                                                      ##
                                                    ###
                                                  ####
                                                #####
                                              ######
                                            #######
                                          ########      #
                                         ########     ##
                              #        #########    ###
                            ##        #########    ###
                          ###       ##########    ###
                        ####       ##########   ####
                       ####       ##########   ####
                     #####      ###########   ####
                                                                ;;;;;;;;
                 @@@@@   @    @@@   @@@@@  @@@  @@@   @@@      ;@@@@@@@@;
                @@@     @@@  @@  @ @@@    @@ @@ @@@@ @@@@     ;@@@@@@@@@@;
                @@     @@@@@ @@  @ @@     @@ @@ @@ @@@ @@   ;@@@@@;@@@@@@;
             ;# @@     @@ @@ @@@@  @@     @@ @@ @@  @  @@   @@@@@; ;@@@@@;
            ;## @@@    @@ @@ @@    @@@    @@ @@ @@     @@  ;@@@@;   ;@@@@;
           ;###  @@@@@ @@ @@ @@     @@@@@  @@@  @@     @@ ;@@@@@;   ;@@@@;
         ;######                                          ;@@@@;    ;@@@@;
        ;###############  $$     $$   $$$$                 ;;;;   ;@@@@@@;
       ,#################  $$   $$   $$                         ;@@@@@@;
      ,###################  $$ $$      $$$                    ;@@@@@@@;
     ;#####################  $$$     $$$$ $$                ;@@@@@@@@;
    ,#############                                         ;@@@@@@@;
    :#############   @@@@@@@@ @@@     @@ @@    @@         ;@@@@@@@;
   ,##############  @@@@@@@@@ @@ @    @@ @@   @@         ;@@@@@@@;
   ,############## @@@        @@  @   @@ @@  @@         ;@@@@@@@@@@@@@;
   ############### @@@@@@@@@@ @@   @  @@ @@@@@          ;@@@@@@@@@@@@@;
  ,###############         @@ @@    @ @@ @@  @@        ;@@@@@@@@@@@@@@;
  :###############  @@@@@@@@@ @@     @@@ @@   @@       ;@@@@@@@@@@@@@@;
  :############### @@@@@@@@@  @@      @@ @@    @@      ;;;;;;;;;;;;;;;;
  :###############
  ,#############################;
  .############################;  M  A  R  K    O  F    T  H  E
   ;##########################;
   :################ M   I   L   L   E   N   I   U   M      2   0   0   1
   :#########################,
    ,#######################;
     ,#####################:
       ;#################;
        :##############;,
         .############;
          ;;;;;;;;;;;;

[ game ]    - Capcom vs. SNK 2, Mark of the Millenium 2001
[ system ]  - Dreamcast/Arcade/Playstation2
[ version ] - Alpha
[ date ]    - October 6th, 2001(created September 28th, 2001)
[ contact ] - dingojellybean - (at) - hellokitty (dot) com
[ webpage ] - www.dingojellybean.com

------------------------------- [ Copyright ] -------------------------------

  This FAQ was solely intended for the public use on the www. It cannot be
  reproduced, retransmitted, or re-written in any other form except by the
  notice  of the author.  Any violation of this code will result in strict
  penalty---and high fines susceptible  by law.  If this legal document is
  portrayed  in any  commercial use,  you are therefor  stricten under the
  code of law----and will be---punished.  In full contrast,  this document
  portrayed in the website found (www.gamefaqs.com) is to be used and only
  used by the public itself and cannot be sold.  Revisions of this FAQ are
  only to be done with notice of the author before hand and may be done so
  as long as the name of the author of the document appears in due credit.
  You may juxatpose this---document with other---documents as well without
  notice of the  author but it must not be used for sales and broadcasting
  or commercial  use.  This FAQ may not be---included in a promotional CD,
  magazine, or any other use of monetary product. This FAQ may not be used
  in a password protected area nor---in a high security area.  This FAQ is
  solely used and ONLY used for public---use only and may not be used in a
  promotional ad that sponsors any type of monetary use. This FAQ is to be
  used  "just like a book" meaning that it can be read over and over again
  by anybody who wishes to do so.  Just like a book it can be moved around
  from one person to another, but unlike a book the document can be viewed
  by more than one person at---once.  This FAQ is in no way possible to be
  plagerized,  doing so not only damages the person you had  intentionally
  forged,  but it also damages yourself in terms of self guilt or in terms
  of law,  whether the punishment be civil or  criminal law.  To put it at
  best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT
  MY PERMISSION!

This document is copyright; Dingo Jellybean, 2001.

--------------------------- [ End of Copyright ] ----------------------------

- Introduction
- Version History
- Groove Guide
- Legend
- Characters

  - Akuma      - Guile       - Morrigan     - Vega
  - Athena     - God Rugal   - Nakoruru     - Vice
  - Balrog     - Hibiki      - Orochi Iori  - Yamazaki
  - Benimaru   - Hoahmaru    - Raiden       - Yun
  - Blanka     - Iori        - Rock         - Yuri
  - Cammy      - Joe         - Rolento      - Zangief
  - Chang      - Ken         - Rugal
  - Chun-Li    - Kim         - Ryo
  - Dan        - King        - Ryu
  - Dhalsim    - Kyo         - Sagat
  - Eagle      - Kyosuke     - Sakura
  - E.Honda    - Mai         - Shin Akuma
  - Evil Ryu   - Maki        - Terry
  - Gesse      - M.Bison     - Todo

- Special Introductions(next update)
- Color Selection(next update)
- Approbation


*****************************************************************************
----------------------------- [ Introduction ] ------------------------------
*****************************************************************************

New intro this time. Yes you can use this guide, only if you leave it 
unaltered completely, you make no profit of any kind and you credit me and
the contributors of this guide when due.

One quick note about the title. It's Mark of the Millenium 2001, although
the Japanese version(which is what this guide is based on) is Millionaire
Fighting 2001. I'm not exactly sure what the US name will be when it comes
to the Playstation2, but all fingers seem to point at MotM2K1 instead of
MF2K1...doesn't matter anyways, the localization and domestic versions won't
differ much. Also, since the title is in the name of the potential US
version, the names will be too. Like Akuma instead of Gouki and Vega instead
of Balrog, etc.

Now about the game, it's easily the best fighter I've played since Alpha 3.
While it's not as combo heavy as the rediculously easy(and SUPER cheap)
Marvel vs. Capcom 2, I find the game more enjoyable...since I don't find
myself in corner traps from my cheap brother using Magneto(and his triangle
dashing and magnetic 120 hit combos...>.<), Cable(3 consecutive Hyper Viper
Beams, that annoying ground to air HVB combo, and the guard cancel), and
Doom(that stupid molecular shield that eats your life...even if you block).
This game is a lot more balanced than the last game and it's more combo
friendly. The cast of characters is wider, the animation is better, and
the music and backgrounds are definitely a step up from any previous 2-D
fighter I've seen(except GGX on the DC...whew). There's a 6 button layout
now and a ton of new features and characters. However, Capcom skimmed down
on the number of stages unfortunately.

One of the best quotes(although nothing fancy) I've seen in a long time
was on the cover of the case on the side panel that said "2D will never
die", while I can't read Japanese...I do thank www.mmcafe.com for pointing
it out. I've always believed that the true fighting game was 2D based,
I never liked 3D fighting games(believe me, I tried endlessly trying to
like them) but it never appealed to me. Capcom vs. SNK 2 is just another
reason why I'll never go to 3D...it's too much fun to let down.

I'll still take emails regarding the game, but please be noted that I can't
answer them during the weekday as I am very busy with college. Be noted that
if the Last version of the guide comes up, I won't take any more 
contributions to the guide. I know it sounds creul, but my updates shouldn't
have to resemble an asymtote, either I finish it or not.

*****************************************************************************
---------------------------- [ Version History ] ----------------------------
*****************************************************************************

-- [ 9-29-01 - Beta ] --

  - Full movelists
    - Movelists
    - Special Comments
    - Counters
    - Chain combos
  - Groove Guide
  - Legend

  Note that this update is very early, I still have a ton to add to the
  guide like individual taunts(which will be done next week) as well as
  special introductions and maybe some combo sections. Watch for the
  Alpha version to come out next week or the next...whenever college decides
  to be nice to me.

-- [ 10-03-01 Pre-Alpha ] --

  - More movelists
  - The exclusive air combo by Kyosuke

  That's pretty much it. The air combo is a combo founded by my brother, I've
  yet to see anyone know about it, much less perform it. The Movelists blanks
  were filled out by Mr.Prolific, Kao Megura.

-- [ 10-06-03 Alpha ] --

  - Color Selection(more to be added later)
  - Yun's launcher
  - Intro redone

*****************************************************************************
------------------------------ [ Groove Guide ] -----------------------------
*****************************************************************************

Much like Street Fighter Alpha 3, you are given a series of modes for each
character. With 48 characters and 6 modes each it's going to be hard to
decide if you're new to the game. Much like the ISMs in Alpha 3, the grooves
comprises of different features. However every character is given the
accessibility of all their moves regardless of which groove they are in.

