on
how much damage you've received.  In other words, getting hit by
Fierces (HP) will add more Meter than getting hit by Shorts (LK). 
However, the amount of Meter added is not a direct one-to-one
relationship to the amount of damage received.  Just because one Jab
(LP) does twice as much damage as a Crouching Short (LK), that doesn't
mean that it'll take half as many Jabs (LP) to fill up an entire
Meter.  In the case of Ryu, for example, every Close-Up Jab (LP) does
400 damage and every Crouch Short (LK) does 200 damage.  But it takes
12 Standing Close-Up Jabs (LP) to build up a whole K-Groove Meter, and
18 Crouch Shorts (LK) to build up the K-Groove meter.  And then there
are moves like Ryu's Jab (LP) Shoryuken which takes only FOUR of these
to connect to build up an entire K-Groove Meter!!
     Also, a Fierce (HP) by the enemy will add the same amount of
Meter to your character regardless of what Ratio they are or you are. 
The amount of Meter gained is based on the base damage of the attack
(the base damage being that of a Ratio 2 character).

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

^^^^^^^^^^^^^^^^^^^^^^^^        _____ _____ _____ _____ _____ _____
                               |     |     |     |     |     |     |
                               |  C  |  A  |  P  |  S  |  N  |  K  |  
                               |     |     |     |     |     |     |
                               |  G  |  G  |  G  |  G  |  G  |  G  |
                               |  R  |  R  |  R  |  R  |  R  |  R  |
                               |  O  |  O  |  O  |  O  |  O  |  O  |
                               |  O  |  O  |  O  |  O  |  O  |  O  |
                               |  V  |  V  |  V  |  V  |  V  |  V  |
                               |  E  |  E  |  E  |  E  |  E  |  E  |
                               |     |     |     |     |     |     |
Performing a Normal Move:      |  X  |  X  |  X  |     |  X  |     |
Performing a Special Move:     |  X  |  X  |  X  |     |  X  |     |
Landing a Jab / Short:         |  X  |  X  |  X  |     |  X  |     |
Landing a Strong / Forward:    |  X  |  X  |  X  |     |  X  |     |
Landing a Fierce / Roundhouse: |  X  |  X  |  X  |     |  X  |     |
Landing a Special Move:        |  X  |  X  |  X  |     |  X  |     |
Landing / Missing a Throw:     |  X  |  X  |  X  |     |  X  |     |
Having an Attack Blocked:      |  X  |  X  |  X  |     |  X  |     |
Taking Damage:                 |  X  |  X  |  X  |  X  |  X  |  X* |
Blocking any Attack:           |  X  |  X  |  X  |  X  |  X  |     |
Parrying any Attack:           |     |     |  X  |     |     |     |
Just Defending an Attack:      |     |     |     |     |     |  X  |
Power Build:                   |     |     |     |  X  |     |     |
Having an Enemy Taunt:         |  X  |  X  |  X  |  X  |  X  |  X  |
* - Amount gained in K-Groove is different.  See paragraph above.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

     Each Groove has a different length for their Super Meters.  Below
is a chart indicating the lengths of each Groove's Super Meter:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

C-Groove - 56 a Level, 168 total
A-Groove - 72 a Level, 144 total
P-Groove -             192 total
S-Groove -             100 total
N Groove - 72 a Level, 216 total
K-Groove -             168 Total

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

     As you can see, P-Groove has the longest Meter, by far, to gain
any abilities.  N-Groove's Meter is the longest in terms of the actual
total, but it only takes 144 points to get access to a Level 3 Super
and only 72 points to get to a Level 1.  C-Groove, as noted earlier,
requires by far the least amount of Meter to gain a Level 1: 56
     Although the length of K-Groove's Meter has been listed, it
really doesn't matter much, since all of the ways you can build it up
are not based on the point system listed in the first chart.  The only
way I figured this out is through Taunting, the only method that works
consistently for every single Groove.

     And lastly, though already discussed in each individual Grooves
section, having your Meter full will increase your strength for most
of the Grooves.  Below is a chart indicating how much your damage
increases depending on what state your Meter is (and in the case of
S-Groove, what state your Life Meter is in as well).

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

 C-Level 1               | =                                    (1%)
 C-Level 2               | ==                                   (2%)
 C-Level 3               | =====                                (5%)
 A-Full Meter            |                                      (0%)
 P-Full Meter            |                                      (0%)
 S-Red Life              | =====                                (5%)
 S-Full Meter            | ===============                     (15%)
 S-Full Meter + Red Life | =====================             (20.7%)
 N-Power Activation      | ====================                (20%)
 K-Full Rage Meter       | =================================== (35%)

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +


   ======================                                  Chapter 07
---| SYSTEM INFORMATION |--------------------------------------------
00) Intro
01) Picking Your Character
02) Color
03) Ratio System
04) Order
05) Round System

[ 0 ]-system-information--------------------------------------------]
[                                                --->>> INTRO <<<---]
     Just the way the flow of the game goes seems to get more and more
complex with each passing game.  In Capcom Vs. SNK 2, picking your
characters and just the way the Round System works is a bit complex. 
I mean, back in the old days, you picked your character, and that was
it!  Then, in Street Fighter III, they added choosing a Super Art.  In
Street Fighter Alpha 3, you suddenly had to pick "Isms".  In Marvel
Vs. Capcom 2, not only did you have to choose three characters, you
also had to pick what TYPE of Helper they were!!  And now, in the
Capcom Vs. SNK series, things are just... well, things are just
downright confusing if you aren't familiar with anything.  So here,
for you benefit, is all the information you need to know about how the
game flows.

[ 1 ]-system-information--------------------------------------------]
[                              --->>> PICKING YOUR CHARACTERS <<<---]
     In Capcom Vs. SNK 2, you have to choose SO MANY THINGS just to
get started!  There are just so many steps: 1) Pick your Groove; 2)
Pick your characters; 3) Select the Ratios for your characters; 4)
Choose an order for your characters.  Choices, choices, choices,
decisions, decisions, decisions!!!
     Obviously, we've covered the Grooves, so pick the one you like
the most.  Then comes picking your characters.  The way Capcom Vs. SNK
2 works is that you can have 1, 2, or 3 characters on your team.  Now,
the selection screen is a little weird at first, but is quite simple
once you get used to it.  I only say this because of Capcom's bad
decision to make their selection screen this weird "diamond" motif. 
In the Beta version of this game I played at the E3 of 2001, it was
incredibly confusing!  Even though the cursor for selecting characters
moved diagonally (along the diamond pattern), you moved the cursor
with up, down, left, and right.  It's like playing Q*Bert with a
non-diagonal joystick!  Needless to say, it sucked.
     So they changed it to this "mouse-like" system where the joystick
moves this arrow very slowly around the grid.  Thus, up is up, down is
down, etc.  Just move the arrow to point to the character you want to
use and hit any button to choose your character.
     There is also an "End" diamond near the top and the bottom of the
selection grid.  You can use this to stop picking characters, if you
just want one or two characters.  If you pick a third character, it
automatically ends your character selection.
     Be careful and not too hasty when picking your characters... 
Quite often, I try to go to "END" with only two characters, and
accidentally pick Dan just 'cause I'm in such a hurry and have gotten
careless.  ^_^  Not that there's anything WRONG with picking Dan, of
course.  ^_^

[ 2 ]-character-selection-------------------------------------------]
[                                                --->>> COLOR <<<---]
     Heh, picking your color for your character is always a way to
personalize yourself.  You may simply like the way one character looks
in one color over another, or you may simply just want to picked the
ugliest colors because you're masochistic.  ^_^  For example, you can
pick the Dark Blue Mai because you like Mai, and blue is your favorite
color.  You can pick the pink Chang because, well frankly, he just
looks completely silly that way.  Or you may just enjoy picking Orange
Rugal because the color peach is your thing.  ^_^
     Whatever your prerogative, you have a total of 8 colors to choose
from.  To select these colors, you choose your character with a
different button.  The way to access all eight colors is: Jab, Strong,
Fierce, Short, Forward, Roundhouse, any two Punches, and any two
Kicks.  Two Kicks is usually reserved for the REALLY funky colors. 

     Also, ONLY ON THE HOME VERSIONS, you can create your own colors
using Color Edit Mode.  There, you can make them whatever color you
want.  You can come up with some really cool ideas!!  Some of my
favorites include my friend's idea of turning Rugal into the Joker
with purple outfit and green hair, turning Geese African-American...
which results in giving him corn rows (!!!) and makes him look
completely bad-ass, and bringing back old favorite colors like
Queequeg Dhalsim from Hyper Fighting (man, for any of you who know
what Queequeg refers to, pretty good...  ^_^  But it makes sense,
right?  Yellow skin, purple tattoos?  Right?  ^_^)).  You can also
just come up with some REALLY bizarre ideas.  Most people who are lazy
to try and make really good colors resort to the all-black "shadow"
color of a character or the "acid trip" random colored character who
just looks like a multi-colored blob.
     The coolest part about this is that you can also change the NAME
of the character using Color Edit Mode.  So for my Rugal color, his
name actually IS the "Joker" during a fight.  ^_^  It's pretty cool. 
I don't know, maybe I just get off on Color Edit Mode too much, but I
REALLY have too much fun making up new colors for characters.

[ 3 ]-character-selection-------------------------------------------]
[                                         --->>> RATIO SYSTEM <<<---]
     In Capcom Vs. SNK 2, Capcom decided to opt for a Free Ratio
System, unlike the last game.  In CvS1, every character was a fixed
Ratio: King was a Ratio 1 character, Ken was a Ratio 2 character,
Rugal was a Ratio 3 character, and Akuma was a Ratio 4 character.  You
didn't have any choice about this, that's what they were...  In Capcom
Vs. SNK 2, however, you are now free to choose characters at any Ratio
you so desire.

     As mentioned earlier, you are allowed to choose from 1 to 3
characters.  After choosing your characters, then you need to
determine the Ratios your characters are.  Basically, you have 4 Ratio
"slots", and the characters you pick must fit in these four slots. 
When you get to the Ratio selection screen, you can hit Left or Right
on the Joystick to switch between the possible configurations you can
have with your characters (and the nifty little "Ratio Diamond"
display they have gives you a graphical representation of the Ration
Selection you've made).  Below are the possible Ratio Sets you are
allowed to pick, depending on the number of characters you have

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

1 Character:
       | 1st Character |
Set 1)   Ratio 4  **** 

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

2 Characters:
       | 1st Character | 2nd Character |
Set 1)   Ratio 1  *      Ratio 3  ***  
Set 2)   Ratio 2  **     Ratio 2  **   
Set 3)   Ratio 3  ***    Ratio 1  *    

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

3 Characters:
       | 1st Character | 2nd Character | 3rd Character |
Set 1)   Ratio 2  **     Ratio 1  *      Ratio 1  *    
Set 2)   Ratio 1  *      Ratio 2  **     Ratio 1  *    
Set 3)   Ratio 1  *      Ratio 1  *      Ratio 2  **   

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

     The Ratio that is selected affects how powerful the character is.
A character with a lower Ratio will dish out less damage.  Below is a
chart signifying how much your offense is affected by your Ratio. 
We'll count Ratio 2 as the standard, so that Ratio 2 will do a normal
100% damage.

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


         |  DAMAGE  |
Ratio 1  |    82%   |    Note: Enemy receiving the damage does
Ratio 2  |   100%   |          not affect damage given out.  This
Ratio 3  |   117%   |          chart is the damage regardless of
Ratio 4  |   130%   |          which Ratio the enemy character is.

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

     So let's say you are using Ryu.  His Crouching Short, if you are
using a Ratio 2 Ryu, will do 200 damage.  Now, because defense isn't
adjusted with which Ratio you are, this Ryu will do 200 damage to the
other character REGARDLESS OF WHAT RATIO they are.  So the damage
dealt is solely dependent on what Ratio the ATTACKER is.
    So as a Ratio 1, Ryu's Crouch Short does 164 damage to all other
Ratios.  As a Ratio 3 character, Ryu's Crouch Short does 234 damage
regardless of the Ratio of the character receiving the damage.  And
with Ratio 4 Ryu, a Crouch Short will do 260 damage to ALL characters
even if they are Ratio 1, Ratio 2, Ratio 3, or...
    ...Ratio 4?  No.  This is the ONLY EXCEPTION to this damage rule. 
For some reason, Ratio 4 versus Ratio 4 do not do normal damage.  Even
though Ratio 4 Ryu will do 260 damage to every other Ratio, Ratio 4
Ryu will only do 208 damage with a Crouch Short to another Ratio 4
character.  A Ratio 4 character does 104% of the normal damage to
another Ratio 4 character.  I'm guessing that Capcom implemented this
because they didn't want a Ratio 4 versus a Ratio 4 fight to go by so
quickly.  It's just one match, so they figured they'd extend it as
much as possible by making a Ratio 4 do about normal damage to another
Ratio 4 character.

     Not only does the amount of damage change between Ratios, but so
does the amount of Hit Points you have.  This has already been
mentioned earlier in this FAQ, under the "Life Meter" section under
the "GAMEPLAY ELEMENTS" Chapter.  All of the Hit Points were given out
in that section, but the percentage differences were not given.  Below
is a chart indicating how many Hit Points your characters have in
relation to your Ratio 2 character's Hit Points:

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


         |  Amount  |
         |    of    |
         |  Energy  |
Ratio 1  |    80%   |    Note: If you want to see EXACTLY how many
Ratio 2  |   100%   |          Hit Points each character has, please
Ratio 3  |   117%   |          refer to the "Life Meter" section
Ratio 4  |   140%   |          under the "GAMEPLAY ELEMENTS" Chapter.

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

     Again, this information has been confirmed by Jotaro's
translation of text provided by the Hong Kong Gameplayers Magazine. 
However, I calculated these numbers myself and was surprised to find
that I was right on the money with these percentages.  ^_^  But still,
I'm much happier that I have the backings of a magazine company to
support my numbers.
     So an average Ratio 2 character (characters like Ryu count as
average) has 14,400 Hit Points.  At Ratio 1, Ryu has 11,520 Hit
Points.  At Ratio 3 it's 16,848 and at Ratio 4 it's 20,160.

     In the last game, Ratio 4 characters were practically useless,
and weren't really a feasible option for trying to win.  Ratio 3
characters weren't much better, because they just simply weren't
strong enough to win well.  As a result, a team of 4 Ratio 1
characters or 2 Ratio 1 and 1 Ratio 2 characters was almost always
your best choice.  Thankfully, in Capcom Vs. SNK 2, the damage was
balanced out a lot more.  Now, Ratio 4 characters are far more
plausible of a choice.  Stronger characters tend to make better Ratio
4 characters, though, than characters based on speed.  Blanka, for
example, is a FAR better Ratio 4 character that Cammy.  Both are great
characters overall, but as a Ratio 4, Blanka is better, because he
beats people faster and tends to gain more life back that way.

     Some people may ask me which Ratio set is the best and most
practical.  I'll answer the question right here: it's hard to say. 
Every combination seems to work well, but it also depends on the
characters you play.  Weaker characters who are based on speed seem to
do better as lower Ratio characters, and characters who are stronger
and win by brute force seem to do better as a higher Ratio character. 
However, this really is a matter of opinion.  Like I said, all Ratios
seem to be practical, so it's really very hard for me to recommend a
Ratio Set for you to use.  You will just have to experiment with your
team and figure out what is best for you.

[ 4 ]-character-selection-------------------------------------------]
[                                                --->>> ORDER <<<---]
     Fortunately, Capcom decided to implement a "blind" pick when it
comes to order.  Because you now cannot see the order in which your
opponent picks their characters, you cannot try to choose your order
based on theirs.  This prevents the "Musical Chairs" syndrome, as I
like to call it, where one player has one character slated to go
first, so the opponent chooses a counter character to go first.  Then
the first player switches to have a different character slated to go
first, and then the opponent switches his/her order to counter the new
first character.  This then repeats over and over again until the
timer runs out.  Now, because you choose your order without letting
the other person know the order, this won't happen...
     Picking the order of your characters is pretty simple.  All your
characters will be displayed on the screen with numbers next to them
when you are told to choose your order.  The first character you chose
will be labeled "1" and the second character (if you have one) will be
labeled "2" and the third character you've picked (if you have one)
will be labeled "3".  To pick your order, you basically have to press
the button combination that applies to the character number.
     Jab (LP) + Short (LK) represent character number 1.  Strong (MP)
+ Forward (MK) represent character number 2.  And Fierce (HP) +
Roundhouse (HK) represent character number 3.  So let's say you picked
Ryu, Ken, and Sakura on your team.  However, Ryu is your Ratio 2
character, so you want Ken to go first, then Sakura, then Ryu.  When
the Order selection screen appears, just hit Strong + Forward first
for Ken and then Fierce + Roundhouse for Sakura.  Your third
character, Ryu, will be chosen for you automatically since he's the
only one left.
     You can also just press the Start button as a short cut, and the
characters will be put in the order that you picked them.

[ 5 ]-character-selection-------------------------------------------]
[                                         --->>> ROUND SYSTEM <<<---]
     There are various Round formats used in Capcom Vs. SNK 2, but the
standard one is the Ratio Match format.  This is the Round format
you'll experience in the arcades and on the home versions by default.

     Ratio Match works just about how you think it would...  After
both players have selected the order in which their characters will be
used, the first character for both players go up against each other. 
When one is defeated, he/she is replaced by the next member of the
team (based on the order you selected).  The winner from the last
Round fights the new character until another one of the two characters
is defeated.  Team members continue to replace fallen team members in
their chosen order until one team finally has all of the characters on
his/her team defeated.  The other team then comes out victorious.
     If the Timer runs out before a character is defeated, the
character with more health wins the Round.  If both characters trade
hits that causes them both to have fully drained Life Meters, or if
the Timer runs out when both characters have the same amount of life,
the Round ends in a draw.  In that case, both characters "lose" and
the next characters from both sides come into the match with full
health.  If only one player has a character left (the other was on
his/her last character), the person with the character left
automatically wins.  If neither player had a character left, the game
ENDS and both players lose the fight, which means, in the arcade at
least, both players need to pay again for their next game.  The fight
is declared a draw.

     The only thing to mention is that, between Rounds, the character
who won the Round does NOT get a full Life Meter at the start of the
next Round.  The character will only keep the energy they had left at
the last Round.  So if you are a Ratio 2 character and beat a Ratio 1
opponent with half of your life remaining, you'll start the next Round
with half of your life remaining still.
     You DO get a small portion of your life back, however.  That's
essentially the motivation to win the Round, otherwise it really
doesn't make much of a difference who wins a Round.  The amount of
life you get back is dependent on how much Time is left on the Timer. 
The more time is left on the clock, the more life you get back.  This
can factor a lot into strategy, as well.  For example, Ratio 4
characters have the best chance to kill characters quickly.  Thus, the
best way to defeat a Ratio 4 character is to try and damage the
opponent and, at the same time, try to eat as much time off the clock
as possible.  That way, when your character inevitably gets defeated,
the enemy will not be rewarded with much life in return.  If you let
the Ratio 4 opponent defeat you too quickly, chances are he/she will
get back about as much life as he/she lost, which isn't good for you
at all.
     A side note: if you are playing on the home version and you have
it set to no Timer, the amount of life you gain back will always be
the same.

     The second format that can be played on the home systems is the 3
on 3 Match.  This emulates a King of the Fighters style Round format. 
You have to pick 3 characters, and choose their order.  Then the fight
proceeds like a Ratio Match, with winner remaining, gaining back only
a portion of his/her life.  The only thing that makes it different
from a Ratio Match is that you are forced to have three characters,
and all characters behave like Ratio 1 characters.  So every match is
essentially a Ratio 1 vs. a Ratio 1 character.

    The third format is the Single Match format.  This emulates your
standard Street Fighter match.  You choose only one character, and
play a best of 3 Rounds.  When one character is defeated, both
character return for the next Round with a full Life Meter, and fight
resumes.  Whomever wins two Rounds first, wins the fight.  In this
mode, all characters behave like a Ratio 2 character, so every fight
is basically a Ratio 2 vs. a Ratio 2 character.


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

| |                 | |                       | |                 | |
| |                 | |  PART II:  COMBO FAQ  | |                 | |
| |                 | |                       | |                 | |

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

     Combos in Capcom Vs. SNK 2 have expanded.  I mean, the basics are
all still there: Buffering, Links, etc.  However, a whole new level of
Combos has been added to CvS2, especially in the realm of Juggling. 
Juggling in Capcom Vs. SNK 2 has become far more complex than it was
in Capcom Vs. SNK 1.  The scary part is that CvS1's Juggle System was
pretty confusing enough to explain.  However, Capcom Vs. SNK 2 brings
in a WHOLE new level, because of all the new Systems implemented:
Level 2 Super Cancels, Custom Combos, and other new Juggle methods
like High Jump Canceling.

     So read this section to learn everything you need to know about
Combos.  If there is something about Combos I still didn't cover,
something that still puzzles you about Combos, write to me at
jchensor@shoryuken.com and let me know.  I'll try to include it in my
next FAQ and cover any topic I may have missed.



   ====================                                    Chapter 08
---| COMBO BASICS 101 |----------------------------------------------
00) Intro
01) Multi-Hitting Moves
02) Jump-Ins
03) Buffering
    - 3a. Buffering: Buffering Into Supers
    - 3b. Buffering: The Negative Edge
04) The Raging Demon Supers
05) Rapid Fire Weak Attacks
06) Links
07) Chain Combos
08) Controlled Button Tapping Special Moves

|     |                                            combo basics 101
|  0  |============================================================||
|_____|    ---[[[  INTRO  ]]]---                                   ||
     The game is still far more Capcom-based than SNK-based, when it
comes to Combos.  So again, you SNK fans will have to adapt to the
Capcom-styled Combo System if you haven't already done so.  Combos
seem more powerful and potent in Capcom Vs. SNK 2 than they were in
CvS1.  Learning how to get the maximum damage you can out of your
Combos is VERY important, now.  So read on, and learn everything you
need to know about Combos and more!
     To help you learn Combos, all of the examples in this section are
going to be given with Kyo.  That way, if you so desire, you can turn
on Training Mode and choose Kyo, and see all of these things for
yourself.  You can try all the examples listed here, and not have to
change between characters.  Just pick Kyo vs. Ryu, and that way you
can test out all the things described here.

|     |                                            combo basics 101
|  1  |============================================================||
|_____|  ---[[[  MUTLI-HITTING MOVES  ]]]---                       ||
     So what's the easiest way to get a Combo?  Let the game do it for
you.  There are many moves, whether Normal Moves or Special Moves,
that automatically hit more than once.  The majority of Super Combos
out there also hit for more than one hit.  Thus, you can end up with a
combo with simply one button press, whether it's two hits from Kyo's
Offensive Crouching Roundhouse (HK), three hits from Akuma's
Shoryuken, four hits from Morrigan's Close-up Roundhouse (HK), 5 hits
from Ryu's Level 3 Shinkuu Hadouken, or 14 hits from Ryo's Fierce (HP)
Zanretsuken.  It's not much, but it's a Combo.

|     |                                            combo basics 101
|  2  |============================================================||
|_____|  ---[[[  JUMP-INS  ]]]---                                  ||
     If you get an opponent Stunned or if you are just performing an
Exhibition Combo (a Combo done purely for show, not for any
practicality... like most stuff you see in Combo Videos), players tend
to begin a Combo with Jump-Ins.  After your character lands (if you
hit the enemy with your Jump Attack low enough to the ground right
before you landed), you can continue your Combo with a move done from
the ground that's fast enough to hit the enemy before he/she stops
reeling from your Jump Attack.  What you do when you land is up to
you.  That's what makes Jump-Ins so potent.  They allow you to get one
strong hit in before performing whatever Combo you desire from that
point on when you land, whether it be something that involves
Buffering or Chain Combos.  So for example, Kyo, can do a Jumping
Fierce (HP) into a Standing Fierce (HP) for a simple, 2-Hit Combo.
     Different Jump Attacks can affect where your character lands. 
Jabs (LP) and Shorts (LK) tend to push the enemy the least distance,
so you will usually land closer to the opponent.  Fierces (HP) and
Roundhouses (HK) push them the farthest away, so you tend to land a
bit farther away from the opponent.  However, most of the time, the
distance is negligible.  If you attack low enough to the ground, the
enemy doesn't even get a chance to start sliding away before your
ground move connects.  Very few combos fail because the Fierce (HP) or
Roundhouse (HK) pushed them too far away.
     But all Jump Attacks WILL push them a slight distance, so any
Combo that can be performed from being RIGHT next to the enemy MIGHT
not work after a Jump-In... unless it's a Cross-Up.  Cross-Ups are
very potent, because of this, as they usually land you RIGHT next to
the opponent.  Thus, any Combo that requires you to be RIGHT next to
the opponent, you can usually perform it after a Cross-Up.

     One thing to note about Jump-Ins.  Many times people claim that
the best way to perform Jump-In Combos is to land your Jump attack as
"deep" as possible.  In other words, you want to make your move hit so
that it connects as close to the ground as possible.  While this DOES
allow you to EASILY Combo the next move when you land (putting as
little space in between the moves as possible), it might not
necessarily be in your best interest.  There's a trade off on the
height at which you land your Jumping attack.
     Landing a deep Jump attack allows you to Combo slower moves on
the ground.  If you want to Combo Yun's Standing Forward Kick (MK)
after, say, a Jumping Fierce (HP), you'll need to land your Jump
attack as deep as possible, because Standing Forward (MK) is very
slow.  If you land the Fierce (HP) too high up in the air, you'll have
farther to go before you land, which takes up some time.  By the time
you land and hit Forward (MK), the enemy has just about finished
Reeling and will recover before the Forward (MK) connects.  But if you
hit with the Jumping Fierce (HP) deeper, you will land instantly, and
your Forward (MK) will come out in time to Combo on the Reeling enemy.
     However, sometimes this isn't the best thing to do.  Let's look
at Ken vs. Ryu.  If you perform a Jumping Fierce (HP) and go for a
Standing Close-up Fierce (HP) Buffered into a Fierce (HP) Shoryuken
when you land, what happens?  Well, if you perform the Jumping Fierce
(HP) deep, the Fierce (HP) Shoryuken will whiff entirely.  So does
this Combo work at all?
     Actually, yes, it does.  But you have to land your Jumping Fierce
(HP) HIGH UP in the air.  This is what I've termed as "High Hitting"
long, long, long ago in the days of Hyper Fighting (I just called it
that, but with no FAQs, no one knew about it.  ^_^).  The reason why
this works is because, if you hit the enemy high in your Jump, your
forward Jump's momentum will naturally keep you moving forward until
you land.  Thus, you end up RIGHT next to the enemy when you land (not
as close as if you land a Cross-up, but closer than a deep Jumping
Fierce (HP)).
     However, the move you do when you land must be a FAST move.  If
the move is slow, like Yun's Standing Forward (MK), it'll NEVER
connect after a High Hitting Jumping Fierce (HP).  Thus, you must land
with a faster hitting move, like Ken's Close-up Standing Fierce (HP). 
That move hits almost immediately, so it's easy to Combo it after you
land.  So if you do a Jumping Fierce (HP) high up in the air with Ken,
you can get the Standing Fierce (HP) into Fierce (HP) Shoryuken to
connect.  Mastering High Hitting can be the key to landing the highest
damaging Combos.

|     |                                            combo basics 101
|  3  |============================================================||
|_____|  ---[[[  BUFFERING  ]]]---                                 ||
    Capcom is never going to abandon the most widely used form of
Comboing invented back in the days of Classic Street Fighter.  There's
really no reason why they should, too!  Arguably, there is no better
system of creating Combos than through the use of Buffering.  What is
Buffering you ask?  It's the ability to cancel certain Normal Moves
into a Special Move.  This technique is also commonly referred to as
"Two-in-Ones" and just about every company that's made a fighting game
has adapted Buffering into their Fighting Game: King of the Fighters,
Samurai Shodown II, MK4, Killer Instinct, Guilty Gear X, TMNT:
Tournament Fighters, Critical Blow, Dynasty Warriors, and many, many,
MANY others.  It's almost impossible to find a Fighting Game out there
that doesn't adapt this system (okay, lie: there ARE games that don't
follow this system of comboing, but most of those are all based after
Virtua Fighter, the pioneer of 3-D fighting games.  Most 3-D games are
based on the principle of Floats, Juggles, and Strings.  I bring this
up just to be thorough... ^_^).

     Again, the concept of Buffering is the ability for any of the
characters to be able to cancel the animation of certain Normal Moves
into one of their Special Moves or a Super Combo.  Not all Normal
Moves have the ability to be canceled like this.  Thus, the moves that
are granted this ability are known as "Bufferable" Moves.
     Normally, the Bufferable Normal Move causes the enemy to Reel
long enough so that whatever Special Move you canceled your Normal
Move into will hit the opponent while they are still in their Reel
Stun.  You will then be rewarded with a Combo.  An example of this is
the ability for Ryu to cancel Crouching Forward Kick (MK) into a
Hadouken for the two-hit combo that we've seen since the dawn of
Street Fighter.

     One of the major factors of using Bufferable Moves in Combos is
the amount of time the Normal Move will put an enemy into Reel Stun. 
All Jabs (LP) and Shorts (LK) done from the ground cause the same Reel
Stun length, the shortest Reel Stun length in the game.  All Fierces
(HP) and Roundhouses (HK) cause the same Reel Stun length, which are
the longest Reel Stun lengths that can be caused by a Normal Move. 
And all Strongs (MP) and Forwards (MK) will cause a middle-length Reel
Stun, shorter than that caused by a Fierce (HP) or Roundhouse (HK),
but longer than that of a Jab (LP) or a Short (LK).
     Since Special Moves have varying distances and different speeds,
it becomes imperative to learn, for your character, which moves are
Bufferable and which Special Moves combo from these moves.  For
instance, a move such as Kyo's Wicked Chew (Fireball motion + Jab (LP)
or Strong (MP)) takes an average amount of time before it actually
starts to hit.  It's not slow, but it's not particularly fast either. 
Thus a Crouch Short (LK) or a Crouch Jab (LP), both of which are
Bufferable for Kyo, will not combo into the Wicked Chew.  If the enemy
gets hit by the Crouch Short (LK), it will not cause the enemy to Reel
long enough for the Wicked Chew to hit the opponent before they
recover.  He/she will recover in time and be able to Block it.
     However, a Crouching Strong (MP) is ALSO Bufferable for Kyo, and
it puts the enemy into a decidedly longer Reel Stun.  Because of that
longer Reel Stun, the Wicked Chew WILL combo if Buffered from the
Crouch Strong (MP).  So Crouch Strong (MP) into Wicked Chew and
followed up by the last two hits (Nine Scars Maker and Seven Hurting
Combos - Fireball + Punch, then Kick) will all connect for a four-hit
     But how about the Poison Gnawfest (Fireball + Fierce (HP)?  That
move comes out slower than the Wicked Chew.  Thus, a Crouching Strong
(MP) Buffered into the Poison Gnawfest will not Combo!!  This time, a
Crouching Fierce (HP) is in order.  Crouching Fierce (HP) puts the
enemy into an even longer Reel Stun, so after a Buffered Crouch Fierce
(HP), the Poison Gnawfest will indeed Combo.

     If a Special Move Combos after being Buffered from an attack, it
is pretty much guaranteed to also Combo after any Normal Move of the
SAME AND STRONGER strengths.  So for example, Kyo's Short (LK) version
of the New Wave Smash (the leaping double kicks) Combos after a
Crouching Short.  Thus, it is also a guarantee that it will also Combo
after being Buffered from Crouching Jab (LP), a same strength Normal
Move, and a Crouching Strong (MP), a stronger Normal Move, AND a
Crouch Fierce (HP), an even stronger Normal Move.

     Distancing can also affect outcome of a Normal Move Buffered into
a Special Move.  Use can do this as an experiment with Kyo.  Place Kyo
right next to the enemy and perform a Crouching Strong (MP) Buffered
into the Forward (MK) version of the New Wave Smash.  You'll see that
you are rewarded with a 3-hit combo, and the Crouch Strong (MP) puts
the enemy into a long enough Reel for the Forward (MK) New Wave Smash
(again, the leaping double kicks) to connect.  Now do this: place
yourself right next to the enemy and do two quick Crouching Jabs (LP).
Now, after you finishing Jabbing (LP), WITHOUT MOVING from where you
are, do the Crouch Strong (MP) into the Forward (MK) New Wave Smash
again.  You'll notice this time you only get a 2-hit Combo, which were
just the two hits from the New Wave Smash.  Why not a 3-hit Combo this
time?  It's because the Crouch Strong (MP) did not Combo with the New
Wave Smash.  But why not?  We already proved that the Crouch Strong
(MP) puts the enemy into a long enough of a Reel Stun.  What happened?
     Distancing is what happened.  The New Wave Smash ended up being
too far away, and it needs to travel a distance before it will
connect.  If you put too much space between you and your opponent,
that distance may be large enough so that by the time the New Wave
Smash reaches the enemy, the enemy has recovered.  But if you are
closer, the Forward (MK) New Wave Smash gets to the enemy right away,
so the Crouching Strong (MP)'s Reel Stun is long enough for it to
connect while the enemy is still Reeling.  So learn the distances that
your moves will combo.  Otherwise, you may put yourself in a very bad
situation with a Special Move that didn't Combo AND put you in a
vulnerable situation...

     Some Normal Moves that are not Bufferable into a Special Move CAN
be Buffered into a Super Combo.  For example, Kyo's Crouching Forward
(MK) cannot be Buffered into any of his Special Moves like the Wicked
Chew or the R.E.D. Kick, but it CAN be Buffered into a Super Combo. 
Many characters have this property.  Other examples of this are
Guile's Crouch Fierce (HP), Yuri's Standing Far Away Short (LK) and
Standing Far Away Roundhouse (HK), and Maki's Standing Far-Away Fierce
(HP).  All these moves can Buffer into Super Combos, but not Special
     This is very important, actually, depending on what character you
are.  For example, if you know you can cancel Benimaru's Crouching
Roundhouse (HK) into his Heaven Blast Flash (the Taikuu Raikouken
spark Super), Benimaru gets a very useful and practical combo. 
Buffering his Crouch Roundhouse (HK) into the Heaven Blast Flash is a
very useful combo in normal combat.

|     |                                            combo basics 101
|  3a |============================================================||
|_____|    ---[[[  BUFFERING: BUFFERING INTO SUPERS  ]]]---        ||
     Buffering into Supers is not easy at first, and actually takes a
lot of practice.  So in the following section, I'm going to give some
tips on how to Buffer into "Circular Motion" Supers.

* * *

     By a "Circular Motion Super", I am referring to any Super that
requires you to rotate the joystick for most of the Super motion. 
This includes Double Fireball motions, the standard SNK Super motion,
and Double Half-Circle motions.  These motions will be illustrated
later in this section.
     There are basically four different Buffer techniques used to
Buffer Normal Moves into a Circular Motion Super Combo.  In order to
be a "Combo Master", you've got to learn all four because different
characters / situations will require you to know all four.  But get
good at them one at a time to start off.  I'll list them in order of
practicality and usefulness for each motion.

     Before we begin, one thing must be established first and
foremost.  I mentioned something earlier when I first talked about
Buffering.  The one thing I said was that only certain frames of
Normal Moves can be Buffered.  Thus, regardless of which of the four
Buffer techniques you are trying, the following statement holds true:

     You want to hit the button to activate the Super during
     the Animation Frame that the Normal Move connected on.

     If the move you are trying to Buffer continues its animation AT
ALL, you're out of luck in 99% of the cases.  That's because only that
one, specific frame can be Buffered (there are some exceptions to this
rule, but rather than talking about them, I'll ignore them because
they are not relevant in learning how to Buffer into Supers).  Once
the move connects, you've only got half a second in which the Normal
Move freezes in Hit Stun.  Once it resumes its animation, it can no
longer be Buffered.  Thus, you've got to finish the motion for the
Super and hit the button that activates it before that happens.

     So let's look at Terry's Crouching Fierce (HP).  When it
connects, TERRY freezes in the position with his hand extended out in
front of him.  Then, after a half second of Hit Stun, the Fierce (HP)
will continue to animate and his arm will retract.  In order to Buffer
that Fierce (HP), you've got to have hit the button to activate the
     This may seem like blatantly obvious information, but it's
important to have that mindset.  Making sure that you keep in mind
that you must hit the button before the animation continues is VERY
important.  The reason for this is because you learn, regardless of
which technique you use, the time between when you hit Fierce (HP) and
when you hit a button to activate the Super NEVER CHANGES.  The only
thing that changes is how fast you have to do the Super motion.
     So keeping this in mind will help you learn to not do the motion
for the Super too slow, which causes you to hit the button too late. 
But you'll also learn that in many cases the motion doesn't need to be
done quickly either.  Regardless of how fast or slow you do the Super
motion, as long as you hit the button during that Hit Stun, you know
that the Super will come out if you did the motion correctly.

     One thing to keep in mind is that different strengthed moves give
you different amounts of leeway for Buffering.  Fierces (HP) and
Roundhouse (HK) cause longer Hit Stun, so obviously you'll have more
time to Buffer them into Supers.  Jabs (LP) and Shorts (LK) will cause
much less Hit Stun, so you'll have much less time to Buffer them.

     Now, the following are the motions that are in question (all
motions can be mirror-imaged):


   |  \  --o   |  \  --o    + button
   o   o       o   o

   |   /  o--   /  |  \  --o    + button
   o  o        o   o   o

   o--  /  |  \  --o   o--  /  |  \  --o    + button
       o   o   o           o   o   o


     You are allowed to hit the button for the move to be Buffered at
ANY POINT during the Super motion, which is what makes Buffering into
Supers that much easier.  The motions are long enough so that there
are VARIOUS places you can hit the button for the move you are trying
to Buffer.  However, only four of them are practical spots, and those
four spots are what make up the four Buffer techniques.  The four
spots that you can perform the move to be Buffered are labeled in the
diagrams below as A, B, C, and D.


[C]|  \  --o[B]|  \  --o    + button
   o   o       o   o
   [-A-]       [-D-]

[C]|   /  o--[B]/  |  \  --o    + button
   o  o        o   o   o
   [-A-]       [---D---]

[C]o--  /  |  \  --o[B]o--  /  |  \  --o    + button
       o   o   o           o   o   o
       [---A---]           [---D---]


     Each of these will be described in detail and rated in three
categories: Usefulness, Ease, and Practicality.  By Usefulness, I am
referring to at how often you are "allowed" to use this method.  Ease
describes at how easy it is to use that technique.  Practicality rates
the technique on how practical it is to use in combat.  The ratings
are on a scale of 1 to 5 (5 being good, 1 being bad).

* * *

| -A-               |  Usefulness   |     Ease      | Practicality  |
| Fireball Super    |       5       |       4       |       5       |
| SNK Super         |       5       |       4       |       5       |
| Half-Circle Super |       3       |       2       |       3       |

     For this technique, you hit the button for the Normal Move you
want to Buffer anytime during the two Down positions of the beginning
of the Super Combo motion.

     This is the easiest place to hit the button for the attack you
are trying to Buffer and the BEST way to do combos into Supers if you
are trying to Buffer a Crouching move (which is possible and the most
practical for 90% of the Super Buffers you normally would want to do).
The idea is this: there are two joystick positions, Down and
Offensive Crouch, that'll make you to do Crouching attack at the
beginning of the Super motion.  Thus, if you press the attack button
slightly after you begin your Super motion, you'll most likely press
the button during one of those two Down positions.  Right after you
hit the button to attack, finish the Super motion and then hit the
button to activate the Super.
     The nice thing is that you've already completed a good portion of
the Super motion by the time the attack connects.  This makes it so
that if you hit your attack button at point A, you've really only got
1 more circular motion complete.  Thus, you really don't need to the
motion all that fast.  Just start the motion, hit your attack button,
then take your time finishing the Super motion before the Normal Move
continues it's animation.  Don't get me wrong, it still takes a lot of
speed to finish the motion before the animation continues.

