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Capcom vs.

SNK 2/Capcom
Contents

1 Akuma

2 Akuma, Shin

3 Balrog

4 Blanka

5 Cammy White

6 Chun-Li

7 Dan Hibiki

8 Dhalsim

9 Eagle

10 E. Honda

11 Guile

12 Ken Masters

13 Kyosuke

14 M. Bison

15 Maki

16 Morrigan

17 Rolento

18 Ryu

19 Ryu, Evil

20 Sagat

21 Sakura

22 Vega

23 Yun

24 Zangief

Akuma

Name
Seoi Nage
Tomoe Nage
Zugai Hasatsu
Tenma Kuujin Kyaku
Gou Hadouken
Zankuu Hadouken
Shakunetsu Hadouken
Gou Shoryuken
Tatsumaki
Zankuukyaku
Hyakki Shuu
__Hyakki Gou Zan
__Hyakki Gou Shou
__Hyakki Gou Sen
__Hyakki Gou Sai
__Hyakki Gou Tsui
Ashura Senkuu
Messatsu Gou Hadou

or
or

, at apex

+
+
+
+
+
+
+
+
+

or +
or +
or +

Input

, close

, close

do nothing and land

during Hyakki Shuu

during Hyakku Shuu

, close, during Hyakki Shuu

, close, during Hyakki Shuu

or

Messatsu Gou
Shouryuu
Tenma Gou Zankuu
Shun Goku Satsu

Akuma, Shin

Name
Seoi Nage
Tomoe Nage
Zugai Hasatsu
Tenma Kuujin
Kyaku
Gou Hadouken
Zankuu Hadouken
Shakunetsu
Hadouken
Gou Shoryuken
Tatsumaki
Zankuukyaku

+
+
+
+

Input
, close
, close

+
+
+

+
+

or
or

, at apex

High Tenma
Shurettou
Low Tenma
Shurettou
Ashura Senkuu
Messatsu Gou
Hadou
Messatsu Gou
Shouryuu
Tenma Gou
Zankuu
Shun Goku Satsu
Misogi

or +

or

Balrog

Name
Overhead Chop
Dash Straight
Dash Uppercut
Dash Ground
Straight
Dash Ground
Uppercut
Turn Punch
Buffalo Head Butt
Crazy Buffalo
Gigaton Blow

+
+
+
+

Input

or
+
+
+

or

Hold

and release.
, then hold or release

Blanka

Name
Rock Crush
Amazon River Run
Electric Thunder
Rolling Attack
Back Step Rolling
Vertical Rolling
Surprise Forward
Surprise Back
Direct Lightning
Ground Shave
Rolling
Shout of Earth

+
+
+

Input

(hold

+
+

+
+

Cammy White

Name
Spiral Arrow
Cannon Spike
Axel Spinning
Knuckle
Hooligan
Combination
__Razor Edge Slicer
__Fatal Leg Twister
__Cross Scissors
Pressure
__Cannon Strike
Cannon Strike
Spin Drive
Smasher
Reverse Shaft
Breaker

+
+
+

Input

...
...
...

do nothing
or + near head
or + near waist

...

, then...

Chun-Li

Name
Sankaku Tobi
Kaku Kyaku Raku
Yousou Kyaku
Senjou Shuu
Yoku Sen Kyaku
Hyakuretsukyaku
Kikouken
Spinning Bird Kick
Kikoushou
Houyoku Sen

Jump against a wall,


+

+
+
+

+
+

Input
press in opposite direction

Dan Hibiki

Name
Kuuchuu Chouhatsu
Shagami Chouhatsu
Gadouken
Kouryuken
Dankukyaku
Zenten Chouhatsu
Kouten Chouhatsu
Shinku Gadouken
Kouryurekka
Hissyo Buraiken
Chohatsu
Densetsu*

+
+
+

+
+
+

Input

* The Chohatsu Densetsu requires one level of super meter to perform. However,
once you execute it, it will empty your super meter entirely. If Dan can successfully
perform the Chohatsu Densetsu uninterrupted, he will be awarded with a completely
full super meter.

Dhalsim

Name
Drill Zutsuki
Drill Kick
Yoga Fire
Yoga Flame
Yoga Blast
Yoga Teleport
Forward
Yoga Teleport
Backward
Yoga Stream
Yoga Volcano
Yoga Tempest

+
+
+
+
+
+

Input

Or

+
+
+

Or

Eagle

Name
Manchester Black
Canterbury Blue
Oxford Red
Liverpool White
Saint Andrews
Green
Manchester Gold
Union Jack
Platinum

+
+
+
+
+

Input

(hold

+
+

to charge)

E. Honda

Name
Flying Sumo Press
Harai Geri
Hiza Geri
Hyakuretsu Harite
Super Zutsuki
Super Hyakkan
Otoshi
Ooichou Nage
Onimusou
Orochi Kudaki

+
+

Input

+
+
+

or

+
+
+

Guile

Name
Spin Back Knuckle
Knee Bazooka
Rolling Sobat
Sonic Boom
Somersault Kick
Total Wipeout
Somersault Strike
Sonic Hurricane

or
or

+
+
+
+
+
+
+
+

Input

Ken Masters

Name
Inazuma Kakato
Wari
Ushiro Mawashi
Geri
Hadouken
Shouryuken
Tatsumaki
Senpukyaku
Ryusenkyaku
Nataotoshi Kick
Kamabarai Kick
Oosotomawashi
Kick
__Inazuma Kakato
Wari
Zempou Tenshin

Input

+
+
+

+
+
+
+

Hold

during any Geri move.