- [ Groove Legend ] -

A - Safe Fall; 2K/2P just before knockdown
    The safe fall allows your character to roll immediately after touching
    the ground. You recover a little faster and you can escape corner traps.

B - Custom Combo; FP/RK
    The custom combo is exactly what it says. Your character is given a
    significant speed boost and your character's recovery time is almost
    zero. This allows you to chain in multiple projectiles and chain attacks
    with ease. You can initiate this in the air or ground, but be noted that
    once you are attacked, the custom combo ends. Finally you can pull off
    a level 1 super during the duration of the custom combo, but it will
    cut off the custom combo...so try to save the super for the end of the
    custom combo.

C - Air Block; Hold opposite direction of attack
    Not much to say here.

D - Parry; Press F towards the attack
    This tactic from Street Fighter 3: 3rd Strike, this allows you to take
    no block damage from any move and it allows you to recover before your
    opponent does...leaving them vulnerable to a quick counter attack. It's
    a rather tricky manuver to pull off...lots of practice is needed to 
    even be at an intermediate level.

E - Run; F,F(hold the second forward)
    This run will allow your characters to well...run. You can cancel this
    at any time, but you must be wary that you'll recover if you run too
    long.

F - Counter Attack; F+FK+SP(while blocking)
    Counter attacks vary from character to character. Unlike in Alpha 2
    where you can create your own counter attacks, in CvS2 you are virtually
    stuck with a counter attack(most of the times they are pretty useless)
    the character has. Counter attacks are blockable 80% of the time too.

G - Dashing; F,F/B,B
    This replaces the run, it's a short dash forwards or backwards.

H - Roll; JP+SK
    The roll will allow you to avoid practically all attacks in the game.
    You will roll towards your opponent behind them if you are close to
    them and the recovery time is very minimal. There is a slight bit of
    animation where the character is vulnerable to attack. You can begin
    move motions during this roll as well...making moves like the Final
    Atomic Buster much easier to pull off.

I - Small Jump; Tap U
    This jump will have the character just high enough to avoid low attacks
    but just low enough to have them avoid air supers like the Aerial
    Russian Slam. It's pretty useful in most cases but it's seldom used.

J - Evade; Block
    This will allow your character to sidestep beside all attacks in the
    game. You'll pretty much avoid supers and even throws and there isn't
    much recovery time after the evade either.

K - Tactical Recovery; 2P(just before knockdown)
    This will allow the character to avoid some of the pitfalls of cornered
    trapping. Personally I don't use it too much, but it's useful to surprise
    your opponent.

L - Roll Counter; B/F+JP+SK
    When you counter, your character will roll instead of attack. Depending
    on which way you press you can end up right behind your opponent and
    surprise them. Note that you can being the move motions during this roll
    as well...this is especially useful for characters like Zangief and
    Raiden.

- [ C-Groove ] - CFGH

    The C-Groove acts like Street Fighter Alpha 3's A-ISM. You are given
    three levels of super and you can variate the strength of the super
    depending on which button you press. You can airblock, dash, roll,
    safe fall and counter attack.

- [ A-Groove ] - BFGH

    The A-Groove represents more of a mixture of Super Street Fighter II
    Turbo and Street Fighter Alpha 3's V-ISM. You can perform supers but
    they are limited to level 1 only and custom combos(the groove's main
    feature) are available. The custom combo can be initiated by pressing
    fierce and roundhouse at the same time, they can also be initiated in
    the air. Another neat feature about this groove is the ability to
    "hyper cancel." Instead of cancelling a special move into a super, it
    actually works the other way around. This only works on level 2 supers,
    and at any time during the duration of the level two super you are
    welcomed to cancel into a special attack. For instance, Cammy can do
    her Level 2 Spin Dive Smasher and then later perform the Cannon Revenge,
    as she lands on the ground she can quickly pull off a level 1 Reverse
    Shaft Breaker. It's pretty neat and leads to some insane combos, you
    should try experimenting to see what you can find.

- [ P-Groove ] - DGK

    The P-Groove acts much like Street Fighter III: 3rd Strike's engine.
    The main feature here is the parry technique. You are given one level
    of super and you are limited to using one level three super. However,
    your super guage gains a little faster than the C and A grooves.

- [ S-Groove ] - FGIJ

    The S-Groove is much like the engine of previous King of Fighters.
    The groove's main feature is the desperation super. As your character's
    life bar starts flashing(when it's low) you essentially gain unlimited
    level 1 supers. You can charge by pressing and holding down the fierce
    and roundhouse buttons.

- [ N-Groove ] - AEFHIL

    This groove allows you to go into "MAX" status. Once you initiate this
    (pressing Roundhouse and fierce at the same time) your defense and
    offense rises. You can also initate level 3 supers in this mode, but
    outside it only level 1 supers are available.

- [ K-Groove ] - AEI

    The K-Groove's main feature is the "berserk" or "rage" mode that the
    character goes into. The meter fills up incredibly fast(it fills up
    when you take damage or block an attack) and once it initiates the
    character automatically starts turning red. At this point the 
    character's strength increases significantly and the defense is raised
    a level.

*****************************************************************************
--------------------------------- [ Legend ] --------------------------------
*****************************************************************************

D         Down
DF        Down/Forward
F         Forward
U         Up
UF        Up/Forward
UB        Up/Back
B         Back
DB        Down/Back
(air)     This move can either be done in the air or ONLY done in the air.
(lvl-3)   This super must have 3 levels before being used.
(remain   This is essentially leaving the controls alone and let the move
 idle)    work itself.
(close)   You must be close to the opponent for this move to work.
(hold)    This is holding down the button.
(charge)  You can charge the move by holding down the button and letting go.
(x2)      This motion must be performed twice before executing.
(repeat   This move can be performed three times in a row to form a chain.
x3)
(very     You must be very close to the opponent for this move to occur.
close)
(2 sec.)  You must charge for the move before being able to use it.
3P        This stands for 3 punches, sometimes you must hold this down.
3K        This stands for 3 kicks basically.
JP        Jab punch
SP        Strong Punch
FP        Fierce Punch
SK        Short Kick
FK        Forward Kick
RK        Roundhouse Kick
,         This tells you to cancel into the next move.
/         This seperates two different motions linking to one move, either
          one of the motions on either side of this will have the same or
          similar effect of the other.
+         You must press the button at the same time of the motion.
(rapidly) For this move to be effective you must press the attack button
          rapidly.
( )       When a move name is listed inside these parentheses, it means
          that I'm not aware of the official name for this move.
360       This means that you must rotate the directional pad or stick a
          full 360 degrees before pulling off the move.

=============================================================================
--------------------------------- [ Akuma ] ---------------------------------
=============================================================================

 Gou Hadouken                         D,DF,F+P
 Zanku Hadouken                       D,DF,F+P(air)
 Tatsumaki Zanku Kyaku                D,DB,B+K(air)
 Gou Shoryuken                        D,F,DF+P
 Shakunetsu Hadouken                  B,DB,D,DF,F+P
 Zugai Hasatsu                        F+SP
 Ashura Senkuu                        F,D,DF+3P/3K - B,D,DB+3P/3K
 Hyakki Shuu                          F,D,DF+K
  - Hyakki Goushou                    P
  - Hyakki Gouzan                     (remain idle)
  - Hyakki Gousai                     B/F+P(close)
  - Hyakki Goudan                     K
  - Hyakki Goutsui                    B/F+P(very close)
 Tenma Kuujin Kyaku                   UF,DF+FK

 Messatsu Gou Hado                    F,DF,D,DB,B(x2)+P
 Messatsu Gou Shoryuu                 D,DF,F(x2)+P
 Tenman Gou Zankuu                    D,DF,F(x2)+P(air)
 Shun Goku Satsu                      JP,JP,F,SK,FP(lvl-3)

 - Counter -                          Standing Fierce

* Cancellable Attacks *

SK,FP
JP,SP
SK,SP
JP,FK
SK,FK
SK,JP,FK
JP,SK,FK
JP,SK,SP
SK,JP,SP

 - Akuma's "overhead counter" cannot be blocked low

 - On Akuma's Ashura Senkuu the kicks will move him half screen while the
   punch will move him full screen.

 - The Tenma Kuujin Kyaku is a rather difficult move to pull off, the
   key to pulling this off is to jump towards your opponent and performing
   the motion at the vertices(apex) of his jump. I find it easier to pull
   this off when I super jump.

 - The Shun Goku Satsu cannot be blocked.

=============================================================================
--------------------------------- [ Athena ] --------------------------------
=============================================================================

 Psycho Ball Attack                   D,DF,F+P
 Psycho Sword                         F,D,DF+P
 Phoenix Arrow                        F,DF,D,DB,B+K(air)
 Super Psychic Throw                  B,DB,D,DF,F+P
 Psycho Reflector                     F,DF,D,DB,B+K
 Psychic Teleport                     B,DB,D,DF,F+K

 Shining Crystal Bit                  F,DF,D,DB,B(x2)+P(air)
  - Crystal Shoot                     D,DB,B+P(hold)
 Phoenix Fang Arrow                   D,DF,F(x2)+K(air)

 - Counter -                          Psycho Sword

* Cancellable Attacks *

JP,SK
SK,JP
JP,SK,FK
JP,FK

 - The Psycho Reflector can reflect projectiles or absorb them into the
   super guage(much like Rose's Soul Reflect of the Alpha series).