     Without a doubt, this is the number 1 technique you'll be using
for the Double Fireball Motions and the SNK Super Motions (there's
still a lot of motion left for Double Half-Circle Motions so this
technique doesn't work as well for it).  The reason this technique is
the one to learn is because it allows for very accurate timing of the
Normal Move you want to Buffer.  You'll find this especially true with
Combos with Links.  Comboing a Crouch Fierce (HP) Link after a Crouch
Jab (LP) with Ryu, for example, requires some good timing.  If you
want to Buffer the Crouch Fierce (HP) into a Shinkuu Hadouken, this
technique is the best because it doesn't affect your button press
timing.  Also, hitting people after whiffing moves with a Normal Move
can sometimes require precise timing of the Normal Move if the enemy's
delay is only very brief.  This technique works well in these
situations as well.  So the first thing you'll need to find out is
which of your character's crouching moves are Bufferable and learn
this technique.

* * * 

| -B-               |  Usefulness   |     Ease      | Practicality  |
| Fireball Super    |       3       |       5       |       4       |
| SNK Super         |       3       |       4       |       4       |
| Half-Circle Super |       1       |       3       |       1       |

     For this technique, you hit the button of the move you want to
Buffer at the end of the first Fireball motion.

     This makes Buffering into a Super just like quickly performing
two Fireball motion Special Moves in a row.  But this works only on
two conditions: 1) Your character does not have a Special Move that
involves a Fireball motion + the button you are trying to Buffer.  2)
You are trying to Buffer a Standing attack.  This trick also works
PARTICULARLY well with Rapid Fire Weak Attacks, like fast Crouching
Shorts (LK) from someone like Sakura.
     The idea is this: make the Buffering of the Normal Move as easy
as doing a Standing attack Buffered into a regular Special Move's
motion (just a Fireball motion or a Half-Circle motion).  Performing a
Standing Normal Move into a Special Move is easy, right?  So why not
make Buffering into Supers the exact same difficulty?  The way to do
this is to, when you want to Buffer into a Super, do the first
Circular motion + the button of the move you want to Buffer and then
quickly do the last circular motion + the button of the Super
activation.  So for Double Fireball motions, it's like doing two
Fireball commands in a row really quickly.  The way it works is that
the first Fireball motion you do registers as the motion for the
Super.  But since you have no Special Move with that button, you'll
end up just doing the Normal Move while Standing.  Then, when you do
the next Fireball motion, you'll end up canceling the Normal move into
the Super, since you've officially done two Fireball motions for the
Super.  (For Third Strike fans, this is almost exactly like canceling
Ryu's Fireball into a Super Fireball.)

     Let's use Sakura as an example.  Let's say you are right next to
the enemy and you land a Crouching Short (LK).  You Chain that into
another Crouching Short (LK) and then Chain that into a Standing Short
(LK).  But now you want to Buffer the Standing Short (LK) into her
Midare Zakura Super (the Shououken Super).  This is actually really
simple.  Hit Crouch Short (LK) 2 times and then quickly do Fireball +
Short (LK) and then another Fireball + Short (LK).  What happens is
this: the first Fireball + Short (LK) doesn't register as a Special
Move because Sakura doesn't HAVE a Fireball + Short (LK) Special Move.
 So what comes out?  Standing Short (LK) because Standing Short (LK)
can Chain from Crouching Short (LK).  After that Standing Short (LK)
connected, you did another Fireball + Short (LK).  But his actually is
the second Fireball motion you've performed!  So the last Standing
Short (LK) registers as the activation for the Super.  Voila!  Stand
Short (LK) is thus Buffered into a Level 3 Super!
     It also works well for SNK Super motions as well.  Take Rugal for
example.  He can do Crouch Short (LK) twice.  Then do Fireball + Short
(LK) and then a reverse Half-Circle motion + Punch.  This will result
in Rugal doing a Standing Short (LK) canceled into the Gigantic
     It WOULD work for Double Half-Circle motions, but there are VERY
few characters who could actually use this technique.  95% of the
characters who have a Super with this motion also have Special Move
Codes that interfere with this technique with both Punch and Kick
buttons.  Take Akuma for example.  He has a reverse Half-Circle +
Punch Special Move (the Red Fireball) and a reverse Quarter-Circle +
Kick Special Move (his Hurricane Kick), both of which will interfere
with his reverse Double Half-Circle + Punch Super Combo (the Super
Fireball).  Only four characters can actually use this technique with
Double Half-Circle motion Supers: Evil Ryu (who doesn't exist in the
arcade, so what's the point?), Kyosuke (despite the large amount of
Kyosuke fans out there, I'm just gonna say it: Kyosuke sucks in this
game and he's not worth actually learning in Serious 2-player combat),
Chang (who's reverse Double Half-Circle + Kick Super doesn't Combo
after anything), and Raiden (who generally doesn't get a lot of
chances to land Combos).  So this technique is almost completely
useless when it comes to Double Half-Circle motion Supers.

     Again, this ONLY works if your character has no move that matches
the code.  If Sakura had a Fireball + Short (LK) Special Move, this
would NOT WORK.  This technique, you'll learn, is the most useful for
Buffering a two-hit or three-hit Rapid Fire Weak Attack Chain into a
Super.  The last hit of the Chain will be a Standing Move, naturally. 
Many characters won't be able to use this technique.  Take Benimaru,
for example, who has a Fireball + Punch and a Fireball + Kick Special
Move while also having all Supers that you'd want to Combo that are
done with Double Fireball Motions.  You won't be able to use this
technique because those Special Moves will interfere with the Super
motions.  But those that can use it, such as Sakura, Terry, Chun Li,
Rugal, etc. will find it very practical.

* * * 

| -C-               |  Usefulness   |     Ease      | Practicality  |
| Fireball Super    |       4       |       2       |       4       |
| SNK Super         |       4       |       2       |       3       |
| Half-Circle Super |       3       |       1       |       2       |

     For this technique, hit the button for the move you want to
Buffer and then just do the Super motion as quickly as possible before
the Normal Move continues to animate.

     There is no trick to this method of Buffering into Supers.  There
is no strategy, no secret, no technique... nothing.  This is just pure
finger dexterity and hand speed at it's best.  This is just hit the
button and then do the Super motion as FAST as humanly possible before
the move continues to animate.  And, sadly, this technique is very
valuable to learn, especially when it comes to Buffering Standing
Strongs (MP), Forwards (MK), Fierces (HP), and Roundhouses (HK). 
Needless to say, this method is damn near impossible for Jabs (LP) and
Shorts (LK).  It IS possible, yes, but you've got to be

     Let's use Chun Li in N-Groove as an example.  You've just used
your Crouch Roundhouse (HK) as Anti-Air and knocked the enemy to the
floor.  The enemy, however, performs a Safe Fall and is ready to
attack again.  You want to take advantage of this Safe Fall by nailing
it during it's delay... but how?
     There's only one way: Run up to the Safe Falling enemy and nail
him/her with a Standing Strong (MP).  It's the only Normal Move that
reaches far enough and quickly enough to punish an enemy who performs
a Safe Fall after getting hit by her Crouching Roundhouse (HK). 
Crouching Strong (MP) after Running up to the enemy very briefly will
catch an enemy in a Safe Fall delay if you hit the enemy very close to
you with the Crouch Roundhouse (HK).  But at farther distances, it's
simply too short ranged to reach the enemy.  Standing Strong (MP)
after Running for a bit, however, will reach in the majority of the
cases and nail the enemy in his/her delay.
     Also, Standing Strong (MP) is Bufferable.  Maybe a Crouching
Forward (MK) can catch the enemy, but that's the end of your
punishment.  If the enemy Safe Falls and you know you can nail
him/her, you want to deal as much damage as possible.  So you want to
use a move that's Bufferable.  But then this poses another dilemma:
what Combos from her Standing Strong (MP) at that distance?
     The only thing that will Combo is her Hoyokusen (Lightning Kick
Super) at any level.  So you have to Run up to the enemy and do a far
Standing Strong (MP) into a Hoyokusen.  Even though Chun Li has no
Fireball + Punch Special Move (her Fireball is a Half-Circle motion),
you can't Run up and then try the second method listed above.  The
slightest delay of you trying to pull the first Fireball motion before
hitting Strong (MP) will make you too far to reach the enemy, or too
late to hit him/her out of his/her delay.  So you've got to run up,
hit Strong (MP), and the just do the motion for the Super as fast as

     Another example is with Cammy.  If she has a Level 3 charged up,
she can actually wait and see Sagat whiff a Crouching Fierce (HP),
which happens to be one of Sagat's best pokes, and counter with a
Standing Roundhouse (HK) which will hit Sagat in his delay.  But then,
you can Buffer that Roundhouse (HK) into the Level 3 Spin Drive
Smasher and do some REAL damage to Sagat for whiffing his punch.  But
the only way to do this Combo is to simply press Roundhouse (HK) and
then do the Super motion as fast as possible.

     So you can see there are many instances where you WILL need to
learn this technique.  It's definitely harder to do than the previous
two methods, but if you want to have the full range of "Comboability",
you need to learn this method.  It's easiest to apply to Double
Fireball motion Supers, though.  SNK Super motions are possible, but
slightly harder.  Double Half-Circle motions, however, are not very
compatible with this method, because the code is so much longer and
you have to be REALLY fast to pull this off.  Again, it's possible,
but only the best of the best can consistently pull off a Standing
attack Buffered into a Double Half-Circle motion Super using this
technique.  Either that, or your game is running at a very slow speed.

* * * 

| -D-               |  Usefulness   |     Ease      | Practicality  |
| Fireball Super    |       3       |       3       |       2       |
| SNK Super         |       3       |       4       |       3       |
| Half-Circle Super |       3       |       3       |       4       |

     For this technique, you hit the button for the Normal Move you
want to Buffer anytime during the two or three Down positions of the
second Circular motion in the Super code.

     This method is actually easier than the above method, but not as
practical.  The reason why is because the very first technique listed
above pretty much makes this technique obsolete.  The precision you
gain from the first technique (using point A) far outweighs any
benefits you get from using this technique (using point D).  This
technique works, but the lack of precision can harm you.
     For example, if Ken misses a Dragon Punch and you are Kim, you
want to be able to nail Ken with a Crouching Forward into his Phoenix
Flattener (the Super where he flies forward and pummels you).  If you
use this last technique, you have to do the first Fireball motion
before Ken lands from his whiffed Dragon Punch and time the joystick
to be in one of the three Down positions and hit Forward (MK) to do a
Crouch Forward (MK) at the very split second that Ken is on the ground
and in delay.  It's simply not as efficient as the first method. 
Plus, it's harder to do on reaction to, say, a whiffed Jab (LP) Dragon
Punch from Ken, whereas the first method is.  And finally, it's much
harder to use this method during Combos from Jumps because you have to
do the first Fireball motion in the air, timed well enough so that you
will be in the middle of your second Circular motion after you land.

     So why are we still referring to this technique if it's so
useless?  Well, for one thing, it is probably the only way you can do
Buffers into Supers consistently in Super Street Fighter II Turbo. 
^_^  But it can be used in Capcom Vs. SNK 2, mainly for Double
Half-Circle motions.  These motions are longer and harder to do than
your standard Double Fireball or SNK Super motions.  So using any of
the above three techniques isn't that easy.
     This current technique isn't much easier, but it is the best way
to do Supers into Double Half-Circle motions because it allows for the
most leeway in terms of the speed at which you must move the joystick.
But all the problems stated above still hold true: you lose accuracy
and ease of performance, but in this special case, you may not have
much of a choice.  If you are fast enough so that you can do it with
the first technique, more power to you.  And seriously, you may be
better off just trying to get good at it that way.  But for now, using
this last technique may be the simplest way.

* * * 

     So those are the four different techniques used to do Supers in a
Combo.  In order to perfect your Comboing skills and become a Combo
Master, you will have to learn all four techniques eventually.  But,
for now, focus on learning them one by one in the order they are
listed above.

|     |                                            combo basics 101
|  3b |============================================================||
|_____|    ---[[[  BUFFERING: THE NEGATIVE EDGE  ]]]---            ||
     I'm going to talk a little about the "Negative Edge," here, to
help people with some problems they may encounter when trying to
perform Combos with Buffers in them.  The "Negative Edge" was a
technique implemented by Capcom to help people perform Special Moves. 
Normally, when you perform a Special Move, you do the joystick motion
and the press the button.  However, you can also perform a Special
Move by performing the joystick motion and then LETTING GO OF A
BUTTON.  So with Ryu, for example, you can hold Jab (LP), do the
Fireball motion, and then let go of Jab (LP) and the Hadouken will
still come out.  This is what is known as the Negative Edge.  Capcom
implemented this so that even if you press the button slightly early,
letting go half a second later will let you do activate the Special
     The problem is that this easily messes up Combo attempts!  This
especially messes up attempts at performing Buffers into Supers. 
Trying, with Ryu, to perform a Crouch Fierce (HP) Buffered into a
Shinkuu Hadouken using the first technique listed in the last section,
for example, often results in you performing just a Crouch Fierce (HP)
into a regular Fierce (HP) Hadouken.  This is because if you tap
Fierce (HP) for the Crouch Fierce (HP) and then do the motion for the
Super, you tend to let go of the Fierce (HP) button right around the
time that you finished the first of the two Fireball motions required
for the Super.  That registers as performing the Hadouken before you
even finish the code for the Shinkuu Hadouken.  So you'll end up
Buffering the Crouch Fierce (HP) into the regular Hadouken rather than
the Shinkuu Hadouken.
     So how do you fix this?  The best method of avoiding the Negative
Edge problems is to hold buttons down, rather than tapping them.  So
in the example with Ryu, above, you can avoid all Negative Edge
problems not by tapping Fierce (HP) but by HOLDING it and then
finishing the Shinkuu Hadouken motion and activating it with Jab (LP)
or Strong (MP) instead.  That way, you can't accidentally do the
HADOUKEN code by letting go of the button.  You're holding it down to
ensure that it doesn't activate the Fireball with the Negative Edge. 
This technique works ESPECIALLY well for the Charge Supers, like
Guile's Sonic Hurricane.  Performing Crouch Strong (MP) into Sonic
Hurricane, for example, is MUCH easier if you hold the Strong (MP)
button down.

     This works in all sorts of situations, not just Combos.  If you
are trying to do a tip-of-the-Crouching Forward (MK) into a Short (LK)
Spiral Arrow with Cammy as a poke, for example, you might accidentally
come out with the Forward (MK) Spiral Arrow instead because of the
Negative Edge.  This plants you right next to the enemy with huge
delay and gets you killed.  The Short (LK) version would let you poke
the enemy and be safe afterwards.  So you can avoid this problem,
again, by holding the Forward (MK) button down, ensuring that you'll
only get the Short (LK) version of the Cannon Drill.  So you can see
why learning how to hold the button down can be a very effective way
to avoid this problem.

     The biggest problem comes from C-Groove.  The different buttons
activate specific Levels, so sometimes you don't have the luxury of
choosing whatever button you want to activate a Super.  So what if you
are Ryu and you want to do Crouch Fierce (HP) into a Level 3 Shinkuu
Hadouken?  You can't hold Fierce (HP) down, because you need to use
Fierce (HP) again to activate the Super!
     There are two ways to fix this.  The first is just brute force:
make sure you do the first Fierce (HP) tap for the Crouching Fierce
(HP) as FAST AS POSSIBLE.  Just tap the button, and quickly let go
before you complete the first Fireball motion for the Super.  That
will avoid Negative Edge problems but you have to be quick and aware
that this can be a problem.  The second method is taking ADVANTAGE of
the Negative Edge.  Just do Crouching Fierce (HP), hold Fierce (HP),
do the two Fireball motions, and let go of Fierce (HP).  That way, you
are holding the button down to prevent Negative Edge but then letting
go of Fierce (HP) and utilizing the Negative Edge to perform your
Super!  Either method can be used, and both are equally as practical.

|     |                                            combo basics 101
|  4  |============================================================||
|_____|  ---[[[  THE RAGING DEMON SUPERS ]]]---                    ||
     There are only two instances of this move in the arcade version
of Capcom Vs. SNK 2, four in the home versions.  Basically, the
"Raging Demon" Super is a generic way of labeling the Shungokusatsu,
known as the Raging Demon, of Akuma, Evil Ryu, and God Rugal.  It also
applies to Morrigan's Darkness Illusion.  So what is it about these
moves that prompts them to be put into their own category?  They all
have the same code to activate them: Jab, Jab, hit Toward on the
joystick, then hit Short and finally Fierce (LP, LP, Toward, LK, HP)
very quickly.
     However, this code is a bit complex to perform.  It's not your
standard one-button activation for a Super Combo.  Because of this,
the Raging Demon Supers were given a lot of leniency.  I am assuming
they were afraid that these moves would be difficult to perform. 
Since most of it requires button presses, you could be in the middle
of a move that was performed by one of the early button presses by the
time you finish the code.  Normally, a Special Move or Super Combo
cannot cancel a whiffed Normal Move, so the Super should not come out.
     But these moves are allowed to cancel ANY NORMAL MOVE at ANY
ANIMATION FRAME, whiffed or connecting, blocked or hitting.  They did
this because they knew that while tapping out the code, you will be
flailing a bunch of Normal Moves.  To make it easier for the move to
come out, they allowed you to interrupt any Normal Move with it.
     So for example, if you are using Akuma, You can do the following
trick.  Hold Toward on the controller.  Press Strong (MP) and then
quickly do the code for the Shungokusatsu.  What will happen is that
you will go into your Overhead.  That move is rather slow and takes a
while to finish, and is not, in any way, Bufferable into a Special
Move or a Super Combo.  However, because you finish the code for the
Shungokusatsu WHILE the move is still animating, it will cancel the
Overhead anyhow and the Raging Demon will come out!!  This is a good
tactic because people will stand up to block the Overhead, but you
cancel it into the Shungokusatsu instead to grab them.

     So if you are fast, you can have the Shungokusatsu cancel
anything you want, like Crouch Roundhouses (HK) or Stand Fierces (HP)
etc.  This doesn't do much in terms of combos, though, since the
Shungokusatsu, from any of the three characters that possess it,
cannot Combo it.  It is a Throw, and thus it can't even be put into a
Combo.  But it does help set-up great ways to land the Raging Demon. 
Raging Demons in this game are VERY quick.  If you perform the
Shungokusatsu right next to an enemy, and they aren't already in the
middle of trying to Jump away or in the middle of an move that
possesses some invincibility, they will be grabbed.  In past games,
like Street Fighter Alpha 3, he could have started the Super at point
blank range, and you could still Jump away on reaction after the Chi
Gathering.  So the Shungokusatsu Super is actually effective in CvS2
and will grab people close-up, so that they can't escape it on
     However, there are three situations where the Shungokusatsu will
NOT connect, even if performed right next to the enemy.  It cannot
grab enemies out of Block Stun, Hit Stun, or while they are getting up
off the floor.  So if you do, say, a Crouch Roundhouse (HK) which is
blocked and it gets canceled into the Shungokusatsu, the enemy can
ALWAYS JUMP AWAY from the Shungokusatsu.  If you actually HIT someone
with the Overhead and cancel it into the Shungokusatsu, Akuma will
slide into the enemy even while the enemy is Reeling and not grab
them.  And if the enemy holds Up, they will simply Jump away.  And if
you do it to someone getting up, they can always Jump away right when
they get up.  It is ONLY effective against enemies who are simply
Crouching or Standing there, or in the middle of a move.

     Okay, so we've discussed the Raging Demon Supers of Akuma, Evil
Ryu, and God Rugal and I said they can't be put into Combos (outside
of Stuns).  But this is the COMBO half of the FAQ.  So why are we
talking about this here?  The answer is Morrigan.  Her Darkness
Illusion is the same code as the Shungokusatsu, and has been given
equal lenience in doing the code.  That means that anything can be
canceled into the Darkness Illusion, at any point in time.  This is
VERY IMPORTANT TO REMEMBER, because this allows you great Combo
opportunities.  For example, one of her easiest combos is Crouch Short
(LK) Chained into Standing Roundhouse (HK).  Her Close-up Roundhouse
(HK) is a somersault kick that hits four times.  While all four of
these hits are connecting, you can, at your leisure, tap out the
Darkness Illusion code.  And even though NONE of the hits in that
Roundhouse (HK) is Bufferable in any way, shape, or form, the Darkness
Illusion will cancel that Roundhouse (HK) and Combo on the enemy.  So
if Morrigan is in the middle of ANY Normal Move, it can be canceled
into the Darkness Illusion.
     This goes for while she is Jumping too!!!  Morrigan has a Down +
Roundhouse (HK) in the air on her way down that hits three times. 
None of these three hits are Bufferable in any capacity, but if you
are quick enough, you can tap out that Darkness Illusion code and
cancel the last hit of Down + Roundhouse (HK) into the Darkness
Illusion and it will Combo.  Heck, you can even wait until Morrigan
lands and cancel the DELAY that Morrigan has from her Down +
Roundhouse (HK) when she lands into a ground Darkness Illusion.
     Also, one other sneaky trick you can do with this is cancel your
delay of a Jumping move.  If you Jump and hit Roundhouse (HK) on your
way up with any character, after the Roundhouse is done, your
character is pretty much stuck in the air and vulnerable all the way
until he/she lands.  Not so with Morrigan.  You can actually cancel
that "vulnerability" into the Darkness Illusion!!  Technically, you
are still considered in a Normal Move "delay", and since the Darkness
Illusion can cancel any Normal move, it can cancel this delay as well.
So if you do any Jumping move, you can do this to cancel it.

     So anything that has a Raging Demon code can cancel any normal
move at any frame of animation.  This can be useful in various
situations, but mostly for Morrigan, who can use it in combos.

|     |                                            combo basics 101
|  5  |============================================================||
|_____|  ---[[[  RAPID FIRE WEAK ATTACKS  ]]]---                   ||
     Rapid Fire Weak Attacks are basically the quick Jabs (LP) and
Shorts (LK) that can be chained into themselves.  The most well-known
of these moves is Ryu and Ken's Crouching Short (LK).  If a player is
Crouching and hits Short (LK) as fast as possible when right next to
the opponent, you can easily be rewarded with three successive
Crouching Shorts (LK) for a three-hit combo (usually, the next
Crouching Short (LK) misses, as the enemy has been pushed too far
away).  Thus, in essence, the Crouch Short (LK) is chaining into
itself repeatedly.  Thus, the Crouching Short (LK) of Ryu and Ken can
be called a "Rapid Fire Weak Attack" in that it can chain into itself.
That is a good, simple way to describe it.  And for experiment's
sake, Kyo's Crouch Short (LK) behaves the same: it can Chain into
itself for three hits.
     However, the actual technical way in which a Rapid Fire Weak
Attack works is this: if a Weak Attack has the ability to Chain, it
has the ability to Chain into ANY Weak Attack, not just itself.  If
the Weak Attack that you chain it into just happens to be ANOTHER
Rapid Fire Weak Attack, you can also Chain that third Weak Attack. 
Thus, we can dissect what's really going on if someone like Kyo does
three Crouch Shorts (LK) in a row.  What really is happening is that
Kyo is merely Chaining a Crouch Short (LK) into a Crouch Short (LK)
which so happens to also be a Rapid Fire Weak Attack.  Thus, you can
Chain it into yet another Crouch Short (LK) for three Crouch Shorts
(LK) in a row.  But three Crouching Shorts (LK) isn't the only thing
that's possible.  Since their Crouch Jab (LP) is ALSO a Rapid Fire
Weak Attack, Kyo can also do Crouch Short (LK) into Crouch JAB (LP)
into Crouch Short (LK), or any combination thereof.  As long as they
Chain into another move that's also a Rapid Fire Weak Attack, you can
keep Chaining the moves.
     However, the restriction must be stated once again: you can only
Chain a Rapid Fire Weak Attack into another Weak Attack, i.e. any
other form of Jab (LP) or Short (LK) (Crouching or Standing, Close-up
or Far Away).  Also, keep in mind that Rapid Fire Weak Attacks share
one unique ability: they can Chain into each other whether you land
the move or whiff the move.  So since both Crouch Jab (LP) and Crouch
Short (LK) are Rapid Fire Weak Attacks for Kyo, you can just Crouch
there and ram on Jab (LP) and Short (LK) all day, and Kyo will
continually come out with Jabs (LP) and Shorts (LK) in rapid
succession, whether the enemy is nearby or not.  That's why characters
like Kyo can ram on Stand Jab so quickly in attempts to stop an
incoming Blanka Rolling Attack, but characters like Rolento, who's
Stand Jab (LP) is NOT a Rapid Fire Weak Attack, can't.

     Many characters have at least one Jab (LP) or Short (LK) that
counts as a Rapid Fire Weak Attack.  Some characters have more than
one.  Let's look at Sakura for example.  Her Standing Jab (LP),
Crouching Jab (LP), and Crouching Short (LK) are all considered Rapid
Fire Weak Attacks.  Thus, you can chain any of those three moves into
each other, such as Standing Jab (LP) into Crouching Jab (LP) into
Crouching Short (LK).  You can also Chain them into the Standing Short
(LK) kick.  However, since Standing Short (LK) is NOT a Rapid Fire
Weak Attack, the Chain Combo ends there.  Standing Short (LK) cannot
and WILL NOT be Chained into any other Weak Attacks.  So Standing
Short (LK) pretty much ends all Rapid Fire Chain Combos.  Fortunately,
Sakura's Standing Short (LK) is Bufferable and a Fierce (HP) Shououken
combos from a Standing Short (LK).  So tacking that at the end of the
Chain Combo gives Sakura her most highly used combo: Crouching Short
(LK), Crouching Short (LK), Standing Short (LK), Fierce (HP)
     Very rare, but some characters such as Guile have all four Weak
Attacks as Rapid Fire Weak Attacks.  Thus, he can conceivably Chain
any of the attacks into any other of the Weak Attacks.  Of course, he
normally can't get more than three or four of them off in one combo. 
Some characters only have one, such as Chang (only his Crouching Jab
(LP) is a Rapid Fire Weak Attack).  Other characters have none at all,
such as Blanka or Rolento.  Then there are characters like Cammy whose
Close-Up Short (LK) is a Rapid Fire Weak Attack but her Far Away Short
(LK) is not.  So it is highly varied between characters.

|     |                                            combo basics 101
|  6  |============================================================||
|_____|  ---[[[  LINKS  ]]]---                                     ||
     In the olden days of Street Fighter, Links were very useful in
doing longer combos when you were provided with little else (like
Honda...  What did he do for combos in Classic Street Fighter II?!? 
He had zero Bufferable Moves.  ZERO!!!).  A Link is not a special form
of combo like Buffering.  Basically, a Link is when you combo two
moves in a row using no special methods.  Usually, a Link occurs if
the first move ends fast enough so that a second move, which typically
comes out really quickly, can hit the enemy before he/she finishes
recovering from his/her Reel Stun.  Thus, the two hits register as a
two-hit Combo.
     Links have become highly prominent in Capcom Vs. SNK.  In fact, I
can't think of a game, other than Street Fighter II Classic, where
Links have played such a HUGE role in comboing.  A LOT of things Link
in this game.  Fortunately, this does not get abused, because Linking
is still perhaps the most skilled version of combos ever created in a
Street Fighter game.  Links are all about timing and are not very
"user friendly" at all.  There's nothing intuitive about them.  They
are simply just timing, and the only way to get good at them is to

     So for example, Kyo, up close, can do a Crouching Jab (LP). 
Before the enemy recovers from the Reel of the Jab (LP), Kyo will
recover, and can throw out a Crouching Fierce (HP) and catch the enemy
before their Reel Stun ends.  Thus, the two hits will connect as a
two-hit combo.  And then, you can Buffer that Crouching Fierce (HP)
into his Poison Gnawfest (Fireball + Fierce (HP)).
     Ryu can Link a Crouch Jab (LP) and a Standing Fierce (HP).  Or a
Crouch Short (LK) into a Crouch Forward (MK).  Cammy can Link a
Standing Close-Up Fierce (HP) into a Crouch Forward (MK).  The list
goes on and on.  There are so many Links in this game, it would double
the size of this FAQ just to print them all out, probably (okay, so
maybe not).  So rather than doing so, you're gonna have to find them
on your own.  But there's a LOT out there.  Very few characters have
no Links (there are some characters where I haven't found any...

     As I said, performing Links consistently is mainly a result of
practice and timing.  There is no trick to them.  Just remember that
if you hit the button too early, your move won't come out (you're
still in the delay from the first attack).  If you hit it too late,
the two moves won't combo.  Keep adjusting you timing until you can
get them to connect consistently.  If you are having trouble doing
Links, just keep practicing.  That's the only advice I can really give
on perfecting Links.

|     |                                            combo basics 101
|  7  |============================================================||
|_____|  ---[[[  CHAIN COMBOS  ]]]---                              ||
     In the last game, only one character had Chain Combos: Morrigan. 
Well, in Capcom Vs. SNK 2, the feature has been extended to a few
characters now.  Morrigan still has the most "free form" style of
Chain Combo, and Kyosuke follows with a close second.  The other cases
are all "fixed" or "canned" Chain Combos: you cannot vary the sequence
of the Chain Combo.
     Chain Combos are the ability for a character to cancel the
animation of a Normal Move into another Normal Move, much like
Buffering is the ability to cancel Normal Moves into Special Moves. 
The sequence of Normal Moves cancel into each other so quickly that
the opponent cannot recover from their Reel Stun quick enough to
block.  In most cases, this allows you to maximize the damage you

     We are going to discuss the "Fixed" Chain Combos of the game
first.  And then a second section will be devoted purely to Morrigan.

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

< Fixed Chain Combos >
     Various characters in Capcom Vs. SNK 2 have Chain Combos.  Most
of the Chain Combos that exist in the game are "Fixed".  There is only
one basic sequence that the character can perform and this sequence in
general cannot be varied.
     With every Fixed Chain Combo (except for Terry's), the timing to
perform the Chain Combo is about the same.  After a move that is a
part of the Chain Combo sequence connects, you are allowed to Chain
into the next move in the sequence ANYTIME before the current move
ends.  In other words, once a move connects, as long as it's still
animating in it's recovery or delay, you can Chain into the next move.
So, for example, with Yun, you can time his Chain Combo of Standing
Jab (LP) into Standing Short (LK) into Standing Strong (MP) really
quickly (Tap tap tap) or you can even space it out slightly, and hit
each button slightly AFTER the move hits (tap   tap   tap). 
Basically, the earliest you can chain the moves is right AFTER the
move hits.  For many of these Chain Combos, hitting the button the
INSTANT the move hits will actually lower your success rate,
especially with Iori and Blood Iori.
     Also, if there is no joystick direction associated with the move,
for the first move of the sequence, the joystick CANNOT be held in any
direction for the Chain Combo to come out successfully.  For, for
example, with Maki: if you are doing her Standing Jab (LP), Standing
Strong (MP), Standing Fierce (HP), Standing Roundhouse (HK) Chain, you
have to leave the Joystick in Neutral by the time you hit Strong (MP).
If you hold the Joystick in a direction at ANY point in that
sequence, and hit the next Button while the Joystick is being held,
that attack will not come out.
     Below is a list of every Chain Combo that is known in CvS2.  Any
additional details about it will be added as a small description:

* * *

1) Standing Close-up Strong (MP) -> Towards + Forward (MK)
     Only Close-up Strong (MP) Chains.  The nice thing is that, even
though the Towards + Forward (MK) hits twice, the first hit can
actually miss and still Combo (the second hit will still reach the
enemy fast enough to nail him/her and knock them down), if you
accidentally did it from a bit too far away.

* * *

-Blood Iori and Iori-
1) Standing Strong (MP) -> Towards + Strong (MP)
     Towards + Strong (MP) is Bufferable, so this Chain can lead into
various Combos.  I have more success doing the Chain slower than the
other.  Hitting Strong too early seems to happen a lot more often than
hitting it too late.

* * *

-Chun Li-
1) Jumping Fierce (HP) -> Jumping Fierce (HP)
     This Chain Combo sequence is a bit unique in that the first hit,
the first Jumping Fierce (HP), does not even need to CONNECT for Chun
Li to be able to Chain the moves.  You can Jump, hit Fierce on your
way up, and then hit Fierce again and she'll still chain into the
second hit, even if the first hit doesn't connect.  But you still have
to hit the second Fierce (HP) before the first one finishes animating.
Oh, and you cannot do this Chain sequence Jumping straight up.

2) Standing Far-away Short (LK) -> Standing Far-away Short (LK) ->
   Standing Far-away Short (LK)
     I don't even know why they give this Chain Combo to Chun Li.  1)
Most of the time, you get a Short (LK) Lightning Kick Buffered after
the second Kick when you try it if you press Short (LK) too fast.  2)
It is literally impossible to land on most characters.  If you are too
close, you'll do the Close-up Standing Short (LK) first.  But when you
get far enough for the Far-away Short (LK) to come out, the third Kick
in this Chain is too far away to connect!!!  So it only can really
land against a few characters who are large, like Sagat.  So there
really is no practicality to this Chain Combo at all.  If you actually
manage to land it in a perfectly distanced Combo in the heat of a
battle, then... then... then... then I would seriously bow down to
you.  ^_^

* * *

-Evil Ryu and Shin Gouki-
1) Standing Strong (MP) -> Standing Fierce (HP)
     Although Standing Fierce (HP) looks exactly like the normal
Standing Fierce (HP), the Fierce (HP) in the Chain Combo is a

* * *

1) Close-up Standing Fierce (HP) -> Standing Fierce (HP)
     I'm hard pressed to list this one...  It's not really a Chain
Combo.  I mean, you can do Close-up Standing Fierce (HP) and then
press Fierce (HP) again, but there are a few things you can do with
this Close-up Standing Fierce (HP).  First of all, you don't even need
to hit Fierce (HP) again for the second hit.  You can just HOLD Fierce
(HP) down after the first time you press it and Hibiki will
automatically do the second swing.  Secondly, after the first Fierce
(HP) connects, at ANY time before the second Fierce (HP) hit connects,
you can cancel her animation into ANY SPECIAL OR SUPER as long as you
are still holding down Fierce (HP)!!!  So even though her close-up
Standing Fierce (HP) is not normally Bufferable, you can hold Fierce
(HP) after the first hit and Combo it into, say, a Jab (LP) Distance
Slash.  And even though it's normally Super Bufferable, now you can
cancel it into any Level Super with much more leniency on timing
(though only Level 3's will Combo that late).  It's really very
bizarre how this "Chain Combo" works, thus it's very hard for me to
qualify this as a Chain Combo.  But, as usual, gotta be thorough and
list it anyhow.

* * *

1) Standing Jab (LP) -> Standing Strong (MP) -> Standing Fierce (HP)
   -> Standing Roundhouse (HK)
     This first Chain Combo, you may recognize, is the same as Guy's
Chain Combo from Street Fighter Alpha 3.  However, this Chain Combo
doesn't knock down, like Guy's did.  Instead, the enemy remains
standing throughout this entire Combo.

2) Standing Jab (LP) -> Standing Strong (MP) -> Standing Fierce (HP)
   -> Down + Fierce (HP)
     The Down + Fierce (HP) is VERY hard to time.  Although you CAN do
it anytime during the Standing Fierce's (HP) animation after it hits,
it'll only connect if you do it as soon as possible (again, hitting
Down + Fierce (HP) the INSTANT that first Standing Fierce (HP)
connects will NOT work.  You have to hit it slightly AFTER). 
Otherwise, the final hit of this Chain will whiff (you can see Maki
grab at the air).  Also, even though the animation makes it look like
Maki is performing a Throw, the move isn't actually a Throw.  If the
enemy Parries all three of the first hits of this Chain Combo, the
last hit will still whiff, and you'll see her grab at the enemy.  The
enemy is NOT in Block Stun, so technically, it should grab... but it

* * *

1) Jumping Strong (MP) -> Jumping Strong (MP)
     Like Chun Li, the first Jump attack, the Jumping Strong (MP),
does not even need to connect to be able to Chain into the next
Jumping Strong (MP).  In fact, for Bison, you don't even need to hit
the second Jumping Strong (MP) before the first one finishes
animating!  You can hit Strong (MP) on your way up in the Jump, let
the punch come and go, and then hit Strong (MP) on your way down and
it will still come out!  So he has the most lenient Chain Combo of
them all!  However, like Chun Li, you cannot do the move while Jumping
Straight up.  But UNLIKE Chun Li, both hits of this Chain sequence are
Knock-Downs if you nail the enemy out of the air.

* * *

1) Standing Close-up Fierce (HP) -> Offensive Crouch Fierce (HP)
     Terry's Standing Close-up Fierce is a two-hit move.  However,
BOTH hits can be Chained into the Offensive Crouching Fierce (HP). 
You can do it after the second hit for three total hits, but that
combo only connects for all three hits against really wide characters,
like Zangief.  Terry is the only one without the lenient Chain timing.
For Terry to successfully Chain the Close-up Fierce (HP) into the
Offensive Crouch Fierce (HP), you have to hit the second Fierce (HP)
RIGHT after either hit of Standing Close-up Fierce (HP).  If you wait,
say, a little bit after the second hit, you will not be able to Chain.
So Terry requires a bit more timing, but it's still very easy. 
Lastly, all three hits of this Chain Combo are Bufferable, so Combo to
your heart's content!

* * *

1) Standing Jab (LP) -> Standing Short (LK) -> Standing Strong (MP)
     Remember, all Buttons must be pressed with the Joystick in
Neutral.  Otherwise the Chain Combo will fail.  And YES, if you hold a
direction, the Standing Short WILL still come out in this Chain.  But
that's because Standing Jab is a natural Rapid Fire Weak Attack.  So
if you are holding Towards when you hit Short, it'll still come out. 
But because you Chained, now, into his regular ol' Standing Short,
into the Standing Strong (MP).  In order for the Short to be able to
Chain into the Standing Strong (MP), the Joystick has to be in Neutral
when you hit the Short (LK) Button.  Standing Strong is Bufferable.

2) Standing Strong (MP) -> Standing Fierce (HP) -> Back + Fierce (HP)
     The Back + Fierce (HP) looks like the Kobokushi (the Palm
Strike), but it's really just a Normal Move that looks like it.  It's
a lot faster, and it has no ability to do Block Damage.  Thus, it's
definitely just a Normal Move.  It is not Bufferable by a Special
Move, but it IS Super Cancelable.

3) Jumping Jab (LP) -> Jumping Towards + Fierce (HP)
     Unlike the other two Jumping Chain Combos listed so far, this
Chain Combo ONLY works if the Jab (LP) connects.  Jumping Jab (LP)
sticks out for a while, too.  But even if it connects late, you can
still Chain it into the Towards + Fierce (HP).

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

< Morrigan >
     Morrigan's Chain Combos work exactly like they do in Vampire
Savior.  In the last game, her Chain Combo timing was VERY lenient. 
It behaved a lot like the other Fixed Chain Combos behaved.  But in
this game, that isn't the case.  The timing for her Chain Combo has
become a LOT more precise, and far less forgiving.  Now, in order to
properly Chain her moves, you MUST hit the next Button in the Chain
Combo sequence at the EXACT moment the previous move connects.  Any
earlier or later will cause the Chain Combo to fail.  As I said, this
is exactly how Chain Combos have been in the DarkStalkers series of
games.  So if you are familiar with her Chain Combo timing from those
games, it'll be the same here.
     She can Chain her attacks together, but only in a specific order.
 The order in which you can Chain her attacks is:

Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
(LP -> LK -> MP -> MK -> HP -> HK)

     Morrigan's Crouching Jab (LP) is a two-hit attack.  Either hit of
this Jab (LP) can be Chained from.  Also, you can use either Standing
or Crouching Moves in this sequence.  And when you use this sequence,
you can go forward in this sequence and skip any moves you want.  You
cannot, however, go backwards in the Chain sequence.
     So, for example, you can choose to just do a Standing Jab (LP)
Chained into Crouching Forward (MK) Chained into Crouching Roundhouse
(HK), skipping Short (LK), Strong (MP), and Fierce (HP) all together. 
However, she cannot do a Jab (LP) Chained into a Strong (MP) and then
Chain back to a Short (LK).  You can only progress forward in the
series.  (Those of you familiar with characters who have the Magic
Series pattern of "ZigZag" in Marvel Vs. Capcom 2 will find this
sequence right at home).
     Morrigan has various Bufferable moves.  However, when they are in
the middle of this Chain sequence, they lose their Bufferability. 
Thus, if Morrigan does Crouching Short (LK) chained into a Crouching
Forward (MK), and then tries to Buffer that Forward (MK) into a Soul
Fist, it will not work, even though Crouching Forward (MK) Buffered
into the Soul Fist works outside of the Chain Combo.  