Shouryu Reppa
Shinryuken
Shippu
Jinraikyaku

+
+
+

Kyosuke

Name
Launch Kick
Cross Cutter
Gen'ei Wave
Gen'ei Breaker
Raijin Upper
Gen'ei Kick
Kakusan Cross
Cutter
Super Raijin Upper
Double Gen'ei Kick
Final Symphony
Remix

+
+
+
+
+
+
+

Input

(follow with Gen'ei Kick)

+
+
+

(follow with Gen'ei Kick)

M. Bison

Name
Psycho Vanish
Psycho Crusher
Double Knee Press
Head Press
__Skull Diver
Somersault Skull
Diver
Bison Warp Forward
Bison Warp
Backward
Knee Press
Nightmare
Mega Psycho
Crusher

+
+
press
+

Input

, then or
after Head Press
, or ,

+
+

or
or

Maki

Name
Bushin Gokusaken
Hiji Otoshi
Genko
Hayagake
__Kyuuteishi
__Kage Sukui
__Kubikari
Saka Hayagake
__Kyuuteishi
__Zenpou Tobi
__Kouhou Tobi
Kabe Tobi
Izuna Otoshi
Kabe Kaijou
Hassoukyaku
Tengu Daoshi
Bushin Senpu Kyaku
Bushin Gou Raiha

+
+
+

+
+
+
+
+

Input

, , ,

during Hayagake

during Hayagake

during Hayagake

during Saka Hayagake

during Saka Hayagake

during Saka Hayagake

against a wall

or against a wall

against a wall

or against a wall

(consumes health)

Tesshin Hou
Ajara Tengu

+
+

(press

for attack)

Morrigan

Name
Shell Kick
Soul Fist
Shadow Blade
Vector Drain
ES Soul Fist
Cardinal Blade
Valkyrie Turn
Darkness Illusion

+
+
+
+
+
+
+

Input

Rolento

Name
Fake Rod
Spike Rod
Patriot Circle
Stinger
Mekong Delta Air
Raid
Mekong Delta
Escape
__Controls

Mekong Delta
Attack
Scouter Jump
Take No Prisoner
Steel Rain
Mine Sweeper

+
+
+
+
+

Input

(repeat x3)
(press or for knife)
(press for attack)

move with or , attack with


or

(press for attack)

+)
+
+
+

( or

Ryu

Name
Sakotsu Wari
Senpuu Kyaku
Kyuubi Kudaki
Hadouken
Shakunetsu
Hadouken
Shouryuuken
Tatsumaki
Senpuukyaku
Shinkuu Hadouken
Shinkuu Tatsumaki
Senpuukyaku
Shin Shouryuuken

+
+
+
+
+

Input

+
+

+
+

Ryu, Evil

Name
Sakotsu Wari
Senpuu Kyaku
Kyuubi Kudaki
Hadouken
Shakunetsu
Hadouken
Shouryuken
Tatsumaki
Senpukyaku
Ashura Senkuu
Forward
Ashura Senkuu
Backward
Shinkuu Hadouken
Messatsu
Goushouryu

+
+
+
+
+

Input

+
+

or

or

+
+

Metsu Hadouken
Shun Goku Satsu

Sagat

Name
Tiger Shot
Ground Tiger Shot
Tiger Uppercut
Tiger Crush
Tiger Genocide
Tiger Raid
Tiger Cannon
Ground Tiger
Cannon

+
+
+
+
+
+
+
+

Input

Sakura

Name
Flower Kick
Hadou Shou
Shou'ou Ken
(Shken)
Shunpuu Kyaku
__Shunpuu
Renkyaku
Ouka Kyaku
Sakura Otoshi
Shinku Hadouken
Haru Ichiban
Midare Zakura

+
+
+

Input

+
+

+
+
+
+
+

during Shunpuu Kyaku in


ground
, (then

x3,

to cancel)

Vega

Name
Sankaku Tobi
Cosmic Smart
Overhead Kick
Rolling Crystal
Flash
Scarlet Terror
Sky High Claw
Flying Barcelona
Attack
Izuna Drop
Back Slash
Short Back Slash
Flying Barcelona
Special
Rolling Izuna Drop
Scarlet Mirage