=============================================================================
--------------------------------- [ Balrog ] --------------------------------
=============================================================================

 Dashing Straight                     B(2 sec.)F+P
 Dashing Uppercut                     B(2 sec.)F+K
 Ground Dashing Straight              B(2 sec.)DF+P
 Ground Dashing Uppercut              B(2 sec.)DF+K
 Buffalo Headbutt                     D(2 sec.)U+P
 Turn Punch                           3P/3K(Hold)

 Crazy Buffalo                        B(2 sec.)F,B,F+P/K
 Gigaton Blow                         B(2 sec.)F,B,F+K(lvl-3)

 - Counter -                          Buffalo Headbutt

* Cancellable Attacks *

JP,SP
SK,SP
SK,FK
JP,SK,SP
JP,SK,JP
JP,JP,JP

 - The Turn Punch will do more damage the longer you hold it but the move
   will not come out if you don't charge it for at least 2 seconds.

 - You can alternate the Crazy Buffalo during each of the hits in the super
   by pressing the K or P. If you are on lvl 1 or 2 the kick version will
   have Balrog do the Crazy Buffalo, on level 3 you will pull out the
   Gigaton Blow using the kick buttons. The punch will do the Dashing 
   Straight while the kick will do the Dashing Uppercut.

=============================================================================
-------------------------------- [ Benimaru ] -------------------------------
=============================================================================

 Raijin Ken                           D,DF,F+P/F,D,DF+P
 Ian Geri                             D,DF,F+K
  - Handou Sandan Geri                D,U+K
 Inazuma Kick                         F,D,DF+K
 Kougan Corridor                      F,DF,D,DB,B,F+P(close)
 Shinkuu Katate-goma                  F,DF,D,DB,B+K

 Raikou Ken                           D,DF,F(x2)+P
 Denei Spark                          D,DF,F(x2)+K
 Electrigger                          F,DF,D,DB,B(x2)+P(close)

 - Counter -                          Inazuma Kick

* Cancellable Attacks *

SK,FP
JP,SP
SK,SP
JP,FK
SK,FK
JP,JP,JP

 - The fireball motion of the Raijin Ken will have Benimaru attack horizontal
   while the dragon punch motion will have him aim at a 45 degree angle
   upwards.

 - The Shinkuu Katate-goma will knock the opponent to the opposite side of
   Benimaru when connected.

 - If you press 3K after the Shinkuu Katate-goma, Benimaru will cancel out
   of it...it's really more effective if you use the roundhouse version of
   the kick however.

=============================================================================
--------------------------------- [ Blanka ] --------------------------------
=============================================================================

 Electricity                          P(rapidly)
 Rolling Attack                       B(2 sec.)F+P
 Vertical Rolling                     D(2 sec.)U+K
 Backstep Leap                        B(2 sec.)F+K
 Dash                                 3K/B+3K
 Amazon River Run                     DF+FP

 Ground Shave Rolling                 B(2 sec.)F,B,F+K
 Direct Lightning                     B(2 sec.)F,B,F+P
 Shout of Earth                       DB(2 sec.)DF,DB,U+P(rapidly)

 - Counter -                          Standing Fierce

* Cancellable Attacks *

JP,SP
C.SK,C.JP,JP
C.SK,SP
C.SK,FK

 - The Ground Shave Rolling can be delayed if you hold down the kick button
   but you can't hold it down forever. When you're up close and you connect
   with the first hit, hesistate a little(hold down the kick button) and
   then release to get all five hits out.

 - The (slide punch) will go under most projectiles.

 - The Shout of Earth will go on longer if you tap the button continously.

=============================================================================
---------------------------------- [ Cammy ] --------------------------------
=============================================================================

 Cannon Spike                         F,D,DF+K
 Spiral Arrow                         D,DF,F+K
 Spinning Knuckle                     F,DF,D,DB,B+P
 Cannon Revenge                       D,DB,B+K(air)
 Hooligan Combination                 DB,D,DF,F,UF+P
  - Fatal Leg Twister                 F/B+P/K(close)
  - Cross Scissor Pressure            F/B+P/K(really close)
  - Cannon Revenge                    K
  - Razor Edge Slicer                 (remain idle)

 Spin Drive Smasher                   D,DF,F(x2)+K
 Reverse Shaft Breaker                D,DB,B(x2)+K

 - Counter -                          Cannon Spike

* Cancellable Attacks *

JP,FP
SK,JP
JP,SK
JP,SP
FP,RK
JP,FP,RK
SK,JP,FK
SK,JP,FP
SK,RK

 - To get the most hits out of the Reverse Shaft Breaker, hesistate for a
   second after start up and then ram the buttons.

=============================================================================
--------------------------------- [ Chang ] ---------------------------------
=============================================================================

 (slide punch)                        DF+FP
 Tekkyuu Dai Kaiten                   P(rapidly)
 Tekkyuu Funsai Geki                  B(2 sec.)F+P
 Dai Hakai Nage                       F,DF,D,DB,B,F+P(close)
 Drill Slash                          F,DF,D,DB,B+K
 Tatsumaki Shippuu Zan                B,DB,D,DF,F+K
 Running Slash                        F,D,DF+K

 Tekkyuu Dai Bousou                   D,DF,F,DF,D,DB,B+P
 Chouzetsu Shinkuu Zan                F,DF,D,DB,B(x2)+K

 - Counter -                          (slide punch)

* Cancellable Attacks *

C.JP,C.SK
C.JP,C.SK,C.SP

=============================================================================
-------------------------------- [ Chun-Li ] --------------------------------
=============================================================================

 Yousou Kyaku                         D+FK(air)
 Kaku Kyaku Raku                      DF+RK
 Kikouken                             B,DB,D,DF,F+P
 Spinning Bird Kick                   D(2 sec.)U+K
 Hyakuretsu Kyaku                     K(rapidly)

 Kikoushou                            D,DF,F(x2)+P
 Hoyokusen                            D,DF,F(x2)+K 

 - Counter -                          Standing Fierce

* Cancellable Attacks *

 JP,SK
 C.JP,C.SK,C.SP
 JP,SP
 SK,JP

=============================================================================
---------------------------------- [ Dan ] ----------------------------------
=============================================================================

 Gadouken                             D,DF,F+P
 Kouryuken                            F,D,DF+P
 Dankukyaku                           D,DB,B+K
 Kuuchuu Dankukyaku                   D,DB,B+K(air)
 Kouten Chouhatsu                     D,DB,B+Taunt
 Zenten Chouhatsu                     D,DF,F+Taunt

 Shinkuu Gadouken                     D,DF,F(x2)+P
 Kouryuu Rekka                        D,DF,F(x2)+K
 Hisshou Buraiken                     D,DB,B(x2)+K
 Chouhatsu Densetsu                   D,DF,F(x2)+Taunt

 - Counter -                          Koryuken(flashing)

* Cancellable Attacks *

 JP,SK
 JP,SP
 JP,FK
 JP,RK

 - To do a taunt with Dan using the Dreamcast you must hold down the short
   kick button first before you can begin the motion for the rolling
   taunts, then press Start as you come to an end on the motion.

 - I probably shouldn't have to remind you but Dan's rolling taunt super
   isn't a very wise move to use, not only will it leave you open to attack
   but you will completely fill up your opponent's super guage.

=============================================================================
-------------------------------- [ Dhalsim ] --------------------------------
=============================================================================

 (drill kick)                         D+K(air)
 Drill Zutsuki                        D+HP(air)
 (slide)                              DF+RK
 Yoga Fire                            D,DF,F+P
 Yoga Flame                           F,DF,D,DB,B+P
 Yoga Drop                            F,DF,D,DB,B+K
 Yoga Teleport                        F,D,DF+3P/3K - B,D,DB+3K/3P

 Yoga Stream                          D,DF,F(x2)+P
 Yoga Volcano                         D,DF,F(x2)+K
 Yoga Tempest                         F,DF,D,DB,B(x2)+P(lvl-3)

 - Counter -                          (slide kick)

* Cancellable Attacks *

 N/A(if you know any chain hits for Dhalsim, please feel free to hit me up)

 - On the Dreamcast version only 2 punches or kicks are required to perform
   the teleport since much like the SNES controller, you've got to be
   hard pressed if you can press all attack buttons without hassle.