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

< Kyosuke >
     Kyosuke's ability to perform a Chain Combo is VERY limited.  He
can only perform a Jumping Chain Combo in one of two places: Jump
Canceling Offensive Crouch + Roundhouse (HK), or Jump Canceling his
Super Lightning Upper.  Once he cancels either of those two moves into
a Jump, Kyosuke suddenly gains the ability to Chain his Jumping
attacks together.  This works whether he Jumps forward, straight up
(which only is useful in the corner), or backward (though why you
would ever do this is beyond me).  And, like Morrigan, the timing of
the Button presses must be PRECISELY when the previous move landed. 
Hitting it any later, like you are doing a Fixed Chain Combo, will not
work, and you'll get a failed Chain Combo.
     The sequence in which Kyosuke can Chain his Jump attacks together
is exactly the same as Morrigan's:

Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
(LP -> LK -> MP -> MK -> HP -> HK)

     Again, you can go forward in this sequence, skipping moves, but
you cannot go backwards.  So you can do Jumping Jab (LP) into Strong
(MP) into Fierce (HP) into Roundhouse (HK), skipping Short (LK) and
Forward (MK), but you cannot do something like Jab (LP), Strong (MP),
and then going back to Short (LK).
     Some moves work better than others in the middle of this
sequence.  Forward (MK), for example, hits really far below Kyosuke,
and thus is probably the worst move to try and use.  Also, Fierce (HP)
and Roundhouse (HK) are Knock-Downs, and they will floor the enemy. 
And unlike Morrigan, any move that has Bufferability RETAINS that
ability in this sequence.  So Jumping Jab (LP), Short (LK), and Strong
(MP) all retain their ability to be Buffered out of, even if you Chain
into them.

|     |                                            combo basics 101
|  8  |============================================================||
     Five characters have Button Tapping Special Moves: Blanka
(Electric Thunder), Change (Spinning Iron Ball), Chun Li
(Hyakuretsukyaku), E.Honda (Hyakuretsu Harite), and Joe (TNT Punch). 
Move of these moves are very useful, but of course they are Button
Tapping Special Moves.  It's hard to use them in a controlled manner
so that you perform them whenever you want, unless you happen to be a
star Track N' Field player.  ^_^  Thus, their use is rather limited,
sometimes, and can be easily telegraphed to your opponent by a sudden
WAP!WAP!WAP!WAP!WAP! sound coming from your buttons.  ^_^  Wouldn't it
be nice if you had some better control over the Button Tapping Special
     Well, you can.  ^_^  Otherwise this section would be pointless
and there would be no reason for calling this section "Controlled
Button Tapping", would there?  So yes, you can turn the Button Tapping
Special Moves into a controlled weapon, putting them easily into
Combos and using them as pokes at practically anytime you want 'em. 
"How?!?" you ask?  It's actually very simple.

     The way it works is that every Button Tapping Special Move needs
to have 5 button presses occur within a given timeframe for the move
to come out.  This was true for ALL past Street Fighter games. 
However, what makes it so easy in the Capcom Vs. SNK series is that,
unlike the older Street Fighter games, you no longer need to use the
SAME BUTTON.  In all Street Fighter games prior to Capcom Vs. SNK 2,
you needed to hit one Kick button or one Punch button 5 times within a
certain time frame to cause a Button Tapping Special Move to come out.
But in the Capcom Vs. SNK series, you can use any-strengthed button. 
And in Capcom Vs. SNK 1, you needed 6 button presses.  In Capcom Vs.
SNK 2, they made it as easy as possible.
     So what this means is that, to do Chun Li's Hyakuretsukyaku, you
only need to hit any five Kicks in any order within a certain time
frame.  And the time frame is fairly lenient.  So now, you can walk up
to an enemy and quickly tap out: Forward (MK), Short (LK), Short (LK),
Forward (MK), Roundhouse (HK).  This is basically rolling your fingers
from right to left starting with Forward (MK) and then rolling them
left to right across the three Kick buttons.  If you do this quickly
enough, you'll actually finish the code before Chun Li leaves her
Bufferable frame of the Standing Forward (MK) Kick.  And so, you'll
actually, after merely WALKING UP to the opponent, do a Standing
Forward Kick (MK) Buffered into a Roundhouse (HK) Lightning Kick
Combo!!  It's very simple... I can do the Combo consistently.

     The other nice thing about all this is the fact that the last
button pressed is the version of the Button Tapping Special Move that
comes out!  That's why in the above Combo, the Lightning Kick that
comes out is the Roundhouse (HK) Lightning Kick.  This is HUGE for
characters like E.Honda, who's Kyakuretsu Harite (the Hundred Hand
Slap) is a useful poking move, especially the Fierce version.  In the
time it takes for Honda's Standing Strong (MP) to whiff, you can
easily tap out:

     Strong, Jab, Strong, Jab (MP, LP, MP, LP)

     ...which is four Punches so far.  After the fourth button press,
you can simply press Fierce (HP) and Honda will suddenly come out with
the Fierce (HP) Hand Slap!  And if you want to fake your opponent out,
don't press Fierce (HP) at all and watch them whiff an Uppercut or
something.  So now you can attack with the Hand Slap or fake it at the
tap of ONE button!  And it's extremely controlled so that it's never a
question to you whether you are doing the Hand Slap or not.  It's only
a question to the enemy, whom you get to keep guessing.

     And now, most importantly, this makes Button Tapping Special
Moves easily accessible for Combos.  The above Chun Li example is not
practical at all, but there are many practical uses for Button Tapping
Special Moves in terms of Combos.
     Joe, for example, can now easily so a Crouching Jab (LP) chained
into a Crouching Jab (LP) Buffered into a Fierce (HP) TNT Punch.  This
is a great Meaty Combo because if the enemy Blocks it, it will do a
good three nicks of Block Damage.  If they get hit by it, it's a 5-hit
Combo.  Just tap out this sequence quickly:

     Jab, Strong, Fierce, Jab, Fierce (LP, MP, HP, LP, HP)

     Do this by rolling your fingers across the Punches twice
(skipping Strong (MP) the second time).  What will happen is that, if
you're quick enough, the second time you hit Jab (LP) will cause you
to perform another Crouching Jab (LP) because Crouching Jab (LP) is a
Rapid Fire Weak Attack for Joe.  But it's also Bufferable, so when you
hit Fierce (HP) the second time, it'll activate the TNT Punch and
cancel the Crouching Jab (LP) for you 5-hit Combo.

     This also helps for characters in Grooves with Low Jumps.  You
cancel Low Jumps with Special Moves, so being able to easily cancel
Jump Attacks with a Button Tapping Special Move would be huge.  For
example, Honda can perform a Jumping Fierce (HP) and land instantly
with a Strong (MP) Hundred Hand Slap, which Combos from the Jumping
Fierce (HP).  Thus, even if the enemy Blocks it, you can do good
damage and not have a delay from your Low Jump.  To do this, simply
Low Jump at the enemy and tap out this follow sequence:

     Fierce, Strong, Jab, Fierce, Strong (HP, MP, LP, HP, MP)
     Fierce, Strong, Jab, Jab, Strong (HP, MP, LP, LP, MP)

     The initial Fierce (HP) you press will make Honda do a Jumping
Fierce (HP) and then the rest will make you land and cancel your Low
Jump delay with a Strong (MP) Hand Slap.   It's the Strong (MP) Hand
Slap that you want because the Strong (MP) one Combos easier than the
Fierce (HP) one and does more hits than the Jab (LP) one.
     You can actually TRY to do a Low Jumping Roundhouse (HK) canceled
into the Hand Slap, but it's much more difficult.  You basically have
to add Roundhouse (HK) to the beginning of the above sequence.  Sounds
like it shouldn't be THAT tough, but just because it's on a different
Row than the Punches, it's much harder to roll your fingers across the
appropriate buttons.

     Another character this technique helps out tremendously is Chun
Li.  Having the ability to quickly make Chun Li perform a
Hyakuretsukyaku (Lightning Kick) is VERY useful, especially in Grooves
with Low Jump.  Why?  Because now you can use her Low Jumping Short
(LK) as a Cross-up, and not land with a delay so that the enemy, who
you are now right next to, can punish you like nobody's business.
     What happens instead is that now you can Combo a Low Jumping
Short (LK) into a Roundhouse (HK) Lightning Kick, which can, in turn,
be LINKED into a Crouching Jab (LP) Linked into a Crouching Strong
(MP) Buffered into a Level 1 Hoyokusen!!!  This is a technique used by
all of the top Chun Li players in Japan and is VERY devastating.
     So the way to do this is to quickly (and in this case, I mean
VERY quickly) tap out the following sequence:

     Short, Forward, Roundhouse, Short, Roundhouse
                                             (LK, MK, HK, LK, HK)

     The initial Short (LK) will perform the Cross-up Kick, and if you
tap out the rest REALLY fast, she'll land with the Roundhouse (HK)
Lightning Kick, which is the only version of the Lightning Kick that
you can Link a move after.  And it'll come out so quickly that it WILL
Combo after the Low Jumping Short (LK).  This can make a Low Jumping
Chun Li VERY deadly.

     So if you use a character with Button Tapping Special Moves,
learn how to use it in a controlled fashion.  Doing so will let you
easily perform all sorts of tricks, including Meaty Fierce (HP)
Electric Thunders with Blanka.


   ============================                            Chapter 09
---| THE CAPCOM JUGGLE SYSTEM |--------------------------------------
00) Intro
01) The Juggle Set-Up
02) The Juggle Count
03) The Juggle Potential
04) The Juggle Formula
05) The Juggle Potential Revisited
    - Gradual Juggle Potential
    - Phase Juggle Potential

-      -     -    -   -  -  - - -----------------<>  <>  <>  <>
  <>===============================================<>  juggle  <>
    <>                 <<< INTRO >>>                 <>  system  <>
00)   <>===============================================<>  <>  <>  <>
     The Juggle System in Capcom Vs. SNK 2 has grown in complexity...
even though, it really hasn't.  It's really tough to say.  With the
advent of Level 2 Super Canceling and Custom Combos and a lot of
small, specific cases (from Yun's Super Jump canceling to Kyosuke's
Air Combos to a group of really bizarre Kyo exceptions), Juggling
seems to have become a whole different beast.
     But at the same time, Juggling has become a LOT less free-form. 
Combos like Ken's Jab DP into Level 1 Shoryureppa, King's Punch Throw
into Surprise Rose in the corner, and Guile's Level 1 Total Wipeout
into Level 1 Somersault Strike into Level 1 Somersault Strike... all
those Combos are GONE.  There just simply isn't as many opportunities
for Juggling as before.
     Also, if you understood the Juggle System of the first Capcom Vs.
SNK, it shouldn't be too hard to understand the Juggle System of this
game.  Despite the inclusion of all these new features, the Juggle
System still remains pure and identical at it's heart.  The Juggle
Count / Potential from the last game still exist, as does the "KOF
Juggle System" (as I called it back then.  I've since renamed it for
this game).  And both of those still make up the heart and soul of the
Juggle System.

     But these things must be described in some form of order, so
first off is the Capcom Juggle System.  This system of Juggling is
mostly the same as it was before.  However, if you've never understood
it before, it is VERY complex, and even HARDER to explain.  And
because of a new type of Juggling that has become more prominent in
this game (it existed before, but only on VERY few moves), it has
actually gotten increasingly complex.  So read on, learn about the
Capcom Juggle System and hopefully I've described in a way that's

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    <>   <<< THE CAPCOM JUGGLE SYSTEM:  PART 1 >>>   <>  system  <>
01)   <>===============================================<>  <>  <>  <>
        <>   Part 1: The Juggle Set-up
          <>----------------- - -  -  -   -    -     -      -
     If you are going to be Juggled in this game, you have to have one
main thing: a Juggle Set-Up.  There are two types of Juggle Set-Ups in
this game, and are extremely reminiscent of Alpha 3's two Juggle
Set-Ups: the Knock-Downs and the Air Reel animation frame.

     The first type of Set-Up, the Knock-Downs, are simple to explain.
Anything that knocks the enemy over so that they will land on their
back counts as a Juggle Set-Up.  This can be a Sweep, a Dragon Punch,
or a Super Combo... if it will put the enemy on to floor, you can
Juggle them before they hit the ground.  They can be VERY close to
hitting the floor, too.  If your move is fast enough to catch them the
instant before they hit the floor, they will be Juggled, no problem.
     Throws, on the other hand, do not count as a Juggle Set-up. 
Capcom Vs. SNK 2 has completely wiped out post-Throw Juggles (for the
most part).  So even though Throws put you on the floor, they do not
count as a Juggle Set-up.

     The second type of Juggle Set-Up is a bit harder to explain. 
Basically, the second opportunity for Juggling comes from one
particular Air Reel Animation Frame that all characters go into when
getting hit out of the air by a move that is NOT a Knock-Down. 
Whenever you strike an opponent out of the air with a Normal Move
that's not already a natural Knock-Down (some Normal Moves are natural
Knock-Downs, like Geese's Toward + Fierce (HP)), the enemy will Reel
in the air by flying back in an Animation Frame where they look like
they are in pain for just a tiny bit before automatically doing a
small somersault in the air that makes it so that they will land on
their feet.  That "pained" Air Reel Animation Frame is the key for
this second Juggle Set-Up.
     That Animation Frame allows the enemy to be Juggled by anything
that has the ability to Juggle the opponent.  As long as the Juggle
move connects while the enemy is in this Air Reel Animation Frame, it
will connect for a Juggle.  If you try and Juggle them after they
finish this Animation Frame (they do that little somersault), you
can't Juggle the enemy anymore.
     Let's look at Akuma.  His Jab (LP) Goushoryuken has the ability
to Juggle the enemy.  If the enemy jumps at you and you strike them
out of the air with a plain ol' Standing Jab (LP), the enemy will Reel
in the air for a second, then flip and land on his or her feet.
     So let's say you Buffer that Jab (LP) with a Jab (LP)
Goushoryuken.  Since the Goushoryuken has the ability to Juggle, and
you did the move quickly after the Jab (LP) connected (by Buffering
the Jab), it catches the enemy while they are still in that "pained"
Air Reel Animation Frame.  Since that frame allows characters to be
Juggled, the Goushoryuken will connect without any problems.
     But let's say you are in the corner, your opponent Jumps straight
up, and you run under and Jab (LP) the opponent out of the air.  Now,
instead of Buffering the Jab (LP), you let your Jab (LP) finish
normally, and THEN do a Goushoryuken.  Well by this point the enemy
has already left the Air Reel Animation Frame and is flipping to land
on their feet.  If that's the case, then they can no longer be
Juggled: they become "invincible" the instant they start the small
somersault and will remain so until they land.  So the Goushoryuken
will completely whiff and you won't get your Juggle.  This is all
because the Goushoryuken did not connect while the enemy was in that
crucial Air Reel animation frame.

     So to sum things up, in order to have a Juggle occur, you have to
have a Juggle Set-Up, whether it be a Knock-Down or use of the Air
Reel Animation Frame.  If you don't use either of these methods for a
Juggle Set-Up, you will not be allowed to Juggle the enemy.

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    <>   <<< THE CAPCOM JUGGLE SYSTEM:  PART 2 >>>   <>  system  <>
02)   <>===============================================<>  <>  <>  <>
        <>   Part 2: The Juggle Count
          <>----------------- - -  -  -   -    -     -      -
     As a character gets Juggled while Reeling in the air, the game
implements a "Juggle Count".  This Juggle Count does not appear
anywhere on screen.  It is actually kept track of internally. 
Basically, the Juggle Count is the number of times a character has
been Juggled in the air.  For example, if you do Crouch Roundhouse
(HK) Buffered into a Short (LK) Tatsumaki Zankuukyaku (hurricane kick)
with Akuma, the Roundhouse (HK) will set the enemy up for a Juggle
(because it's a Knock-Down which makes it a Juggle Set-up) and the
Short (LK) Tatsumaki Zankuukyaku will Juggle with one hit.  When that
Tatsumaki Zankuukyaku hits, the game will keep count how many times
the enemy was Juggled.  So after the Crouch Roundhouse (HK) into Short
(LK) Tatsumaki Zankuukyaku, the Juggle Count is now at 1.  So if Akuma
does another Short (LK) Tatsumaki Zankuukyaku and Juggles the enemy
again, the Juggle Count is now at 2.
     This Count is very important, because it will determine just what
can Juggle and what cannot anymore.  Why this is so will become clear
in the next section where we discuss Juggle Potential.  Just keep in
mind that every time an enemy is Juggled, the game keeps track of this

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    <>   <<< THE CAPCOM JUGGLE SYSTEM:  PART 3 >>>   <>  system  <>
03)   <>===============================================<>  <>  <>  <>
        <>   Part 3: The Juggle Potential
          <>----------------- - -  -  -   -    -     -      -
     Regardless of what you do to set up the enemy for a Juggle, if
you don't have a move that actually is ALLOWED to Juggle the enemy,
you are at a loss.  Only certain moves in this game are allowed to
Juggle, like Akuma's Goushoryuken mentioned above.  However, some
moves just aren't allowed to Juggle.  Let's take a look at Ken, shall
we, and see if we can make this a bit clearer.
     Ken's Crouching Roundhouse (HK) is a Juggle Set-Up.  So if he
gets the enemy in the corner, and connects with a Crouch Roundhouse
(HK), he can Buffer that into a Jab (LP) Shoryuken.  The Crouch
Roundhouse (HK) is a Juggle Set-Up, so the enemy is set-up for the
Juggle, right?  The Jab (HP) Shoryuken should connect and Juggle,
     No.  This is because his Jab (LP) Shoryuken does not have any
"Juggle Potential".  In order for a move to actually Juggle the enemy,
it has to have a Juggle Potential.  Ken's Shinryuken has Juggle
Potential, so instead of Buffering the Crouch Roundhouse (HK) into a
Jab (LP) Shoryuken, Ken can Buffer the Crouch Roundhouse (HK) into any
Level of his Shinryuken.  So Buffering the Crouch Roundhouse (HK) into
a Level 1 Shinryuken will actually connect and Juggle the enemy (if
Ken does the Crouch Roundhouse (HK) Close-up.  From farther away, the
Shinryuken doesn't have enough reach to catch the enemy in the air). 
If the Shinryuken had NO Juggle Potential, it would have just
completely whiffed, even though it passes right through the enemy.

     Moves that actually have Juggle Potential also have values
assigned to each hit of the move.  So you can say something like,
"Akuma's Short Hurricane Kick has a Juggle Potential of 2."  But like
I said, these values can be assigned to a particular HIT of a move! 
King's Surprise Rose has a total of 5 hits: two knee strikes on her
way up and three stomps in the air on her way down.  You'll learn that
you can say things like "The first hit of King's Surprise Rose has a
Juggle Potential of 0, but the second hit has a Juggle Potential of
1!"  What this all means shall be explained in the next few sections.

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    <>   <<< THE CAPCOM JUGGLE SYSTEM:  PART 4 >>>   <>  system  <>
04)   <>===============================================<>  <>  <>  <>
        <>   Part 4: The Juggle Formula
          <>----------------- - -  -  -   -    -     -      -
     The Juggle Count and the Juggle Potential go hand in hand to
determine what can Juggle an enemy set up by a Juggle Set-up. 
Basically, as the Juggle Count increases when a character gets
Juggled, only moves that have a HIGHER Juggle Potential than the
current Juggle Count will be able to Juggle the enemy!  Thus, when we
talked about Akuma's Short (LK) Tatsumaki Zankuukyaku (hurricane kick)
having a Juggle Potential of 2, that means if the Juggle Count is
currently at 2, the Short Tatsumaki Zankuukyaku CANNOT JUGGLE ANYMORE.
     So there is a formula to determine how many times a move with
Juggle Potential can Juggle the enemy.  The number of possible Juggles
is equal to the Juggle Potential minus the Juggle Count.  Or:

     Num Hits = Juggle Potential - Juggle Count

     Okay, let's go back to Ken's Crouching Roundhouse (HK) into Level
1 Shinryuken.  The Level 1 Shinryuken has a Juggle Potential of 6.  So
after Ken hits the enemy into the air with the Crouch Roundhouse, the
enemy has been poised for a Juggle by the Juggle Set-up.  The current
Juggle Count is 0 (nothing has Juggled yet).  Since Ken Buffers the
Crouch Roundhouse (HK) into the Level 1 Shinryuken with the Juggle
Potential of 6, how many hits do we get?  Let's see, what was that
formula?  It was Juggle Potential minus the Juggle Count, right?  6 -
0 = 6.  The Level 1 Shinryuken will Juggle for 6 hits, giving you the
grand total of 7 Hits for your Combo (one for the sweep, 6 for the
     But now let's look at this...  The Level 2 Shinryuken has a
Juggle Potential of 10.  So after the last Combo, we had 7 hits total.
But what is the Juggle Count at?  The Juggle Count is currently at 6!
That means, if Ken lands and does a Level 2 Shinryuken right after
the Crouch Roundhouse (HK) into Level 1 Shinryuken Combo, what will
happen?  Well, since the Juggle Potential of the Level 2 is higher
than the current Juggle Count, it WILL Juggle the enemy...  But for
how many hits?  Let's try that formula again...  Juggle Potential
minus the Juggle Count: 10 - 6 = 4.  The Level 2 Shinryuken Super will
Juggle for 4 more hits.  This brings the Juggle Count up to 10, so
only a move with a Juggle Potential of OVER 10 can Juggle the enemy

     So in other words, if the enemy has been Juggled more often than
your Juggle Potential, your move will miss entirely.  Let's use Ken as
an example again.  Let's say you are in N-Groove and you've performed
a Power Activation.  You've stamped and used a Power Stock and have
two remaining.  You catch the enemy with a Crouch Roundhouse into a
Level 3 Shinryuken super.  The Level 3 Shinryuken has a Juggle
Potential of 14.  So you get all of the hits and have a 15-hit Combo. 
But Ken lands before the enemy does, so you quickly use up the last
Power Stock for a Level 1 Shinryuken to catch the enemy before they
hit the ground.  But the Level 1 Shinryuken has a Juggle Potential of
6!  So, let's see, will this work?  What's that formula again?  Juggle
Potential - Juggle Count = number of times move will connect.  So
that's 6 - 14 = -8.  Hmmm...  Things don't look good.
     Again, if the Juggle Potential of your move is LOWER than the
current Juggle Count, it's gonna whiff entirely.  The Level 3
Shinryuken Juggled 14 times, putting the Count at 14.  The Level 1
Shinryuken can only Juggle 6 times.  Since the enemy has already been
Juggled more than 6 times, the Level 1's Juggle Potential has been
surpassed.  So it will whiff entirely.

     One last example with Akuma.  Let's say Akuma does a Crouch
Roundhouse (HK) and barely hits the enemy with the tip of his Kick and
Buffers that Kick into the Short (LK) Tatsumaki Zankuukyaku.  Like
Ken, his Crouch Roundhouse (HK) is a Juggle Set-Up, and his Tatsumaki
Zankuukyaku, any strength, has a Juggle Potential of 2.  So Juggle
Count is 0 before the Short (LK) Tatsumaki Zankuukyaku connects and
the Juggle Potential of the Short (LK) Tatsumaki Zankuukyaku is 2. 
That means it can hit the enemy two times in the air (2 - 0 = 2). 
However, the Short (LK) Tatsumaki Zankuukyaku only hits once!  After
that, Akuma lands.  So the Juggle Count is now at 1, but Akuma's Short
(LK) Tatsumaki Zankuukyaku STILL HAS the Juggle Potential of 2.  That
means he can do ANOTHER Short (LK) Tatsumaki Zankuukyaku and Juggle
the enemy again!  The Short (LK) Tatsumaki Zankuukyaku, since it still
has a Juggle Potential of 2 and the Juggle Count is only at 1 (2 - 1 =
1 hit left!), will connect again for a second Juggle.  However, now
that the Juggle Count is at 2, and the Juggle Potential of the Short
(LK) Tatsumaki Zankuukyaku is 2, that leaves no hits left for the
Tatsumaki Zankuukyaku.  So if you did another Tatsumaki Zankuukyaku,
it will not connect at all.

     Here's a question I anticipate I might get asked if I say
something like "Akuma's Goushoryuken has a Juggle Potential of 2." 
Then, you might ask, "You said that Akuma's Goushoryuken has the
Juggle Potential of 2.  Yet when the enemy jumps at me, and I do a Jab
(LP) Goushoryuken and hit them out of the air with a good, deep hit, I
get three hits.  If you can only Juggle for 2 hits, why did I get 3?"
     The explanation of this is simple.  The first hit does not count
as a Juggle.  Sure, you are hitting them out of the air, but remember
you need a Juggle Set-Up before the enemy actually starts getting
Juggled.  Thus, the first hit of the Goushoryuken knocks the enemy
INTO a Jugglable State acting AS the Juggle Set-Up because it's a
Knock-Down.  From there, the enemy gets Juggled two more hits, equal
to the Goushoryuken's Juggle Potential.

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    <>   <<< THE CAPCOM JUGGLE SYSTEM:  PART 5 >>>   <>  system  <>
05)   <>===============================================<>  <>  <>  <>
        <>   Part 5: The Juggle Potential Revisited
          <>----------------- - -  -  -   -    -     -      -
     The above examples given in the last chapter were ALL very simple
and clear cut.  Why?  Because the moves I listed in the combos above
all had a "consistent" Juggle Potential throughout the move.  Akuma's
Tatsumaki Zankuukyaku (hurricane kick), for example, has a Juggle
Potential of 2.  The WHOLE MOVE has the Juggle potential of 2.  Very
simple, very easy.  There's nothing to elaborate.  The Tatsumaki
Zankuukyaku has a Juggle Potential of 2 and that's all there is to say
about that.

     Life is never that simple.

     In Capcom Vs. SNK 1, life WAS considerably simpler.  Many Supers
just had one, giant, consistent Juggle Potential.  Ken's Level 1
Shoryureppa had a Juggle Potential of 3.  Guile's Level 3 Somersault
Strike had the Juggle Potential of 10.  These Juggle Potentials
applied to every hit of these Supers.
     Well, this isn't the case anymore.  If fact, there are two VERY
limiting factor with Juggle Potential these days.  They both existed
before in CvS1, but they were far and few between.  Now, it feels like
the majority of the Juggle Potentials follow these rules.

     So what are the two limiting factors you ask?  There's the
Gradual Juggle Potential and the Phase Juggle Potential.  I'll go over
these one by one.

* * *

     The Gradual Juggle Potential is an easy concept to understand. 
Basically, with every possible hit of a move, the Juggle Potential
increases by one.  Thus, rather than having a whole entire move be of
one Juggle Potential, every hit has their own Juggle Potential, and
this Juggle Potential increases by one with every hit.
     Let's take a look at all three levels of Akuma's Messatsu
Goushoryu.  The Level 1 version makes Akuma do two Goushoryukens in a
row, both of two hits for a total of 4 hits.  The Level 2 makes Akuma
also do two Goushoryukens, but each one hits three times for a total
of 6 hits.  The Level 3 makes Akuma do three Goushoryukens, the first
two being 2 hits and the last being 3 hits for a grand total of 7
     The way Gradual Juggle Potential works is that each hit of the
Super has one more Juggle Potential than the last.  So for the Level 1
Messatsu Goushoryu, the first hit has a Juggle Potential of 1, the
second hit has a Juggle Potential of 2, the third hit has a Juggle
Potential of 3, and the fourth hit has a Juggle Potential of 4.  This
is what is known as gradual Juggle Potential.  This is the same for
EVERY Level of the Super.  Let's look at a chart below, which will
list the Juggle Potential for every hit of each Level.

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Level 1
 _______|_______     _______|_______
|               |   |               |
 Hit 1     Hit 2     Hit 3     Hit 4
 =====     =====     =====     =====
   1         2         3         4

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Level 2
     1st  GOUSHORYUKEN             2nd  GOUSHORYUKEN
 ____________|____________     ____________|____________
|                         |   |                         |
 Hit 1     Hit 2     Hit 3     Hit 4     Hit 5     Hit 6
 =====     =====     =====     =====     =====     =====
   1         2         3         4         5         6

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Level 3
 _______|_______     _______|_______     ____________|____________
|               |   |               |   |                         |
 Hit 1     Hit 2     Hit 3     Hit 4     Hit 5     Hit 6     Hit 7
 =====     =====     =====     =====     =====     =====     =====
   1         2         3         4         5         6         7

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

     So what does this mean?  We've already established that Akuma's
Tatsumaki Zankuukyaku has a Juggle Potential of 2.  So let's say we do
Crouch Roundhouse (HK) into Short (LK) Hurricane Kick so that the tip
of the Crouch Roundhouse (HK) barely connects.  That will cause the
Tatsumaki Zankuukyaku to hit the enemy only once for 1 Juggle, so the
Juggle Count is now at 1.  If we do ANY Level of the Messatsu
Goushoryu, we see that all three Levels have a hit in the first
Goushoryuken that has a Juggle Potential of AT LEAST 2.  In other
words, if done quick enough, all three Levels of the Super will be
able to Juggle the opponent after one Short (LK) Tatsumaki
     However, if you do the Super too late, the enemy may pass through
Akuma and hit the ground BEFORE Akuma "reaches" the second hit of the
Super!  Remember, ONLY THE SECOND HIT of the Super has a Juggle
Potential of 2.  Since the enemy has been Juggled once already, the
first hit will whiff so the only way the enemy can be Juggled is to
get hit by the SECOND hit of the Super.
     Now let's think of this scenario: Akuma does the same set up as
mentioned above but does the Crouch Roundhouse (HK) up close to the
enemy.  Now when he Buffers into the Short (LK) Tatsumaki Zankuukyaku,
the Tatsumaki Zankuukyaku will hit TWICE, once on it's way up with his
knee and once more when he swings his leg around.  That means the
Juggle Count is now at TWO.  So what happens when he does the three
Levels of the Messatsu Goushoryu now?
     Only Level 2 will connect.  Why?  Because only Level 2's first
Goushoryuken has a Juggle Potential hit of 3.  The other Levels won't
have a hit that has a Juggle Potential of 3 until the SECOND
Goushoryuken of the Super!  So by the time Akuma has gotten to the
second Goushoryuken of those Levels of the Super, the enemy will have
hit the ground LONG ago.  So there's no way a Level 1 or 2 will Juggle
after the above scenario where the Juggle Count is already at 2.
     But if you do a Level 2 super, as long as Akuma gets to the last
hit of the first Goushoryuken of the Super before the enemy falls to
the ground, it will Juggle!  And since that hit with the Juggle
Potential of 3 occurs in the FIRST Goushoryuken, it is very easy to
get this Super to Juggle, even thought the Juggle Count is already 2. 
It's the only Level of the Super that reaches a Juggle Potential hit
of 3 early enough to catch the enemy before he/she hits the ground.

     So you can see how Gradual Juggle Potential can affect your
ability to connect Combos.  Who'd've ever thought that a Level 2 would
be better for Combos than a Level 3 in terms of Juggling?  Most people
would assume that higher Levels have better Juggle Potentials (they
usually do).  However, understanding how Gradual Juggle Potential
works will show you why the Level 2 is in fact the only Level that can
catch the enemy.

     Gradual Juggle Potential applies to Special Moves as well, not
just Supers.  We already described King's Surprise Rose earlier.  If
you notice, that move follows the Gradual Juggle Potential to a tee,
except that the first hit has a Juggle Potential of 0 and the SECOND
hit starts with the Juggle Potential of 1.  But in any case, each hit
gains one more Juggle Potential than the last.

* * *

     Okay, now this is starting to get weird.  "Phase" Juggle
Potential.  Where am I coming up with these names and why are there so
many?  Why is this so confusing???  Well, hopefully, it's not
confusing, hopefully I've managed to not lose you so far.  This is the
last of the Capcom Juggle System rules, so bare with me...  ^_^  

     A Phase Juggle Potential is basically the same thing as the
Gradual Juggle Potential accept for one major difference: you never
get a chance to "reach" a certain hit.  The second "hit" of the move
never is reached.  The second hit of a move only occurs if the first
hit connects.
     What does this mean?  Well, let's look at Ken's Fierce (HP)
Shoryuken.  That move is three hits total.  One where his arms is
under his chest, one where his arm is at head level, and the last is
when his arm is stretched up into the air.  This third hit lasts all
the way until Ken reaches the top of his Shoryuken climb.
     When you hit someone out of the air with a deep Fierce (HP)
Shoryuken , it Juggles for two hits for a total of three hits.  So
let's do some theorizing here.  We'll just guess that we have a
Gradual Juggle Potential on our hands.  The first hit of the Shoryuken
has a Juggle Potential of 0, the second hit has a Juggle Potential of
1, and the third hit has a Juggle Potential of 2.  Thus, getting the
two Juggles of an anti-air Fierce (HP) Shoryuken would make sense.
     But if the second hit has a Juggle Potential of 1, this Combo
should work: Crouch Roundhouse (HK) Buffered into Fierce (HP)
Shoryuken.  The Roundhouse knocks the enemy into the air and the
second hit of the Fierce (HP) Shoryuken easily passes through the
falling enemy.  But the enemy doesn't get hit at all!  Ken just whiffs
entirely!  Why didn't this Combo work if the second hit has a Juggle
Potential of 1?  The Juggle Count is still at 0!
     This is where the Phase Juggle Potential comes into play. 
Essentially, when you perform the Fierce (HP) Shoryuken , the move
remains in "phases".  Upon activation, it remains in it's first "hit"
phase, which has the Juggle Potential of 0.  It will ONLY move into
the second hit phase if the move, ANY HIT, connects during the first
phase.  And after the move reaches the second phase, it will only move
into the third phase if the move connects while in the second phase. 
The second hit phase has a Juggle Potential of 1 and the third phase
has a Juggle Potential of 2.

     Okay, this makes NO sense whatsoever, does it?  To understand
this properly, we must separate hits from phases.  Ken's Fierce (HP)
Shoryuken has three hits and three phases, but these two concepts
don't coincide.  Ken goes from the first hit to the second hit to the
third hit during his general animation.  But Ken will ONLY move from
one phase to the next if any of those hits CONNECT.  So while hits are
reached automatically, phases can only be reached if a hit connects.
      For example, we had Akuma's situation where you can "reach" the
third hit of his Super to Juggle the enemy after two hits of a
Juggling Short (LK) Tatsumaki Zankuukyaku.  With Phase Juggle
Potential, you cannot "reach" that third hit by whiffing the first two
hits.  In order to "reach" the third hit, the move HAS TO CONNECT TWO
TIMES.  And it doesn't MATTER which of these hits connects.  As long
as two of the hits connect, it reaches the third phase.  So each time
a move connects, it jumps to the next phase, and each phase has a
gradual increase in Juggle Potential.

     So if you perform a deep Fierce (HP) Shoryuken against a Jumping
enemy, the move is in it's first phase upon activation.  It then moves
into the second phase (with a Juggle Potential of 1) when that first
hit connects.  The second phase has the Juggle Potential of 1, and Ken
still has yet to reach his second hit.  Thus, since we are in Phase 2
with the Juggle Potential of 1, Ken's second hit is allowed to Juggle.
It connects and shifts the move into the third phase, which has a
Juggle Potential of 2.  Since Ken has a third hit left in his move,
that hit connects.  But by that point, there are no more "phases"
left, so the move stops connecting.
     So let's say the enemy is high up in the air and you do a Fierce
(HP) Shoryuken.  Ken will go through his first hit and second hit, and
then reach his third hit when he rises up into the sky.  But because
neither of the first two hits connected, he's still in his first
phase!  When Ken sideswipes the airborne enemy with the third hit, it
was still in it's first phase.  But now that it connected, we've moved
onto the second phase, which has a Juggle Potential of 1.  But Ken has
run out of hits!  So there isn't anything left to Juggle with.

     This is why Ken's Crouch Roundhouse (HK) into Fierce Shoryuken
doesn't connect.  The enemy is put into the air and Ken goes up for
the Shoryuken.  But the move's first phase has a Juggle Potential of
0!  So since none of the three hits of Ken's Shoryuken connected, it
never goes into the second phase, which can Juggle.  Thus, the
Shoryuken passes harmlessly through the enemy.  Although Ken passes
through all three hits of the move, he never advances a single phase. 
And moves that exhibit Phase Juggle Potential can only Juggle if the
move advances in phases, not hits.

     Let's look another example of this: Ryu's Shinkuu Hadouken.  The
Shinkuu Hadouken, if Buffered from a Crouch Roundhouse (HK), will pass
right through the enemy.  Thus, it most likely has no Juggle
Potential.  However, what if the enemy is Jumping, and lands on a
Shinkuu Hadouken?  The entire Shinkuu Hadouken will connect, 5 hits
from a Level 3, 4 hits from a Level 2, and 3 hits from a Level 1.  So
obviously, it CAN Juggle...  What gives?!?  Why doesn't it connect
after a Crouch Roundhouse (HK)?
     Same rule as Ken's Fierce (HP) Shoryuken.  The Shinkuu Hadouken
can't get to it's second phase, which allows it to Juggle because a
first hit of the move never occurs.  Thus, it'll never leave the first
phase.  The only way to have that happen is to have the enemy land on
the Shinkuu Hadouken.  The move will then move to it's second phase
with the Juggle Potential of 1, which allows the next hit of the
Shinkuu Hadouken to connect.  That shifts it into the second phase and
so on and so forth.  Thus, the entire super can connect and Juggle if
the enemy lands on it, but won't Juggle after a typical Juggle Set-up
like the Crouch Roundhouse (HK).

     One last example: Ken's Shoryureppa.  Each Level behaves exactly
like Akuma, with the same number of hits and the same number of
Shoryukens that occur.  The Level 1 version does two Shoryukens in a
row, both that do two hits for a total of 4 hits.  The Level 2 also
has two Shoryukens, but each one hits three times for a total of 6
hits.  The Level 3 has three Shoryukens, the first two being 2 hits
and the last being 3 hits for a grand total of 7 hits.
     However, each Shoryuken in every level of the Super has it's own
phase count!!!  Thus, Crouch Roundhouse (HK) into ANY Level of the
Shoryureppa will not Juggle.  And even if you catch someone out of the
air with the Shoryureppa, you may get a Juggle from the Shoryuken that
connects, but the instant Ken starts the next Shoryuken , the phase
reset back to phase 1 with no Juggle Potential.  That means it will
not Juggle anymore!  So with the Shoryureppa, the best you can get for
Juggling is all the Juggles from ONE of the Shoryukens that occur
during the super.  You'll never get more than one to Juggle.

     Very few moves actually exhibited this behavior in the first
Capcom Vs. SNK.  But in this game, a TON of moves exhibit this
behavior.  Terry's Rising Tackle, Sagat's Fierce (HP) Tiger Uppercut,
Kyo's Forward (MK) and Roundhouse (HK) Spinning Kick (the rising
triple kick attack), Iori's Fire Ball (Iori's uppercut), and so on and
so forth.  Knowing which moves exhibit this behavior will help you
understand why some moves can Juggle (like Akuma's Messatsu Goushoryu)
and some can't (Ken's Shoryureppa).

* * *

     So understanding this Juggle System is very important to learning
what will connect and what will not.  This Juggle System is pretty
complicated, and isn't the most intuitive thing.  If this still isn't
clear, and I haven't done my job explaining it clearly enough, please
drop me an e-mail at jchensor@shoryuken.com.  I will NOT explain it
further in an e-mail response, I just want to know if it's not
explained clearly enough.  I will attempt to make it easier to
understand in a further revision of this FAQ if it is necessary. 
Again, I will NOT, repeat, NOT explain it to you more clearly in a
reply e-mail if you send me an e-mail.  I simply don't have the time. 
But I would still like to know if it is not described understandably. 
Thanks to anyone in advance who gives me feedback on the explanation I
have provided.


   ===========================                             Chapter 10
---| THE SNK JUGGLABLE STATE |---------------------------------------
00) Intro
01) Description
02) Normal Set-Up
03) High Jump Cancel Set-Up
04) Move Cancellation Set-Up
05) The Kyo / Yun Exception

      <>  <>  <>  <>----------------- - -  -  -   -    -     -      -
    <>  juggle  <>===============================================<>
  <>  system  <>                 <<< INTRO >>>                 <>
<>  <>  <>  <>===============================================<>   00)
     The second half of the Juggle System involves the SNK Jugglable
State.  In the FAQ I wrote for the first Capcom Vs. SNK, I called this
the "KOF Juggle System".  I've since renamed it to the "SNK Jugglable
     The reason why I call this the "SNK Jugglable State" is because
these types of Juggles didn't exist in any previous Street Fighter
games before the Capcom Vs. SNK series.  They've only existed in SNK
games like King of the Fighters.  Thus, I felt it appropriate that,
since I named the other Juggle System the "Capcom Juggle System", I be
fair and name this type of Juggle after SNK.  Thus, we have the SNK
Jugglable State.
     The reason why I call it a "state" rather than a "system" is
because there really isn't much of a system behind it.  Actually,
"state" is a very good word because this type of Juggle only can occur
when a character is put into a certain state.  And there are only a
certain number of ways a character can be put into this state.
     Fortunately, SNK Jugglable State is MUCH easier to grasp than the
Capcom Juggle System.  There are no "set-ups" or "counts" or
"potentials" to describe.  The best way to explain this type of Juggle
is to explain what happens when you are put into the SNK Jugglable
State, and then the set-ups will be explained afterwards.  There are
SO MANY set-ups for the SNK Jugglable State in Capcom Vs. SNK 2.  In
the first Capcom Vs. SNK, I think there were a whole whopping 3 moves
that put the enemy into the SNK Jugglable State.  You literally could
count them on one hand.  But not this time.  Nope, this time SNK
Jugglable State exists in so many places, most of which you probably
don't even notice IS the SNK Jugglable State.

     But as I said, the SNK Jugglable State is MUCH easier to
understand than the Capcom Juggle System.  So even though there are
still multiple parts to this Juggle system, it will be easier to
understand BY FAR.  So read on and hopefully, you'll agree with me.

01)   <>  <>  <>  <>----------------- - -  -  -   -    -     -      -
    <>  juggle  <>===============================================<>
  <>  system  <>      <<< SNK JUGGLABLE STATE: PART 1 >>>      <>
<>  <>  <>  <>===============================================<>   01)
                                     Part 1: Description   <>
        -      -     -    -   -  -  - - -----------------<>
     So what is the SNK Jugglable State?  It's quite simple.  It's a
condition where a character is in the air during an Air Reel that will
result in them falling on their backs onto the ground (like after
getting hit by a Knock-Down).  It's just like any other Air Reel
except that the enemy can be Juggled by ANY ATTACK.  You can hit the
enemy with a Jab (LP), a Fierce (HP) Uppercut-like move with any
character, a Super Combo, a Roundhouse (HK), a Jump Kick, a
Projectile...  Whatever can reach the enemy will Juggle him/her.
     For about 99% of the situations where a character is put into the
SNK Jugglable State, the instant the character is put into this state,
the Juggle Count is also reset to 0.  Thus, no matter what the Juggle
Count is at the time, the instant the character is put into SNK
Jugglable State by any of the following set-ups listed, the Juggle
Count resets to 0 so that certain Juggles will ALWAYS work after the
     Not only that, but the hit that connects against an enemy in SNK
Jugglable State counts as a Juggle SET-UP, not as an actual Juggle. 
Thus, if you strike an enemy out of the air when they are in SNK
Jugglable State when the Juggle Count is 0 (which it will be, 99% of
the time, since SNK Jugglable State resets the Juggle Count), it will
still be 0 after that hit.  Any Juggle that occurs AFTER that hit will
start the Count at 1.

     One thing to mention here, though: the instant you get hit, the
enemy LEAVES the SNK Jugglable State.  In other words, if you strike
an enemy with a move that normally causes the SNK Jugglable State and
TRADE with the enemy, the enemy will NOT be SNK Jugglable State
anymore.  Even if you hit the enemy with an SNK Jugglable State
set-up, and then get nailed afterwards (like with a lingering Steel
Rain from Rolento), the enemy will fall out of the SNK Jugglable

     There are a lot of little specifics here and there, however,
because there are so many specific set-ups for the SNK Jugglable
State.  There is, for example, one VERY specific exception where the
SNK Jugglable State exists in a non-Knock-Down situation.  All the SNK
Jugglable State Set-ups will be described in the next few sections.

      <>  <>  <>  <>----------------- - -  -  -   -    -     -      -
    <>  juggle  <>===============================================<>
  <>  system  <>      <<< SNK JUGGLABLE STATE: PART 2 >>>      <>
<>  <>  <>  <>===============================================<>   02)
                                   Part 2: Normal Set-up   <>
        -      -     -    -   -  -  - - -----------------<>
     Normal SNK Jugglable State Set-ups are just moves that, when they
strike the enemy, knock the enemy into the air in an SNK Jugglable
State.  Basically, after these moves connect, you are free to Juggle
the enemy with whatever you so desire.

     Below is a list of all the SNK Jugglable State Normal Set-ups
that exist in the game:

Athena     - Super Psychic Throw
Blood Iori - 2nd hit of the Deadly Flower
Hibiki     - Melding Being Blade (the counter)
           - Going My Way (ROOT-3)
Iori       - Hit enemy out of the air with a One-For-The-Road Blast
             (known as the "8 Wine Cups" Super on most public Forums)
Kim        - Level 2 or Level 3 Phoenix Kick Tornado
Kyo        - The Forward (MK) or Roundhouse (HK) New Wave Smash
Terry      - Buster Wolf
Yamazaki   - Taunt & Counter
Yun        - Hit enemy out of the air with a Jab (LP) Tetsuzankou
           - The Strong (MP) or Fierce (HP) Tetsuzankou
           - You Hou

      <>  <>  <>  <>----------------- - -  -  -   -    -     -      -
    <>  juggle  <>===============================================<>
  <>  system  <>      <<< SNK JUGGLABLE STATE: PART 3 >>>      <>
<>  <>  <>  <>===============================================<>   03)
                         Part 3: High Jump Cancel Set-up   <>
        -      -     -    -   -  -  - - -----------------<>
     This is a special case of the SNK Jugglable State.  A very few
select number of moves (6 in total count) have the ability to be
canceled by High Jumps.  When you strike the enemy with these moves
and then perform the High Jump cancel, the enemy will be in the SNK
Jugglable State and can be Juggled by anything.  However, because you
are performing a High Jump, your choices are severely limited.  For
the majority of the time, you can only follow up with the best air
Chain Combo your character has.  And in one case, the character
doesn't even have an air Chain Combo.

     If you DON'T CANCEL these moves with the High Jump, the enemy
cannot be Juggled by anything outside of what follows normal Capcom
Juggle behavior.  You can see this illustrated with Yun.  If you can
catch the enemy out of the air high enough with his High Jump
Cancelable move, Standing Forward (MK), you will recover before the
enemy hits the ground.  But you'll notice that nothing you do after
the kick connects and recovers will Juggle the enemy, even though you
are clearly making contact with the enemy.  However, your moves just
     Now try this: if you hit the enemy out of the air high enough
with the Standing Forward (MK), you can High Jump Cancel the move and
quickly do a whiffing Dive Kick (Offensive Crouch + any Kick button)
and land before the enemy does.  After you land from the Dive Kick,
NOW you are allowed to Juggle the enemy with any move!  Thus, you can
see how the High Jump is integral to getting the enemy into the SNK
Jugglable State.

     Below is a list of all the moves that can be High Jump canceled
and, as a result, puts the enemy into an SNK Jugglable State:

Chun Li    - Standing Close-up Roundhouse (HK)
           - Hoyokusen
Kyosuke    - Offensive Crouch + Roundhouse (HK)
           - Super Lightning Upper
Ryo        - Kyokugen Kick Dance
Yun        - Standing Forward (MK)

     A special note will be written about Chun-Li's Standing Close-up
Roundhouse (HK).  Unlike Yun's Standing Forward (MK) or Kyosuke's
Offensive Crouch Roundhouse (HK), Chun Li's Close-up Roundhouse (HK)
isn't a Knock-Down.  So if you hit someone while they are standing and
High Jump cancel this move, nothing will happen, really.  The enemy
stays on the floor and you... well, you just end up Jumping over the
enemy, most likely.
     However, if you hit an airborne enemy with Chun Li's Close-up
Roundhouse (HK)...  You STILL don't knock them down.  In fact, they
follow a normal Air Reel arc.  But wait... remember the Juggle Set-ups
for the Capcom Juggle System?  Well, these set-ups STILL apply to SNK
Jugglable States, apparently.  High Jump canceling Chun Li's
Roundhouse (HK) will put the enemy into the SNK Jugglable State, but
only as long as they last in the Air Reel.  The instant they do that
little somersault to land on their feet, they are free from the SNK
Jugglable State.  But if you High Jump Cancel the Roundhouse (HK) fast
enough, and go into the air before they do that somersault, you can
nail them with any Jumping attack you want, including her two-hit
Fierce (HP) into Fierce (HP) Jumping Chain Combo.

     In both of Kyosuke's High Jump Cancel set-ups, you do NOT need to
do the full High Jump command.  You only need to press any of the "Up"
directions, and he'll go up into the air with a Super Jump
automatically.  Everyone else needs a full Down then Up motion for the
High Jump.

     Oh, and just so you know, Ryo's Kyokugen Kick Dance is the
four-hit PUNCH attack (Half-Circle back + Punch).  I have NO clue why
they call it a "Kick Dance."

      <>  <>  <>  <>----------------- - -  -  -   -    -     -      -
    <>  juggle  <>===============================================<>
  <>  system  <>      <<< SNK JUGGLABLE STATE: PART 4 >>>      <>
<>  <>  <>  <>===============================================<>   04)
                        Part 4: Move Cancellation Set-up   <>
        -      -     -    -   -  -  - - -----------------<>
     In some cases, the enemy is put into the SNK Jugglable State
merely to accommodate a Combo.  For example, Vice can perform her
Mayhem (the charging Shoulder Attack) into the Da Cide Slayer and have
the Da Cide Slayer Juggle the enemy out of the air.  This is just like
the High Jump Cancel Set-ups, but instead of using High Jumps, you're
canceling the move with another move.  Move Cancellation Set-ups
allows the enemy, now in the SNK Jugglable State, to be Juggled by
anything and the Juggle Count is reset to 0.  This is the best way for
Capcom to make moves possess Juggling follow-ups, but not allow for
"easy Juggling."
     Kyosuke is a good example.  Doing his Lightning Upper launches
the enemy slightly up and Kyosuke can chain that Lightning Upper into
his Shadow Cut Kick, which will Juggle the enemy out of the air.  But
the Lightning Upper doesn't have a very long delay after it hits, and
Kyosuke easily recovers before the enemy hits the ground.
     Now, if Capcom wanted to let the Shadow Cut Kick Combo afterwards
just by making the Lightning Upper put the enemy into the SNK
Jugglable State, that would mean he can Juggle with ANYTHING he wants,
even if he didn't cancel the Lightning Upper.  He would recover and be
allowed to Juggle with anything, including his Final Grade Remix (the
triple-team Super).  That would probably be WAY too potent for Combos,
and that's something Capcom wouldn't want.  Thus, to prevent the
Juggle set-up from being too powerful, and to basically "force" you
into using that one sequence of Lightning Upper into Shadow Cut Kick,
the enemy can only be in SNK Jugglable State if you cancel the
Lightning Upper with the Shadow Cut Kick.

     As for knowing that the Juggle Count returns to 0?  This can be
proven with a Combo that Kyosuke can perform (although this
explanation really isn't that crucial for any reason.  In fact, it's
quite trivial, and only of interest to those who have a penchant for
extreme details on how exactly things work.  Skip this paragraph if
you're really not interested).  With Kyosuke, catch the enemy in the
corner with his Level 1 Super Shadow Cut Kick, which results in the
enemy being Juggled a lot out of the air at the end.  You can cancel
the end of that Super into an air Shadow Cut Kick, which will Juggle
because of the Move Cancellation Set-up.  However, Kyosuke lands
before the enemy.  At this point, you are allowed to Juggle the enemy
with a Level 2 Super Shadow Cut Kick, which only has a Juggle
Potential of 1 on it's second hit.  The only way the Level 2 Super
could Juggle after the Level 1 Super Juggled the enemy in the air is
if the canceling of the Level 1 Super into the normal Shadow Cut Kick
resulted in the Juggle Count resetting.  It's a long winded example,
and quite confusing.  It's not easy to understand this explanation and
even if you don't, don't worry about it.  It's really not that

     Below is a list of moves that can be canceled into something
specific, sending the enemy into SNK Jugglable State:

Kyosuke    - Lightning Upper canceled into a Shadow Cut Kick
           - Any Jump attack canceled into a Special Move or
             another Normal Move when doing an Air Combo
           - Super Shadow Cut Kick canceled into a Shadow
             Wave or Shadow Cut Kick in the air
Rock       - Evac Toss canceled into the Raksasa
Vice       - Gore Fest canceled into a Tranquility
           - Mayhem canceled into a Da Cide Slayer
Yun        - Standing Strong (MP) Chained into Standing
             Fierce (HP) Chained into Back + Fierce (HP)
Yuri       - Fierce (HP) Yuri Super Upper canceled into a
             Yuri Double Uppers

     With Yun, since the only thing you can cancel the Back + Fierce
(HP) at the end of his patented Chain Combo is a Super, Supers are the
only thing you'll be able to Juggle with (even though the only useful
thing to cancel it into is a very late You Hou).  This, in fact, COULD
be just a normal SNK Jugglable State set-up, but there's no real way
to find out.  But since it does involve the cancellation of a move, I
think it's best to assume it's a Move Cancellation Set-up.

      <>  <>  <>  <>----------------- - -  -  -   -    -     -      -
    <>  juggle  <>===============================================<>
  <>  system  <>      <<< SNK JUGGLABLE STATE: PART 5 >>>      <>
<>  <>  <>  <>===============================================<>   05)
                         Part 5: The Kyo / Yun Exception   <>
        -      -     -    -   -  -  - - -----------------<>
     The Kyo / Yun Exception is pretty easily explained, but very
complicated in the end.  It involves both the SNK Jugglable State
concepts as well as the Capcom Juggle System concepts.  Basically, up
to this point, I've said that everything that puts the enemy into the
SNK Jugglable State resets the Juggle Count to 0, correct?  Well,
there are two moves that are exceptions to that: Kyo's New Wave Smash
(the Double Kick) and Yun's Tetsuzankou (the Shoulder Ram).
     These moves will put the enemy into the SNK Jugglable State after
the second hit of the move connects, but it will NOT reset the Juggle
Count.  And in Kyo's case, the first kick of the New Wave Smash knocks
the enemy into the air, so the second kick, the hit that actually
causes the SNK Jugglable State, puts the Juggle Count at 1!
     As stated earlier, in all the other cases of SNK Jugglable State
set-ups, the hit that hits the enemy out of the air for the Juggle
doesn't add to the Juggle Count.  This isn't the case for Yun's
Tetsuzankou and Kyo's New Wave Smash.  The hit that hits the enemy out
of the air actually ADDS to the Juggle Count.  Thus, certain Combos
that seem like they should work won't.
     For example: if Yun does a Strong (MP) Tetsuzankou and then Jumps
up and follows up with a Jab (LP) Chained into Towards + Fierce (HP),
it should connect, right?  The Towards + Fierce (HP) has a Juggle
Potential of 1.  It doesn't, though, because the Jab (LP) counts as
the first Juggle!  It puts the Juggle Count to 1 so that the Towards +
Fierce (HP) completely whiffs, since it's Juggle Potential is only 1.
     Another example: With Kyo, Towards + Fierce (HP) Buffered into a
Level 2 Serpent Wave is a Combo in the corner.  The Towards + Fierce
(HP) is the Juggle Set-up, and the Level 2 Serpent Wave has a Juggle
Potential of 2, so it connects twice for a total of three hits in the
Combo.  If Kyo's New Wave Smash behaved like a normal SNK Jugglable
Set-up, you should be able to follow-up the New Wave Smash with that
exact same Combo: Towards + Fierce (HP) Buffered into the Level 2
Serpent Wave.  However, the Juggle Count isn't reset with this SNK
Jugglable State set-up.  No, the Juggle Count is at 1 already, as
mentioned before!  The enemy can STILL be Juggled by anything (the
Towards + Fierce (HP)), but that move puts the Juggle Count up to 2! 
Thus, the Level 2 Serpent Wave, with the Juggle Potential of 2, now
has too low of a Juggle Potential to connect.

     Another exception given to these two moves: You CAN hit the enemy
high enough out of the air with the Forward (MK) New Wave Smash or the
Jab (LP) Tetsuzankou that you recover while the enemy is really high
up in the air.  This means you have time to fire off another Short
(LK) New Wave Smash or Jab (LP) Tetsuzankou.  However, if you notice,
the moves just COMPELTELY WHIFF.
     This was Capcom's attempt to make sure that Kyo and Yun have no
Infinite Combos... at least, that's what I believe is true.  They
designed it so that the New Wave Smash cannot Juggle after a New Wave
Smash and the Tetsuzankou cannot Juggle after a Tetsuzankou.  This is
despite the fact that the enemy is in the SNK Jugglable State, which
means ANYTHING should be able to Juggle them.  Capcom just wouldn't
let it happen and so the moves whiff.  Although the opportunities are
far and few between to do this, and even if they DIDN'T put in this
weird exception, there would be no Infinite Combos (just wouldn't work
because of timing), I guess they figured it'd be better to be safe
than sorry.

     No more needs to be said about Yun, but Kyo's weirdness continues
on.  If the Juggle Count REALLY does not reset to 0, what happens with
moves like his Fierce (HP) Fire Ball (Kyo's Uppercut)?  The move has a
Phase Juggle Potential, but the second phase of the move has a Juggle
Potential of 1.  So what happens after New Wave Smash?  You do a
Fierce DP and... both hits connect??  That doesn't make any sense. 
The second phase of the Fierce DP only has a Juggle Potential of 1, so
the first hit should connect, bringing the Juggle Count to 2 after New
Wave Smash.  Thus, the second hit should whiff!!  But it doesn't!  So
what gives?!?
     The theory is this: The instant you perform any Special Move that
has a Phase Juggle Potential, the Juggle Count resets to 0.  I know, I
know, don't ask me why they decided to do this and make it SO
incredibly confusing.  But my logic is that they didn't want a move
like his Spinning Kick (the upwards rising multi-kicks) with
Roundhouse (HK) to hit the first hit and whiff the rest.  I guess they
thought that would look kind of "stupid" or something?  So they
decided that all of his multi-hitting air Juggle moves would reset the
Juggle Count as soon as they connected.  I mean, what's the harm?  All
of those Special Moves (Fierce (HP) Fire Ball (Kyo's Uppercut),
Roundhouse (HK) Spinning Kick, and Forward (MK) Spinning Kick)
basically make it so that Kyo can't take advantage of the reset Juggle
Count, because the delays of those moves are too long.
     Or... are they??  The REASON you can tell that the Juggle Count
was reset to 0 is because they made an oversight: you CAN Combo after
one of those moves.  This Combo is what I call the "Tom Nonaka Combo",
since he was the one who told me about it.  ^_^  But basically, if you
judge the height of it well enough, the Forward (MK) Spinning Kick
move will hit the enemy out of the air for both hits and Kyo lands
BEFORE the enemy does!  Thus, you can do a Level 3 Serpent Wave right
when you recover from the Spinning Kick.  Now, the beginning of the
Level 3 Serpent Wave, during the portion where Kyo engulfs himself in
flames, has a Juggle Potential of 2.  Now, if the Juggle Count were
NOT reset by the Spinning Kick, there is NO WAY the Super will connect
(Juggle Count is at 1 after New Wave Smash, the Spinning Kick adds two
more hits for a Juggle Count of 3, and that is way too high for the
Super to connect with a Juggle Potential of 2).
     However, the Super DOES connect, for ONE HIT while Kyo continues
to hold down the button to remain engulfed in flames.  Thus, the
Spinning Kick HAD TO HAVE reset the Juggle Count to 0, and the second
hit of that move brought the Juggle Count back up to 1.  Thus, the
Level 3 Super can Juggle the enemy for one hit (since it's Juggle
Potential is 2), and then the rest of the Super Combos just fine
(because the actual portion of the Super where Kyo splashes the flame
over the enemy has a Juggle Potential of 3, 4, and 5).
     Now, this isn't just any Special Move.  Only moves that exhibit
the Phase Juggle Potentials.  If you do Spinning Kick into just a Jab
(LP) Fire Ball (Kyo's Uppercut), you also land in time to nail the
enemy out of the air with a Level 3 Serpent Wave.  Unfortunately, the
Juggle Count doesn't reset, because the Jab (LP) Fire Ball (Kyo's
Uppercut) is not a Phase Juggle Potential move.  Thus, the Juggle
Count is increased by the Jab (LP) Fire Ball (Kyo's Uppercut) to 2,
and the Level 3 Super no longer has a high enough Juggle Potential to
connect while Kyo is on fire.

* * *

     So understand the SNK Jugglable States.  And understand the
Capcom Juggle System.  Understand them both, and understand them WELL.
They are the heart and soul of the Juggle system in CvS2.  And
everything that let's you Juggle are based off of these two
principles...  So know them WELL.  ^_^


   ===========================                             Chapter 11
---| LEVEL 2 SUPER CANCELING |---------------------------------------
     This is C-Groove's unique ability to cancel a Level 2 Super into
any Special Move or Super Combo.  Explaining the Level 2 Super
Canceling could have been far more complicated had I not already
described the SNK Jugglable State in great detail.  You find out that
Level 2 Super Canceling is simply just another SNK Juggle State
     Basically, the way Level 2 Super Canceling works is that as soon
as you cancel a Level 2 Super, the enemy will INSTANTLY be put into
the SNK Jugglable State (if the enemy is in the air getting hit by
your Super, of course).  That means anything that couldn't Juggle
before now can!  This is why Bison can perform the Level 2 Knee Press
Nightmare and cancel the last sliding hit into the Psycho Crusher. 
The Psycho Crusher has no Juggling Potential, normally, but the
instant you cancel the Level 2 Super, the enemy is put into the SNK
Jugglable State, so anything can Juggle!

     Let's take a look at our first example: Cammy.  Cammy can perform
a Level 2 Spin Drive Smasher on the enemy.  She'll do her Cannon Drill
and then her Cannon Spike that hits three times.  On the third hit of
the Cannon Spike, you can cancel that into a Cannon Strike.  The
Cannon Strike will miss, but it will cause Cammy to land before the
enemy does.  And because Cammy canceled the Level 2 Super, the enemy
was put into SNK Jugglable State.  That means, when Cammy lands, she
can Juggle the enemy with just about anything she wants from a
Standing Fierce (HP) to a Cannon Spike to a Level 1 Reverse Shaft

     Not only that, but like most SNK Juggle State set-ups, Level 2
Super Canceling resets the Juggle Count to 0.  Let's take a look a
Benimaru against an enemy in the corner.  Normally, Benimaru's Heaven
Blast Flash (the Taikuu Raikouken spark Super) at Level 2 has a Juggle
Potential of 7 and his Level 1 has a Juggle Potential of 5.  Thus, you
can do the following Combo in the corner: Crouch Roundhouse (HK)
Buffered into the Level 2 Heaven Blast Flash, canceled into the Heaven
Blast Flash, followed by a Level 1 Heaven Blast Flash.
     The way that Combo works is this: the Crouch Roundhouse can only
be Buffered by Supers.  The Level 2 Heaven Blast Flash has a Juggle
Potential of 7, right?  So after the Crouch Roundhouse (HK), the Super
Juggles the enemy for all 7 hits.  But the Juggle Count is now at 7. 
However, the instant you do the Heaven Blast Flash, the Juggle Count
resets to 0!  And the first hit does not count as a Juggle, so the
Heaven Blast Flash hits the enemy, and the Juggle Count is still at 0.
So when you follow up with a Level 1 Heaven Blast Flash, it will
connect for ALL 5 HITS of it's Juggle Potential.  The Juggle Count is
still at 0, so 5 - 0 = 5 hits of the Super.

     Thus, once you understand Level 2 Super Canceling, you can start
creating high damaging Combos like the Benimaru one above.  One of the
Combos that you will see the most used is Ken's.  Combo anything you
want into the Level 2 Shoryureppa Super, and cancel the VERY LAST HIT
OF IT into his Jab (LP) Zenpou Tenshin (his Roll).  Ken is still
technically on the ground when that last hit connects, so this is
possible.  And the enemy has knocked into the air by the last hit of
the Super, so when Ken does his Jab (LP) Zenpou Tenshin, the enemy is
instantly put into SNK Jugglable State.  If you aren't in the corner,
you then Juggle the falling enemy with a deep Fierce (HP) Shoryuken. 
If you are in the corner, you can do a Jab (LP) Shoryuken instead, and
follow that up with a Level 1 Shinryuken.  This Combo does a TON of
damage and is VERY practical in the middle of combat.

     Okay, a few technical things on Level 2 Super Canceling.  This
was mentioned in the C-Groove section, but I'll restate it here,
again: You can only cancel a Level 2 Super if it CONNECTS.  If the
Super whiffs, or if it is Blocked, you CANNOT CANCEL IT.
     However, this isn't actually how it works.  The way it works is
that the game system will only let you cancel the Level 2 Supers if
the enemy is in the middle of a Reel.  As long as the game registers
the enemy as Reeling during the course of a Level 2 Super, you have
the right to cancel it.  Of course, the only way you can see this
demonstrated is with Rolento and his Steel Rain, which doesn't give
him any Combo that is really all that impressive.  So for the most
part, you can simply state: you can only cancel a Level 2 Super if it
    So for example, if Ken whiffs the Level 2 Shoryureppa, he can't
cancel the end of it with an air Tatsumaki Senpuukyaku after he leaps
into the air.  However, if he does a Level 2 Super against Dhalsim
from a screen away while Dhalsim tries to punch Ken with a Standing
Fierce (HP) and Ken nails Dhalsim with one hit of his Super, Ken will
whiff the entire rest of his Super.  However, just because it
connected with just that ONE HIT, Ken can now cancel the Super at the
end when he leaps into the air with an air Tatsumaki Senpuukyaku.

     Some Supers, however, are just VERY picky.  Canceling them isn't
the simplest of things.  Cammy's Spin Drive Smasher is one of these
Supers.  The Cannon Spike portion of the Super seems to never want to
cancel UNLESS the last hit of it connects.  Even if the Super connects
early on during the Cannon Drill portion and the rest of the Super
misses, you can't cancel the Cannon Spike portion like you can cancel
the second Shoryuken of Ken's Shoryureppa Super in the Ken example
above (even when the second Shoryuken misses).  UNLESS the very last
possible hit of that Super connects, you cannot cancel it into the
Cannon Strike.  And to make it even MORE picky, it can only be
canceled a tiny bit AFTER it connects.  You can't cancel that move the
instant it hits like you can with most Supers.  So when you do the
Super, and you get the three hits from the Cannon Spike, wait until
slightly AFTER the Super connects before you try the Cannon Strike,
otherwise it won't cancel.
     Other Supers just have very specific periods where they can or
cannot be canceled.  For example, Iori's Level 2 Maiden Masher ends
with Iori placing the enemy on the ground, holding his/her face to the
ground, and then blowing them up in purple flames.  During that part
where Iori is holding the enemy down, you cannot cancel the Super. 
But right AFTER Iori causes the enemy to explode and spring out of his
hand, you can.
     It's different with every Super.  Just experiment and figure it
out.  It's usually not too much of an issue, because in general
there's only one place in every Super you'll want to cancel it, and
you'll already know what to cancel it into, so there's not a lot to
dwell on.  But it's just good to know that some Supers are as free
form as others.  Most Supers are free form, though, and will behave
exactly like I said: let the move connect, and then at ANY point
during the Super from that point on, you can Cancel it into a Special
Move or another Level 1 Super Combo.

     The only true exceptions to the ability to be canceled are pure
Throw Supers.  Benimaru, Maki, Raiden, Vice, Vega, and Zangief cannot
cancel their Level 2 Throw Supers into anything at all.  Only Yamazaki
can do it, but his Throw Super is comprised of hits, so I guess they
let you cancel that Super.  But outside of Yamazaki, you cannot cancel
any Level 2 Throw Supers.

     Also, please note that if you cancel a Level 2 into a Level 1
Super, the Level 1 Super DOES NOT GAIN any special properties.  It
will retain all of it's normal Juggle properties.  The reason I
mention this is because the Level 1 Supers that you can do at the end
of a Custom Combo gains the ability to Juggle with EVERY HIT of the
Super.  I am afraid people may get confused and wonder why Canceling
Athena's Level 2 Shining Crystal Bit into the Level 1 Shining Crystal
Bit only allows her to Juggle the enemy once with the orbs spinning
around her, while if you cancel a Custom Combo with it, it can Juggle
up to four times!  Just keep in mind that Level 1 Supers canceled out
of a Level 2 Super behave just like an ordinary Level 1 Super by


   =================                                       Chapter 12
---| CUSTOM COMBOS |-------------------------------------------------
00) Intro
01) Basics
02) Normal To Normal
03) Normal To Special
04) Special To Normal / Special
05) The Level 1 Super Combo
06) Rolls In Custom Combos
07) Juggles In Custom Combos
08) How To Make A Good Custom
09) Custom Combo Set-Ups
10) Types Of Custom Combos
    - Combo Customs
    - Blocked Customs
    - Risk / High Damage Customs
11) Custom Throws / Otg Throws
12) Miscellaneous Information

==================================._                       A-GROOVE
|  INTRO                          | `=============================.
================================._|             custom combos: 00  \
     Custom Combos are back for yet another round!  And in every game
so far, Custom Combos have been dealt with differently.  Whether it's
Street Fighter Alpha 2's Customs Combos, Street Fighter Alpha 3's
Variable Combos, or even Street Fighter EX 2's Excel Combos, they've
all never behaved quite the same.  But in almost every case, at least
for the Alpha Series, it seems like it's the Custom Combos that end up
dominating the game.  They are too powerful and too versatile, to the
point where, frankly, Alpha 2 became Custom Fighter 2 and Alpha 3's
V-Ism made X-Ism and A-Ism obsolete.  And now, they've brought back
Custom Combos for Round 3... and are they over powering?
     Yes and no.  Some Customs have turned out to deal out waaaaay too
much damage (think Bison) while other characters can only deal out
about the same amount of damage that any other Groove with a full
Meter can.  And even though they are still extremely versatile like
they were in the past games (quick activation from anywhere: ground or
air), they still have their own limitations and ways around them.
     Capcom seems to have done a good job making a really nice balance
for Custom Combos.  They are still versatile in this game, but not
nearly as powerful.  Capcom's Custom Combo damage scaling has a lot to
do with it, making Customs damage behave in a very, very specific way,
limiting the amount of damage they really can cause.  A-Groove thus
isn't overly abusive as it was in the other games so far.  It's lack
of other abilities, such as Run and Low Jump, hinder it quite a bit.
     Customs, though, still make A-Groove one of the more fun Grooves
to play.  But they definitely have a "formula" to them, thanks to the
damage scaling, so sit back, relax, prop up your feet, and read on to
see how Customs work and how they can grant you the most damage

==================================._                       A-GROOVE
|  BASICS                         | `=============================.
================================._|             custom combos: 01  \
     Customs don't gain any otherworldly powers in this game.  In
Alpha 2, you gained that forward momentum that kept you moving
forward.  In Alpha 3, you gained the Shadows.  In Capcom Vs. SNK 2? 
Nothing.  At least... nothing extraneous.  As mentioned in the
A-Groove section, the main two abilities you gain from activating a
Custom Combo is: 1) The ability to chain moves into each other.  2)
Infinite Juggling Potential on all moves.
     Basically, think of it as Alpha 3's Custom Combos without the
shadows.  That's about the equivalent.  Of course, there is also no
Flipping in this game, so you can imagine how much EASIER that makes
everything in this game.  That does mean that, yes, you can easily
make a Custom Combo where you repeatedly Juggle someone in the corner
with Standing Fierce (HP) forever until the Custom runs out.  So
Custom Combos in this game can get downright scrubby-looking.
     And the limitations in this game are FAR less restrictive... 
Often, Slides in Alpha 3 could not Chain into themselves.  But they
can in this game, so Customs like repeatedly sliding with Mai (Crouch
Forward (MK)) work, no problem.  And what makes things even MORE
unfortunate is that, oftentimes, those are the MOST DAMAGING Customs
the character possesses.  That is probably the biggest problem with
Customs in CvS2: they can require a great deal of skill to perform
certain Combos, but the ones that use up less skill usually are the
more effective ones.  Others may do more damage, but not by much, and
the level of skill needed to perform the simple ones more than makes
up for the slight damage loss.

     If you want most basic information about Custom Combos, please
read the A-Groove Section in the Grooves Chapter.  That will help
explain all the technical aspects: when you can activate them, what
happens if you get hit out of one, what abilities you retain and which
ones you lose, etc.  Below will simply describe all of the Custom
Combo properties, and how you can use Customs to piece together a
worthy Custom Combo.

     The ability to Chain moves into other moves will be broken down
into categories, and described one by one.  Below is a chart
indicating the different Chaining abilities you gain:

      WHILE ON THE GROUND         #           WHILE JUMPING         
      ^^^^^^^^^^^^^^^^^^^         #           ^^^^^^^^^^^^^
|--------|   (2)   ||=========||  #  |--------|   (2)   ||=========||
| NORMAL |  ---->  || SPECIAL ||  #  | NORMAL |  ---->  || SPECIAL ||
|  MOVE  |         ||  MOVE   ||  #  |  MOVE  |         ||  MOVE   ||
|--------|         ||=========||  #  |--------|         ||=========||
    /|\                  |        #      /|\                  |      
     |  (1)              |  (3)   #       |  (1)              |  (3) 
     |                  \|/       #       |                  \|/     
|--------|         ||=========||  #  |--------|         ||=========||
| NORMAL |  <----  || SPECIAL ||  #  | NORMAL |         || SPECIAL ||
|  MOVE  |   (3)   ||  MOVE   ||  #  |  MOVE  |         ||  MOVE   ||
|--------|         ||=========||  #  |--------|         ||=========||

     Special Move to Special Move and Special Move to Normal Move
while on the ground behave the same way, thus they will both be
discussed at the same time.

==================================._                       A-GROOVE
|  NORMAL TO NORMAL               | `=============================.
================================._|             custom combos: 02  \
     Chaining a Normal Move into another Normal Move is VERY simple. 
Unlike in Alpha 3, there are pretty much NO restrictions as to what
can Chain into what.  Whether the move be a Slide, an Overhead, a
Sweep, or a Normal Move that brings you forward, it can Chain into
another Normal Move.  And Fierces (HP) can Chain into Roundhouse (HK)
which can Chain into Jabs (LP) which Chains into Strongs (MP) which
Chains into Shorts (LK) which Chains into Roundhouses (HK) which can
Chain into Fierces (HP)... whatever is your desire works.
     The only real restriction is that Chaining Normal Moves into
Normal Moves during Custom Combos is possible ONLY if the move makes
contact!  It doesn't matter whether it is Blocked or if it connects,
as long as the move makes contact with the enemy, it is fair game to
be Chained.
     That means you CANNOT Chain a Normal Move into a Normal Move if
it whiffs.  And you cannot Chain a move before it hits.  So if you do,
say, Ken's Overhead (Towards + Forward (MK)) in the middle of a Custom
to draw your enemy to stand up, and then Chain that Overhead into a
Crouch Roundhouse (HK) before the Overhead connects... well, that's
not possible.  The Overhead has to make contact before you can Chain
the move.
     Also, that means the move can be Chained out of at ANY POINT
after it connects.  So 2-hit moves like Kyo's Offensive Crouching
Roundhouse (HK) can be Chained the instant it connects.  So you can
Chain it after the first hit or after the second hit.  You can even
wait until RIGHT before the move ends to Chain it.  So you can let it
hit twice, wait half a second, and THEN Chain it into another move. 
The timing is very lenient.  The only caveat is that it HAS to connect
at some point.

     All of the above rules apply while Jumping.  And while Jumping,
the whole delay period after a Jump attack connects in the air counts
as the delay of the Jumping attack.  So if you Jump and hit Roundhouse
(HK) on your way up in the Jump and hit an enemy in the air, you can
Chain that Roundhouse (HK) into another move the instant it connects
or even wait until right before you land to do your next move.  As
long as the Kick connected, you can Chain it whenever you so desire. 
If the move WHIFFS, however, you cannot do another Normal Move until
you land.
     While Jumping, however, there are a VERY FEW select moves that
cannot be Chained from Normal to Normal.  Kyo's Down + Fierce (HP) and
Morrigan's Down + Roundhouse (HK) are two examples of this.  These
moves cannot be chained OUT OF.  They can be Chained into, but not out
of.  There may be more moves like these, but these are the only ones I
know of.  It is NOT just all Directional Moves that have this
limitation.  Zangief's Down + Fierce can be Chained out of, for
example.  It's just a few certain moves.

     Sometimes I experience a weird problem when trying to Chain a
Normal Move into another Normal Move late in the Normal Move's
animation.  I hit the button, but nothing comes out.  This happens
VERY rarely, but I THINK there may be, like, a half second where, at
the end of a Normal Move, you CANNOT Chain from it anymore.  It
usually occurs when I try to repeatedly Juggle the enemy in the corner
with the same move over and over again, like a Standing Fierce (HP). 
Randomly, one of the Fierces (HP) I press will not Chain properly, and
my Combo gets ruined.  As I said, this happens VERY rarely, and maybe
it's just me.  ^_^  But I thought I'd mention it, in case any one else
experiences this too and wonders if it is just him or her, or if there
IS something weird going on.

==================================._                       A-GROOVE
|  NORMAL TO SPECIAL              | `=============================.
================================._|             custom combos: 03  \
     Normal to Special is the easiest to describe.  You can cancel a
Normal Move into a Special Move during Custom Combos at ANY TIME.  I
repeat that again, otherwise this section won't be long enough to
justify being it's own section: "You can cancel a Normal Move into a
Special Move during Custom Combos at ANY TIME."  This is if you have
it Blocked, if it connects, or even if it WHIFFS.  You can cancel it
before it hits, after it hits, while it is hitting...  Anything you
want!!  This works while on the ground or while Jumping.  The
possibilities are everything you can think of.  Even moves like Ryu's
Hop Kick can be canceled into an air Tatsumaki Senpuukyaku before it
connects!  Whatever seems like will work... will work.  The end.  ^_^

==================================._                       A-GROOVE
|  SPECIAL TO NORMAL / SPECIAL    | `=============================.
================================._|             custom combos: 04  \
     Canceling a Special Move with both Normal Moves and Special Moves
work the same.  If a Special Move connects or is Blocked, you can
Chain it into something else, be it a Special or a Normal Move.  You
can cancel Ryu's Jab (LP) Shoryuken even before it leaves the floor,
for example, into a Hop Kick (Towards + Forward (MK)), the Towards +
Fierce (HP) sliding Punch, a Short (LK) Tatsumaki Senpuukyaku, or even
another Jab (LP) Shoryuken, if you are fast enough.  You can even wait
until Ryu goes into the air and cancel the Shoryuken into an air
Tatsumaki Senpuukyaku.  You can even let the DP land and cancel the
delay of your Shoryuken the instant you touch the floor.
     The only real restriction is that, just like Normal to Normal,
canceling the Special Move is possible ONLY if the move makes contact.
It doesn't matter whether it is Blocked or if it connects, as long as
the move makes contact with the enemy, it is fair game to be canceled.
Otherwise, the Special Move will behave as it normally would, delay
and all.
     Also, just like Normal to Normal, the Special Move can be
canceled out of at ANY POINT after it connects.  you do Benimaru's
Roundhouse (HK) Shinkuu Katategoma.  That move spins and hits many
times, if Blocked.  You can cancel that move after the first hit
connects or the second it connects or the third hit connects, etc. 
And you can cancel it into anything you want.  Another example is with
Hibiki.  Normally, her Distance Slash has a lot of delay to it.  But
if it connects, whether Blocked or not, you can cancel it at any point
into whatever you like.  You can cancel it the instant it connects. 
You can even wait until the very end of your delay, right before she
finishes putting her sword away to cancel it.  
     Projectiles are the same way.  You can ONLY cancel the delay of a
Projectile if the Projectile you threw actually CONNECTS with the
enemy.  If it misses or is still on screen, you can't cancel it's
delay at all.  Only if it makes contact can you do something else.