=============================================================================
--------------------------------- [ Eagle ] ---------------------------------
=============================================================================

 Cranberry Blue                       D,DF,F+P
 Manchester Black                     D,DB,B+P
 Oxford Red                           B,DB,D,DF,F+K
 Liverpool White                      F,DF,D,DB,B+K
 St.Andrew Green                      F,D,DF+P

 Union Jack Premium                   D,DF,F(x2)+P
 Manchester Gold                      D,DB,B(x2)+P

 - Counter -                          Crouching Roundhouse

* Cancellable Attacks *

JP,SK
JP,SP
JP,JP,JP

 - The Cranberry Blue attack is pretty much a counter attack, once the 
   opponent hits Eagle as he is spinning his baton he'll counter attack,
   if the opponent doesn't hit he'll still perform the move after a while.
   It will work against projectiles as well.

=============================================================================
-------------------------------- [ E.Honda ] --------------------------------
=============================================================================

 Super Hyakkan Otoshi                 B(2 sec.)F+K
 Hyakuretsu Harite                    P(rapidly)
 Ooichou Nage                         360+P(close)
 Super Zutsuki                        B(2 sec.)F+P

 Oni Musou                            B(2 sec.)F,B,F+P
 Orochi Kudaki                        360(x2)+P(close)

 - Counter -                          Super Hyakkan Otoshi

* Cancellable Attacks *

C.SK,SP

=============================================================================
-------------------------------- [ Evil Ryu ] -------------------------------
=============================================================================

 Hadouken                             D,DF,F+P
 Shakunetsu Hadouken                  B,DB,D,DF,F+P
 Shoryuken                            F,D,DF+P
 Tatsumaki Senpuu Kyaku               D,DB,B+K(air)
 Hyaki Goudan                         UF,DF+FK(air)
 Sakotsu Wari                         F+SP

 Metsatsu Gou Shoryuu                 D,DF,F(x2)+P
 Denjin Hadouken                      F,DF,D,DB,B(x2)+P(lvl-3)
 Shinkuu Hadouken                     F,DF,D,DB,B(x2)+P
 Shun Goku Satsu                      JP,JP,F,SK,FP(lvl-3)

 - Counter -                          Standing Fierce

* Cancellable Attacks *

 SK,FP
 JP,SP
 SK,SP
 JP,FK
 SK,FK
 SK,JP,FK
 JP,SK,FK
 JP,SK,SP
 SK,JP,SP
 C.SK,C.RK

 - Evil Ryu's Sakotsu Wari cannot be blocked low.

 - The Denjin Hadouken will automatically dizzy if it connects(which is
   seldom due to start up delay). It will not re-dizzy a dizzy opponent
   however.

=============================================================================
--------------------------------- [ Gesse ] ---------------------------------
=============================================================================

 Reppuken                             D,DF,F+P
 Double Reppukken                     D,DF,F+FP
 Jaeiken                              F,DF,D,DB,B+K
 Shippuken                            D,DB,B+P(air)
 Gedan Atemi Nage                     F,DF,D,DB,B+JP
 Chuudan Atemi Nage                   F,DF,D,DB,B+SP
 Joudan Atemi Nage                    F,DF,D,DB,B+FP

 Raging Storm                         DB,F,DF,D,DB,B,DF+P
 Deadly Rave                          F,DF,D,DB,B,F+SK,JP,JP,SK,SK,SP,FK,FP,
                                      HK,D,DF,F+FP(lvl-3)

 - Counter -                          Close Standing Fierce

* Cancellable Attacks *

 JP,SK
 SK,FK
 S.JP,C.SK,C.FK

 - All three of the "Atemi Nage" moves requires the opponent to attack
   Gesse as he performs the move...however, this will not work against
   projectiles.

 - At the end of the Deadly Rave super you can replace the Double Reppukken
   move with virtually any other move(or combo) that Gesse has in his
   repetoire.

=============================================================================
------------------------------- [ God Rugal ] -------------------------------
=============================================================================

 Reppukken                            D,DF,F+P
 Genocide Cutter                      F,D,DF+K
 God Press                            F,DB,D,DB,B+P
 Execution                            F,DB,D,DB
 Dark Barrier                         B,DB,D,DF,F+K
 Kaiser Wave                          F,B,DB,D,DF,F+P(charge)
 Dark Smash                           D,DF,F+P(air)

 Gigantic Pressure                    D,DF,F,DF,D,DB,B+P
 Genocide Heaven                      D,DF,F(x2)+K
 God End                              F,DF,D,DB,B(x2)+P(lvl-3)
 Last Judgement                       JP,JP,F,SK,FP(lvl-3)

 - Counter -                          Genocide Cutter

* Cancellable Attacks *

 C.JP,C.SP
 JP,FP
 JP,SP
 C.JP,FK

 - The Dark Barrier will reflect projectiles at 1.5 times it's normal
   speed.

 - The Execution cannot be blocked.

 - The Last Judgement cannot be blocked.

 - The Kaiser Wave can be charged for a maximum of one second.

=============================================================================
-------------------------------- [ Hibiki ] ---------------------------------
=============================================================================

 Chikayori te Kiru Nari               D,DB,B+P
 Suigetsu o Tsuku Nari                F,D,DF+K
 Kami Hitoe                           3K
  - Moko Koto                         B+K
  - Ma o Tsumeru                      F+K
 Touma ni te Kiru Nari                D,DF,F+P
 I o Awasu Nari                       B,DB,D,DF,F+K

 Shi O Osorenu Kokoro Nari            F,B,DB,D,DF,F+P(lvl-3)
 Hasshou Suru Shinki Nari             F,DF,D,DB,B,DB,F+P
 Shikabane O Koete Iku Nari           F,DF,D,DB,B,F+SK,SP,FP -
                                      WP, MP, HP, WP, MP, D,DF,F+HP/
                                      WP, MP, HP, WK, MK, D,DF,F+HK/
                                      WK, MK, WK, HK (level 3)

 - Counter -                          Suigetsu O Tsuku Nari

* Cancellable Attacks *

 JP,SK
 JP,SP
 SK,SK

 - The Shi O Osorenu Kokoro Nari will hit twice up close, but if you
   are too far away it can hit once and not even connect at all.

 - The Kami Hitoe will dodge practically all attacks, however if you try
   to dodge a super like a Shoryuu Reppa she'll miss the initial hits but
   be attacked by the rest of the hits since there is one frame of animation
   where she recovers.

 - The Ma o Tsumeru is her dash, while she can go through opponents she is
   not invulnerable to attacks however. She can go on as long as she wants
   just so long as you hold the direction forward and you are not attacked
   along the way.

=============================================================================
-------------------------------- [ Hoahmaru ] -------------------------------
=============================================================================

 Fake Senpu Retsu Zan                 D,DF,F+K
 Kogetsu Zan                          F,D,DF+P
 Senpu Retsu Zan                      D,DF,F+P
 Resshin Zan                          D,DB,B+P

 Tenha Fujin Zan                      D,DF,F(x2)+P
 Tenha Danku Retsu Zan                F,DF,D,DB,B,F+P(lvl-3)(close)

 - Counter -                          Kogetsu Zan

* Cancellable Attacks *

 SK,SK,SK

 - The Fake Senpu Retsu Zan is exactly what it is, you can cancel into a
   regular attack during or after the move.

=============================================================================
---------------------------------- [ Iori ] ---------------------------------
=============================================================================

 Shiki 100: Oni Yaki                  F,D,DF+P
 Shiki 108: Yami Barai                D,DF,F+P
 Shiki 127: Aoi Hana                  D,DB,B+P(repeat x3)
 Shiki 202: Koto Tsuki In             F,DF,D,DB,B+K
 Kuzukaze                             F,DF,D,DB,B,F+P(close)

 Kin Sen Ni Shiki 1201: Ya Otome      D,DF,F,DF,D,DB,B+P
 Ura Shiki 108: Ya Sakazuki           D,DB,B,DB,D,DF,F+P

 - Counter -                          Shiki 100: Oni Yaki

* Cancellable Attacks *

 JP,JP,JP
 JP,SK
 SK,SK,SK(can be crouching)
 JP,FP

 - The Ura Shiki 108: Ya Sakazuki will stun the opponent for a while, 
   leaving them vulnerable to attack.

=============================================================================
---------------------------------- [ Joe ] ----------------------------------
=============================================================================

 Slash Kick                           B,DB,D,DF,F+K
 Ougon no Kakato                      F,DF,D,DB,B+K
 Hurricane Upper                      B,DB,D,DF,F+P
 Tiger Kick                           F,D,DF+K
 Bakuretsu Ken                        P(rapidly)

 Screw Upper                          D,DF,F(x2)+P
 Bakuretsu Hurricane Tiger Kakato     D,DF,F,DF,D,DB,B+P
 Double Cyclone                       D,DB,B(x2)+P(lvl-3)

 - Counter -                          Tiger Kick

* Cancellable Attacks *

 JP,SK
 JP,FP
 C.JP,C.SK,C.JP
 SK,FK

=============================================================================
--------------------------------- [ Ken ] -----------------------------------
=============================================================================

 Zenpou-Tenshin                       D,DB,B+P
 Hadouken                             D,DF,F+P
 Shoryuken                            F,D,DF+P
 Nata Otoshi-geri                     B,DB,D,DF,F+SK
 Kamabarai-geri                       B,DB,D,DF,F+FK
 Oosoto Mawashi-geri                  B,DB,D,DF,F+RK
  -Inazuma Kakato wari                K(hold)
 Tatsumaki Senpu Kyaku                D,DB,B+K(air)
 Ryusen Kyaku                         B,D,DB+K
 Inazuma Kakato Wari)                 F+FK
 (thrust kick)                        F+RK

 Shoryuu Reppa                        D,DF,F(x2)+P
 Shinryuken                           D,DF,F(x2)+K(rapidly)
 Shinpuu Kyaku                        D,DB,B(x2)+K(lvl-3)

 - Counter -                          Shoryuken

* Cancellable Attacks *

 JP,SK,JP
 JP,JP,JP
 JP,FP
 SK,FP
 C.SK,JP,FP
 SK,SK,SK

 - Ken's (overhead counter) cannot be blocked low.