     This is the only area where Jumping and being on the ground
differ.  Special Moves can be canceled into other Special Moves no
problem in the air.  But you cannot, I repeat, CANNOT cancel a Special
Move into a Normal Move in the air.  They just won't let you.  So Ryu
cannot do a Fierce (HP) Shoryuken into the air and then do a Jumping
Strong (MP) to cancel the Shoryuken.  Ken cannot Jump and do an Air
Tatsumaki Senpuukyaku and then cancel that into a Jumping Fierce (HP).
Morrigan cannot do an air Soul Fist and then cancel that into Down +
Roundhouse (HK).  Normal Moves just cannot be done in the air after a
Special Move.

     The biggest thing about canceling Special Moves, however, is that
the timing for canceling Special Moves gets REALLY picky sometimes. 
For example, canceling a Jab (LP) Shoryuken with Ryu into anything
else is really tough.  You can't seem to cancel the move the INSTANT
it connects.  You have to wait until slightly AFTER the move connects
before you can cancel it, and if you wait TOO long, Ryu will end up in
the air so you can't Chain it into a Hop Kick or some other Normal
Move anymore.  So the timing of canceling a Jab (LP) Shoryuken before
it leaves the floor is REALLY tough.
     SOME Special Moves just won't let you cancel them until certain
specific points.  Ryo's Zanretsuken, for example, cannot be canceled
out of after it connects until the point where Ryo actually performs
the final blow.  But while he's pummeling the enemy with those
multiple punches, you cannot cancel it at all.  Same goes for Iori's
Dark Crescent Slice (the "Grab You and Explode You" move... had to
keep that goofy description of the move in because it made a friend of
mine laugh uncontrollably.  ^_^).  You can't cancel that move until
after the Iori blows the enemy up in that move.  But until then, you
have to let Iori hit the enemy and put him on the ground.  But after
the explosion occurs, you can do whatever you want.
     Throw Special Moves cannot be canceled at all.  Zangief,
Yamazaki, Raiden, Morrigan, Iori, etc. cannot cancel their Throw
Special Moves at all.  The only exception (there always has to be an
exception) is Todo.  Todo can cancel his Center Of Gravity (his Throw
Special Move) at any point, probably because he doesn't actually
"Throw" the enemy, but keeps them on the floor after he hits them.
     Most moves behave how I first described them: able to be canceled
at ANY point after they connect.  There are just those few that cannot
be done.  There aren't too many of these moves, so it isn't too hard
to remember which ones can and which ones can't.

==================================._                       A-GROOVE
|  THE LEVEL 1 SUPER COMBO        | `=============================.
================================._|             custom combos: 05  \
     Perhaps the most important aspect about Customs is the ability to
perform a Level 1 Super Combo at any point during a Custom. 
Basically, canceling moves into the Level 1 Super Combo is exactly
like canceling a Normal Move into a Special Move or a Special Move
into a Special Move.  Level 1 Supers act as Special Moves so the same
rules apply.  The important thing to remember, though, is that Level 1
Supers at the end of Customs are the best way to actually get damage
from your Custom Combo.  Many times, a Custom involving only Normal
Moves and Special Moves will warrant you 4000 or 5000 points of
damage.  Good Custom Combos will get you about 6000 points of damage
from just Normal Moves and Special Moves.  But if you tack on a Super
that connects for all or most of the hits, you can easily jump those
damages from 4000 to 6000, 5000 to 7000, and so on and so forth.  But,
obviously, you usually want to tack on the Supers as late in your
Custom as possible, otherwise it will just end your Custom Combo when
you could've done more damage if you waited.

==================================._                       A-GROOVE
|  ROLLS IN CUSTOM COMBOS         | `=============================.
================================._|             custom combos: 06  \
     Rolls can be performed in Custom Combos and behave like Normal
Moves.  You can only cancel into a Roll from a Normal Move if it
connects.  The same goes for canceling Special Moves into Rolls.
     The Roll is your only defense if you've messed up your Custom
Combo.  You can't Block anymore, so the only way to avoid getting hit
by attacks is to Roll through them.  Unfortunately, that leaves you
pretty vulnerable in its own right.  Still, though, it's your only
hope of avoiding stuff like Level 3 Supers.

     The other use for Rolls is a method of "transportation".  Some
good Custom Combos use Rolls.  For example, Sagat, when not the
corner, can do a Jab (LP) Tiger Uppercut canceled into a Roll
immediately.  That will move Sagat closer so that he can land yet
another deep Jab (LP) Tiger Uppercut on the enemy in the air.  Without
the Roll, Sagat would have no way of getting in close enough to Combo
anything else worthy of good damage.
     Iori can do something similar, except continue Juggling the enemy
in the same are of the screen.  He can cancel a Jab (LP) Fire Ball
(Iori's Uppercut) into a Roll and then repeat Standing Close-up Fierce
(HP) into Roll.  He'll keep Rolling behind the falling enemy, knock
the enemy the other direction, and basically play a one man game of
ping pong.

==================================._                       A-GROOVE
|  JUGGLES IN CUSTOM COMBOS       | `=============================.
================================._|             custom combos: 07  \
     Juggling is very specific in Custom Combos.  The main two things
to note about Juggling in Custom Combo: 1) Once the enemy is struck by
a Knock-Down, every hit in a Custom Combo is a Knock-Down.  2) Every
move you do has Infinite Juggle Potential for every hit of that move.

     All Normal Moves that don't have natural Knock-Down ability will
only behave as a Knock-Down once the enemy has already been hit by a
Knock-Down.  So if you hit someone with a Shoryuken, for example, and
then Juggle the enemy with a Standing Jab (LP), that Jab (LP) will
also be a Knock-Down, and cause the enemy to land on their backs. 
However, if you just activate a Custom against an enemy Jumping at you
and hit the out of the air with that same Jab (LP), it will NOT be a
Knock-Down.  Normal Moves will only act as Knock-Downs on enemies that
ARE ALREADY FALLING ON THEIR BACKS, otherwise, it will act as normal.

     And once the enemy is falling onto their backs, everything that
reaches the enemy WILL Juggle, no matter what.  EVERY HIT of EVERY
MOVE gains infinite Juggle Potential.  It doesn't matter if it's a
Phase or a Gradual Juggle Potential Move, or even if the move didn't
have ANY Juggle Potential before.  If it connects against the enemy
while they are in the air, it will Juggle.

     One of the main important things to note is that this applies to
the Level 1 Super you can do as well.  This is HUGE, because it allows
for you to land many things that aren't normally possible.  For
example, Terry's Level 1 Buster Wolf normally has NO Juggle Potential
at all.  However, you can perform a Buster Wolf at the end of the
Custom Combo so that the first hit (the hook punch) tags the enemy out
of the air.  That hit normally has NO Juggle Potential, but it will
Juggle in this case.  But what makes it even better is that the second
hit, where Terry sprays the flames up into the air, will Juggle as
well!!!  That hit also normally cannot Juggle, but in this case it
will.  So you can get both hits of the Buster Wolf to connect as a
Juggle at the end of a Custom Combo.  And THEN, remember, Buster Wolf
is an SNK Jugglable State set-up!!!  So you can still Juggle the enemy
     Just keep in mind that this is VERY different from canceling
Level 2 Supers into Level 1 Supers from C-Groove.  For example, doing
a Tiger Genocide at the end of a Custom with Sagat will allow the
Tiger Genocide to Juggle for most of it's hits.  Canceling a Level 2
TIGER RAID into a Level 1 Tiger Genocide will only warrant you one
hit.  Athena's Shining Crystal Bit will Juggle only once if you do a
Level 1 version of the Super out of the Level 2 Super.  But at the end
of a Custom Combo, the orbs spinning around Athena can Juggle for up
to FOUR TIMES before you need to cancel it into the second half of
that Super.  That's because, again, EVERY HIT OF EVERY MOVE gains
infinite Juggle Potential when performed in a Custom Combo.  But only
during Custom Combos.  I got confused, when the game first came out,
and wondered why Athena's orbs would Juggle more than once at the end
of a Custom but not during the Level 2 Super Canceling of C-Groove
until I realized what was going on.  I'm making that distinction clear
here, in case anyone else is confused like I was.

     Remember how I said that these moves gain infinite Juggle
Potential?  Well, that means normal Juggling rules DO apply to these
moves.  What I'm trying to get at here is: the move that knocks the
enemy over DOESN'T HAVE TO OCCUR IN A CUSTOM COMBO.  You can use the
infinite Juggle Potential at ANY TIME, as long as the enemy is in a
position to be Juggled!  Suddenly, a whole world of Custom Combo
set-ups has opened up.  Rugal can do a Jump Roundhouse (HK), Crouching
Strong (MP) Buffered into a Fierce (HP) God Press normally.  However,
Rugal recovers VERY quickly after the God Press.  Thus, he can
actually ACTIVATE A CUSTOM COMBO and Juggle the enemy before they
land!  The God Press acts as a Juggle Set-up, and the Custom Combo
activation gives Rugal infinite Juggle Potential.  Thus, anything he
does after the Custom activation will Juggle the enemy after the God
     This opens up a WORLD of Custom Combo set-ups.  Ryo can perform
his Kyokugen Kick Dance (the four-hit Punch move... that HAS NO
KICKS... what was Capcom thinking with some of these names??) and then
activate a Custom Combo and Juggle the enemy afterwards.  Athena can
Psychic Throw you into the corner, Juggle with a Fierce (HP) Psycho
Sword, then activate her Custom and continue to Juggle.  Sagat can
land a Fierce (HP) Tiger Uppercut in the corner, land, activate a
Custom, and continue to Combo you.
     The potential goes on and on.  So learn some good set-ups for
your character.  You'll learn that these types of set-ups are perhaps
the BEST way to land a Custom.  They are pretty much guaranteed if you
land the first part of your Combo, and you won't waste a Meter
activating a Custom Combo only to have the opponent not fall for your
bait and simply Block your Combo.

==================================._                       A-GROOVE
|  HOW TO MAKE A GOOD CUSTOM      | `=============================.
================================._|             custom combos: 08  \
     Custom Combos follow a very distinct formula.  Basically, you
want to do about 7, 8, or 9 hard hits, and then go into a sequence
that grants you MANY hits quickly, regardless of what they are.  The
reason for this is that Damage Scaling during Custom Combos follows a
VERY distinctive pattern.

     Customs Damage Scaling is based 100% on the Combometer and what
value it's on at the time.  Below is a chart showing you the damage a
move will do depending on what number is currently showing on the



|   Hit number n   |   Percentage   |
|   of the Combo   | of Damage Done |
|        01        |       72%      |
|        02        |       64%      |  Note: Minimum damage possible
|        03        |       56%      |        from a hit during a
|        04        |       48%      |        Custom Combo is
|        05        |       40%      |        100 points.
|        06        |       32%      |
|        07        |       24%      |
|        08        |       16%      |
|        09        |       08%      |
|        10+       |       00%      |
|- - - - - - - - - | - - - - - - - -|
|  Level 1  Super  |       80%      |

Note: Haohmaru's Standing Fierce (HP) and standing Close-up Fierce
(HP) are both drastically altered during a Custom Combo.  They
normally do 3000 and 1800 points of damage respectively, but in a
Custom Combo, both Fierces (HP) are treated as if the move does 1300
points of damage.  So to calculate how much damage Haohmaru's moves
do, it would be 72% of 1300, 64% of 1300, etc.


     Thus you can see how every hit grants you less and less damage. 
And by the end of your Custom Combo, every hit is doing only 100
points of damage (as 100 is the minimum amount of damage that a move
can do during a Custom).  Thus, the logic behind creating a good,
damaging Custom Combo is to take advantage of the near full damage you
can get from the first few hits, and then go for nothing but frequency
of hits towards the end.  Let's take a look at Mai for a good example
of how knowing how Customs work can give you the most damage (for
reference's sake, remember that most characters have about 14400 Hit

     Mai has two possible Custom Combos: 1) Repeatedly hitting
Roundhouse (HK) while Standing and ending that with a Level 1 Super
Deadly Ninja Bees or 2) Repeatedly hitting Forward (MK) while
Crouching and ending that with a Level 1 Super Deadly Ninja Bees. 
Either Custom will work and both are fairly easy, as Mai will
continually move herself forward so that the enemy does not get pushed
too far away.
     The first Combo comprised of Standing Roundhouses (HK) will give
Mai a Combo damage total of 7224 points.  That's a decent amount of
damage for a Custom Combo... about 50% damage on most characters.  The
second Combo, comprised solely of Crouching Forwards (MK), will give
Mai a damage total of 6364 points.  It's a decent amount of damage for
a Custom, but obviously the other is better.  Why?  Because the first
Combo takes advantage of the fact that the first few hits aren't
affected by Damage Scaling as much.  Thus the first few hits are what
do the most damage (and the Super at the end).
     Can we improve on the Combo more though?  Most definitely.  Mai's
Standing Roundhouse (HK) does 1200 points of damage, close-up or far
away.  And obviously, that kick is slower than the Crouching Forward
(MK) Slide.  So let's do some math here.  As the 9th hit of the Custom
Combo, Mai's Standing Roundhouse will do 8% of it's normal damage,
which is 96 points of damage (raised up to 100, because of the minimum
damage value).  So by the 9th hit of the Combo, Mai's kick are doing
100 points of damage each.  We said the Crouching Forward (MK) kicks
come out faster, correct?
     So if we want Mai to do as much damage as possible, it turns out
that the best Combo for her to do is to do exactly 8 Standing
Roundhouses (HK) in a row and then SWITCH OFF to repeated Crouching
Forwards (MK) from the 9th hit and on.  Why?  Because, once your Combo
reaches a point where every hit is doing 100 points of damage, you
want FREQUENCY of hits, not strength.  Thus, because the Crouching
Forwards (MK) hit at a much faster clip than the Standing Roundhouse
(HK), you'll get MORE 100 point damage hits in with Crouching Forward
(MK) than you would with Standing Roundhouse (HK).  Because you'll
squeeze in 5 extra hits, your Combo damage now jumps from 7224 points
of damage to 7724 points of damage: 500 more points!  And you'll know
to do this only by knowing how Custom Combo damage works!

     So you can see how a good Custom Combo goes from hard hits to
quick hits at around the 8th or 9th hit of the Combo.  Also knowing
this teaches you that you want to avoid landing Jabs (LP), Shorts
(LK), and multiple hit moves at the beginning of a Custom Combo.  For
example, landing Yuri's The 100 Blows (the multi-slap move) at the
beginning of a Custom Combo is a waste.  It's a bunch of low damage
hits that will eat up the Combometer count, and as a result, pretty
much every hit you do from your Combo will be 100 points of damage,
resulting in a VERY worthless and low damage Custom.  You want at
LEAST your first 5 or 6 hits to be substantial hits.  Otherwise, there
just isn't any point.  So avoid multiple hitting moves.  It may feel
better getting a higher count on the Combometer by repeatedly doing
Fierce (HP) Tiger Uppercuts at the beginning of a Sagat Custom, but
you'll get more damage from doing repeated Jab (LP) Tiger Uppercuts
instead, because each hit has more damage and you'll use up less of
the high damage hits that way, saving them for good, powerful hits. 
That is the key to making a damaging Custom Combo.

     Remember, the damage scaling is based on the Combometer, and
nothing else.  Thus, if you perform one of the set-ups mentioned
earlier, like Sagat's Fierce (HP) Tiger Uppercut, land and then
activate the Custom, the Combometer is already at 7 hits.  Thus, the
first hit of your Custom Combo will do 16% it's normal damage already.
So if you do plan on using set-ups, make sure you know whether to go
for quick hits right away (such as in Sagat's case) or to stick with
the hard hits to start up (like in the Rugal example given above,
which starts your Custom off at the 5th hit, which is still 40%

     For reference, poor Customs do 6000 points of damage or less. 
Average Customs should do 6000-7500 damage.  Customs that do over 7500
points of damage are qualified as good Custom Combos.  If your
character has a Custom Combo that can be used in realistic combat
situations that does over 7500 points of damage, that's usually a good
indication that your character's Custom Combo is worth it and your
character qualifies as a good character to use in A-Groove.  If you
have a Custom that does over 10000 points of damage, that qualifies as
an amazingly powerful Custom Combo.  Few characters can do it, but the
ones who can... if you can pull them off consistently, do it!

==================================._                       A-GROOVE
|  CUSTOM COMBO SET-UPS           | `=============================.
================================._|             custom combos: 09  \
     The hardest thing about using Custom Combos is... when do I
activate them??  There seem to be so many places to use them, but
where is a good place to activate them?  If I use it, and the enemy
Blocks or isn't doing what I thought they would be doing, my whole
ENTIRE Meter goes to waste!  What should I do?

     Well, there various Custom Combo Set-ups that exist in the game. 
The best users of Customs Combos tend to take advantage of the slight
invincibility that a Custom Combo grants you.  One of the most popular
set-ups, for example, is to Roll right next to the enemy and then
activate your Custom Combo.  If the enemy tried to hit you out of your
Roll too late, you invincibility will allow you to pass through
whatever move they stuck out to hit your Roll, override it with your
own attack, and then proceed to Combo him/her to pieces.
     Also, you can use Custom Combos in places where enemies tend to
try and counter attack you after Blocking a move.  For example, after
Benimaru's Towards + Forward (MK), the move where he runs forward and
does a punt-like kick, people try to hit him back a LOT.  Activate
your Custom Combo slightly after their Block Stun ends (to give them
time to start attacking), and then blow through their counter attempt
with your invincibility to land a Combo of your own.
     Another popular bait is to Jump well over your opponent, but to
still land in a range where they can easily catch you with a Sweep. 
Right after you land, activate your Custom, avoid their Sweep, and
then Custom them in retaliation.  Players usually can't resist trying
to hit you after you land from Jumping over them, so it's a good place
to try and sneak in a Custom.
     These three examples of Set-ups are more proactive ways to try to
set-up Custom Combos.  These methods are the riskiest usage of Custom
Combos, because if the enemy doesn't bite at your bait, you have a
non-hitting Custom Combo on your hands.  Do what you can to keep
yourself from getting pummeled in your current state of the inability
to Block.

     There are much more reactionary and defensive set-ups as well,
used more to take advantage of the enemy's oversights.  The most
popular of these is the Anti-air Custom Combo.  If the enemy Jumps at
you, thinking you have no good Anti-air or hoping to catch you off
guard (so that you don't have time to react with a full Uppercut
motion on the controller in time to Anti-air the enemy), you can
easily take advantage of this by activating a Custom Combo.  It's EASY
to react with just a button press (or two buttons, as the case may be)
and then hit your enemy with an Anti-air move that is a Knock Down. 
This allows you not only to turn your low-quality Anti-air into a
pure, invincible Anti-air, but if you have a good Custom to follow-up
that Anti-air, you can potentially do upwards of 60% damage to the
enemy for their misstep.
     Another example of the reactionary Custom Combo set-ups is the
anti-Projectile Custom.  If you have a good Custom Combo that can
start off from a decent range, you can actually react to close ranged
Projectiles thrown by the enemy, activate your Custom Combo, walk
THROUGH the Projectile, and then Combo the enemy while they are still
in delay.  Terry is a good example of this, as a Crouch Roundhouse
(HK) into a Strong (MP) Burn Knuckle will Combo from a decent range
and is a good way to start a much longer Custom Combo for Terry.  So
walking through a Projectile and nailing the delayed enemy with this
start-up is simple.
     Another simple way of landing Customs is the punishment Set-up. 
When the enemy misses an Uppercut or does something else that leaves
them vulnerable, simply activate the Custom and punish away!  Or if
you Guard Break the enemy or they have been knocked Dizzy, activate
them and deal as much damage as possible.
     You can also Combo Customs from Jump-ins.  Land a good Jumping
Roundhouse (HK) or Fierce (HP) when you, say, jump over a Projectile
and then activate the Custom when you land.  Do a move as fast as
possible out of the activation, and you can catch the enemy while they
are still in their Reel.
     The last example of a reactionary Custom Combo set-up is a Custom
used as an anti-Roll.  If you see the enemy Roll at you, you can
activate your Custom Combo and REALLY punish the enemy for their Roll.
Not only does this allow you to land a good, damaging Combo, this
will also make your opponent think twice about Rolling at you when you
have a full Meter again.

     The last set-up has been mentioned already: the 100% guaranteed
Combo set-up.  This is basically when you activate your Custom
following a normal Combo that leaves the enemy set-up to be Juggled. 
This is the best way to land a Custom, because if you perform your
Combo correctly, you are landing the full Custom 100% of the time. 
You've already hit the enemy into the air, so when you activate your
Custom, you are guaranteed to connect it.  There isn't anything the
enemy can do anymore.

     These are the primary ways to land Customs.  The more obvious
set-ups, such as enemy in delay or opponent is stunned, don't come
around every 5 seconds, though.  So you need to learn when to land
your Custom Combos in other situations in order to make full use of
your Meter.

==================================._                       A-GROOVE
|  TYPES OF CUSTOM COMBOS         | `=============================.
================================._|             custom combos: 10  \
     There are various "classes" of Custom Combos that are available
for your use.  These aren't "official" classes or anything.  These are
just names given to certain types of Custom Combos by the Street
Fighter community.  But even so, they are all very important classes
of Custom Combos, and you can tell if your character is a good
character to be used in A-Groove if your character possesses most of
these classes.  Below are the different classes of Custom Combos that
have been qualified by the Street Fighter community.  Following that
are descriptions of each one.

Combo Customs:
1. Corner Juggle Customs
2. Ground Customs
3. Midscreen Juggle Customs
4. Anti-air Customs
5. Jumping Corner Juggle Customs

Blocked Customs:
1. Guard Crush Customs
2. Block Damage Customs

Risk / High Damage Customs:
1. Broken Customs
2. Confusion Customs

* * *

     These are the type of Customs that are doing what they are
intended on doing: Comboing the opponent.  There are five distinct
types of Combos you can do with Custom Combos, and this is what they

1) Corner Juggle Customs
     These are fairly simple to come up with.  Basically, it just
involves you putting the enemy into the air with a Knock-Down and then
repeatedly Juggling the enemy in the corner.  This can be done in a
number of ways.  Morrigan, for example, can do this with repeated Jab
(LP) Shadow Blades.  Someone like Zangief can Sweep an opponent, and
then do this with repeated Standing Fierces (HP).  Whatever it takes,
that's what you will do to keep the enemy Juggled in the corner.  And
with 100% of the characters, Juggling the enemy with a nice hard hit,
like Roundhouse (HK) or Fierce (HP) Chained into itself over and over
and over again in the corner, and then tacking on a Super at the end
will warrant you with a very nice damaging Custom, on average of
around 6000 to 7000 points of damage.

2) Ground Customs
     These are by far the easiest to come up with.  Basically, these
Customs involve you NOT putting the enemy into the air, but rather,
keeping them on the ground.  These types of Customs are perhaps the
"scrubbiest" of Customs, because most involve you hitting one button
ad infinitum until the end, where you tack on a Super.  All you have
to do is to find the move that makes you move forward when you do the
move, and there you have it.  Mai's Crouching Forward (MK) has already
been established as one, as is her Standing Roundhouse (HK).  Chang
can use Standing Forward (MK) or Standing Strong (MP) over and over
again for a Custom Combo.  Kyo can use Offensive Crouching Roundhouse
(HK) over and over again (one or two hits of it).
     Some characters have moves that allow them to do that, but must
be done with a rhythm.  Chun Li's Standing Towards + Roundhouse (HK)
and Benimaru's Standing Fierce (HP) are examples.  Both moves have a
little recovery period where they continue to drift forward slightly. 
If you mash on the buttons to the point where you do not allow Chun Li
or Benimaru to drift forward slightly in their recovery period, the
move you are using WILL push you too far away from the enemy
eventually, breaking your Combo.  Instead, put a LITTLE space in
between each hit, so that your character will make up a little ground
from that recovery period.  The enemy is reeling long enough so that
you can afford the tiny delay (and by tiny, I mean, like, half a
second long or a quarter of a second long.  That's all you really
     Sometimes, it requires a little more than just one move.  The
above examples all can be done if you simply mash on one button.  The
character will do all the work for you afterwards.  However, some
Ground Customs do take a bit more work.  Geese, for example, needs to
use his Evil Shadow Smasher (the Jaiaiken three-hit move) in order to
create a good Ground Custom Combo.  Allow one or two hits from that
move to connect, cancel it into a Standing Fierce (HP) and then cancel
that Fierce into another Evil Shadow Smasher.  Repeat that over and
over again.  Eagle can do three Standing Roundhouses (HK) canceled
into a Forward (MK) Oxford Red, then instantly cancel that move into
three more Standing Roundhouses and repeat (until 9 hits, after which
you'd be better off letting the Oxford Red hit with it's multiple hit
portion).  These are all Ground Custom Combos, but require the help of
Special Moves.

     Generally speaking, you also want to make sure this Combo works
against Crouching opponents.  Benimaru's Standing Fierce, for example,
goes over the heads of some Crouching characters.  Thus, you either
want to make sure the Combo hits Crouching characters or that you
"stand the enemy up" at the beginning of the Combo.  Almost all
Special Moves, like Benimaru's Iaido Kick (the knee strike referred to
as the "Sword Kick" on most public forums) and most Projectiles will
cause the enemy to reel standing up.  So with Benimaru, against the
shorter characters, make sure you strike them with the Iaido Kick
first to stand them up.  Any subsequent hit in the Combo will keep
them standing up.  So cancel the Iaido Kick into Towards + Forward
(MK) (to get yourself next to them), and then go for the Standing
Fierces (HP).

     Or course, these Customs work once they reach the corner as well,
so there's no need for a distinction of Ground Corner Customs and
Ground Midscreen Customs.

3) Midscreen Juggling Customs
     Midscreens are a necessity if you do not have a good Ground
Custom.  If you don't have a good Ground Custom Combo, that means you
can only use Customs once you get your enemy into the Corner for a
Corner Juggling Custom... and that simply won't do!  You have to
develop a Midscreen Juggling Custom Combo so you have Custom Combo
options in the middle of the battlefield away from the corners.  If
you don't have a good Midscreen Custom and you don't have any Ground
Custom Combos, there's almost no point in using A-Groove.
     The trick to Midscreen Juggling Customs is to find a way to deal
hard hits to Juggle the enemy while still finding a way to stay close
to the opponent.  Terry has one of the better Midscreen Customs:
Crouch Roundhouse (HK) canceled into a Strong (HP) Burn Knuckle. 
Repeat that sequence over and over.  It will: 1) Deal hard hits for
good damage for the early half of the Combo.  2) Keep him moving
forward so the enemy doesn't fly out of range.  3) Push the enemy into
the corner, where he can transition to a Corner Juggle Custom that
involves many quick hits for the second half of the Combo.  This is an
ideal Midscreen Juggling Custom.

     Some characters can use Jump Attacks for Midscreen Custom Combos.
If you can find a way to pop the enemy into the air and then Jump
after them, that could easily work as a Midscreen Juggling Custom
Combo.  However, often, they need to end the Jumping sequence with a
weaker hit, because stronger hits knock the enemy far away from you,
so when you land from a Jump, there's nothing more you can do.
     Let's look at Akuma for example.  One of his classic Customs
comes after landing Crouch Roundhouse (HK) followed by two one-hit
Short (LK) Hurricane Kicks.  After he lands from the second Hurricane
Kick, the enemy is still in the air and Akuma can activate his Custom
Combo.  Connect a Standing Close-up Fierce (HP) and Buffer that into
his Hyakki Shu, or as it has become to be known, the "Demon Flip." 
Hit Kick in the air to make him come down with his overhead kick from
the Demon Flip (the Hyakki Goudan) and cancel that into a Hurricane
Kick.  You'll land right after the enemy gets hit by the Hurricane
Kick, which bounces the enemy up a little bit.  Then, while the enemy
is still in the air, Super Jump at the enemy with three Jumping
Roundhouses (HK) really quickly.  Now, if you go for another Jumping
Roundhouse (HK), you'll knock the enemy too far away so that when you
land, your Custom is over: nothing will reach anymore.  However, if
you cancel the third Jumping Roundhouse (HP) into a Hurricane Kick,
that'll knock the enemy straight up so that you can land and go for
another sequence of the three Super Jumping Roundhouses (HP) and a
Hurricane Kick.  By this point, you'll be in the Corner (if you
started from the other Corner) and can transition to a Corner Juggle
Custom (which, for Akuma, is usually repeated Fierce (HP) Red
Fireballs canceled into a Super Fireball at the end).

     Some Midscreen Juggling Customs don't involve you moving forward,
but keeping the enemy Juggled in between yourself.  These are Customs
that typically involve Rolls, but the generally do fairly weak damage.
An example of this is one I mentioned earlier with Iori.  He can
cancel a Jab (LP) Fire Ball (Iori's Uppercut) into a Roll and then
repeat Standing Close-up Fierce (HP) into Roll.  He'll keep Rolling
behind the falling enemy, knock the enemy the other direction, and
basically play a one man game of ping pong.  End this Custom Combo
with a Maiden Masher.
     These types of Customs, needless to say, do not need any type of
transitions into Corner Juggles.

     Lastly, there are a lot of Midscreen Customs that start off on
the ground and then transition into Midscreen Juggling Combos, for
damage's sake (or if they have no other choice).  Rolento, for
example, usually wants to start off his Custom Combo by landing a
Crouching Forward (MK).  He can then chain that into three Crouching
Fierces (HP).  Then Chain that into a Crouching Roundhouse (HK)
Chained into a Standing Roundhouse (HK) to Juggle the enemy.  Cancel
the Roundhouse (HK) into a Flash Jump and Juggle with a Roundhouse
(HK) during your Flash Jump.  Do Standing Roundhouse (HK) into a Flash
Jump again and Juggle with one last Roundhouse (HK) in the air.  By
now, you've reached the corner and can transition to a Corner Juggling

4) Anti-air Customs
     Easily one of the most best situations to use Custom Combos is as
Anti-air.  People tend to Jump at their opponents every so often in
battle, especially if you have no other good Anti-air!!  Well, they
Jump at you more often than letting you land Custom Combos from other
types of set-ups, so having Anti-Air Custom Combos is really
important.  There are two types of Anti-air Custom Combos.

     The first type of Anti-air Custom Combo takes advantage of Trip
Guard.  Remember talking about Trip Guard, WAAAAAY earlier in this
FAQ?  Well, knowing that the enemy cannot Block after doing a move
while Jumping is HUGE for Custom Combos.  If you have a Custom Combo
that can start from the ground, particularly a move that must be
Blocked while Crouching, this is where you can take advantage.  If the
enemy Jumps at you and attacks, activate your Custom as Anti-air and
then throw out a move that must be Blocked Low.  Your temporary
invincibility will let you pass through the enemy's attack and since
the enemy can't Block when they land, thanks to Trip Guard, they'll
fall right into your Custom Combo.  Remember Rolento's Custom Combo
listed just above here?  Well, that Custom qualifies as a perfect
Anti-air Custom because it starts with the Crouching Forward.  Mai can
use her Crouching Forward (MK) slide and transition to Standing
Roundhouses (HK) for a Ground Custom.  There are tons and tons of
     The weakness of these types of Anti-air Customs is that if the
enemy wises up on you and knows you like using this type of Anti-air
Custom Combo, they can Jump and do nothing.  You'll activate your
Custom and throw out a Low Attack, but they CAN BLOCK IT because they
didn't do a move!  Their Trip Guard is intact, and now your Custom
Combo has been wasted (but still, try to make the most of it).  So
beware of those who are keen to your Trip Guard Anti-air Custom

     The second type of Anti-air Customs are true Anti-airs: they just
Juggle the enemy right out of the air.  But what makes this difficult
is that you MUST perform something that is a Knock-Down because if you
don't, there's no way to land a full Anti-Air Custom.  In the Akuma
example above, you can't start your Anti-air Custom with the Standing
Fierce (HP) into the Demon Flip and go from there.  The Fierce (HP)
isn't a Knock-Down, so the Hyakki Goudan will just completely whiff! 
You need to have a Knock-Down somewhere so you can go from your
Anti-air Custom into a standard Midscreen Juggle Custom.
     Iori is a perfect example for this.  He can use his Jab (LP)
Fireball (his Uppercut) as the Knock-Down for his Anti-air Custom.  He
can cancel his Uppercut's landing delay into a Crouch Roundhouse (HK)
and Juggle the enemy clear across the screen with repeated well-time
Crouching Roundhouses (HK) from there.
     We can go back to the above Terry example.  Terry's Crouching
Roundhouse (HK) can hit enemies out of the air!  So he can just do the
Crouching Roundhouse (HK) into Burn Knuckle as his Anti-air Custom
Combo!  This makes Terry very powerful as an A-Groove character.  He
has a good Combo that works as a Midscreen Custom that can be started
if the enemy is on the ground OR in the air.

5) Jumping Corner Juggle Customs
     At the end of a Custom Combo, you want lots of hits in quick
succession.  Sometimes, a character has no good move for doing that at
the end of a Custom Combo.  So sometimes, their best choice is to use
Jump Attacks instead.
     Take the above Rolento Combo for example.  When Rolento lands
from the Roundhouse (HK) during the second Flash Jump, he reaches the
corner.  From here, you want to get lots of quick hits.  The best way
to do this?  After landing from the Flash Jump, Jump at the enemy with
a Jumping Strong (MP) which hits three times really quickly.  Chain
that into a Jumping Short (LK) so you have time to land and do it
again.  After the second repetition of it, finish the enemy off with a
Standing Fierce (HP) canceled into his Mine Sweeper (Grenade Super).

     But sometimes... Jumping Corner Juggling Customs are goo at the
BEGINNING of a Custom!  The logic behind this is: Jumping attacks are
powerful and can deal damage on average of 1200 points of damage if
you use Fierce (HP) or Roundhouse (HK).  And since you can Chain them
into each other in the air during a Jump, logic dictates that maybe
this would be the best way to dish out damage at the beginning of a
Custom Combo.
     So let's take a look at Rugal.  Let's say you threw a Wind Slice
(the Reppuken ground Projectile) across the screen at the enemy.  They
try to Roll through it, which is what you expected.  Thus, you have a
God Press already running at them to meet them at the end of their
Roll and catch them out of their delay.  After you slam them into the
wall, you activate your Custom Combo and Juggle them with 13 Standing
Roundhouses (HK) and end it with the Gigantic Pressure.  That Combo
will do 8372 points of damage.
     But what if you can land Jumping Hits after the God Press
instead?  You can only get 13 Standing Roundhouses (HK).  Can you
possibly try to land more hits without losing damage?  Well, yes, and
Jumping Attacks is the best way to do it because they aren't much
weaker than the Standing Roundhouses (HK) if you use Jumping Fierce
(HP) and you can land a lot more of them.  But how do you land a
Jumping attack after the God Press?

     There's a special technique usually used to set-up such Combos. 
Because you like to use strong hits at the beginning of a Custom, you
never want to hit the enemy with Jabs (LP) or Strongs (MP) or the like
early on.  But often, to set-up Jump Combos, you have to.  I mean, if
you hit someone with a Fierce (HP) in the corner, the Fierce (HP)
usually takes too long to recover.  By the time the Fierce (HP) is
done, the enemy has already almost fallen to the ground.  So
typically, you would use a Jab (LP) or a Strong (MP) to bounce the
enemy up.  Because those moves recover faster, in general, you can
then go in for a Jump attack after the move recovers, and catch the
enemy while they are still high enough in the air.
     However, you CAN still use the hard hitting moves as "Launchers"
so to speak.  The way to do this is to Chain your hard hitting move
into a whiffed Crouching Short (LK) or a whiffed Crouching Jab (LP). 
What that does is allow you to hit the enemy with a powerful hit to
knock them into the air, but give that powerful move the delay of a
Short (LK) or a Jab (LP).  AND, at the same time, it will not add any
hits to the Combometer, so the Damage Scaling won't be affected.

     So let's apply this to the above Custom Combo set-up with Rugal. 
Grab the enemy with the God Press, throw them into the wall, then
activate your Custom Combo.  This time, however, Juggle the enemy with
a Crouching Fierce (HP) and then chain in into a WHIFFING Crouch Short
(LK).  Then Jump at the enemy four times in a row with four Jumping
Fierces (HP) in each Jump, and end it with a Gigantic Pressure.  That
Combo, instead, does 8884 points of damage.  Granted, it's much
harder, but if you can get good at it, it's worth it for 512 extra
points of damage!
     So you can see that the Jumping Fierces (HP) allow you to get in
more hits.  But not only that, they are all very POWERFUL hits, so you
can get high damage.  Of course, it takes much more timing and skill
to implement the Jumping Custom, but the extra damage can be very
worth it.

* * *

     Whenever you try one of the risky methods of landing a Custom
Combo (such as Rolling at the enemy or baiting them) and the enemy
doesn't fall for your trick, often you'll end up with wasting your
Custom if you don't know what to do with it.  But if you keep that in
mind, you can actually try taking advantage of this in other ways. 
Basically, if you know the enemy is going to Block the Custom, you can
go for a Combo specifically to break their Guard.

1) Guard Crush Customs
     These Combos are designed simply to "Combo" on the Blocking enemy
and try to do as much Guard Damage as possible.  The goal of these is
to land as many hard hits as possible, and ending it so that you can
tack on a little extra at the end for even more Guard Damage.  Let's
look at Ryu for example.
     If the enemy ends up Blocking your Custom Combo in the corner,
you can simply do repeated Towards + Fierces (HP).  Ryu will just
slide forward with a punch that hits twice.  You can keep repeating
this move over and over and over and over again.  If you do this until
the Custom Combo Meter empties out, you'll do about 1/2 of a full
Guard Meter's worth of damage.  However, if you time it so that RIGHT
before the Custom Combo Meter empties out, you can throw out a
Crouching Jab at the very end, Link that into a Crouching Fierce
Buffered into a Fireball.  The reason for this is that after the
Custom Combo Meter empties out, moves will do Normal Guard Damage
again (moves performed in Custom Combos do far less Guard Damage than
normal).  So tacking on the Crouching Jab allows a non-Custom Combo
Crouching Fierce and Fireball to connect, upping the Guard Damage to
nearly 75% of a full Guard Meter.  The only way for an enemy to escape
this is if you time it poorly and mess up your "Combo" or if they
perform a Counter Attack or Counter Movement.  Either way, you've got
their Guard Meter down: go in for the attack!

2) Block Damage Customs
     These are essentially the same as the Guard Crush Combos, but
instead you are focusing on Block Damage.  In 95% of the cases, Block
Damage Customs will BE your best Guard Crush Custom.  But in some
cases, as with Ryu, they aren't the same thing.  For Ryu, the above is
a good Guard Crush Custom, but repeated Shakunetsu Hadoukens (the red
Hadoukens) in the corner is his best Block Damage Custom.  Cancel the
Custom, before it ends, into a Level 1 Shinkuu Tatsumaki Senpuukyaku. 
That sequence will do only 50% Guard Damage, but it will do a good
2500 points of Block Damage, just about.  That's practically two full
Fierce (HP) punches worth of damage!
     Other characters have the benefit of Both.  Benimaru, for
example, can just do repeated Shinkuu Katategomas until the Custom
ends, and cancel the end with a Heaven Blast Flash (the Taikuu
Raikouken spark Super).  This Custom, when Blocked, will do OVER 4000
POINTS OF DAMAGE!!!!  That is HUGE!  That is more than some Customs
that connect!!  ^_^  Not only that, but it'll drain about 5/6 of the
entire Guard Meter.  That is VERY potent!  That means if the enemy has
about 1/3 of their Guard Meter drained, you can do this Combo and time
it just right so that the instant you Guard Break the enemy, you
cancel into Benimaru's Heaven Blast Flash to make it even more
damaging.  And to make it even better is that is works ANYWHERE ON THE
SCREEN, not just the corner.
     Sakura, however, is an example of the ultimate Guard Crush +
Block Damage Custom.  You can do repeated Fierce (HP) Shououkens, and
if you can do it (it's VERY hard), you can drain a full Guard Meter
COMPLETELY.  And, tacking on the Midare Zakura at the end of this
Custom will give you a lot of damage because most of the Super
connects (and the enemy took a LOT of Block Damage from the
Shououkens!!).  This trick works WELL against P-Groove and K-Groove
players, as they can't even Counter Attack you.
     As I said, most character's Block Damage Custom is the same as
the Guard Break Custom.  If that's the case, then be prepared to pull
it out if the enemy Blocks your Custom.

* * *

     These aren't Combos.  These are sequences that you use that have
holes in them on purpose.  You are trying to either start landing hits
on a Blocking enemy, or to try and maximize the damage of your Custom
as much as possible.  How that works will be explained below.

1) Broken Customs
     These go hand in hand with Ground Customs.  Basically, your goal
is to "start the Combo over" at some point in the Custom.  Why? 
Because, remember that the Damage Scaling occurs based on which hit of
a Combo your are currently on.  It has nothing to do with how far the
Custom Combo Meter has drained or anything.  So by breaking your Combo
intentionally and going for a risk, you can end up doing a TON of
     The best example of this is with Ken.  Ken can do a Ground Custom
easily by starting with a Crouch Forward (MK) and then using Towards +
Roundhouse (HK) repeatedly.  Doing this until the Meter runs out, and
ending it with a Crouch Roundhouse into a Shinryuken, will result in
about 7000+ damage... very good by Custom Combo standards.  However,
if you do Crouching Forward (MK) into just about 8 Towards +
Roundhouses (HK), sneak in an Overhead (Towards + Forward (MK)) and
then Chain the Overhead into the Towards + Roundhouse sequence again,
and end it with the Crouch Roundhouse (HK) into Shinryuken, you can
get almost 10000 points of damage!!!  If the enemy isn't suspecting it
and gets nailed by the Overhead, you "break" your Combo, but end up
resetting the damage done so that Damage Scaling goes back to the 72%
it starts at during a Custom Combo.  This can be HUGE.  If the enemy
falls for such a trick, a Ratio 2 Ken can pretty much take out the
ENTIRE Life Meter of a weaker Ratio 1 character, like Cammy.  So you
had better be careful if your opponent tries to pull something like
this on you.
     Of course, the weakness of this trick is if your opponent is
READY for this, they can end up Blocking the entire rest of your
Custom Combo.  Worse yet, they are ready for the Overhead, and when
they see it, they hit you with a move, ending your Custom all
together.  So rather than going for a guaranteed 7000 points of
damage, you risk going for 10000 but may end up with only 4000.

2) Confusion Combos
     Whereas Broken Customs are designed for when the enemy is getting
hit, Confusion Customs are designed for when the enemy is Blocking. 
Basically, you are not trying to do Guard Damage or Block Damage.  You
are trying to hit the enemy, pure and simple, and you are trying every
trick in the book.  Perhaps the best example of this type of Custom
Combo is with Maki.
     If you activate your Custom Combo, but the enemy is Blocking, you
can start going ballistic with her Hayagakes (the various forward
running moves done by Fireball + Kick).  Simply keep pressuring the
opponent with repeated Standing Fierces Buffered into either the
sliding Hayagakes or the Overhead Hayagakes.  Throw out Crouch
Roundhouses in there as well, and go straight from sliding Hayagakes
into Overhead Hayagakes.  Basically, your whole goal is to get the
enemy to Block the wrong way once, so that hopefully you can continue
your Combo after the enemy gets hit.  If Maki ever lands one of those
Overhead Hayagakes, for example, she can continue it into a full on
Corner Juggle Custom Combo.  If you can do this quickly and well, the
enemy will have a hard time Blocking every single attack correctly and
will, hopefully, get caught at some point.
     The problem is that the sequence isn't a Block Combo.  Thus, at
any of the many holes you are leaving open, the enemy can try to sneak
in their own move to hit you while you are trying your tricks.  Your
hope is that what you are doing is fast, confusing, and intimidating
enough that the enemy is scared to try anything, because the slightest
misstep could equal disaster.

==================================._                       A-GROOVE
|  CUSTOM THROWS / OTG THROWS     | `=============================.
================================._|             custom combos: 11  \
     Remember how, a while back, I mentioned that you CANNOT, in any
way, shape, or form, Combo after a Throw?  That Capcom took all
measures to prevent Throw Combos?  That if you Throw someone, there
just isn't ANY POSSIBLE THING you can do?
     Well, I lied.  Because there is ALWAYS an exception.  And there
is an exception to the Throw rule, but a VERY specific exception.  ALL
Special Throws allow the enemy to be Juggled afterwards if one
condition is met: the hit that connects against the enemy for the
Juggle is performed during a Custom Combo.
     So you can actually nail an enemy after a Special Throw with a
move in a Custom Combo.  You'll notice, however, that VERY few
characters actually have the ability to Combo after their Special
Throw, as 90% of the characters are still in delay far after the enemy
has landed.  So only a few characters can actually Juggle after a
Special Throw.  Vice can Juggle after a Gore Fest and Chang can Juggle
after a Big Destroyer Toss.  In a one in a million situation (Chang
RIGHT in the corner, enemy RIGHT next to him), Raiden can perform the
Front Suplex follow-up to the Raiden Combination-Body Blow can Juggle
     Doesn't sound very special, does it?  Only three characters (that
I know of at this time) can Juggle after their Special Throws... all
whom are better off not using their Throws in Customs?  Well, Chang
can perform his Big Destroyer Toss in the corner, THEN activate the
Custom Combo, and then Juggle you afterwards.  But the damage you get
from that Combo is pretty bad, considering the Combometer is already
at 8 by the end of the Big Destroyer Toss.  Still doesn't sound too
useful to be able to Combo after a Special Throw.

     Well, bizarrely enough, four characters have NORMAL Throws that
can be Comboed after: Maki's Punch Throw, Yun's Punch Throw, Chang's
Kick Throw, and Hibiki's Kick Throw.  Of course... only Maki and
Hibiki recover soon enough to be able to Juggle after their Throws. 
And Hibiki is the only one who can Throw and THEN activate the Custom
and still have time to Juggle afterwards.  So again, this doesn't
sound too useful...

     Well, there is a major bug in Capcom vs. SNK 2.  You can tell
it's a bug because it only happens to two characters: Dan and Rolento.
Basically, once Dan or Rolento are hit by anything that knocks them
over, they are free bait to be Thrown at any point at which they are
touching the ground.  That could be the instant they hit the ground on
their first bounce, or after they land after the bounce and lay there.
The WHOLE TIME while they are lying there, you can pick them up right
off the floor with a Special Throw.  They even be to the point where
they are JUST ABOUT ready to stand up, and you can Throw them.  It's
pretty sad.  Tactical Recoveries only widen the window during which
you can be Thrown, and Safe Falls only help so much since you can be
Thrown out of a Safe Fall delay ANYHOW.  And again, this goes for
Normal Throws AND Special Throws.  Any Throw can pluck Dan or Rolento
right off the ground.
     However, Normal Throws are a one time thing: once you perform a
Normal Throw, the enemy cannot be Comboed anymore.  So if you knock
Dan or Rolento over in a Custom Combo, then Throw them Off The Ground
(hence, the term OTG), that's it.  That's the end of the Custom Combo.
You cannot Juggle the enemy afterwards at all or do anything else.
     Hmmmm... NOW this is starting to make sense why I mentioned that
you can be still be Comboed after a Special Throw.  Because you can
actually Combo after a Special Throw, this allows you to pick up Dan
and Rolento off the floor over and over and over and over again with
your Special Throws.  After Normal Throws, Dan and Rolento are put
into a state in which they cannot be Comboed.  But after Special
Throws, they still can be Comboed.  So Vice, for example, can perform
her Nail Bomb repeatedly to a cornered Dan or Rolento, picking them up
off the floor repeatedly!!!
     This major bug makes those two poor souls fear A-Groove
characters with Special Throws more than you can imagine.  Basically,
anytime Dan or Rolento get knocked onto the floor by a Knock-Down,
they can be picked right up off the floor by a Special Throw that is
done during a Custom Combo REPEATEDLY.  This Special Throw can be
Zangief's Screw Pile Driver, Vice's Nail Bomb, Yamazaki's Bomb Bopper
(the exploding headbutt Throw), Yun's Senpou Tenshin (the
flip-over-you Throw), Iori's Scum Gale (the switch-sides Throw),
Raiden's Thunder Crush Bomb, God Rugal's Rugal Execution and so on. 
Even Super Throws work.  Zangief can do a Final Atomic Buster, Maki
can do an Ajaratengu (her 720 Throw Super), Vice can use her Withering
Force, Benimaru can use his Elec-Trigger... anything that Throws will
     The move that puts them onto the floor doesn't even need to be
done during a Custom either.  You can do something like Benimaru's
Iaido Kick into the Bounce Back Tri-level Kick (the follow up to the
Iaido Kick) in the corner, activate your Custom, and the repeatedly
grab Dan or Rolento of the floor with repeated Benimaru Colliders and
then finish it off with the Elec-Trigger.  This actually HURTS big

     And now you are probably aware of why I mentioned the four
characters whose Normal Throws can be Comboed afterwards.  Yup, you
guessed it: Maki's Punch Throw, Yun's Punch Throw, Chang's Kick Throw,
and Hibiki's Kick Throw can ALSO pick up Dan and Rolento off the floor
over and over and over again.  Why these four Normal Throws have this
property, I have no clue.  It just happens.  And why Dan and Rolento
are the only sad folks who are susceptible to this?  I again have no
clue.  Just bugs, I guess...

==================================._                       A-GROOVE
|  MISCELLANEOUS INFORMATION      | `=============================.
================================._|             custom combos: 12  \
     Any last second information regarding Custom Combos will be
listed here, but fortunately for me, there is only one thing I can
think of.

     Because Special Moves can chain into Special Moves, certain
characters will run into problems.  Let's look at Iori.  To do his
Deadly Flower (the rushing, manual three-hit Special Move), you need
to do a Reverse Fireball motion three times in a row.  However, in the
middle of a Custom Combo, you are allowed to cancel the Deadly Flower
into a Normal or Special move the instant it hits.  So what happens
when you try to do all three hits of the Deadly Flower?  Well, when
the first hit connects and you do the next Reverse Fireball motion,
you end up canceling that move into the first hit of the Deadly Flower
again!  Instead of registering the Reverse Fireball motion as the
second part of Iori's Deadly Flower, it registers it as the FIRST part
again!  So there is no way to do all three parts of Iori's Deadly
Flower in a Custom Combo.  You can only do all three parts if the
first two parts whiff, because you can't cancel the move Custom
Combo-style if it whiffs.  Thus, you can make it behave as normal if
the move whiffs.
     Kyo's Wicked Chew and Poison Gnawfest sequences also has this
problem.  Rolento's Patriot Circle DOES NOT, however, because of
severe limitations placed on Rolento.  The people at Capcom decided
that the first two parts of the Patriot Circle CANNOT BE CANCELED into
anything.  In a Custom Combo, the Patriot Circle just cannot be
canceled into anything: not a Normal Move, not a Roll, not a Special
Move, not even a Super.  Thus, doing another Fireball motion WILL make
him continue his Patriot Circle, since he isn't allowed to cancel it
into the start of another Patriot Circle sequence.
     Sakura's Shunpuu Renkyaku (the ground hurricane kick) also
exhibits this problem.  If you try to do the second part of her
Shunpuu Renkyaku, you'll most likely do a Shunpuukyaku (the air
hurricane kick) instead, canceling the Shunpuu Renkyaku from the
ground you are currently in.  However, Sakura CAN do the second part
of her Shunpuu Renkyaku... but only if you are REALLY quick.  You can,
for example, do Crouching Forward (MK) canceled into a Shunpuu
Renkyaku in the middle of a Custom Combo.  And if you can manage to
VERY quickly do another Reverse Fireball motion + Kick BEFORE THE
FIRST HIT OF THE Shunpuu Renkyaku CONNECTS, Sakura will automatically
do the last, Knock-Down straight kick at the end of the Shunpuu
Renkyaku.  If you do the motion anytime AFTER the first hit connects,
you'll be getting the Shunpuukyaku for sure.
     For some reason, even though you CAN cancel it with other Special
Moves or Normal Moves as soon as it lands from the first part, Yuri's
Fierce (HP) Super Yuri Upper into Yuri Double Uppers works without a
hitch.  Same goes for Hibiki and Vice.  Hibiki will still be doing her
Beckoning Slash into Distance Slash or her Piercing Moon Pounce (the
Overhead Special Move) into Distance Slash because, even though she's
using the Custom Combo engine to do it rather than it's own built in
Chainability, the result is exactly what she would have done without
the Custom Combo.  The same goes for Vice.  Her Mayhem into Da Cide
Slayer still works normally because even though you are canceling the
move with the Custom Combo engine, it just ends up doing exactly what
you wanted it to do had you not used the Custom Combo engine.  Raiden
can do his Raiden Combination - Body Blow into the two follow ups, but
ONLY if you make sure you do the Reverse Fireball motion for the Head
Butt instead of accidentally doing a full Reverse Half-Circle motion. 
If you do the full Half-Circle, you'll end up doing Poison Spray


   ==================                                      Chapter 13
---| Damage Scaling |------------------------------------------------
00) Intro
01) Damage Scaling
02) Post Custom Combo Damage

 ______________________________ ________ ____ ___ __ _             _
|                              |        |    |   |  | | DAMAGE    | |
| <0> Intro                    |        |    |   |  | |   SCALING | |
     Every game has it: a method of preventing Combos from doing too
much damage.  We've already talked about the Custom Combo's form of
Damage Scaling, but there's some information about Capcom Vs. SNK 2's
normal Damage Scaling that should be discussed.

 ______________________________ ________ ____ ___ __ _             _
|                              |        |    |   |  | | DAMAGE    | |
| <1> Damage Scaling           |        |    |   |  | |   SCALING | |
     Before we get into Damage Scaling, I want to establish that all
Normal Moves, Special Moves, and Super Combos do a pre-set amount of
damage.  Unlike older Street Fighters, like the classic Street Fighter
2 Turbo: Hyper Fighting (where a Jump Roundhouse (HK) from E.Honda
could do a small amount of damage sometimes or a HUGE chunk of damage
at others), CvS2 moves do a fixed amount of base damage.  The damage
of a move is never affected by any random factors.  It will always do
the base amount of damage, altered only by the FIXED damage changers
such as Super Meter (in some Grooves), amount of energy left of the
opponent, and Counter Hits.
     Well, another form of fixed damage alteration comes through
Damage Scaling, a very common occurrence in almost all Fighting Games.
Damage Scaling is the designer's way of preventing Combos from doing
too much damage by reducing the amount of damage a move does when that
hit occurs "late" in a Combo.  In Capcom Vs. SNK 2, Damage Scaling
follows a pretty simple formula.
     No Damage Scaling is present for the first five hits of any
Combo.  So for the first five hits of a Combo, every move will do 100%
of it's damage.  With each succeeding hit after that, the damage will
be reduced by an extra 1/24th.  So let's say you have a move that does
1200 points of damage.  If you land that move as the 6th hit of your
Combo, it will do 1/24th less for a total of 1150 points of damage. 
If you land it as the 7th hit of the Combo, it will do 2/24th less
damage for a total of 1100.  If it is the 15th hit of a Combo, it will
do 10/24th less damage for a total of 700 points of damage.  This
formula will be applied to every hit but the minimum damage a move can
do is 100 points.  Thus, after the 24th hit of a Combo, it is
guaranteed that every hit will only do 100 points of damage from that
point forward.
     The damage a move does can be calculated through a formula listed
below.  For the nth hit of a Combo, if n is greater than 5, the damage
will be (if the normal damage a move does is "x"):

     Damage dealt (if n > 5)   =   x * (24 - n + 5) / 24

     So let's look at Ryu for an example.  His Short (LK) Tatsumaki
Senpuukyaku does, normally (without any damage enhancement from Super
Meters), 1200 points of damage.  Now, let's say you have only a Level
2 built up in C-Groove, and you catch Kyo in the corner with the
following Combo:

     Jumping Fierce (HP), land with a Crouching Fierce (HP) Buffered
into a Level 2 Shinkuu Hadouken, then Level 2 Super Cancel the Super
Fireball into the Short (LK) Tatsumaki Senpuukyaku.

     By the time the Hurricane Kick connects against Kyo, it's the 7th
hit of the Combo.  So let's plug that into the formula, where the
normal damage "x" is 1200 and the hit number "n" is 7:

     1200 * (24 - 7 + 5) / 24 = 1100

     So, as the 7th hit of a Combo, the Short (LK) Hurricane Kick will
do 1100 points of damage.  It does 22/24th its normal damage according
to the formula.  Remember, this formula applies to EVERY Normal Move
and Special Move that occurs after the 5th hit of a Combo .

     So how does this knowledge help you?  Well, because of this
knowledge, you can make sure that your Combos will do the maximum
damage possible.  Let's say you perform the following Combo with Yun
in C-Groove:
	Standing Jab (LP) Chained into Standing Short (LK) Chained into
Standing Strong (MP) Buffered into the You Hou, followed by a Jab (LP)
Tetsuzankou (the Shoulder Ram).  Now, the enemy is free to be Juggled
one last time.  What are your follow-up options?  Well, one option you
can do is the Standing Forward (MK) High Jump Canceled into a Jumping
Jab (LP) Chained into a Towards + Fierce (HP).  Or, you can just
Juggle with a Fierce (HP) Kobokushi (the Palm Strike).  Now, both of
these follow-ups, when not affected by Damage Scaling, will do 1600
points of damage.  But in the above Combo, there have already been 7
hits of the Combo.  So how much damage will each follow-up do?
     Well, the Standing Forward (MK) Launcher does 500 points of
damage, the Jumping Jab (LP) does 400 points of damage, and the
Jumping Fierce (HP) in the air does 700 points of damage.  But since
they are the 8th, 9th, and 10th hit of the Combo, they will do,
instead, 437 (21/24th of the normal damage), 333 (20/24th of the
normal damage), and 554 (19/24th of the normal damage) which bring the
damage to a grand total of 1324 for those three hits.  The Kobokushi,
however, does 1600 normally, and as the 8th hit will do only 21/24th
of it's base damage, which comes out to 1400 points of damage.  So, in
actuality, the Kobokushi, though less hits, is the better follow-up
for an extra 76 points of damage.  Not much, but hey, every little bit
     Logically speaking, then, it appears that doing one, powerful hit
will be affected less than a string of smaller hits.  That's because
in a string of hits, each succeeding hit gets affected buy
increasingly stronger Damage Scaling whereas one hit only gets affect
by the one percentage.
     But let's look at another example.  Let's create two follow-ups
for Level 2 Super Canceling Ryo's Ryuko Ranbu.  Ryo's Zan Retsu Ken,
on it's own, does 1950 points of damage with 14 hits.  A 4-hit
Combination of Ryo's Fierce Kyoku Gen Kick Dance High Jump Canceled
into a Jumping Fierce, on it's own, does 2400 points of damage.  Now,
let's do a Combo, with Ryo, of Crouch Jab (LP), Crouch Jab (LP), Stand
Short (LK) Buffered into a Level 2 Ryuko Ranbu.  Before the 11th hit
of the Ryuko Ranbu (which is right before the first hit of the first
Uppercut at the end of the Super), you can cancel it into either of
the follow-ups given above.  The Zan Retsu Ken follow-up gives a grand
total of 4029 points of damage for the whole Combo (for Ryo starting
at a full Level 3).  However, the follow-up of the Kyoku Gen Kick
Dance sequence does a grand total of 3977.  So how come in this case
the smaller number of powerful hits does less than the many weak hits?
     It's because the weak hits of the Zan Retsu Ken do 100 points of
damage each normally.  Thus, when used to Level 2 Super Cancel the
Ryuko Ranbu, Damage Scaling does not affect the damage of these first
few hits at all!  Remember, the minimum damage one hit can do is 100,
so those moves cannot drop below their normal damage.  So the initial
13 hits of damage (for 1200 points of damage all together... the very
first hit of the Zan Retsu Ken does 0 points of damage) will still do
1200 points of damage even when affected by Damage Scaling.  Thus, the
Zan Retsu Ken is a better Level 2 Super Canceling follow-up.
     So with the two above examples, you can see how knowing how
Damage Scaling works can benefit your Combo ability.  Sure, the damage
differences can be very minute, but then just think of the last fight
where your opponent made a Zero Vital comeback victory.  Then you'll
see how every bit counts.

     A very important thing to mention: Super Combos are exempt from
Damage Scaling.  Super Combos will do the damage they are supposed to
do REGARDLESS of which hit it occurs in a Combo and regardless of
which Groove you are using.  Thus, in C-Groove, a Level 2 Super Cancel
into a Level 1 Super will have the Level 1 Super do 100% of it's
normal damage.  It becomes obvious, then, that the best follow-up to a
Level 2 Super Cancel will always be a Level 1 Super Combo.  In other
words, to my knowledge, there is not one character that is better off
canceling the Level 2 into a Special Move instead of a Level 1 Super
Combo if all you are concerned about is damage.
     The lack of Damage Scaling also is in affect in other Grooves,
too.  If you can follow-up a Level 3 with a Level 1 Super in N-Groove
or S-Groove, that Level 1 will do 100% of it's damage as well. 
Needless to say, the only exception to this is the Supers during a
Custom Combo.  A Super done in a Custom Combo will do 80% of it's
normal damage.

 ______________________________ ________ ____ ___ __ _             _
|                              |        |    |   |  | | DAMAGE    | |
| <2> Post Custom Combo Damage |        |    |   |  | |   SCALING | |
     So Damage Scaling applies to every hit that occurs in the game,
except the damage done during a Custom Combo, which has it's own
formula for Damage Scaling.  But here's something interesting to note:
Custom Combo's own private Damage Scaling only occurs when the Super
Meter of your character ACTUALLY STILL HAS METER IN IT.  So after you
activate a Custom Combo, while the meter drains, all hits are affected
by the Custom's Damage Scaling.  However, once the Meter finishes
draining, all hits that occur AFTER that will be affected by normal
Damage Scaling.
     This can actually be used as an alternate way to end a Custom
Combo.  Rather than using a Super, you can end Customs with a move
that normally does a lot of damage if your Custom is one that has very
few hits (so that move will not be affected by Damage Scaling that

     For example, Raiden can do the following Custom Combo: Crouch
Roundhouse (HK) Buffered into a Jab (LP) Giant Bomb.  Cancel the Jab
(LP) Giant Bomb into a Fierce (HP) Giant Bomb and then repeatedly do 5
more Fierce (HP) Giant Bombs.  That should be 8 hits total.  At this
point, you'll have a tiny bit of Custom time left.  You can do the
Level 1 Flame Breath, but if you started the Custom Combo mid-screen,
you're in the corner by now.  Timing the Flame Breath can be
difficult, because doing it too early results in the enemy bouncing
off one hit and the other hits all missing.
     So instead of the Super, you can do a Fierce (HP) Jumping Lariat
Drop right before the Meter drains.  Raiden will jump up and grab the
opponent with some Meter left (so it can still Juggle) and then slam
them down after the Meter has been emptied.  So when the Jumping
Lariat Drop actually does its damage, normal Damage Scaling takes over
rather than the Custom Combo's Damage Scaling.  The move does 1800
damage normally, but since it's the 9th hit of the Combo overall, it
will be damage reduced by only 4/24ths.  So you will get 1500 damage
without the need for timing a Level 1 Super that has a joystick motion
that many people hate performing (two backwards half-circles).  Sure,
the Super will do 1680 damage if you land it, but if you are not
confident with the joystick motion nor the timing, you can do a simple
DP + Fierce (HP) motion instead for only 180 points of less damage.

     Also, characters with Air Throws can also take advantage of this.
Guile, for example, has a Custom Combo in the corner: Crouch
Roundhouse (HK) into Towards + Roundhouse (HK), which is the
upside-down kick.  Do the upside-down kick 9 more times.  After the
10th upside-down kick, you can do a Level 1 Somersault Strike Super
with the enemy as close to the ground as possible to score 1520 damage
from the Super Juggling the enemy.  But 1) many people have expressed
extreme frustration at pulling off the motion for the Somersault
Strike.  2) Timing the Somersault Strike can be tough.  Too early, and
you'll you get very few hits out of it and it does very little damage.
Too late and the enemy will hit the ground and you do ZERO extra
     So, instead, you can cancel the last upside-down kick with a
Standing Jab (LP) that hits and then Jump up and grab the enemy with
the Roundhouse Air Throw.  By the time the Air Throw does its damage,
the Super Meter will have fully drained, it will be affected by normal
Damage Scaling, and it will do 1333 damage (16/24th it's normal
damage).  Along with the one standing Jab (LP) for 100 points of
damage, you get 1433 points of damage, losing only 87 points of damage
for doing a Combo that is by FAR easier to do.  Less room for mistakes
means better clutch at performing Combos actual combat.

     This knowledge may also be useful in situations where your enemy
blocks 80% of your Custom but ends up getting hit part way through it
(if you threw in an Overhead they didn't Block or something).  You
might want to end a Custom with an Air Throw instead of a Super at
this point because, if you're only in your 4th hit, your Air Throw
(5th hit) would do 100% of it's damage!  The Super would still only do
80% of its normal damage.  Perhaps the Super will still more damage,
though.  You'll just have to check with your character.


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

| |                 | |                       | |                 | |
| |                 | |  PART III:  GLITCHES  | |                 | |
| |                 | |                       | |                 | |

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

     No game is without their share of glitches.  Capcom Vs. SNK 2 has
some glitches.  One is just a nuisance, one can really hurt you if you
don't know it exists, and the last one can potentially change the way
the game is played.


   ================                                        Chapter 14
---| THE GLITCHES |--------------------------------------------------
00) Intro
01) The Vacuum Left Corner
02) Player 2 Only Corner Switch
03) Roll Canceling

  ___                                                           ___
 /   \     INTRO                                               /   \
|  0  |=======================================================|  0  |
 \___/                           ________THE_GLITCHES________  \___/
     Y'know?  Just 'cause it baffles me, I have to say... to my
knowledge, no Corner problems existed in the old Street Fighters...
World Warrior, Hyper Fighting, Super Turbo...  The Corner was just the
     So what happened?
     Capcom, recently, seems to have problems with programming the
Corner logistics properly.  I don't know why Capcom can't seem to get
these Corners programmed correctly, but their recent games have had
issues.  Street Fighter Alpha 3 had issues.  Capcom Vs. SNK had
issues.  And now, Capcom Vs. SNK 2 has it's own share of random
happenings in the corner.  Well, mainly just two: the "Vacuum Left
Corner" and the "Player 2 Only Cross-up."  I just don't understand why
this keeps happening...

  ___                                                           ___
 /   \     THE VACUUM LEFT CORNER                              /   \
|  1  |=======================================================|  1  |
 \___/                           ________THE_GLITCHES________  \___/
     It's a stupid name to give something: the "Vacuum Left Corner." 
But I don't care because a stupid glitch deserves a stupid name. 
Basically, what the Vacuum Left Corner is is the tendency of having a
character as far into the left Corner wall as possible to fall OUT of
the Corner when knocked into the air by an opponent right next to them
as if some magical force is sucking them out.
     Sound strange?  Okay, this is much easier to understand when you
see it for yourself.  Get Chun Li.  Use Chun Li.  Move the enemy into
the right Corner all the way up against the wall.  Move Chun Li right
next to the enemy.  Now do her Offensive Crouch + Roundhouse (HK),
which makes her hop into the air and come down on the opponent with
her knee.  What happens?  The enemy gets knocked INTO the corner.  Now
switch corners.  Get Chun Li.  Use Chun Li.  Move the enemy into the
left Corner all the way up against the wall.  Move Chun Li right next
to the enemy.  Now do her Offensive Crouch + Roundhouse (HK) kick. 
NOW what happens?  The enemy gets knocked into the air and then
proceeds to fly OUT of the corner for no discernable reason.  There is
your Vacuum Left Corner in effect.
     This doesn't happen too often, fortunately, but can still be
frustrating for certain characters in certain situations.  For
example, in the right Corner, Chun Li can do the Offensive Crouch
Roundhouse (HK) and if it hits the enemy, they stay in the Corner so
you can still apply some good Corner traps.  Plus, it's EASY to react
to the enemy getting hit and following up the flipping kick with a
Level 2 Kikoshou canceled into a Short Spinning Bird Kick followed by
a Level 1 Kikoshou.  Great Combo.  Great damage.  Simple to do.
     And the left Corner?  If you connect the move, the enemy flies
out of the Corner.  And if you try to react to the enemy getting hit
by the flipping kick, the enemy will most likely have passed over your
head by the time you have reacted, spoiling your Combo.  Plus, you
aren't in proper position for keeping the enemy stuck in any Corner
pressure tactics anymore.

     Here's an example of this problem ruining a Custom Combo.  Try
the following Custom Combo with Terry with your opponent in the right
Corner.  Activate your Custom and do the sequence of Crouch Roundhouse
(HK) canceled into a Short (LK) Crack Shoot 4 times.  Then do a Fierce
(HP) Rising Tackle followed by another Fierce (HP) Rising Tackle right
away.  Right before your Meter runs out, do the Buster Wolf.  The
enemy should bounce on both hits.  Follow up with one last Fierce (HP)
Rising Tackle.  VERY good Combo, lots of damage, not too hard.
     Now, let's try it in the LEFT Corner, shall we?  Do the same
Combo and what do we see happens?  After the second Rising Tackle, you
can't get the Buster Wolf off because the enemy starts to fly OUT of
the corner.  No Buster Wolf, no extra Rising Tackle at the end of the
Combo, say good-bye to 2000 points of damage.
     Now granted, you CAN time everything right so that you can land
the entire Combo in the left Corner (do the second Rising Tackle a bit
later than normal, but that might not give you enough time to pull off
the Buster Wolf before your time expires), but it's just an extra
hassle that you really shouldn't need to worry about.  A Corner is a
Corner.  There shouldn't be any inconsistencies between Corners.

     Of course, this really doesn't come up THAT often, so it's not
that big of a deal.  But I'm not sure how this glitch could have
possibly escaped Capcom.  It's just something that could have been
avoided if your were just careful.

  ___                                                           ___
 /   \     PLAYER 2 ONLY CORNER SWITCH                         /   \
|  2  |=======================================================|  2  |
 \___/                           ________THE_GLITCHES________  \___/
     This glitch actually CAN factor into gameplay if you or your
opponent is aware of it.  In Capcom Vs. SNK, one of the biggest
confusion tactics involved the Corner, especially for Nakoruru.  There
were ways for her to knock you down in the Corner and start playing
mind games with you, Dashing in and out of the Corner and making you
guess which side she ended up on.  They tried to all but eliminate
this problem in Capcom Vs. SNK 2.  If the enemy is knocked into the
Corner, they will REMAIN in the Corner and there isn't any way for the
other player to work their way INTO the Corner and catch you Blocking
the wrong way.
     Needless to say, they failed.
     Of course, it does require very specific set-ups to get this to
work, so as long as you are aware of them, you should be able to be
ready for them.  But you need to know exactly when it can occur.

     Basically, it works like this: ONLY PLAYER 2 can set it up so
that, when knocking Player 1 into the Corner (either Corner), they can
go over Player 1 and end up IN the Corner.  However, the prerequisite
for this to work is that the move that you use to knock Player 1 down
must knock Player 1 into the Corner with his or her head sticking OUT
of the corner (feet first).
     This actually severely hinders the number of set-ups available
for this trick.  But still, if you aren't ready for it, you can easily
get caught by a player who gets over you and Combos you for 70% life
from the other side (characters like Sagat can do this... not a
pleasant thing to happen to you).
     For example, with Ryu, he can Throw you into the Corner with
either button.  When he Throws you into the Corner, you will fall into
the Corner head out and feet first.  Now, before you actually land and
stop bouncing, Ryu can pass over you with an airborne move and end up
in the Corner himself.  So Ryu can Throw you into the corner, then
perform a Hop Kick (Towards + Forward (MK)), a Short (LK) Tatsumaki
Senpuukyaku, or a simple Jump.  He'll end up in the Corner and can
land a painful Combo on you while you are still expecting to be
Blocking towards the Corner when in fact you need to be Blocking away
from the Corner now.
     But all of Ryu's other Knock-downs (Crouch Roundhouse (HK),
Tatsumaki Senpuukyakus, Shoryukens, and Shakunetsu Hadoukens) knock
the enemy into the corner head first, so the trick doesn't work!  Same
goes for most other characters.  Most characters only have one set-up
if they have a set-up at all.  Sagat can only do the trick with a
Punch Throw (and then Tiger Knee or Jump over the fallen enemy to get
to the other side) for example.  So not many characters can actually
use this trick at all.  But if you run into a player who DOES know the
trick, you'll have to become very aware of it and get ready to switch
your Block if you see them go airborne after putting you into the
corner feet first.

  ___                                                           ___
 /   \     ROLL CANCELING                                      /   \
|  3  |=======================================================|  3  |
 \___/                           ________THE_GLITCHES________  \___/
     A new glitch has worked its way heavily into Japanese play and
slowly into American play.  It's effect on the gameplay of Capcom Vs.
SNK 2 has yet to be fully felt, but at this point, it seems pretty
much determined that it does not ruin the entire game.  However, the
affect of this glitch will be discussed towards the end of this
section.  For now it's sufficient to say this: learning this glitch
can be very important, depending on which character you use.
     The glitch is known as "Roll Canceling."  Basically, what Roll
Canceling does is add a bit of invincibility to ANY character's
Special Move... but there is one requirement: you have to have Rolls. 
Thus, only characters in C, A, and N Groove can perform Roll
Canceling.  But if you have the Rolls, you now have the ability to
make Blanka perform a Rolling Attack right through Ryu's Hadouken! 
Iori can perform the Deadly Flower right through your Sweep.  And
Blanka can perform a Meaty Electric Thunder on a rising opponent, and
stuff just about any Reversal... including Level 3 Supers!!

* * *

| A History of Kara Canceling |
     The way the Glitch works is by Capcom's allowance of what is
known by the Japanese as "Kara Canceling."  Kara is the Japanese word
for "empty," and the ability to Kara Cancel moves has affected other
Street Fighters before this one.  In Street Fighter Alpha 3, Kara
Cancels let Guy and Gen Buffer moves in Chain Combos that weren't
normally Bufferable.  In Street Fighter III: Third Strike, "Kara
Throws" allowed a character to increase the range and speed of their
Throw by a significant amount.
     And in ALL Street Fighters, you are able to cancel Normal Moves
into Special Moves even if they don't connect.  We are all familiar
with Buffering, right?  It's just canceling a Normal Move that
connects into a Special Move, like Ryu's Crouching Forward into
Hadouken Combo.  Well, a Kara cancel is essentially the same thing,
except you are canceling things that whiff... that hit nothing but air
(thus, the term "empty").  It was put in to allow leniency on
performing Special Moves.  So you can actually perform a Crouching
Forward and cancel it into the Hadouken even if the Crouching Forward
doesn't hit, but you have to do it quickly.  Capcom implemented this
to allow players to perform Special Moves easier... hitting a button
slightly too early won't produce the Normal Move and will let the
Special Move come out.

* * *

     So how does Kara Canceling factor into this glitch?  Simple. 
Roll Canceling is the ability to Kara Cancel a Roll into a Special
Move.  But what makes this glitch work is that the invincibility from
the Roll does not get "re-evaluated."  In other words, it sticks. 
Thus, using this technique allows you to pass through all air-based
Projectiles or to have 100% invincible Anti-Air Special Moves or to
"out-invincible" Level 3 Supers!

     So let's dissect the Roll as much as possible.  What exactly
happens when you press Jab (LP) + Short (LK)?  It looks like just one
thing: your character goes into a bunch of Animation Frames deemed
invincible by the game.  But that's not actually what's going on. 
When you press Jab (LP) + Short (LK), there are actually TWO events
are occurring... or two "threads" as I will refer to them.  These two
threads coincide so well with each other, though, that it appears that
only one event is occurring.  The first and most obvious thread is the
animation thread: your character goes into the animation where they
move along the floor with the shadow affects.  The second and equally
obvious thread is the invincibility thread: you become invincible. 
But what is important to note is that, while these two threads occur
in conjunction with each other to form one action (the Roll), they are
in fact two separate entities being kept track of by the game.  This
is very important in understanding this glitch.
     The fact that these two things are actually independent allows us
to cancel the Roll animation, yet retain the invincibility frames. 
When a Roll is Kara Canceled, only one thread is interrupted: the
animation thread.  Thus, the invincibility thread continues to live
on.  So the Special Move gains the benefit of these invincibility
frames rather than the Roll.  Thus, the Special Move begins to animate
and does its thing, but gets the benefit of the Roll's invincibility! 
And already you can imagine how this can affect certain characters'
game plans.

     However, remember: Roll invincibility doesn't last forever.  And
since the invincibility thread is that of the Roll, that means the
invincibility DOES run out.  Every characters' Rolls have 21-22 frames
of pure invincibility (except Chun Li, who happens to have 23, and
Eagle and Maki, who have 20).  Thus, only the first 21-22 frames of a
Special Move will actually be invincible.  So although Ryu can, for
example,  Roll Cancel his Hadouken, he'll still become vulnerable
shortly after the Fireball leaves his hands.  So if you predict Ryu's
Fireball and Jump over it as he throws it, even if he Roll Cancels the
Hadouken you'll still be able to nail him in his delay.  Granted, you
may hit him a little lower than you expected (throwing off your
timing), but you can still hit them.
     More examples: if Blanka does a Roll Canceled Rolling Attack from
across the screen, by the time he reaches you, you can still Jab (LP)
him or Uppercut him out of the Rolling Attack.  Also, if the move has
natural delays, you can always nail the enemy out of their delay.  If
Cammy does a Roll Canceled Cannon Drill too close to you, you can
still nail her during her delay if you Block it.  If Bison does a Roll
Canceled Psycho Crusher and you Block it, you can still nail him after
he passes through you.  If you Block a Roll Canceled Rolling Attack
from Blanka, you can still nail him in his delay (if you can reach
him, that is... ^_^).
     But that doesn't mean Roll Canceling turns out to be useless. 
Blanka can perform a Roll Canceled Rolling Attack or M.Bison can
perform a Roll Canceled Psycho Crusher for 100% Anti-Air.  If Iori
does the first third of the Deadly Flower with a Roll Cancel and
forces you to Block it, it's free!  You can't hit him before he hits
you, and he has no delay.  And just having another way of avoiding
Projectiles can never be a bad thing (Roll Cancel your own Projectile
to go THROUGH the enemy's Projectile!).