 - To get the most hits out of the Shinryuken, ram the buttons a second
   after the super starts.

=============================================================================
--------------------------------- [ Kim ] -----------------------------------
=============================================================================

 Hangetsu Zan                         D,DB,B+K
 Hisho Kyaku                          D,DF,F+K(air)
 Kuusajin                             D(2 sec.)U+P
 Ryusei Raku                          B(2 sec.)F+K
 Haki Kyaku                           D,D+K
 (stance)                             RK(hold)
 Neri Chagi                           F+RK
 Hien Zan                             D(2 sec.)U+K
  - Tenshou Zan                       D+RK

 Houou Kyaku                          D,DB,B,DB,F+K
 Houou Hiten Kyaku                    D,DF,F(x2)+K
 Houou Tenbu Kyaku                    D,DF,F,DF,D,DB,B+K(air)

 - Counter -                          Hien Zan

* Cancellable Attacks *

 JP,SK
 SK,JP
 C.SK,C.SK,C.SK,SK
 C.JP,C.SK,C.FK

 - Kim's Neri Chagi cannot be blocked low.

 - The Tenshou Zan can only be performed with the roundhouse kick version
   of the Hien Zan.

=============================================================================
--------------------------------- [ King ] ----------------------------------
=============================================================================

 Mirage Kick                          D,DB,B+P
 Venom Strike                         D,DF,F+K
 Surprise Rose                        F,D,DF+K
 Trap Shot                            B,D,DB+K
 Tornado Kick                         F,DF,D,DB,B+K
 Double Strike                        D,DF,F(x2)+K

 Illusion Dance                       D,DF,F,DF,D,DB,B+K
 Silent Flash                         D,DB,B(x2)+K

 - Counter -                          Jumping Short

* Cancellable Attacks *

 JP,SK,JP
 SK,SK,SK
 JP,SP
 JP,FK

 - King's counter is a rather unique one. If the opponent blocks, she'll
   do a jumping short, but if she connects she does the jumping short and
   follows with a jumping forward.

=============================================================================
--------------------------------- [ Kyo ] -----------------------------------
=============================================================================

 Shiki 114: Ara Gami                  D,DF,F+JP/SP
  - Shiki 128: Kono Kizu              D,DF,F+P
  - Shiki 127: Ya Sabi                F,DF,D,DB,B+P
    - Shiki 125: Nana Se              K
    - Ge Shiki: Migiri Ugachi         P
 Shiki 100: Oni Yaki                  F,D,DF+P
 Shiki 75: Kai                        D,DF,F+K,K
 Shiki 202: Koto Tsuki You            F,DF,D,DB,B+K
 Shiki 115: Doku Gami                 D,DF,F+FP
  - Shiki 401: Tsumi Yomi             F,DF,D,DB,B+P
    - Shiki 402: Batsu Yomi           F+P
 Shiki 101: Oboro Guruma              F,D,DF+K
 R.E.D. Kick                          B,D,DB+K

 Ura Shiki 108: Orochi Nagi           D,DB,B,DB,D,DF,F+P
 Final Showdown                       D,DF,F(x2)+P

 - Counter -                          Shiki 100: Oni Yaki

* Cancellable Attacks *

 JP,JP
 JP,SK
 JP,FP

 - The Ura Shiki 108: Orochi Nagi can be delayed if you hold the punch button
   down.

=============================================================================
-------------------------------- [ Kyosuke ] --------------------------------
=============================================================================

 Shadow Wave                          D,DF,F+P(air)
 Lightning Upper                      F,D,DF+P
 Cross Cutter                         D,DF,F+P
 Shadow Cut Kick                      D,DF,F+K(air)
 Shadow Break                         D,DB,B+P

 Hyper Cross Cutter                   D,DF,F(x2)+P
 Super Lightning Upper                D,DB,B(x2)+P
 Super Shadow Cut Kick                D,DF,F(x2)+K(air)
 Final Symphony Remix(Batsu&Hinata)   F,DF,D,DB,B(x2)+K(lvl-3)(close)

 - Counter -                          Shadow Cut Kick

* Cancellable Attacks *

 JP,SK
 JP,FP
 JP,C.FK

- Air Combos -

 DF.RK, J.JP,J.SK,J.SP, Shadow Cut Kick/Super Shadow Cut Kick
 DF.RK, J.JP,J.SK,J.SP,J.FP,J.RK

 - The forward in the air is an arcing attack so it won't attack people in
   the air too often, try to skip it. You can connect with it in the air
   only if you begin with it, but you must hesistate a while before pulling
   it off.

=============================================================================
--------------------------------- [ Mai ] -----------------------------------
=============================================================================

 Kachou Sen                           D,DF,F+P
 Musasabi no Mai                      D(2 sec.)U+P/D,DB,B+P(air)
 Hissatsu Shinobi Bachi               B,DB,D,DF,F+K
 Ryu Enbu                             D,DB,B+P
 Kagerou no Mai                       D(2 sec.)U+K

 Cho Hissatsu Shinobi Bachi           D,DB,B,DB,D,DF,F+K
 Burning Dive                         D,DB,B(x2)+P(air)
 Swan's Fandango                      D,DF,F(x2)+P

 - Counter -                          Ryu Enbu

 * Cancellable Attacks *

 JP,SK
 JP,FP
 SK,RK
 C.SK,C.SK,C.SK

=============================================================================
--------------------------------- [ Maki ] ----------------------------------
=============================================================================

 Genko                               D,DF,F+P
 Hayagake                            D,DF,F+K
  - Jyaku De Wazaga Hassei           SK
  - Chuu De Wazaga Hassei            FK
  - Kyou De Wazaga Hassei            RK
 Saka Hayagake                       D,DB,B+K
  - Jyaku De Wazaga Hassei           SK 
  - Chuu De Wazaga Hassei            FK
  - Kyou De Wazaga Hassei            RK
 Tengu Daoshi                        B,DB,D,DF,F+P(air)(close)
 Hassou Kyaku                        D,DB,B+P or K(air)
 Tornado                             3K

 Bushin Gou Raiha                    D,DF,F(x2)+P
 Tesshin Hou                         D,DF,F(x2)+K,K
 Ajara Tengu                         360(x2)+P(air)

 - Counter -                         Tornado

* Cancellable Attacks*

 JP,SK
 JP,SP,FP,RK

 - The Hassou Kyaku must be done off the wall. The kick will have Maki come
   at the opponent with a kick, the short kick will do nothing however.
   The punches will have Maki do a springboard off the wall behind her and
   lunge at the opponent with an unblockable throw. The jab version will have
   her jump far off the wall.

 - Maki's Tornado will lose her a bit of her own energy...much like the
   desperation attacks of Final Fight.

=============================================================================
-------------------------------- [ M.Bison ] --------------------------------
=============================================================================

 Psycho Banish                       F,D,DF+P
 Devil Reverse                       D(2 sec.)U+P then P
 Vega Warp                           F,D,DF/B,D,DB+3K/3P
 Scissor Kick                        B(2 sec.)F+K
 Head Stomp                          D(2 sec.)U+K
  - Sky Diver                        P
 Psycho Crusher                      B(2 sec.)F+P

 Knee Press Nightmare                B(2 sec.)F,B,F+K
 Super Psycho Crusher                B(2 sec.)F,B,F+P(lvl-3)

 - Counter -                         Standing Fierce, Fierce Throw Animation

* Cancellable Attacks *

 JP,SK
 JP,SP

 - Bison's counter will have him do a dashing fierce and then his last
   attack is actually his fierce throw animation gone into a hit with a bit
   of Psycho energy at the end.

 - The Psycho Banish will absorb projectiles into the super guage.

 - You can sorta steer the Devil Reverse by holding it in the direction
   where you want M.Bison to go.

=============================================================================
------------------------------- [ Morrigan ] --------------------------------
=============================================================================

 Shadow Blade                        F,D,DF+P
 Soul Fist                           D,DF,F+P(air)
 Vector Drain                        F,DF,D,DB,B+P(close)

 Valkyrie Turn                       F,DF,D,DB,B+K,K
 Super Soul Fist                     D,DF,F(x2)+P (air)
 Cardinal Blade                      D,DF,F(x2)+K
 Darkness Illusion                   JP,JP,F,SK,FP(lvl-3)(air)

 - Counter -                         Shadow Blade

* Cancellable Attacks *

JP,JP
SK,JP
JP,SK,SP,FK
JP,SK,SP,FP
JP,SK,RK(close)
JP,SK,FK,RK
JP,SK,FK,FP

 - While this game normally doesn't allow you to air combo, Morrigan
   breaks this exception. After an air attack, Morrigan can easily
   combo anybody on the ground...however, this does not apply to airborne
   opponents.

 - The Darkness Illusion will go through projectiles.

 - Morrigan's combos are probably the easiest to pull off in the game, for
   a better understanding of how to execute them, think of them as the
   zigzag series from the crossover series.

=============================================================================
-------------------------------- [ Nakoruru ] -------------------------------
=============================================================================

 Mamahaha Grab                        D,DB,B+K
  - Shichikapu Ai                     D,DF,F+P
  - Kamui Mutsube                     D,DB,B+P
  - Tsukamari Kougeki                 JP/SK/SP/FK
  - Kara Oriru                        HP
  - Descent                           HK
 Annu Mutsube                         B,DB,D+P
 Lela Mutsube                         D,DF,F+P
 Kamui Risse                          B,D,DB+P
 Aumbe Yatoro                         B,DB,D,DF,F+P

 Shichikapu Kamui Irushika            F,DF,D,DB,B(x2)+P
 Elelyu Kamui Risse                   F,DF,D,DB,B+K
 Shirikoro Kamui Inomi                D,DF,F(x2)+K(lvl-3)(3K - cancel) 

 - Counter -                          Kamui Risse

* Cancellable Attacks *

 JP,SK
 SK,FK
 JP,FP
 SK,RK

 - The Shirikoro Kamui Inomi will gain back Nakoruru's health, she can
   gain back to full life, but you can cancel the super if you press 3K
   during the duration of the move.

 - The Kamui Risse will reflect projectiles.

=============================================================================
------------------------------ [ Orochi Iori ] ------------------------------
=============================================================================

 Shiki 127: Aoi Hana                  D,DB,B+P(repeat x3)
 Shiki 108: Yami Barai                D,DF,F+P
 Shiki 100: Oni Yaki                  F,D,DF+P
 Shiki 202: Koto Tsuki In             F,DF,D,DB,B+K

 Kin Sen Ni Shiki 1201: Ya Otome      D,DF,F,DF,D,DB,B+P
 Ura Shiki 100: Oni Honou             D,DF,F(x2)+P

 - Counter -                          Standing Close Fierce

* Cancellable Attacks *

 JP,SK
 C.SK,C.SK,C.SK
 JP,FP

=============================================================================
--------------------------------- [ Raiden ] --------------------------------
=============================================================================

 Posion Breath                        F,DF,D,DB,B+P
 Super Dropkick                       3K(hold)
 Giant Bomb                           B(2 sec.)F+P
 Jumping Lariat Drop                  F,D,DF+P(close)
 Thunder Crush Bomb                   360+K(close)
 Combination Bodyblow                 B,D,DF+P
 - Headbutt                           D,DB,B+P
 - Front Suplex                       D,DB,B+K

 Destruction Drop                     360(x2)+K(close)
 Crazy Train                          D,DF,F(x2)+P
 Fire Breath                          F,DF,D,DB,B(x2)+P

 - Counter -                          S.Strong

* Cancellable Attacks *

 C.JP,C.SK
 C.JP,FP

 - The Front Suplex cannot be blocked. However, during this move there is
   a slight delay, but normally your opponent would be too foreign to the
   move to really learn to jump or roll out of the way.

 - The Super Dropkick can be charged for as long as 40 seconds, by then
   the dropkick will reach full screen's length. The longer you charge
   the dropkick the more damage it will do and the greater distance it
   will travel. However if you release the dropkick when you are attacked
   or down you will have lost the dropkick charge.

=============================================================================
--------------------------------- [ Rock ] ----------------------------------
=============================================================================

 Crack Counter Gedan                  D,DF,F+SK
 Crack Counter Chuudan                D,DF,F+FK
 Crack Counter Joudan                 D,DF,F+RK
 Reppuken                             D,DF,F+JP/SP
 Double Reppuken                      D,DF,F+FP
 Hard Edge                            D,DB,B+P
 Rising Tackle                        D(2 sec.)U+P
 Rage Run Dunk                        D,DB,B+SK
 Rage Run Save                        D,DB,B+FK
 Rage Run Shift                       D,DB,B+RK
 Shinkuu Nage                         360+P(close)
  - Breaking                          PPP during Shinkuu Nage
  - Rasetsu                           hold PPP during Breaking

 Shinkuu Knuckle                      D,DF,F(x2)+K
 Raging Storm                         D,DF,F(x2)+P
 Deadly Rave Neo                      F,DF,D,DB,B,F+SK,JP,JP,SK,SK,SP,FK,
                                      FP,RK,D,DF,F+FP(lvl-3)

 - Counter -                          Hard Edge

* Cancellable Attacks *

 JP,FP
 JP,SP
 JP,SK

 - Much like Gesse, you can replace the last hit of the Deadly Neo Rave
   with pretty much any attack or any combo you want.

=============================================================================
-------------------------------- [ Rolento ] --------------------------------
=============================================================================

 Mekong Delta Attack                 3P,P
 Mekong Air-Raid                     D,DB,B+P,P
 Mekong Escape                       D,DB,B+K,P/K
 Patriot Circle                      D,DF,F+P(repeat x3)
 Stinger                             F,D,DF+K,P/K
 Scouter Jump                        3K

 Take No Prisoners                   D,DF,F(x2)+P
 Steel Rain                          D,DF,F(x2)+K
 Minesweeper                         D,DB,B(x2)+P

 - Counter -                         Crouching Roundhouse

* Cancellable Attacks *

(I have yet to find one decent combo in Rolento, help is needed)

 - Rolento's Stinger can be knocked away by the opponent with a regular
   attack.

 - While Rolento's taunt hits the opponent, it does no damage.

 - The Scouter Jump and Mekong Delta Attack can both be done with two
   attack buttons on the Dreamcast.

 - After the Steel Rain super, Rolento is free to move around...you can get
   in close and perform consecutive Patriot Circles to add damage to an
   already weak super.

=============================================================================
--------------------------------- [ Rugal ] ---------------------------------
=============================================================================

 Reppuken                             D,DF,F+P
 God Press                            F,DF,D,DB,B+P
 Dark Barrier                         B,DB,D,DF,F+K
 Kaiser Wave                          F,B,DB,D,DF,F+P(chargable)
 Dark Smash                           D,DF,F+P(air)
 Genocide Cutter                      F,D,DF+K

 Genocide Heaven                      D,DF,F(x2)+K
 Gigantic Pressure                    D,DF,F,DF,D,DB,B+P

 - Counter -                          Genocide Cutter

* Cancellable Attacks *

 C.JP,C.SP
 C.JP,C.JP

 - The Dark Barrier will reflect projectiles.

 - The God Press cannot be blocked.

=============================================================================
--------------------------------- [ Ryo ] -----------------------------------
=============================================================================

 Hien Shippu Kyaku                    DB(2 sec.)F+K
 Zanretsuken                          F,B,F+P
 Kohoken                              D,DF,F+P(air)
 Koho                                 F,D,DF+P
 Mouko Raijin Setsu                   B,D,DB+P
 Hyouchuu Wari                        F+SP
 Kyokugen-ryuu Ren Bu Ken             F,DF,D,DB,B+P(close)

 Hao Sho Kohoken                      F,B,DB,D,DF,F+P
 Ryuuko Ranbu                         D,DF,F,DF,D,DB,B+P
 Tenchi Hakoken                       D,DF,F(x2)(lvl-3)

 - Counter -                          Koho

* Cancellable Attacks *

 JP,SK
 C.JP,C.SP

 - Ryo's Hyouchuu Wari cannot be blocked low.