* * *

     The biggest thing going against Roll Cancels is that it is HARD
TO DO.  So I will repeat it again: THIS IS NOT EASY TO DO.  So if you
have trouble pulling this off, don't be discouraged.  It takes
practice, so don't expect to perform these Roll Cancels at a 100%
clip.  If you can pull it off 70% to 80% during a normal match, that's
already incredible enough.
     Any Special Move works with Kara-Roll Canceling, but you need to
be fast.  You can only cancel the first 3 frames of a Roll with a
Special Move (and by frames, I mean refresh frames... so 3 frames is
basically a fraction of a second).  Thus, you have to perform the Roll
and then the Special Move within microseconds of each other.  In fact,
it's best if you "blend" the Roll into the motions.  Here are two

-Roll Canceled Fireball Special Move:
-- Down, Down/Toward + Jab + Short, Toward + Punch

Roll Canceled Sonic Boom Special Move:
-- Back, Neutral + Jab + Short, Toward + Punch

     This is the best way to perform a Roll Cancel.  But it's still
makes it very difficult.  The window is 3 frames, remember, for the
Roll Cancel.  Thus, it's VERY easy to do the Roll too early or too
late, both leading to results that may not be necessarily desirable. 
If you press Jab (LP) + Short (LK) too early, you'll most likely just
Roll, which may put you right next to the enemy so they can Combo you
with whatever they so feel.  If you press Jab (LP) + Short (LK) too
late, you will just end up doing the Special Move WITHOUT the
invincibility you are trying to get (because the Jab (LP) or Short
(LK) will activate the Special Move rather than making you Roll).  But
I would say that 90% of the time a failed Roll Cancel will results in
the Special Move sans invincibility.  If you are Rolling most of the
time when you fail, you are more than likely pushing the Jab and Short
buttons too early.
     The best way to do this is to try a "sweeping" motion of your
fingers across the buttons.  Place your index finger and thumb over
the Jab (LP) and Short (LK) buttons respectively.  Then put your ring
or pinky finger over the button you plan to use to activate the
Special Move.  Then, when you do the joystick motion, roll your hand
from left to right very quickly so that you press Jab (LP) and Short
(LK) during the joystick motion.  Time it so that you end the joystick
motion at the same time you end rolling your hand.  The rolling motion
of you right hand essentially lets you hit all three buttons almost at
the same time, bringing the index and thumb down only half a second
earlier.  That should allow you to Roll right before you activate the
Special Move.
     For those of you who play cross-handed, I don't have a
recommended way of doing this...  You might have to try hitting the
Jab and Short with your ring and pinky fingers instead, and hit the
third button with the index finger or thumb.  But I don't know how
comfortable that really is, so you'll have to figure something out on
your own.

     When all is said and done, it takes precise timing to perform and
it isn't easy.  You have to practice to become good at it, but some
players have already gotten to an 80% success rate.  Some players
claim a 95% success rate already on most Fireball motions, but they
usually refer to Training Mode scenarios.  Pulling it off in the midst
of combat, when you need absolute precision and timing is another
story.  But it can be done with some consistency, no doubt.  It just
takes practice, so don't be discouraged.

* * *

     Now that we know how to Kara-Roll Cancel a Special Move, we
should mention certain special cases for certain types of Special

     Characters that have a Counter, such as Geese or Rock, become
invincible when they perform a Kara Counter.  But, essentially, this
makes the Counter pointless!  If someone is attacking you, you should
NOT perform a Roll Canceled Counter, or else the enemy cannot hit you.
And if they cannot hit you, you can't Counter the move!  Thus, you
may only want to Roll Cancel, say, Geese's Counter just to go through

     Projectile Reflects, such as Rugal's Dark Barrier or Athena's New
Psycho Reflector, work mostly the same way whether Roll Canceled or
not.  The only difference is that you can't be hit for those first
21-22 frames if it.  Otherwise, the Fireball will be reflected back as
     However, there are two cases where the behavior is a little
different: Yamazaki's Double Return and Eagle's Saint Andrews Green. 
In both of those cases, the character doesn't actually reflect your
Projectile.  Rather, what really happens is that they absorb it and
fire back their "own" Projectile.  Apparently, these moves work by
"trading" with the Projectile.  The moves hit the Projectile and erase
it but the Projectile also "hits" the move.  If the move is hit by the
projectile, it'll register as catching a Projectile and will shoot
back it's own.  But if you Roll Cancel these two particular reflect
moves, the projectile can't HIT the moves because they are invincible!
So what happens is that the Projectile is hit by the move (and gets
erased), but the Projectile doesn't hit the move... so nothing is shot
back!!  So if you are trying to reflect a Projectile back at the enemy
with these two characters, don't perform a Roll Cancel.

-Button Tapping Special Moves-
     Button Tapping Special Moves behave like all other Roll Canceled
Special Moves.  However, the reason for this section is... how on
earth do you purposely perform a Roll Canceled Special Move?!?  Well,
remember how earlier it was said that it only takes five button
presses to activate a Button Tapping Special Move?  Knowing this lets
you perform a Roll Canceled Special Move.  Basically, perform a
controlled Button Tapping Special Move the same way you normally
would, except use Jab + Short as on of the button sequences
(preferably the second to last one).
     So with Honda, for example, you can do the following sequence:

Jab, Strong, Fierce, Jab + Short, Fierce (LP, MP, HP, LP + LK, HP)

     The initial Jab (LP) will make you whiff the Punch.  Right when
the Jab (LP) ends, you'll have just finished pressing the first Fierce
(HP).  Then, quickly do the last two presses.  The first will make you
Roll, the second will make you come out with the Hyakuretsu Harite
(the Hand Slap).
     It turns out that the most useful version of Roll Canceling a
Button Tapping Special Move is with Blanka.  Doing a Roll Canceled
Fierce (HP) Electric Thunder to a person getting up from the ground
means you have an invincible Meaty Attack.  Even a Level 3 Tiger Raid
from Sagat will lose out to such a Meaty Attack.  It takes great
timing to perform, but if you can pull it off consistently (as one
player in Japan can), then it's worth it.

     Yup.  Taunts act as Special Moves.  So you can Kara-Roll Cancel a
Taunt!!!  So yes, you can use Taunts to go through Projectiles as
well!  And to avoid Special Moves and Supers and such!  So not only
can you avoid these things, you can avoid them IN STYLE!!  ^_^  The
ultimate Kara-Roll Cancel insult!

* * *

| Q & A |
     By now, many many many many MANY questions are probably popping
into everyone's head.  Most of you out there will probably start
asking yourself many "Can you...?" questions.  Can you Roll Cancel the
Roll into another Roll?  Can you Roll Cancel a Roll into a Custom
Combo in A Groove?  Can you Roll Cancel into Super Combos?!?  Can you
perform a "Dodge Cancel" in S Groove?  Can you Roll Cancel a Counter
Movement in N Groove?  Well, this section will attempt to answer all
the questions you may have come up with.

Q. Can you Roll Cancel the Roll into another Roll?
   A. No.  Rolls, remember, cannot be Buffered into.  Thus, they do
not have the ability to cancel Normal Moves that hit or otherwise. 
Since Normal Moves and Rolls are the only things that can be Kara
Canceled, you can apply the same logic to Rolls.  Thus, Rolls cannot
be used to Kara Cancel themselves.  So no 100% invincible infinite

Q. Can you Roll Cancel into Super Combos?!?
   A. Yes.  However, Supers have their own "invincibility threads." 
Thus, whenever a Super is activated, the game will recalculate the
intended invincibility thread of the Super Combo.  So whatever
invincibility thread was leftover from the Roll Cancel will be erased
with the appropriate invincibility thread of the Super Combo.  Thus,
Level 1's and other weak Supers will not gain the invincibility of a

Q. Can you Roll Cancel a Roll into a Custom Combo in A Groove?
   A. No.  And this is a moot point anyhow.  By the same virtue as the
Super Combos, a Custom Combo would recalculate it's own invincibility
right upon start-up.  So even if you could Cancel a Roll into a
Custom, there really isn't much point to it.

Q. Can you Roll Cancel a Dodge in S Groove?
   A. No.  Repeated attempts have been made to perform a Kara-Dodge
Cancel, but so far to no avail.  There are no solid theories as to why
this is, but the best theory I can provide is this: Dodges are very
"specific" in their properties and the three phases of a Dodge are
handled very specifically.  So there was no carelessness in
accidentally allowing the Dodge to be Kara Canceled at the beginning. 
This reason doesn't make much sense, admittedly.  ^_^  But there
really is no clear reason why this doesn't work.

Q. Can you Roll Cancel a Counter Movement in N Groove?
   A. No.  Even though Counter Movements ARE just Rolls, it appears
that because they are done in a non-Neutral situation (during a
Block), Capcom wasn't worried about Counter Movement commands and
Special Move commands interfering with each other.  Thus, you are not
allowed to Roll Cancel a Counter Movement.  At least, so far, I
haven't been able to do it and haven't seen anyone do it.

Q. Can you use the Negative Edge to perform a Roll Cancel?
   A. Yes.  But this isn't easy at all.  It sounds like it should make
performing a Roll Cancel MUCH easier... a breeze, even.  But for some
reason, it is MUCH easier to perform a Kara-Roll Cancel the "normal"
way: by pressing a button.  Normally, you would think that it would be
more effective to do the motion, hit Jab + Short part way through the
motion, and then activate the Special Move by releasing the Jab or
Short that you pressed down (depending on what Move you are trying to
do).  However, after trying this repeatedly, it's pretty conclusive
that this method is actually HARDER to do.  Why is that?  We're not
sure why, but it may, in fact, be quicker to hit another button down
by rolling your fingers across Jab (LP) and Short (LK) and the third
button then it is to releasing Jab (LP) or Short (LK) after pressing
them down.

Q. Can you Kara Cancel a Roll into a Jab (LP) or Short (LK) version of
a Special Move?
   A. Yes, but, again, it's MUCH harder to do.  This is because you
have to tap Jab (LP) + Short (LK) VERY quickly.  You have 3 frames to
cancel a Roll, right?  So in 3 frames, you have to have let go of the
Jab (LP) and Short (LK) and have pressed Jab (LP) or Short (LK) again
for your Special Move!  3 frames is a VERY short period of time,
folks, so this is not gonna happen very often at all.  You're better
off sticking with the other four buttons for activating the Special
Move (another limiting factor of Roll Canceling).

Q. Can you extend Zangief's SPD range with this, in a way that the
Extended SPD Range in Alpha 3 worked?
   A. By virtue that you move slightly forward because of the Roll
before it's canceled, yes, by a tiny bit.  But good luck Roll
Canceling 360 motions.  ^_^

Q. Hmmm...  Speaking of Zangief's SPD...  Since these are a Roll's
invincibility, can you Throw the enemy during these invincible frames?
   A. Yes.  All properties of the Roll are still there.  So even if
Iori does a Kara-Roll Canceled Deadly Flower and you do a Final Atomic
Buster with Zangief, you're going to grab the enemy.  Rolls do not
have invincibility against Throws.  However, if the Throw isn't
instant or if it has less range than the attacking move or if it has
no invincibility, you will probably get hit out of your Throw attempt
rather than getting the Throw off.  You can only be Thrown if you are
within their range and they can grab you past (or through) your
attack.  And, of course, ONLY if the move you are doing is still on
the ground.  You still can't be grabbed if you do a Roll Cancel Blanka
Rolling Attack, for example, unless it's an Air Throw of some sort
(like Zangief's Aerial Russian Slam).

* * *

     So just how much will this affect gameplay?  After reading the
description of this glitch, this glitch sounds VERY game breaking. 
Invincible Rolling Attacks from Blanka?  Free Anti-Airs for just about
every character?  Have Projectiles now been rendered useless?  This
isn't good at all!
     So the question has arisen: should this be banned from
tournaments?  Is this one of those glitches that should just be

     This debate hasn't been resolved yet, and the following is an
editorial from me.  This is in no way fact-based or what you should
follow.  It is simply my opinion after trying to watch the effects of
Roll Cancels... and that's ALL it is: an opinion.
     But my answer to this question is "No."  It shouldn't be banned
nor should it be considered "cheating" if someone can do it to you. 
Here are my reasons:

1) It's really difficult.  If you can pull it off consistently, within
the constraints of a REALLY tough and frantic match, then you deserve
to pull it off.  That's clutch.

2) Roll Cancels can only be that effective on moves that have
absolutely no delay.  A Roll Canceled Blanka Rolling Attack or Rugal
God Press may sound pretty damn scary, but if you aren't attacking and
simply Block them, you can punish them in your normal fashion!  So let
them try it, and then Combo them afterwards.
     And with moves like Iori's Deadly Flower that have no delay when
Blocked, the range on that move is not that long.  So if you play a
smart game outside of the Deadly Flower's range, you can watch Iori
whiff the first hit and then Sweep him in response.  The invincibility
doesn't last long enough to cover his recovery if he whiffs.

3) If all you are trying to do is Roll Cancel Special Moves to attack
your opponent, your gameplay will suffer tremendously.  Mastery of
Capcom Vs. SNK 2 is SO MUCH MORE than just Special Moves.  For
example, experts in N-Groove with rush you down with repeated Running
Normal Moves and Low Jumps.  A-Groove players need to find a way to
land their Custom Combo, otherwise why are they using A-Groove?  And
C-Groove is very highly Super Combo based, and I've already
established that Roll Canceling Supers does nothing.
     And if you fight someone who thinks they can beat you simply by
throwing out Roll Canceled moves all day, they become obvious,
predictable, and very easy to beat.  Roll Canceling can only be useful
when used sparsely and in situations that WARRANT a Roll Canceled
Special Move.  They ARE useful, but can't be relied on as your key to

4) How can you enforce such a ban?  You would either have to really
just trust the integrity of those who entered to not try the glitch
(if Bison hits you out of the air with a Psycho Crusher, he MAY have
just hit you RIGHT before your kick came out...).  Either that, or you
have to have someone watching hands for the entire fight and having to
have a judge stare at hands the entire game is plain ridiculous.

     So those are my reasons why they shouldn't be banned.  The people
of Japan are not planning to ban it and it is already integrated into
normal gameplay.  Yet we don't see it dominating any matches.  They
don't see it as something that can ruin CvS2 and so far it hasn't.
     So at this point, it's really up to you to decide for yourself
whether it's cheap or not.  Learn it and try to exploit it, and if you
can make it "cheap" and "unfair" and "game breaking," then we'll talk.
But for now, nothing has been proven, so there should be no ban.


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

| |                 | |                       | |                 | |
| |                 | |  PART IV:  MOVELISTS  | |                 | |
| |                 | |                       | |                 | |

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

     Here are the movelists for every character in the game, starting
with the Capcom half and then the SNK half.  Characters are listed
alphabetically.  Thanks goes to Jeff Chen for writing up the little
Bios and history of which games the characters appeared in.


   ==========                                              Chapter 15
---| Legend |--------------------------------------------------------
   ========== (Applies to all characters facing right)

        |  \  ---o
QCF -   |   \                           (Down, Down/Towards, Towards)
        o    o
        |    /  o---
QCB -   |   /                                 (Down, Down/Back, Back)
        o  o
        ---o  |  \
DP  -         |   \                     (Towards, Down, Down/Towards)
              o    o
        o---  |    /
RDP -         |   /                           (Back, Down, Down/Back)
              o  o
        o---  /  |  \  ---o                  (Back, Down/Back, Down, 
HCF -        /   |   \                         Down/Towards, Towards)
            o    o    o
                                             (Towards, Down/Towards,
HCB -   ---o  \    |    /  o---                Down, Down/Back, Back)
               \   |   /
                o  o  o
360 -  Rotate the joystick in a full circle in any direction

T   -  ---o                                                 (Towards)

D   -  |                                                       (Down)

B   -  o---                                                    (Back)

U   -  |                                                         (Up)
DT  -   \                                              (Down/Towards)
DB  -   /                                                 (Down/Back)
UT  -   /                                                (Up/Towards)
+   - Press following button at same time you finish previous motion.
,   - Charge in previous direction before going to next position.
Tap - Press the following button repeatedly.
                                      (o)       (o)       (o)
                                      JAB     STRONG    FIERCE
P     -  Press any Punch:
                                       o         o         o

                                       o         o         o

K     -  Press any Kick:
                                      (o)       (o)       (o)
                                     SHORT    FORWARD ROUNDHOUSE
                                      (o)       (o)       (o)
                                      JAB     STRONG    FIERCE
2P    -  Press any 2 Punches:
                                       o         o         o

                                       o         o         o

2K    -  Press any 2 Kicks:
                                      (o)       (o)       (o)
                                     SHORT    FORWARD ROUNDHOUSE
                                      (o)-- + --(o)-- + --(o)
                                      JAB     STRONG    FIERCE
3P    -  Press all 3 Punches:
                                       o         o         o

                                       o         o         o

3K    -  Press all 3 Kicks:
                                      (o)-- + --(o)-- + --(o)
                                     SHORT    FORWARD ROUNDHOUSE
                                      (o)        o         o
LP    -  Press the following button:
                                       o         o         o

                                       o        (o)        o
MP    -  Press the following button:
                                       o         o         o

                                       o         o        (o)
HP    -  Press the following button:
                                       o         o         o

                                       o         o         o

LK    -  Press the following button:
                                      (o)        o         o
                                       o         o         o

MK    -  Press the following button:
                                       o        (o)        o
                                       o         o         o

HK    -  Press the following button:
                                       o         o        (o)
START -  Press the following button:                   (Start Button)
->       - Can be followed up with following command.
(A)      - Can be done in the Air as well.
(A only) - Can only be done in the Air.
(3)      - Level 3 Only.
(x 3)    - Can be repeated 3 times.
(hold)   - Hold the button down.
.../...  - Can do either option on either side.
(<blah>) - Follow instructions inside parentheses.
Movenames that are indented are moves that can be used as a follow-up
to the last listed move that has one less indentation.

Move 1
     Move 2 - Follows Move 1
     Move 3 - Follows Move 1
          Move 4 - Follows Move 3
          Move 5 - Follows Move 3
     Move 6 - Follows Move 1
          Move 7 - Follows Move 6
Move 8
Move 9
Special Moves are listed first.  Super Combos are listed next.


   =====================                                   Chapter 16
---| Capcom Characters |---------------------------------------------

GAME OF ORIGIN: Super Street Fighter II Turbo (as Shin Gouki)
OTHER APPEARANCES: X-Men: COTA, Street Fighter Alpha Series, Street
   Fighter III: Second Impact, Street Fighter III: Third Strike,
   X-Men: Children of the Atom, X-Men Vs. Street Fighter, Marvel
   Super Heroes Vs. Street Fighter, Marvel Vs. Capcom 2, Street
   Fighter: EX, Super Puzzle Fighter II Turbo, Gem Fighter, SNK Vs.
   Capcom: Match of the Millennium, Capcom Vs. SNK
BIO: Akuma and the master of Ryu and Ken both trained under a common
master.  One day, Akuma discovered that the techniques he was learning
were meant for killing, and so he unleashed their potential and
murdered both his master and the master of Ryu and Ken.  He has been
looking for worthy challengers ever since.  Akuma's style is the same
that Ryu and Ken use, only it is fully-realized and extremely
powerful.  He is merciless to his opponents and has no doubt brought
on the deaths of many challengers.  He has issued a challenge to Ryu
to unleash his potential as well, and to come seek him in a fight when
he does.  When not looking for new challenges, Akuma resides on an
island near Japan.  His trademarks are the Japanese/Chinese symbol for
"heaven" burned on his back, and his most destructive move, the
"Raging Demon."

Gouhadouken          - QCF + P
Zanku Hadoken        - QCF + P (A only)
Shakunetsu Hadouken  - HCB + P
Goushoryuken         - DP + P
Tatsumaki Zankukyaku - HCB + K (A)
Hyakki Shu           - DP + K
     Hyakki Gouzan   - (do nothing)
     Hyakki Goushou  - P
     Hyakki Gousai   - B / T + P (slightly above enemy)
     Hyakki Goudan   - K
     Hyakki Goutsui  - B / T + K (right next to enemy)
Ashura Senku         - DP / RDP + 3P / 3K
Zenpou Tenshin       - QCB + P

Messatsu Gouhadou    - HCB HCB + P
Messatsu Goushoryu   - QCF D DT + P
Tenma Gouzanku       - QCF QCF + P (A only)
Shungokusatsu        - LP LP T LK HP (3)


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 3,
   Capcom Vs. SNK
BIO: Balrog is an incredibly strong boxer who was disqualified from
the US boxing circuit.  He was picked up by M. Bison, who made him one
of his Shadowloo goons.  Balrog doesn't have a lot of brains to boast
about, but his strength is truly fearsome.  He beats opponents through
deadly brute force.  At heart, Balrog is greedy and lusts for a life
filled with riches, fame, and women.

Dash Straight        - B, T + P
Dash Uppercut        - B, T + K
Dash Ground Straight - B, DT + P
Dash Ground Uppercut - B, DT + K
Turn Punch           - Hold 2P / 2K, then release
Buffalo Headbutt     - D, U + P

Crazy Buffalo        - B, T B T + P (can hold K after start)
Gigaton Blow         - B, T B T + K (3)


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 3,
   Street Fighter EX2, Street Fighter EX3, Capcom Vs. SNK
BIO: Jimmy was lost in a plane crash in Brazil.  He was horribly
mutated and grew up in the wild.  He emerged as Blanka and began to
appear on the Street Fighting scene.  Although appearing ferocious,
Blanka appears to be trying to make friends.  However, his method for
making new friends is to fight them and although Blanka finds this as
fun and playful, his opponents may not share this sentiment.  He
fights with jungle ferocity and uses sharp teeth and claws.  He can
also generate electricity in his attacks.  He is friends with Dan.

Electric Thunder     - Tap P
Rolling Attack       - B, T + P
Back Step Rolling    - B, T + K
Vertical Rolling     - D, U + K
Surprise Forward     - 3K
Surprise Back        - B + 3K

Direct Lightning     - B, T B T + P
Ground Shave Rolling - B, T B T + K
Shout of Earth       - DB, DT DB U + P


GAME OF ORIGIN: Super Street Fighter II
OTHER APPEARANCES: Super Street Fighter II Turbo, Street Fighter
   Alpha 2 Gold, Street Fighter Alpha 3, X-Men Vs. Street Fighter,
   Marvel Vs. Capcom 2, Capcom Vs. SNK
BIO: Cammy is one of M. Bison's genetically enhanced soldiers.  These
soldiers have the bodies of young women, increased strength, and
robot-like personalities ready-made to carry out Shadowloo's
assassination orders efficiently.  They employ a fighting style
developed by special Shadowloo training.  Cammy's skill and efficiency
makes her a favorite of M. Bison's.  She would later be abandoned by
Bison, found in an amnesiac state by the British Special Forces, and
utilized as an agent.  For now, though, Cammy loyally follows the
orders of M. Bison, terminating opponents and gathering fighting data.

Spiral Arrow                 - QCF + K
Cannon Spike                 - DP + K
Axle Spinning Knuckle        - HCB + P
Hooligan Combination         - DB D DT T UT + P
     Fatal Leg Twister       - B / T + P (slightly above enemy)
     Cross Scissors Pressure - B / T + P (right next to enemy)
     Razor Edge Slicer       - (do nothing)
     Cannon Strike           - K
Cannon Strike                - QCB + K (A only)

Spin Drive Smasher           - QCF D DT + K
Reverse Shaft Breaker        - QCB QCB + K 


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II Series, Street Fighter Alpha
   series, Street Fighter III: Third Strike, X-Men Vs. Street
   Fighter, Marvel Super Heroes Vs. Street Fighter, Marvel Vs.
   Capcom, Marvel Vs. Capcom 2, Street Fighter EX series, Super
   Puzzle Fighter II Turbo, Gem Fighter, SNK Vs. Capcom: Match of the
   Millennium, Capcom Vs. SNK
BIO: Chun Li is a Chinese Interpol agent.  Her father disappeared at
the hands of Shadowloo and now she wants nothing more than to find out
what happened to him.  She is a skilled martial artist who uses a lot
of speed.  She has partnered up with Air Force agents Charlie and,
later, Guile during her investigation of Shadowloo.  When it is all
over, Chun Li hopes to be able to return to the life of a normal young

Hyakuretsukyaku    - Tap K
Kikouken           - HCF + P
Spinning Bird Kick - D, U + K

Kikoushou          - QCF QCF + P
Hoyokusen          - QCF QCF + K


GAME OF ORIGIN: Street Fighter Alpha
OTHER APPEARANCES: Street Fighter Alpha series, Marvel Super Heroes
   Vs. Street Fighter, Marvel Vs. Capcom 2, Super Puzzle Fighter II
   Turbo, Gem Fighter, SNK Vs. Capcom: Match of the Millennium,
   Capcom Vs. SNK Pro
BIO: Dan's father was killed by Sagat in a fight.  Dan seeks revenge
although his style is weak.  Dan is loud, obnoxious, and likes to show
off even though he has little to back it up.  He is mostly portrayed
as a joke character.  In various games, he has revealed that he has a
friendship with Blanka (whom he calls Jimmy), called Sakura his
"student," and found out that his father had been turned in to
Mecha-Gouki.  His trademark is his ability to taunt infinitely and
with variety in every game.

Gadouken          - FB + P
Kouryuken         - DP + P
Dankukyaku        - QCB + K (A)
Zenten Chohatsu   - QCF + Start
Kouten Chohatsu   - QCB + Start

Shinkuu Gadouken  - QCF QCF + P
Kouryurekka       - QCF D DT + P
Hissyo Buraiken   - QCB QCB + K
Chohatsu Densetsu - QCF QCF + Start


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 2,
   Street Fighter Alpha 3, X-Men Vs Street Fighter, Marvel Super
   Heroes Vs. Street Fighter, Marvel Vs. Capcom 2, Street Fighter EX
   Plus Alpha, Street Fighter EX 2, Street Fighter EX 3, Capcom Vs.
BIO: The Indian Dhalsim practices yoga to reach a higher plane of
existence.  Dhalsim feels his role is as a protector of his family,
land, and people.  He is normally very peaceful, and street fights as
part of his training.  He incorporates yoga in his fighting, enabling
him to stretch his limbs and breathe fire.  Dhalsim is supported in
his efforts by a wife and son.

Yoga Fire     - QCF + P
Yoga Flame    - HCB + P
Yoga Blast    - HCB + K
Yoga Teleport - DP / RDP + 3P / 3K

Yoga Stream   - QCF QCF + P
Yoga Volcano  - QCK QCF + K
Yoga Tempest  - HCB HCB + P (3)


GAME OF ORIGIN: Street Fighter
OTHER APPEARANCES: Street Fighter Alpha 3 (Gameboy Advanced version)
BIO: Obviously of the British upper class, Eagle challenges his
opponents with a baton in each hand.  The later British boxer Dudley
resembles Eagle in style.  Eagle was one of the tougher opponents Ryu
faced in the original Street Fighter.

Manchester Black    - QCB + P
Canterbury Blue     - QCF + P (Hold)
Oxford Red          - HCF + K
Liverpool White     - QCB + K
Saint Andrews Green - DP + P

Manchester Gold     - QCB QCB + P
Union Jack Platinum - QCF QCF + P


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 3,
   Capcom Vs. SNK
BIO: E. Honda had reached the top of the sumo wrestling circuit.  He
was insulted to find that the rest of the fighting world did not
consider sumo wrestling a legitimate martial art.  He went out into
the world of Street Fighting to prove them all wrong.  Honda's sumo
techniques include some non-traditional moves, but the intent is all
the same: to crush the opponent.  He has been known to have a
friendship with Ryu and an association with Sodom.

Hyakuretsu Harite    - Tap P
Super Zutsuki        - B, T + P
Super Hyakken Otoshi - D, U + K
Ooichou Nage         - 360 + P

Onimusou             - B, T B T + P
Orochi Kudaki        - 360 360 + P (3)


GAME OF ORIGIN: Street Fighter Alpha 2
OTHER APPEARANCES: Street Fighter Alpha 3 (Home version), Street
   Fighter EX Plus, Street Fighter EX 3, SNK Vs. Capcom: Match of the
   Millennium, Capcom Vs. SNK
BIO: Evil Ryu is the manifestation of Ryu when his full power is
finally realized.  Like Akuma, Evil Ryu has relearned the killing
aspect of their martial art and has unlocked the most powerful move of
them all: the Raging Demon.  Perhaps only Evil Ryu is a worthy enough
challenge to Akuma.

Hadouken                          - QCF + P
Shakunetsu Hadouken               - HCF + P
Shoryuken                         - DP + P
Tatsumaki Senpukyaku              - QCB + K
Air Tatsumaki Senpukyaku          - QCB + K (A only)
Straight Air Tatsumaki Senpukyaku - HCB + K (A only)
Ashura Senku                      - DP / RDP + 3P / 3K

Shinkuu Hadouken                  - HCB HCB + P
Messatsu Goushoryu                - QCF D DT + P
Shungokusatsu                     - LP LP T LK HP (3)
Metsu Hadouken                    - QCB QCB + K (3)


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 3
   (Home version), Marvel Vs. Capcom 2, Street Fighter EX series, SNK
   Vs. Capcom: Match of the Millennium, Capcom Vs. SNK
BIO: Guile is a Lieutenant Colonel in the U.S. Air Force.  His friend
and Air Force comrade, Charlie Nash, was killed while trying to arrest
M. Bison, evil overlord of Shadowloo.  Wearing the dog tags of his
late friend, Guile vows vengeance on M. Bison.  He uses a fighting
style developed through military training, emphasizing strength and
focus over speed.  He has been known to partner up with Charlie's
former Interpol associate, Chun Li.

Sonic Boom        - B, T + P
Somersault Kick   - D, U + K

Total Wipeout     - B, T B T + K
Somersault Strike - DB, DT DB U + K
Sonic Hurricane   - B, T B T + P (3)


GAME OF ORIGIN: Street Fighter
OTHER APPEARANCES: Street Fighter 2010 (^_^), Street Fighter II
   series, Street Fighter Alpha series, Street Fighter III series,
   X-Men Vs. Street Fighter, Marvel Super Heroes Vs. Street Fighter,
   Marvel Vs. Capcom 2, Street Fighter EX series, Super Puzzle
   Fighter II Turbo, Gem Fighter, SNK Vs. Capcom: Match of the
   Millennium, Capcom Vs. SNK
BIO: Ken trained from childhood in Japan with his friend Ryu.  When he
moved to the USA, he became the U.S. Street Fighting champion. 
Although he leads a satisfactory life with his girlfriend Eliza, he is
often challenged by Ryu to seek self-improvement.  Ken is arrogant and
showy, and his style of fighting reflects that, right down to the
flaming Shoryuken.  He would later go on to: marry Eliza; have a son
named Mel; and take on a student named Sean.

Hadouken                 - QCF + P
Shoryuken                - DP + P
Tatsumaki Senpukyaku     - QCB + K (A)
Ryusenkyaku              - RDP + K
Nataotoshi Kick          - HCF + LK
     Inazuma Kakoto Kick - Hold LK from Nataoshi Kick
Kamabarai Kick           - HCF + MK
     Inazuma Kakoto Kick - Hold MK from Kamabarai Kick
Oosotomawashi Kick       - HCF + HK
     Inazuma Kakoto Kick - Hold HK from Oosotomawashi Kick
Zenpou Tenshin           - QCB + P

Shoryureppa              - QCF D DT + P
Shinryuken               - QCF D DT + K
Shippu Jinraikyaku       - QCB QCB + K (3)


GAME OF ORIGIN: Rival Schools
OTHER APPEARANCES: Rival Schools 2: Evolution, Rival Schools 2:
   Project Justice
BIO: Kyosuke is on the morals committee at Taiyo high school.  He
joins up with schoolmates Batsu and Hinata to investigate the
kidnapping of Batsu's mother.  He knows, however, that the mastermind
behind the kidnapping is his older brother, Hyo.  Kyosuke can be
described as cool, calculating, and deductive.  He wears glasses and
fights with finesse.

Cross Cutter          - QCF + P
Lightning Upper       - DP + P -> QCF + K
Shadow Wave           - QCF + P (A)
Shadow Cut Kick       - QCF + K (A)
Shadow Breaker        - QCB + P

Super Cross Cutter    - QCF QCF + P
Super Lightning Upper - QCB QCB + P
Super Shadow Cut Kick - QCF QCF + K -> QCF + K
Final Grade Remix     - HCB HCB + K (3)


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha
   series, X-Men Vs. Street Fighter, Marvel Vs. Capcom 2, Street
   Fighter EX series, SNK Vs. Capcom: Match of the Millennium, Capcom
   Vs. SNK
BIO: M. Bison is the evil dictator of the criminal organization of
Shadowloo.  He wants nothing more than to hold the world in his grip
and become the most powerful man in existence.  He possesses a demonic
energy known as Psycho Power, which he uses to defeat his opponents in
any fight.  Some sources say that M. Bison is a being who remains
immortal by continually housing his soul in a new, strong body
whenever his present form is beginning to weaken.  This may be the
reason he is after Ryu.  Currently under his employ are Sagat, Vega,
and Balrog, as well as a specially trained group of strength-enhanced
female soldiers, the most prominent of which is Cammy.  Bison is the
murderer of Charlie, is responsible for the disappearance of Chun Li's
father, and has a history of antagonism with Rose.  The main storyline
suggests that he will ultimately be destroyed by Ryu and Ken, but will
he ever be destroyed for good?

Psycho Banish               - DP + P
Psycho Crusher              - B, T + P
Double Knee Press           - B, T + K
Head Press                  - D, U + K
     Somersault Skull Diver - P
Devil Reverse               - D, U + P -> P
Psycho Warp                 - DP / RDP + 3P / 3K

Knee Press Nightmare        - B, T B T + K
Mega Psycho Crusher         - B, T B T + P (3)


GAME OF ORIGIN: Final Fight 2
OTHER APPEARANCES: Street Fighter Alpha 3 (Gameboy Advanced version)
BIO: Maki is Guy's childhood friend, and the younger sister of Guy's
fiancee Rena.  Maki and Rena's father is also Guy's master, according
to the story of Final Fight 2 (although his name in that game is not
Zeku, who shows up as Guy's master in Street Fighter Alpha 2).  Maki
teamed up with Haggar and Carlos to fight the Mad Gear gang when they
resurged and kidnapped Rena and her father.  Maki likes to street
fight and was taught the Bushin/Ninjitsu style that Guy was taught. 
She uses a baton and possesses a lot of footspeed and acrobatic moves.

Genko              - QCF + P
Hayagake           - QCF + K (Can be canceled into Saka Hayagake)
     Run Cancel    - LK
     Slide         - MK
     Overhead Hop  - HK
Saka Hayagake      - QCB + K (Can be canceled into Hayagake)
     Run Cancel    - LK
     Jump Forward  - MK
     Jump Backward - HK
Tengu Daoshi       - HCF + P (A only)
Wall Jump          - QCB + LP (A only) (Perform against wall)
Izuna Otoshi       - QCB + MP / HP (A only) (Perform against wall)
Wall Drop          - QCB + LK (A only) (Perform against wall)
Hassoukyaku        - QCB + MK / HK (A only) (Perform against wall)
Reppukyaku         - 3K (Drains own Life Meter slightly)

Bushin Gouraiha    - QCF QCF + P
Tesshinhou         - QCF QCF + K -> K
Ajaratengu         - 360 360 + P (A)


GAME OF ORIGIN: Vampire (DarkStalkers)
OTHER APPEARANCES: Vampire Hunter (Night Warriors), Vampire Savior,
   Vampire Chronicles, Marvel Vs. Capcom, Marvel Vs. Capcom 2, Super
   Puzzle Fighter II Turbo, Gem Fighter, SNK Vs. Capcom: Match of the
   Millennium, Capcom Vs. SNK
BIO: Morrigan has inherited the position of the ruler of one of the
three Houses of Hell.  However, she'd rather have playful adventures
in the earth realm than to assume full-time ruling responsibilities. 
Morrigan is a succubus, a creature that lures men to their doom by
seducing them, and she fights with supernatural powers.

Soul Fist         - QCF + P
Air Soul Fist     - QCF + P (A only)
Shadow Blade      - DP + P
Vector Drain      - HCB + P

Valkyrie Turn     - HCB + K -> K (A) (Hold U or D to change heights)
Cardinal Blade    - QCF QCF + P (A)
Soul Phoenix      - QCF D DT + K
Darkness Illusion - LP LP T LK HP (A)


OTHER APPEARANCES: Final Fight 2, Final Fight 3, Street Fighter Alpha
   2, Street Fighter Alpha 3, Final Fight Revenge
BIO: Rolento was a member of Metro City's Mad Gear gang until the
group was dismantled by the heroes Guy, Cody, and Haggar.  Afterwards,
Rolento sought to create his own nation out of a united militia.  He
has a large number of followers and soldiers, but when he fights he
does it one-on-one.  Rolento wields a metal baton and uses knives and
grenades in his attacks.  He is adept at leaping all over the walls of
a fight setting in order to use an arsenal of aerial attacks.

Patriot Circle        - QCF + P (x 3)
Stinger               - DP + K -> P / K
Mekong Delta Attack   - 3P -> P
Mekong Delta Air Raid - QCB P -> P
Mekong Delta Escape   - QCB + K -> P / K
Scouter Jump          - 3K
Trick Landing         - B / F + 3K (when landing from any Jump)

Take No Prisoner      - QCF QCF + P
Mine Sweeper          - QCB QCB + P
Steel Rain            - QCF QCF + K


GAME OF ORIGIN: Street Fighter
OTHER APPEARANCES: Street Fighter 2010 (^_^), Street Fighter II
   series, Street Fighter Alpha series, Street Fighter III series,
   X-Men Vs. Street Fighter, Marvel Super Heroes Vs. Street Fighter,
   Marvel Vs. Capcom, Marvel Vs. Capcom 2, Street Fighter EX series,
   Super Puzzle Fighter II Turbo, Gem Fighter, SNK Vs. Capcom: Match
   of the Millennium, Capcom Vs. SNK
BIO: Ryu is the main character of the Capcom Street Fighting games. 
He is the epitome of the fighter who lives only to fight and improve
himself.  Ryu is disciplined, his technique is honed, and his strength
is incredible.  He trained from childhood in Japan with his friend
Ken.  Now he travels the world looking for the next worthy opponent. 
During his journeys, he was challenged by Akuma, the man who killed
Ryu's master.  Akuma informed Ryu that he had much untapped power
hidden inside him, and that he could never be the warrior he wishes to
be until he unleashes that power.  That power is also sought by M.
Bison, overlord of Shadowloo, who wants to capture Ryu and somehow
enhance himself with Ryu's strength.

Hadouken                     - QCF + P
Shakunetsu Hadouken          - HCF + P
Shoryuken                    - DP + P
Tatsumaki Senpukyaku         - QCB + K (A)

Shinkuu Hadouken             - QCF QCF + P
Shinkuu Tatsumaki Senpukyaku - QCB QCB + K
Shin Shoryuken               - QCF D DT + P (3)


GAME OF ORIGIN: Street Fighter
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha
   series, Street Fighter EX 2 Plus, Street Fighter EX 3, Capcom
   Vs. SNK
BIO: Sagat was the world street fighting champion until a young
upstart named Ryu defeated him, burning a scar in to his chest.  Sagat
soon found himself bitterly consumed with a lust for revenge, training
hard to one day face Ryu again and defeat him.  He added new moves to
his Muay Thai arsenal, and has accepted a position helping M. Bison in
exchange for the promise of new power, which he hopes to use against
Ryu.  Sagat is a towering fighter and wears an eyepatch.  He was
master to Adon and the killer of Dan's father, the man who cost him an

Tiger Shot          - QCF + P
Ground Tiger Shot   - QCF + K
Tiger Uppercut      - DP + P
Tiger Crush         - DP + K

Tiger Cannon        - QCF QCF + P
Ground Tiger Cannon - QCB QCB + P
Tiger Genocide      - QCF D DT + K
Tiger Raid          - QCB QCB + K


GAME OF ORIGIN: Street Fighter Alpha 2
OTHER APPEARANCES: Street Fighter Alpha 3, Marvel Super Heroes Vs.
   Street Fighter, Marvel Vs. Capcom 2, Street Fighter EX Plus Alpha,
   Street Fighter EX 3, Super Puzzle Fighter II Turbo, Gem Fighter,
   SNK Vs. Capcom: Match of the Millennium, Capcom Vs. SNK
BIO: Sakura is a schoolgirl whose primary interest is Street Fighting,
much to the dismay of her friends and classmates.  She idolizes Ryu
and often seeks to challenge him and make him her mentor.  Sakura's
style is modeled after Ryu's and, although her technique is not as
refined, her moves have been honed to be quite effective.