=============================================================================
--------------------------------- [ Ryu ] -----------------------------------
=============================================================================

 Hadouken                             D,DF,F+P
 Tatsumaki Senpuu Kyaku               D,DB,B+K(air)
 Shoryuken                            D,F,DF+P
 Shakunetsu Hadouken                  B,DB,D,DF,F+P
 Sakotsu Wari                         F+MP
 Hatobi Kudaki)                       F+FP

 Shinkuu Hadouken                     D,DF,F(x2)+P
 Shinkuu Tatsumaki Senpuu Kyaku       D,DB,B(x2)+K
 Shin Shoryuken                       D,DF,F(x2)+K

 - Counter -                          Shoryuken

* Cancellable Attacks *

 SK,FP
 JP,SP
 SK,SP
 JP,FK
 SK,FK
 SK,JP,FK
 JP,SK,FK
 JP,SK,SP
 SK,JP,SP

- Ryu's Sakotsu Wari cannot be blocked low

=============================================================================
--------------------------------- [ Sagat ] ---------------------------------
=============================================================================

 Tiger Uppercut                       F,D,DF+P
 Tiger Crush                          F,D,DF+K
 Tiger Shot                           D,DF,F+P
 Ground Tiger Shot                    D,DF,F+K

 Tiger Cannon                         D,DF,F(x2)+P
 Tiger Raid                           D,Db,B(x2)+K
 Ground Tiger Cannon                  D,DB,B(x2)+P
 Tiger Genocide                       D,DF,F(x2)+K

 - Counter -                          Tiger Uppercut

* Cancellable Attacks *

 C.JP,C.SP

=============================================================================
--------------------------------- [ Sakura ] --------------------------------
=============================================================================

 Sakura Otoshi                        F,D,DF+K,P(repeat x3)
 Shououken                            F,D,DF+P
 Shunpuu Kyaku                        D,DB,B+K,D,DB,B+K
 Sakura Hana Kyaku                    D,DF,F+K(air)
 Hadou Shou                           D,DF,F+P
 Flower Kick                          F+FK

 Shinku Hadouken                      D,DF,F(x2)+P
 Haru Ichiban                         D,DB,B(x2)+K
 Midare Zakura                        D,DF,F(x2)+K

 - Counter -                          Shououken

* Cancellable Attacks *

JP,SK
JP,FP
C.SK,C.SK

 - While Sakura's taunt does hit, it does no damage.

 - For the last kick in the Shunpuu Kyaku to connect you must perform the
   motion for it in the air.

=============================================================================
------------------------------- [ Shin Akuma ] ------------------------------
=============================================================================

 Shakunetsu Hadouken                  F,DF,D,DB,B+P
 Gou Shoryuken                        F,D,DF+P
 Gou Hadouken                         D,DF,F+P
 Zanku Hadouken                       D,DF,F+P(air)
 Tatsumaki Zanku Kyaku                D,DB,B+K(air)
 Tenma Shurettou                      D,D+3P/3K
 Ashura Senkuu                        F,D,DF/B,D,DB+3P/3K

 Messatsu Gou Hadouken                F,DF,D,DB,B(x2)+P
 Tenma Gou Zanku                      D,DF,F(x2)+P(air)
 Messatsu Gou Shoryu                  D,DF,F(x2)+P
 Shun Goku Satsu                      JP,JP,F,SK,FP(lvl-3)
 Kongou Kokuretsu Zan                 F,DF,D,DB,B(x2)+K(lvl-3)

 - Counter -                          Gou Shoryuken

* Cancellable Attacks *

 JP,SK
 JP,FP
 JP,C.SP
 C.SK,C.FK

 - The Kongou Kokuretsu Zan will attack the opponent anywhere on the screen
   and cannot be blocked low. It's also an extremely fast super and does
   a lot of damage.

 - The Ashura Senkuu can be done with 2 buttons on the Dreamcast.

=============================================================================
--------------------------------- [ Terry ] ---------------------------------
=============================================================================

 Power Dunk                           F,D,DF+K
 Crack Shot                           D,DB,B+K
 Power Wave                           D,DF,F+P
 Rising Tackle                        D(2 sec.)U+P
 Burn Knuckle                         D,DB,B+P

 Power Geyser                         D,DB,B,DB,F+P
 Buster Wolf                          D,DF,F(x2)+K

 - Counter -                          Rising Tackle

* Cancellable Attacks *

 JP,SK
 SK,SK
 C.JP,C.SP

 - The Power Dunk will hit twice if you are up close.

 - The Power Geyser is designed to hit an opponent one third to half a
   screen's distance away. If you are too close to the opponent the higher
   levels of the super will hit only once.

 - After the Buster Wolf you can continue the combo, you can follow up with
   a regular attack or, if you're in the corner, the Power Dunk.

=============================================================================
---------------------------------- [ Todo ] ---------------------------------
=============================================================================

 Overhead Kasane Ate                  F,D,DF+P
 Kasane Ate                           D,DF,F+P(air)
 Tatsumaki Souda                      F,DF,D,DB,B+P(close)

 Cho Kasane Ate                       D,DF,F(x2)+P
 Kuzu Otoshi                          D,DF,F,DF,D,DB,B+P

 - Counter -                          Standing Close Fierce

* Cancellable Attacks *

C.JP,C.SK
C.JP,C.SK,C.SP/C.FK

 - The Cho Kasane Ate works much like Hulk's Gamma Wave in the crossover
   series. The closer the opponent is to you and the farther away they are
   from the wall the more damage this this move will do.

 - The Kasane Ate acts like a giant moving defensive wall, use this to your
   advantage and keep a good half screen's distance away.

 - The fierce version of the Kasane Ate will not hit opponents that are
   very close to Todo.

=============================================================================
---------------------------------- [ Vice ] ---------------------------------
=============================================================================

 Scarlet Terror                       DB(2 sec.)F+K
 Rolling Crystal Flash                B(2 sec.)F+P
 Flying Barcelona Attack              D(2 sec.)U+K,P
  - Izuna Drop                        F/B+P(close)
 Double Backflip                      3P
 Backflip                             3K
 Sky-high Claw                        D(2 sec.)U+P

 Flying Barcelona Special             DB(2 sec.)DF,DB,U+K,P
  - Rolling Izuna Drop                B/F+P(close)
 Scarlet Mirage                       B(2 sec.)F,B,F+K
 Red Impact                           B(2 sec.)F,B,F+P(lvl-3)

 - Counter -                          Scarlet Terror

* Cancellable Attacks *

C.JP,C.SK
C.JP,C.FK

 - Vega can lose his claws and mask if he blocks too many hits or gets hit
   enough.

 - When Vega loses his claws his attack power goes down just a bit. He can
   pick it up again just by walking over it, you'll hear him laugh a little
   bit.

 - When Vega loses his mask his defense power goes down just a bit. He can
   pick it up against just by walking over it, you'll hear him laugh a little
   bit.

 - The Red Impact super can only be done when Vega has his claws on.

 - The backflips that Vega does makes him completely invincible to any
   attack, projectiles and attacks will go through him.

=============================================================================
---------------------------------- [ Vice ] ---------------------------------
=============================================================================

 Ravenous                             D,DB,B+K(air)
 De-cide                              B,DB,D,DF,F+K
 De-cide Slayer                       F,D,DF+K
 Nail Bomb                            B,DB,D,DF,F+P(close)
 Mayhem                               D,DB,B+P
 Gore Fest                            F,DF,D,DB,B,F+P(close)
  - Tranqility                        F,D,DF+P
 Outrage                              D,DB,B+K

 Negative Gain                        F,DF,D,DB,B(x2)+K(close)
 Whithering Surface                   D,DF,F(x2)+P

 - Counter -                          Mayhem

* Cancellable Attacks *

JP,SK
JP,FP(close)

 - The De-cide will not connect if you are not at least sweep distance away
   from the opponent.

 - To pull off the Tranquility you must perform the motion extremely fast,
   however you will always remain in a corner after the move connects making
   it easier for the Tranquility to connect.

=============================================================================
-------------------------------- [ Yamazaki ] -------------------------------
=============================================================================

 Yaki Ire                             F,D,DF+K
 Bai Gaeshi                           D,DF,F+P 
 Suna Kake                            D,DB,B+K
 Sabaki no Aikuchi                    F,D,DF+P
 Sadomazo                             B,DB,D,DF,F+K
 Hebi Tsukai Gedan                    D,DB,B+LP
 Hebi Tsukai Chuudan                  D,DB,B+MP
 Hebi Tsukai Joudan                   D,DB,B+HP
  - Hebi Damashi                        K while delaying Snake Fist
 Bakudan Pachiki                      hcb, f+P (close)

 Guillotine                           qcf, qcf+P
 The Drill                            hcb, hcb+P tap P rapidly (close)

 - Counter -                          Suna Kake

* Cancellable Attacks *

JP,SK
JP,FP

 - The Drill can have a series of different attacks depending on how you
   ram the buttons.

 - The Hebi Damashi will cancel the Tsukai attacks.

 - The Sadomazo will counter physical attacks, but it doesn't counter 
   attacks low or over his head since he attacks with the Hebi Tsukai
   Chuudan.

=============================================================================
---------------------------------- [ Yun ] ----------------------------------
=============================================================================

 Senkyuutai                          D,DF,F+K
 Kobokushi                           D,DB,B+P
 Tetsuzan Kou                        F,D,DF+P
 Zesshou Hohou                       D,DF,F+P
 Zenpou Tenshin                      F,DF,D,DB,B+K (close)

 Sourai Rengeki                      D,DF,F(x2)+P
 Youhou                              D,DB,B(x2)+P(lvl-3)
 Raishin Mahha-Ken                   D,DF,F(x2)+K
 Hiten Souryuu-Jin                   D,DB,B(x2)+K(lvl-3)(air)

 - Counter -                         Senkyuutai

* Cancellable Attacks *

JP,SK
JP,SK,SP

 - The Kobokushi will absorb projectiles into the super guage.