Hadoushou        - QCF + P
Shououken        - DP + P
Shunpu Renkyaku  - QCB + K -> QCB + K
Shunpukyaku      - QCB + K (A only)
Oukakyaku        - QCF + K (A only)
Sakura Otoshi    - DP + K -> P (x 3) / K

Shinkuu Hadouken - QCF QCF + P
Midare Zakura    - QCF D DT + K
Haru Ichiban     - QCB QCB + K


GAME OF ORIGIN: Super Street Fighter II Turbo
OTHER APPEARANCES: Street Fighter Alpha 2, Street Fighter Alpha 3
   (Home version), Street Fighter III: 2nd Impact, Capcom Vs. SNK
BIO: Shin Gouki is Akuma at his true, full power (Gouki is Akuma's
name in Japan).  Shin Gouki's most notable feature is his Double Zanku
Hadouken in the air.  That, along with his speed, makes him nearly
unstoppable.  After the Millionaire Fighting 2001 Tournament
(sponsored by Ken Masters and Robert Garcia), Shin Gouki not only has
the full powers of Akuma, but he also, after performing a Raging Demon
on Rugal, has the addition of Orochi blood.  Now, Akuma has access to
the deadliest move in the history of all Street Fighting: the Raging
Demon powered by Orochi blood.

Gouhadouken          - QCF + P
Zanku Hadoken        - QCF + P (A only)
Shakunetsu Hadouken  - HCB + P
Goushoryuken         - DP + P
Tatsumaki Zankukyaku - HCB + K (A)
Tenma Shurettou      - D D + 3P / 3K
Ashura Senku         - DP / RDP + 3P / 3K

Messatsu Gouhadou    - HCB HCB + P
Messatsu Goushoryu   - QCF D DT + P
Tenma Gouzanku       - QCF QCF + P (A only)
Shungokusatsu        - LP LP T LK HP (3)
Misogi               - HCB HCB + K (3)


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 3,
   Street Fighter EX 2, Street Fighter EX 3, Capcom Vs. SNK
BIO: Vega is called the "Spanish Ninja."  His preference is to fight
in cage, where he can scale the walls and dive down on opponents,
tearing them apart with a long metal claw that he wears on his hand. 
He wears a mask to protect his face, since he is extremely vain and
considers himself beautiful.  This obsession with beauty permeates his
personality and his attitude towards his opponents.  He equates beauty
with strength and ugliness with weakness, deserving of death.  He is
employed by M. Bison as an assassin for Shadowloo.

Rolling Crystal Flash    - B, T + P
Sky High Claw            - D, U + P
Flying Barcelona Attack  - D, U + K -> P
Izuna Drop               - D, U + K -> B / T + P (near enemy)
Scarlet Terror           - DB, T + K
Back Slash               - 3P
Short Back Slash         - 3K

Flying Barcelona Special - DB, DT DB U + K -> P
Rolling Izuna Drop       - DB, DT DB U + K -> B / T + P (near enemy)
Scarlet Mirage           - B, T B T + K
Red Impact               - B, T B T + P (3) (Must have claw)


GAME OF ORIGIN: Street Fighter III
OTHER APPEARANCES: Street Fighter Alpha 3 (Gameboy Advanced version),
   Street Fighter III series
BIO: Yun and his brother Yang appear in the later timeline, during the
time of Street Fighter 3.  They were born in Hong Kong and are
well-known in the streets of Hong Kong as the Twin Dragons, the
wildest boys in China.  They have strong connections to the underworld
bosses who they consider their godfathers.  However, Yun is
temperamental, impulsive, cocky, and arrogant and Yang disapproves of
Yun's tendency to fight without thinking.  They both learned their
martial arts from their grandfather, which some rumors say is Gen; all
three have similar martial arts styles.  Yun enjoys skateboarding as
much as fighting, which he does with a good dose of speed.

Tetsuzankou      - DP + P
Zesshou Hohou    - QCF + P
Senkyutai        - QCF + K
Kobokushi        - QCB + P
Fake Kobokushi   - QCB + 3P
Zenpou Tenshin   - HCB + K

Sourai Rengeki   - QCF QCF + P
Raishin Mahhaken - QCF QCF + K
You Hou          - QCB QCB + K (3)
Hiten Souryujin  - QCB QCB + K (A only) (3)


GAME OF ORIGIN: Street Fighter II
OTHER APPEARANCES: Street Fighter II series, Street Fighter Alpha 2,
   Street Fighter Alpha 3, Street Fighter EX series, Gem Fighter,
   SNK Vs. Capcom: Match of the Millennium, Capcom Vs. SNK
BIO: When he rose to prominence as the greatest wrestler in Russia,
the Russian government put Zangief through more training and had him
become an agent.  Zangief's assignments included the infiltration of
Shadowloo, which he may have done by posing as one of their members. 
Zangief's fearsome fighting techniques, which include the crushing
Screwdriver (or Spinning Piledriver), has earned him the nickname "Red
Cyclone."  Since he Throws so much, opponents often cry cheap, but
this doesn't faze him.  Zangief works alone, but has recently taken up
an apprentice named R. Mika.

Double Lariat       - 3P
Quick Double Lariat - 3K
Banishing Flat      - DP + P
Screw Piledriver    - 360 + P
Atomic Suplex       - 360 + K (next to enemy)
Flying Power Bomb   - 360 + K (away from enemy)

Final Atomic Buster - 360 360 + P
Aerial Russian Slam - QCF D DT + K


   ==================                                      Chapter 17
---| SNK Characters |------------------------------------------------

OTHER APPEARANCES: Psycho Soldier, King of Fighters series, King of
   Fighters R1, King of Fighters R2, King of Fighters EX, King of
   Fighters KYO, SNK Vs. Capcom: Match of the Millennium, Neo-Print
BIO: Athena is blessed with powers from all sorts of mythological
origins.  They say she is an incarnation of the Greek goddess Athena,
and that she draws her psychic powers from the legendary bird, the
Phoenix.  She utilizes these powers to fight evil, and she and her
friends Kensou and Chin form the Psycho Soldiers, a band of heroes. 
This team also participates regularly in the King of the Fighters
tournaments.  When not utilizing her psychic powers in battle, Athena
prefers the life of a cheerful and spirited young schoolgirl.  Her
trademark is her incredibly vast wardrobe, and she can change outfits
magically in the blink of an eye.

Psycho Ball Attack   - QCB + P
Psycho Sword         - DP + P (A)
New Psycho Reflector - HCB + K
Phoenix Arrow        - QCB + K (A only)
Super Psychic Throw  - HCF + P
Psychic Teleport     - QCF + K

Shining Crystal Bit  - HCB HCB + P -> 3P (Level 2 or 3 only)
     Crystal Shoot   - QCB + P (hold)
Phoenix Fang Arrow   - QCF QCF + K (A only)


GAME OF ORIGIN: King of Fighters '94
OTHER APPEARANCES: King of Fighters series, King of Fighters EX, King
   of Fighters KYO, Capcom Vs. SNK
BIO: Benimaru is a young half-Japanese half-American who is skilled in
the fighting style known as "shooting."  He is quite conceited and
vain, and loves nothing more than the attention and adoration of
women.  To his frustration, it is his fighting partner, Kyo, who seems
to get most of this attention and adoration.  Kyo, Benimaru, and a
third partner named Goro teamed up to participate in the King of
Fighters tournaments.  Benimaru has, over the years and throughout
many adventures, become a reliable friend to Kyo, but never ceases to
grumble at the praises lavished upon Kyo.  He hopes to one day be able
to steal the spotlight from Kyo, in the most sportsman-like way
possible, of course.  Benimaru's trademarks include his overdone
hairstyle and his ability to channel electricity in to his attacks.

Lightning Fist                  - QCF + P
Lightning Fist Upper            - DP + P
Iaido Kick                      - QCF + K
     Bounce-Back Tri-Level Kick - D U + K
Super Lightning Kick            - DP + K
Shinkuu Katategoma              - HCB + K -> 3K
Benimaru Collidor               - HCB F + P

Heaven Blast Flash              - QCF QCF + P
Discharge Spark                 - QCF QCF + K
Elec-Trigger                    - HCB HCB + P


GAME OF ORIGIN: King of Fighters '97
OTHER APPEARANCES: SNK Vs. Capcom: Match of the Millennium, Capcom
   Vs. SNK
BIO: Iori's Yagami family line has always been tainted with the blood
of Orochi.  When the Orochi power took over his body during the Riot
of Blood, Iori lost control over himself and became uncontrollably
murderous.  Only with a confrontation with Kyo was Blood Iori
defeated, returning Iori to his normal self and finally breaking free
of the Orochi curse.

Dark Thrust         - QCF + P
Fire Ball           - DP + P
Deadly Flower       - QCB + P (x 3)
Dark Crescent Slice - HCB + K

Hellfire Wave       - HCF D DF + P
Maiden Masher       - QCF HCB + P


GAME OF ORIGIN: King of Fighters '94
OTHER APPEARANCES: King of Fighters series, King of Fighters EX, King
   of Fighters KYO
BIO: Chang and Choi were lowlife criminals in Korea, but their lives
changed forever when they ran in to Korean fighter for justice, Kim
Kaphwan.  He beat them into submission, then forced them to train with
him so that they could one day be good and upstanding men.  Chang and
Choi do not enjoy this at all, and often try to find ways of escaping,
but every time they try they are caught by Kim and then beat into
submission again.  Kim puts their training to use by having them
become his teammates and participating in the King of the Fighters
tournaments.  Chang is a humongous and rotund man who wields an iron
ball on a chain in battle.  Choi is a tiny man who wears a hat and
uses claws to fight his enemies.  The two friends get a chance to team
up and fight together in CvS2.

Spinning Iron Ball - Tap P -> 3P
Breaking Iron Ball - B, F + P
Big Destroyer Toss - HCB F + P
Hurricane Cutter   - HCB + K
Flying Slice Dash  - DP + K
Hisho Kuretsu Zan  - HCF + K

Wild Ball Attack   - QCF HCB + P
Tornado Ripper     - HCB HCB + K


OTHER APPEARANCES: Fatal Fury Special, Fatal Fury 3, Real Bout: Fatal
   Fury series, Real Bout: Dominated Mind, Fatal Fury: Wild Ambition,
   Fatal Fury: First Contact, Art of Fighting 2, King of Fighters
   '96, King of Fighters 2000, King of Fighters EX, King of Fighters
   KYO, SNK Vs. Capcom: Match of the Millennium, 
BIO: Geese is the feared evil crime boss of Southtown.  The whole city
is under the control of his organization.  His goals are simple: to
become extremely rich and extremely powerful.  As a diversion and a
way of drawing out and eliminating possible dangerous enemies, he
created the King of Fighters tournament.  He held the tournaments for
a few years until one day he was defeated and apparently killed by
Terry Bogard, who came to avenge his father's death.  But Geese did
not die, and he has kept his business running, this time with a lower
profile.  Geese is a proficient martial artist whose main skill is his
ability to counter enemy attacks.  He is arrogant but level-headed. 
He is later truly killed by Terry, who then raises Geese's orphaned
son Rock.

Wind Slice          - QCF + LP / MP
Double Wind Slice   - QCF + HP
Gale Slash          - QCB + P (A only)
Upper Body Blow     - HCB + LP
Middle Body Blow    - HCB + MP
Lower Body Blow     - HCB + HK
Evil Shadow Smasher - HCB + K

Raging Storm        - DB HCB DF + P
Deadly Rave         - HCB F + LK, LP LP LK LK MP MK HP HK QCB + HP


BIO: Rugal has received various enhancements in the past, turning
himself into Omega Rugal and such.  But nothing has ever made him as
powerful as this.  Sapping the powers of Akuma after the Millionaire
Fighting 2001 Tournament (sponsored by Ken Masters and Robert Garcia),
Rugal gained the powers and knowledge that Akuma has awakened in
himself.  Now, God Rugal has the powers to bend time and space with
teleportation and the power to use the most deadly skill ever
conceived: the Raging Demon enhanced by Orochi power.

Wind Slice         - QCF + P
Kaiser Wave        - F HCF + P (hold)
Genocide Cutter    - DP + K
God Press          - HCB + P
Dark Barrier       - HCF + K
Dark Smash         - QCF + P (A only)
Rugal Execution    - HCB + K
Ultimate Lane      - DP / RDP + 3P / 3K

Gigantic Pressure  - QCF HCB + P
Total Annihilation - QCF D DF + K
Last Judgement     - LP LP F LK HP (3)
G-End              - HCB HCB + P (3)


GAME OF ORIGIN: Samurai Shodown
OTHER APPEARANCES: Samurai Shodown Series, SNK Vs. Capcom: Match of
   the Millennium
BIO: Haohmaru is a character based on the classic samurai Musashi
Miyamoto, and is the hero of the Samurai Shodown series of games. 
Haohmaru seems to be a wanderer who is only looking for the next
worthy challenger.  He thinks very highly of himself.  He is
well-rounded and astoundingly powerful with his sword.

Secret Cyclone Slash       - QCF + P
Fake Cyclone Slash         - QCF + K
Secret Crescent Moon Slash - DP + P
Secret Earthquake Slice    - QCB + P

Slash of Supreme Judgement - QCF D DF + P
Flame of the Conqueror     - HCB F + P (3)


GAME OF ORIGIN: King of Fighters '95
OTHER APPEARANCES: King of Fighters series, King of Fighters R1, King
   of Fighters R2, King of Fighters EX, King of Fighters KYO, SNK Vs.
   Capcom: Match of the Millennium, Capcom Vs. SNK
BIO: Iori's family and Kyo's family go way back; the Yagamis and
Kusanagis had been fighting each other for hundreds of years.  Both
families were responsible for sealing away the deadly Orochi power,
but in due time the Yagami clan broke the trust they had with the
Kusanagi clan in order to free the Orochi and gain its power.  As a
result, the descendants of the Yagami clan have blood tainted with
Orochi power.  Iori is no exception.  His goal is to kill Kyo, which
he means to do in the King of Fighting tournaments.  Time after time,
though, he failed to that.  A selfish loner and all-around angry
individual, Iori only became more dangerous when the Orochi power
within him began to take control of him in what is known as the Riot
of Blood.  He became uncontrollably murderous, and only in a final
confrontation alongside Kyo versus the source of the Orochi power was
he able to finally free himself from the curse of the power.  Iori's
trademark in his fighting is the purple flame.  His attack style is
brutal and inelegant, utilizing clawing and slashing.  Even after all
that he's been through, his goal is still to kill Kyo.

Dark Thrust            - QCF + P
Fire Ball              - DP + P
Deadly Flower          - QCB + P (x 3)
Dark Crescent Slice    - HCB + K
Scum Gale              - HCB F + P

One-For-The-Road Blast - QCB HCF + P (hold)
Maiden Masher          - QCF HCB + P


OTHER APPEARANCES: Fatal Fury series, Real Bout: Fatal Fury Series,
   Real Bout: Dominated Mind, Fatal Fury: Wild Ambition, Fatal Fury:
   First Contact, King of Fighters series, King of Fighters KYO
BIO: Joe is one of the Lone Wolves, a band of fighters headed by Terry
Bogard.  He is good friends with both Terry and Terry's brother Andy. 
Together, they fight in tournaments, but they also dish out justice to
the criminals who reside in the Bogard's hometown of Southtown.  Joe's
specialty is Muay Thai.  He is a braggart and a loudmouth, but his
friends forgive him because they always know they can depend on him.

Hurricane Upper                 - HCF + P
Slash Kick                      - HCF + K
Tiger Kick                      - DP + K
Golden Heel Hurter              - QCB + K
TNT Punch                       - Tap P

Screw Upper                     - QCF QCF + P
Exploding Hurricane Tiger Talon - QCF HCB + P
Double Cyclone Upper            - QCB QCB + P (3)


GAME OF ORIGIN: Fatal Fury 2
OTHER APPEARANCES: Fatal Fury Special, Real Bout: Fatal Fury series,
   Fatal Fury: Wild Ambition, Fatal Fury: First Contact, King of
   Fighters series, King of Fighters R1, King of Fighters EX, King of
   Fighters KYO
BIO: Kim is a Korean Tae Kwon Do master.  He is obsessed with one
thing: justice.  Since he is so skilled in his martial art that he has
decided to use this skill to fight crime wherever he finds it.  Most
notably, the reforming of criminals Chang and Choi has been his main
project for many years now.  He trains them hard and makes them his
teammates in the King of Fighters tournaments.  Chang and Choi are not
appreciative of this, and often try to escape, but are never
successful.  Kim is an upstanding and honorable man; his skills will
later be passed on to his two sons.

Crescent Moon Slice     - QCB + K
Flying Kick             - QCF + K (A only)
Flying Slice            - D, U + K -> D + HK (after D, U + HK only)
Sand Blaster            - D, U + P
Comet Cruncher          - B, F + K
Spirit of Conquest Kick - D D + K (hold after D D + HK only)

Phoenix Flattener       - QCB DB F + K
Heavenly Phoenix Kick   - QCF HCB + K (A only)
Phoenix Kick Tornado    - QCF QCF + K


GAME OF ORIGIN: Art of Fighting
OTHER APPEARANCES: Art of Fighting 2, King of Fighters series, King
   of Fighters EX, King of Fighters KYO, Capcom Vs. SNK
BIO: A woman of French origin, King was sent to Thailand at a young
age to learn the Muay Thai fighting style.  She became skilled, but
was dismayed at the fact that the Muay Thai tournaments did not allow
women.  Thus, she dressed in men's clothes, cut her hair short, and
gave herself the name "King" in order to disguise herself as a man in
the tournament.  She was exposed, however, and disqualified. 
Disgraced, King moved to Southtown in the U.S. to open a bar.  An
elegant woman who still hides her womanhood in appearance and speech,
King was glad to be able to exercise her skills in the King of
Fighters tournaments, where she usually assembles a team of women
fighters.  She is friends with many of the women fighters in the
tournament, and harbors a secret affection for Ryo.

Venom Strike   - QCF + K
Double Strike  - QCF QCF + K
Surprise Rose  - DP + K
Trap Shot      - RDP + K
Tornado Kick   - HCB + K
Mirage Kick    - QCB + P

Illusion Dance - QCF HCB + K
Silent Flash   - QCB QCB + K


GAME OF ORIGIN: King of Fighters '94
OTHER APPEARANCES: King of Fighters series, King of Fighters R1, King
   of Fighters R2, King of Fighters EX, King of Fighters KYO, SNK Vs.
   Capcom: Match of the Millennium, Capcom Vs. SNK
BIO: Kyo is the reigning champion of the King of Fighters tournaments.
Beginning in 1994, Kyo and his teammates (usually consisting of
Benimaru, Goro, and/or Shingo) took the circuit by storm and, because
of the corrupt nature of the tournament, found themselves battling off
a lot of evil forces, ranging from Rugal to the source of the Orochi
power which his ancestors fought so hard to seal away.  Kyo continues
a centuries-old feud between his family and the Yagami family by often
fighting with Iori.  Cool and cocky, the handsome Kyo is popular with
classmates and friends alike, although he condescends to those whom he
feels are not worth his time.  His trademark is the weapon of his
family: the crimson flame.

Fire Ball                      - DP + P
Crescent Slash                 - HCB + K
R.E.D. Kick                    - RDP + K
Spinning Kick                  - DP + K
New Wave Smash                 - QCF + K -> K
Wicked Chew                    - QCF + LP / MP
     Nine Scars Maker          - QCF + P
          Rusting Eight Combos - P
          Seven Hurting Combos - K
     Rusting Eight Combos      - HCB + P
          Flashing Slash       - P
          Seven Hurting Combos - K
Poison Gnawfest                - QCF + HP
     Crime Gnawfest            - HCB + P
          Punishment Gnawfest  - F + P

Serpent Wave                   - QCB HCF + P (hold)
Final Showdown                 - QCF QCF + P


GAME OF ORIGIN: Fatal Fury 2
OTHER APPEARANCES: Fatal Fury Special, Real Bout: Fatal Fury series,
   Real Bout: Dominated Mind, Fatal Fury: Wild Ambition, Fatal Fury:
   First Contact, SNK Vs. Capcom: Match of the Millennium, Capcom
   Vs. SNK
BIO: Mai is trained in the Ninjitsu arts by her grandfather, Hanzo
Shiranui.  Her grandfather also trained Andy Bogard, whom Mai became
instantly attracted to.  In the years that followed, her attraction to
him grew, but Andy took little notice and journeyed with his brother
Terry on many adventures.  Mai has since had several encounters with
the Bogard brothers inside and outside of the King of Fighters
tournaments.  Mai uses folding fans, flames, and aerial attacks in her
fighting.  She is extremely well-endowed and is considered beautiful,
passionate, and not too bright.  And she still loves Andy to this day.

Kacho San                 - QCF + P
Ryu En Bu                 - QCB + P
Deadly Ninja Bees         - HCF + K
Flying Squirrel Dance     - D, U + P
Air Flying Squirrel Dance - QCB + P (A only)
Sun Fire Samba            - D, U + K

Super Deadly Ninja Bees   - QCB HCF + K
Swan's Fandango           - QCF QCF + P
Crimson Firebird Diver    - QCB QCB + P (A only)


GAME OF ORIGIN: Samurai Shodown
OTHER APPEARANCES: Samurai Shodown series, SNK Vs. Capcom: Match of
   the Millennium, Capcom Vs. SNK
BIO: From Galen Komatsu and Ewan Ng's Samurai Shodown Information FAQ:
"Nakoruru is one of the Ainu, Japan's indigenous/aboriginal people." 
She is a self-appointed protector of nature, and destroys opponents
who would dare to defile it.  She uses a small knife and is assisted
in battle by her faithful hawk Mamahaha.  Confident in her strength,
beauty, and the protective watch of the mountain gods, Nakoruru has no
fear in a fight.  During one of Nakoruru's intro, you can see Manali,
Nakoruru's friend from the "Nakoruru: Anohito Kara no Okurimono"
Dreamcast RPG and anime.

Annu Mutsube              - B DB D + P
Lela Mutsube              - QCF + P
Amube Yatoro              - HCB + P
Kamui Risse               - RDP + P -> P
Mamahaha Grab             - QCB + K
     Mamahaha Slash       - LP / MP
     Mamahaha Kick        - LK / MK
     Mamahaha Release     - HK
     Mamahaha Attack      - HP / B + HP / F + HP
     Shichikapu Ai        - QCF + P
     Kamui Mutsube        - QCB + P

Shichikapu Kamui Irushika - HCB HCB + P
Elelyu Kamui Risse        - HCB HCB + K
Shirikoro Kamuinomi       - QCF QCF + K (3) -> 3K


OTHER APPEARANCES: (As Raiden or Big Bear) Fatal Fury 2, Fatal Fury
   Special, Fatal Fury: Wild Ambition, Capcom Vs. SNK
BIO: Raiden is a costumed, masked wrestler.  He sometimes fights under
the name "Big Bear" without his face mask.  He has often faced off
against the Lone Wolves (The Bogard Brothers and Joe Higashi).  Lately
he has found a new challenge: fighting for the right to be called the
greatest wrestler by defeating the Red Cyclone: Zangief.  Unusually
strong and endurable, Raiden believes himself to be as powerful as the
lightning god from whom his name originates.

Giant Bomb                   - B, F + P
Poison Spray                 - HCB + P
Super Drop Kick              - Hold 2K -> then release
Thunder Crush Bomb           - 360 + K
Jumping Lariat Drop          - DP + P
Raiden Combination-Body Blow - RDP + P
     Head Butt               - QCB + P
     Front Suplex            - QCB + K

Destruction Drop             - 360 360 + K
Flame Breath                 - HCB HCB + P
Crazy Train                  - QCF QCF + P


GAME OF ORIGIN: Fatal Fury: Mark of the Wolves
BIO: Rock belongs in a future timeline, after Geese has suffered death
at the hands of Terry Bogard.  Terry finds that Geese had a son named
Rock.  Only eight years old, he is adopted and raised by Terry, who
teaches him his fighting style.  Once Rock is old enough, he uses his
skills in a quest to find out more about his past and to locate his
mother.  Rock's style is most similar to Terry's, but he does retain
moves characteristic of his father, Geese.  Apparently, he is not
proud of Geese's legacy, as implied by his intro when he faces off
against his father in this new fantasy realm of Capcom vs. SNK.

Cyclone Sock          - QCF + LP / MP
Double Gust Punch     - QCF + HP
Rising Tackle         - D, U + P
Hard Edge             - QCB + P
Crack Counter         - QCF + K
Rage Run-Type "Dunk"  - QCB + LK
Rage Run-Type "Save"  - QCB + MK
Rage Run-Type "Shift" - QCB + HK
Evac Toss             - 360 + P
     Raksasa          - 3P (Hold)

Raging Storm          - QCF QCF + P
Shining Knuckles      - QCF QCF + K
Neo Deadly Rave       - HCB F + LK, LP LP LK LK MP MK HP HK QCB + HP


GAME OF ORIGIN: King of Fighters '94
OTHER APPEARANCES: King of Fighters '95 (as Omega Rugal), King of
   Fighters '98, King of Fighters 2000, King of Fighters R2, Capcom
   Vs. SNK
BIO: Feared and powerful, Rugal oversaw criminal activities from his
personal aircraft carrier, the Blacknoah.  He was of a high class: he
loved beautiful women, drank wine, and kept a panther by his side.  He
also had the sick hobby of taking strong fighters he would personally
defeat and encasing them in liquid metal to create statues for his
collection.  Once he found out about the Orochi power, he desired to
have it, but the evil Orochi representative Goenitz stopped him and
attacked him, gouging out Rugal's right eye.  Rugal survived and
Goenitz was impressed, so he infused Rugal with a bit of Orochi power
while sending Vice and Mature to pose as Rugal's secretaries and keep
an eye on him.  Rugal replaced his eye with a sight orb, and hosted a
new King of Fighters tournament so that he could kill the winners and
make them part of his collection.  This plan failed; the result was
that he was left for dead when the Blacknoah self-destructed.  Because
of the Orochi power, though, Rugal survived.  He replaced his arm with
a cybernetic arm and became Omega Rugal.  He ran another King of
Fighters tournament to get his revenge on the Kyo's team, who handed
him his defeat the first time.  This plan also failed: Rugal drew from
his Orochi power but could not handle it, and it killed him, this time
for good.

Wind Slice         - QCF + P
Kaiser Wave        - F HCF + P (hold)
Genocide Cutter    - DP + K
God Press          - HCB + P
Dark Barrier       - HCF + K
Dark Smash         - QCF + P (A only)

Gigantic Pressure  - QCF HCB + P
Total Annihilation - QCF D DF + K


GAME OF ORIGIN: Art of Fighting
OTHER APPEARANCES: Art of Fighting series, Fatal Fury Special, King
   of Fighters series, King of Fighters R1, King of Fighters R2, King
   of Fighters EX, King of Fighters KYO, SNK Vs. Capcom: Match of the
   Millennium, Capcom Vs. SNK
BIO: Ryo is the eldest child of Takuma Sakazaki, a master of
Kyokugenryo Karate.  Once, Takuma disappeared and then Ryo's little
sister, Yuri, was kidnapped.  With his friend Robert Garcia, Ryo
investigated the streets of Southtown until he was able to rescue his
family.  Ryo is an upstanding man who takes the study of his art of
fighting very seriously.  He frowns upon his sister's being trained to
fight because he doesn't want her to get hurt.  He also harbors a
secret affection for King.

Tiger Flame Punch            - QCF + P (A)
Koho                         - DP + P
Lightning Legs Knockout Kick - DB, F + K
Zan Retsu Ken                - F B F + P
Kyoku Gen Kick Dance         - HCB + P
Crazy Tiger Thunder Attack   - RDP + P

Haohshokohken                - F HCF + P
Ryuko Ranbu                  - QCF HCB + P
Heaven Glaze Punch           - QCF QCF + P (3)


GAME OF ORIGIN: Art of Fighting
BIO: Todo had an old score to settle with one Takuma Sakazaki.  One
day he went in to Southtown to take care of business, only to come
back defeated at the hands of Takuma's son, Ryo.  Todo's daughter,
Kasumi, has now taken up the fight in his place.  The Todo family
utilizes a style called Kobujutsu.  Ryuhaku Todo is said to be rather
slow and can lose track of his opponents.  Why he is now an active
fighter in CvS2 is anybody's guess.

Ecstasy Crunch          - QCF + P
Rising Ecstasy Crunch   - DP + P
Air Ecstasy Crunch      - QCF + P (A only)
Center of Gravity       - HCB + P

Ultimate Ecstasy Crunch - QCF QCF + P
Mind's Eye Slingshot    - QCF HCB + P


GAME OF ORIGIN: Fatal Fury 3
OTHER APPEARANCES: Real Bout: Fatal Fury series, Real Bout: Dominated
   Mind, Real Bout: Wild Ambition, Real Bout: First Contact, King of
   Fighters '97, King of Fighters '98, King of Fighters '99 (Home
   version), King of Fighters 2000, King of Fighters KYO
BIO: Yamazaki is a crazed fighter who lives to kill his opponents.  He
considers himself an assassin for hire and has found himself under the
employ of many an evil crime boss.  One such employer was Geese, who
wanted to utilize him in a team to participate in the King of Fighters
tournament for the purpose of discovering more about the Orochi power.
Yamazaki has been fighting regularly in the tournaments ever since. 
He fights with one hand in his pocket; that's where he keeps the knife
he often uses in his attacks.  Yamazaki is practically insane,
laughing maniacally as he trounces his opponents.

Hydra's Judgement    - DP + P
Serpent Slash Upper  - QCB + LP (hold)
     Serpent's Feint - HK
Serpent Slash Middle - QCB + MP (hold)
     Serpent's Feint - HK
Serpent Slash Lower  - QCB + HP (hold)
     Serpent's Feint - HK
Taunt & Counter      - HCF + K
Double Return        - QCF + P
Sand Scattering      - QCB + K
     Serpent Slash   - QCB + P
Flight of Tempering  - DP + K
Bomb Bopper          - HCB F + P

Guillotine           - QCF QCF + P
Drill                - HCB HCB + P -> Tap P


OTHER APPEARANCES: Fatal Fury series, Real Bout: Fatal Fury series,
   Real Bout: Dominated Mind, Fatal Fury: Wild Ambition, Fatal Fury:
   First Contact, Fatal Fury: Mark of the Wolves, King of Fighters
   series, King of Fighters R1, King of Fighters R2, King of Fighters
   EX, King of Fighters KYO, Capcom Vs. SNK
BIO: Terry Bogard is one of the legendary fighters on the King of
Fighters circuit, as well as a hero of Southtown.  His father, Jeff
Bogard, was murdered by Geese Howard when Terry and his brother Andy
were young.  Terry then trained hard in the streets, using skills
taught to him by his father, to prepare for the chance for vengeance. 
He got his chance when Geese hosted a King of Fighters tournament. 
Terry, along with Andy and their friend Joe Higashi, fought through
the tournament to the top, and there Terry personally landed the blow
that knocked Geese out of the high-story window to his apparent (but
not actual) doom.  Terry continued honing his skills in later KoF
tournaments.  He and his team are called the "Lone Wolves."  Terry
wears a trademark red cap and jacket.  He would later finish Geese off
for good and raise and train Geese's orphaned son, Rock.

Power Wave       - QCF + P
Burning Knuckles - QCB + P
Rising Tackle    - D, U + P
Crack Shot       - QCB + K
Power Dunk       - DP + K

Power Geyser     - QCB DB F + P
Buster Wolf      - QCF QCF + K


GAME OF ORIGIN: King of Fighters '96
OTHER APPEARANCES: King of Fighters '98, King of Fighters 2000,
   Capcom Vs. SNK
BIO: Vice and her partner Mature were agents and assassins working for
Goenitz, an evil representative of the Orochi power.  They were sent
by Goenitz to keep an eye on the developing release of Orochi from its
seal and on Rugal, who is utilizing a small grant of the power.  The
two ladies volunteered to be Rugal's secretaries until he
unfortunately destroyed himself trying to use Orochi power.  Next they
were sent to watch over Iori, whose inherent Orochi power may also be
developing.  They posed as his partners in the '96 tournament. 
Unfortunately, at that tournament's conclusion, Iori entered the Riot
of Blood and killed both Vice and Mature.  Vice was known for being
angry and violent, often desiring to spill an opponent's blood with
her deadly strength.

Nail Bomb           - HCF + P
Gore Fest           - HCB F + P
     Tranquility    - DP + P
Mayhem              - QCB + P
     Da Cide Slayer - DP + K
Da Cide             - HCF + K
Da Cide Slayer      - DP + K
Outrage             - QCB + K
Rave Fest           - QCB + K (A only)

Negative Gain       - HCB HCB + K
Withering Force     - QCF QCF + P


GAME OF ORIGIN: Art of Fighting 2
OTHER APPEARANCES: King of Fighters series, King of Fighters R1, King
   of Fighters R2, King of Fighters KYO, SNK Vs. Capcom: Match of the
   Millennium, Capcom Vs. SNK
BIO: Yuri's first appearance as a character was as a kidnapping victim
in Art of Fighting.  Apparently, she was kidnapped by Geese, who also
blackmailed her father, Takuma, into fighting for him.  She was
rescued by her brother, Ryo, and her good friend Robert Garcia.  Since
then, Yuri has shown herself to be a worthy fighter in her own right,
much to the dismay of her brother, who is afraid she will embarrass
him and the fighting style he and their father trained to perfect. 
Yuri, generally a good-natured young girl, lends a dose of spunk and
speed to the family fighting style of Kyokugenryo Karate.

Tiger Flame Punch       - QCF + P
Raiohken                - QCF + K
Yuri Super Upper        - DP + P
     Yuri Double Uppers - DP + HP
Saiha                   - QCB + P
The 100 Blows           - HCB + K

Haohshokohken           - F HCF + P
Scalding Steam Blast    - QCF D DF + P
Flying Phoenix Kick     - QCF HCB + K


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

| |                 | |                       | |                 | |
| |                 | |    PART V: CLOSING    | |                 | |
| |                 | |                       | |                 | |

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

     Typical wrap-up stuff here.  Credits, thanks, and closing.


   ======================                                  Chapter 18
---| Credits and Thanks |--------------------------------------------
     Wow.  There are just too many people to mention and to thank in
this FAQ...  I dunno how I'm gonna squeeze everyone in to keep this
FAQ short (oops... too late for that, I guess...  ^_^).  Well, I guess
I'll start directly with those involved with the FAQ...

-- Thanks to Alan Sentman, first and foremost, for reading this
monstrosity over and over and over again, giving me edits and opinions
and experiments to try, always proving himself right over my theories.
Also thanks to him for letting me use his apartment as a vacation
spot to relax and take some time to seriously dedicate to writing this
version 2.0 of the FAQ.  He does just about everything a man who needs
a real editor could possibly want.  And even stuff that a man who
needs an editor doesn't need.  ^_^  But what can I say?  The random
poems and comments and jokes I got were great for keeping me sane
while writing this thing.  Thanks, Alan.

-- Also, a separate thanks to Derek Daniels for also helping me
experiment and always conversing with me about various aspects of the
game, helping me always flush out ideas and getting everything
straightened out.  And also thanks to him for telling me I'll never,
EVER do a version 2.0 of this FAQ.  He did it to inspire me, I know,
to actually get off my ass and do it.  And what can I say, he did it. 
^_^  So whether I actually wrote this FAQ or not, he wins.  ^_^

-- Thanks to Majestros for the always interesting and fun
conversations about the game systems of CvS2.  I don't think I ever
have that much fun just _talking_ about a Street Fighter game as when
I'm discussing them with you.  You're always willing to lend an ear to
my theories on Juggles, and are always quick to give me your
discoveries and theories as well.  You're a great help to me writing
these FAQs.

-- Thanks also go to Majestros and Jason Villarreal and Tragic for
also helping read over my FAQ and offering suggestions and
corrections.  Ands thanks to Jeff Chen, for being my early grammarian.

-- Thanks to the crew at shoryuken.com: Inkblot, Ponder, Mr. Wizard,
Javi, Choiboy, s-kill, and Omni (Again.  See, I always get you in my
Credits sections of my FAQs, this time I got you twice).

-- Thanks to the Southern Hills Golfland fighting game crew for the
repeated competition and practice... and for just hanging out.  First
and foremost, I need to thank Mr. Alex Valle.  You always give me
something to strive for... namely finally beating you FOR THE FIRST
TIME in a tournament.  ^_^  And I can't forget the others, though I'm
not even gonna try to list them here anymore, since I'm bound to
forget WAAAAAY too many people.  So I'll just thank them all in one
big inclusive thanks!

-- Thanks also to John Choi, another person who I strive to be as good
at in this game (or any game).  That list expands itself with other
NorCal players as well, but again, no name listing in fear I will
leave someone off...

-- Thanks also to my "local" competition, who I play most of all: Jeff
Chen and Jason Villarreal.

-- Thanks goes to CJayC... without whom there would be no GameFAQs,
and without GameFAQs, life just wouldn't be the same, would it?  ^_^

-- Thanks to Henry Moriarty, for talking me through some concerns of

-- Thanks to Kao Megura, who is always the inspiration of Fighting
Game FAQ writers.

-- Thanks to Kao Megura.  Because, seriously, one thank you to this
guy is never enough.  Kao is the man who made Fighting Game FAQs THE
FAQs to read.  His attention to detail and tendency to explain
everything is legendary.

-- Thanks to Jeff Chen, my bro, who created the Movelists and wrote
the bios for each character.  That was a lot of extra work he did,
almost for his own interest.

-- Special thanks go to Kao Megura, Galen Komatsu, Orochi K, MO'Neill,
OmegaMAD, JKuroki, MDean, Henry Moriarty, EXAndy, Yoma, Toxic,
KShirakani, JGolden, Hunter, GalFord, SFujimoto, SHolmes, RJoseph,
Deuce, Darklancer, Gunsmith, RSephiroth, MMalekzandi, TClemente,
Acorn, and CJayC.  These fellas all wrote various FAQs for Art of
Fighting games, Samurai Shodown games, Fatal Fury games, King Of
Fighters games, various Marvel Crossover games, Street Fighter EX
games, etc. that I used to look up which characters have been in which
game for the Movelists.

-- And ESPECIALLY thank you to Kailu Lantis for writing the King Of
Fighters Story FAQ and the Fatal Fury Story FAQ.  Without those, the
"Bios" for each character would have been nigh impossible.  Also, a
thanks to Psyke/Orochi K for the King Of Fighters Cast FAQ, which
saved me a GREAT deal of time in gathering up who was in which game. 
And Galen Komatsu and Ewan Ng for their Samurai Shodown Information

-- And last, but not least, thanks to Capcom for their continual
support for the arcade scene.  There have been rumors of Capcom
pulling out of the coin-op scene, but may that day never occur.  Keep
making your 2-D fighters... they are still the best Fighting Games out

-- And a parting homage to the original SNK.  I never really played
their games all that much, but like John Lennon and Paul McCartney,
being Capcom's main "competitor" in Fighting Games always made both
strive to improve their 2-D games.  Hopefully, SNK's revival as
Playmore will see SNK continue to make new Fighting Games.  We'll see
what your SNK Vs. Capcom arcade game will turn out like.  ^_^

-- And, as usual, thanks to Alan Sentman and Jason Villarreal for
coming up with the "proper" pronunciation of "Combometer"
(comm-BAH-muh-ter).  I will pronounce it this way forever now thanks
to you guys...


   ===========                                             Chapter 19
---| Closing |-------------------------------------------------------
     Dammit, this FAQ is already long enough.  I'm gonna make this
short and sweet.  I hope you enjoyed reading through the FAQ and
learning just about everything there is to know about this game.  If
you have any compliments, comments, criticisms, or suggestions for
future updates, please e-mail me at jchensor@shoryuken.com.
     However, my time is tight, and it took me a good three months to
write this FAQ.  I barely have time for anything these days, so I will
say this right now: if you e-mail me for any of the above, please do
not be insulted if I do not respond with an e-mail of thanks.  My
e-mail abilities have plummeted just about entirely, because I have
such little time, and any free time I do have, I'd like to spend it
doing some of my hobbies.  ^_^
     So this goes ESPECIALLY to those who are writing to ask me a
question.  PLEASE feel free to write me with a question, but please do
not be surprised if I don't write you back for a week, a month, or
maybe even three months.  But I will TRY to get back to you the best I

     I hope this FAQ has helped you come to a VERY strong
understanding of the game.  Hopefully, there shouldn't be a question
you haven't had answered from this FAQ about the game system.

     So take this newfound knowledge of the Combo System and use it
well.  And remember one thing...


     Whoops...  That's not how it's supposed to go...  Um...  What was
it again?  Oh yeah...


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