 - You must be pretty close to the opponent for the Raishin Mahha-Ken to 
   connect. This super will also have Yun avoid any projectiles and attacks
   just so long his brother gets in the screen(he doesn't even have to
   connect) before the attack reaches Yun.

 - After the Youshou you can follow up with a Senkyuutai.

 - Yun's standing forward is a launcher, you can follow up with a simple
   attack or his Hiten Shouryuu Jin.

=============================================================================
---------------------------------- [ Yuri ] ---------------------------------
=============================================================================

 Raioken                              D,DF,F+K
 Seiha                                D,DB,B+P
 Kohoken                              D,DF,F+P
 Yuri Cho Upper                       F,D,DF+P
  - Double Yuri Cho Upper             F,D,DF+FP
 Hyakuretsu Binta                     F,DF,D,DB,B+K
 En Yoku                              F+FK

 Hao Sho Kohoken                      F,B,DB,D,DF,F+P
 Hien Rekko                           D,DF,F(x2)+P
 Hien Hou Kyaku                       D,DF,F,DF,D,DB,B+K

 - Counter -                          Yuri Cho Upper

* Cancellable Attacks *

JP,SK
JP,FP
SK,JP
C.SK,C.FK

 - To do the Double Yuri Cho Upper you must use the fierce version of the
   attack followed by another fierce version, any other combination will not
   work as far as I know.

 - The Seiha will absorb projectiles into the super guage.

 - The Hien Hou Kyaku will go through projectiles.

=============================================================================
-------------------------------- [ Zangief ] --------------------------------
=============================================================================

 Banishing Flat                       F,D,DF+P
 Atomic Buster                        360+P(close)
 Double Lariat                        3P
 Quick Double Lariat                  3K
 Atomic Suplex                        360+K(close)
 Flying Powerbomb                     360+K
 (body press)                         D+FP(air)
 (knee drop)                          D+SK/FK(air)

 Final Atomic Buster                  360(x2)+P(close)
 Aerial Russian Slam                  D,DF,F(x2)+K

 - Counter -                          Banishing Flat

* Cancellable Attacks *

 JP,SK
 JP,JP

 - Zangief's Banishing Flat will absorb projectiles into the super guage.

 - Zangief's Aerial Russian Slam only works on airborne opponents. He can be
   easily knocked out of the super but if you time it to catch the opponent
   at the vertices of their jump, you'll catch them 9/10.

*****************************************************************************
---------------------------- [ Color Selection ] ----------------------------
*****************************************************************************

In Capcom vs. SNK2(like all previous Capcom fighting games) you can custom
select the colors you want to use for the battle by pressing any button.
However, the descriptions below are based on the colors on my TV screen, so
they can vary among resolution and picture quality depending on your TV and
arcade.

Note, if you press the same button color for the same character, you will
get the previous color(depending on who pressed the button second), if both
1P and 2P pressed Strong, the first one who pressed it will get the strong
color while the one who pressed it last will get the Jab color...and if the
first gets Jab, the last one gets the 3K color.

- [ Balrog ] -

JP: Blue outfit, cherry red gloves
SP: Sky violet outfit, dark olive green gloves
FP: Peach outfit, magenta gloves
SK: Green outfit, dark red gloves
FK: Dark brown-olive outfit, blue gloves
RK: Blue outfit, green gloves
3P: Dirty gold outfit, orange gloves
3K: Gray outfit, yellow-green gloves

- [ Blanka ] -

JP: Green skin, brown shorts
SP: Arctic blue skin, dirty blonde shorts
FP: Dark columbia blue skin, dark chestnut shorts
SK: Dandelion skin, blue shorts
FK: Pink skin, dark navy shorts
RK: Hot violet skin, burning magenta shorts
3P: Dark orange skin, dirty blonde shorts
3K: Charcoal skin, dark brown shorts

- [ Cammy ] -

JP: Skyblue outfit, chesnut gloves, brown boots
SP: Dark green outfit, brick red gloves, brown boots
FP: Dark skyblue outfit, magenta gloves, brown boots
SK: Pink outfit, red gloves, light tan boots
FK: Yellow-green outfit, magenta gloves, light tan boots
RK: Gold outfit, red gloves, brown boots
3P: Brick red outfit, light tan gloves, dark brown boots
3K: Silver outfit, light magenta gloves, tan boots

- [ Chun-Li ] -

JP: Blue outfit
SP: Teal outfit
FP: Dark blue outfit
SK: Violet outfit
FK: Red outfit
RK: Pink outfit
3P: Light skyblue outfit
3K: Dark navy outfit

- [ Dhalsim ] -

JP: Yellow attire
SP: Brown attire, gray skin
FP: Light tan attire, gray-green skin
SK: Light black attire, orange-gold skin
FK: Pink attire, light gray skin
RK: White attire, brown skin
3P: Pink attire, pink skin
3K: Light black attire, charcoal/chestnut skin

- [ Eagle ] -

JP: Charcoal pants, red scarf, white shirt
SP: Light skyblue shirt, violet-navy pants, dandelion scarf
FP: Red pants, light pink shirt, dark orange scarf, lighter skin
SK: Brick red scarf, light charcoal pants, darker skin, white shirt
FK: Charcoal shirt, dark charcoal pants, red scarf, light tan skin
RK: Brown pants, dark orange scarf, dirty white shirt
3P: Violet pants, brick red scarf, light olive green shirt
3K: Magenta scarf, dark violet pants, sky violet shirt, darker skin

- [ Ken ] -

JP: Red gi, black belt
SP: Baby blue gi, black belt
FP: Purple gi, black belt
SK: White-skyblue gi, black belt
FK: Yellow gi, black belt
RK: Olive green gi, black belt
3P: Fuschia gi, black belt
3K: Teal gi, black belt

- [ Ryu ] -

JP: White gi, red headband
SP: White-skyblue gi, black belt, red headband
FP: Dark red belt, navy gi, navy headband
SK: Ivory gi, red headband, a little more tanner
FK: White-winter green ki, black belt, red headband
RK: Forest green gi, black belt, red headband
3P: Gold gi, black belt and headband
3K: White-yellow gi, black belt, red headband, tanner

- [ Sakura ] -

JP: Blue skirt, white outfit, yellow scarf, red shoes and gloves
SP: Pink scarf, green skirt, brown gloves and shoes, white outfit
FP: Dark Navy skirt, pink scarf, white outfit, yellow gloves and shoes
SK: Organe skirt, white outfit, light pink scarf, dark navy gloves and shoes
FK: White outfit, brown skirt, dandelion scarf, pink shoes and gloves
RK: Violet skirt, white outfit, yellow scarf, blue shoes and gloves
3P: Light pink outfit, gold scarf, white shoes(with pink toe) and gloves,
    cherry red skirt
3K: Blue skirt, dandelion scarf, white outfit, white gloves and shoes

*****************************************************************************
------------------------------ [ Foreclosure ] ------------------------------
*****************************************************************************

That's the end of the guide pretty much...more will be added as I have more
time. I also want to thank many of the readers and fellow authors(most of
them) for their honesty and hospitality. My contact is right at the top,
complaints or comments...send them my way. I also urge you to check out
the other guides at 

- http://www.gamefaqs.com/console/dreamcast/game/32598.html -

There are a ton of quality guides out there, like columbo's and Dark
Guyver's guides, Pink Spider's Zangief guide, Shiela Kholsa's Yuri guide,
Brian Lui's Hibiki guide, Kibagami's voice translation guide and many
others. You'd be amazed at how good a fighter you'd become if you just take
general info from those guides and combine them...though no one will ever
beat my team of Zangief, Raiden, and Kim. :P

Remember guys, don't just stop here...GameFAQs is full of useful and
incredibly detail guides(I've read all of them...really!)...anywhere from
the movelists to the strange(but very useful) color edit guides. So check
them out and come away happy.

*****************************************************************************
------------------------------ [ Approbation ] ------------------------------
*****************************************************************************

- Capcom/SNK(www.capcom.com/www.snk.co.jp)
  Their group effort in making the greatest fighting game of all time.

- Michael T. Pureka(mpureka@mail.wesleyan.edu)
  Thanks for telling me about Nakoruru's movelist, apparently one of the
  moves was taken out from this game.

- Kao Megura(kmegura@yahoo.com)
  Thanks for his continued support(directly or indirectly) in guide writing
  and for allowing me permission to similarize his fighting guide format
  and being a good friend for many years.

- Columbo(adoh@earthlink.net)
  Thanks for his permission to use the movelists for Maki, Eagle, Kyosuke,
  and God Rugal. I really appreciate the help and I hope I can return the
  favor.

- My relatives in Sydney
  Ugh...I miss my relatives so much...thanks a million for kyute cousins,
  hilarious uncles, and the sweetest aunts.

- Everything else...
  ...that made this guide possible, God, family, firefighters, teachers,
  etc.

- [ EOF ] -

Copyright(C) Dingo Jellybean; 2001