Jump against a wall,


+
+

+
+
+

, then

, then

+
+

Input
press in opposite direction

, then
, then
or

or

, then

Red Impact

Yun

Name
Senpuu Kyaku
Raigeki Shuu

Zesshou Hohou
Kobokushi
Tetsuzan Kou
Senkyuutai
Zenpou Tenshin
Sourai Rengeki
Raishin Mahhaken
You Hou
Hiten Souryujin

+
+

+
+
+
+
+
+
+
+
+

Input

after vertical jump or


forward jump

(press
for feint)

Zangief

Name
Body Press
Double Knee Drop
Kuuchuu Headbutt
Russian Kick
Dynamite Kick
Banishing Flat
Double Lariat
Quick Double Lariat
Screw Pile Driver
Flying Power Bomb
Atomic Suplex
Final Atomic
Buster
Aerial Russian
Slam

+
+
+
+

Input

(move or )

(move or )

+
+
+
+
+
+

close,

Grooves

There are a total of six different Grooves for you to choose from, identified by the letters C, A, P, S, N, and K.
The table below will summarize the differences between the Grooves, and the differences will be discussed in
greater detail below.

Based on

Meter

SubSystem

Dash
Run
Roll
Air Guard
Counter
Attack
Tactical
Recovery
Safe Fall
Small
Jump
Dodge
Counter
Movemen
t

C
Street
Fighter
Alpha 3 AISM
Three-tiered
meter

A
Street
Fighter
Alpha 3 VISM
Two-tiered
meter

P
Street
Fighter III

S
The King of
Fighters '98
Extra mode

N
The King of
Fighters '98
Advance mode

K
Samurai
Shodown

One tier
meter
(Level 3)
Parry

3 Tiered
Power Stock
Super Meter
Power Stocks
Power
Activation

Rage
Meter

Yes
No
No
No
No

Charge up
Single tiered
timed meter
Charge-Up
Unlimited
Low-health
Level 1
Supers
No
Yes
No
No
Yes

Super
Combo
Cancel
(Level 2
Only)
Yes
No
Yes
Yes
Yes

Custom
Combo

Yes
No
Yes
No
Yes

No
Yes
Yes
No
Yes

No
Yes
No
No
No

Yes

No

Yes

Yes

No

No

No
No

Yes
No

No
Yes

No
Yes

Yes
Yes

Yes
Yes

No
No

No
No

No
No

Yes
No

No
Yes

No
No

Just
Defend

C Groove

This groove is most similar to the A-ISM mode of Street Fighter Alpha 3. You have a three tiered-meter that fills
up rather quickly as you attack and take damage. In order to perform a Super Combo, you must have at least
one tier of the meter filled. For every tier filled, you can perform that level of Super Combo. To execute a Level
1 super, use the

or

buttons. To execute a Level 2 super, use

or

. And to execute a Level 3 or MAX

super, use
or
. Also for every tier filled you get a small power bonus(Level 1 - 1%, Level 2 - 2% and
Level 3 - 5%). C Groove also has two exclusive abilities. Only C Groove players can block attacks in mid-air.
And you may also cancel a Level 2 super move into a Level 1 super, or a special move. This is a very good
groove for beginners.
A Groove

This groove is most similar to Street Fighter Alpha 3 and the V-ISM mode. You get a two tiered-meter, and you
are restricted to Level 1 Super Combos only (but you can store up to two of them at a time.) However, once the
meter is full, you also gain access to Custom Combos. Press
+
to activate a Custom Combo. Your meter
will slowly deplete until it is empty. During this time, you may cancel any attack into any other, until the meter
is completely empty. You may also perform a Level 1 Super Combos at any time during your activation phase,
afterwards which will end the Custom Combo. You will be unable to perform MAX or Level 3 Super Combos.
This groove is a good groove for people who are experts of the V-ISM mode of SFA3.
P Groove

This groove is most similar to the Street Fighter III series. You get a single meter, which fills up slowly in
comparison to the other Grooves, and when it is full you must use the entire meter on a single Level 3/MAX
Super Combo. However, this Groove also has the ability that many players consider to be the most
advantageous ability in the whole game: Parrying. In order to parry an attack, you must press forward just as an
attack is about to hit you, or press down if the attack is going to connect low. If you successfully parry, the
attack will be prevented, and you will have the opportunity to immediately counter attack. Expert SF3 players
will have an advantage using this groove, but any player can learn to become good at parrying with enough
foresight.
S Groove

This groove is most similar to the early KOF games, and the Extra mode of The King of Fighters '98 in
particular. In this Groove, you have single meter that fills up very slowly as you are attacked. However, in this
Groove, you also have the ability to manually charge the meter up quickly by pressing and holding
+ .
Note that you are vulnerable to attack while you are charging, but you can stop at any time and come out with
an attack. Once your meter is full it begins to deplete, and you become 15% stronger offensively until it
empties. You may also execute a Level 1 Super Combo, which will instantly empty the meter. In S Groove, if
your health drops down to the point where your health meter is flashing you may perform an unlimited number
of Level 1 Super Combos as well as having an innate 5% offensive increase. Also during this time, if you fill up
your super meter, you can perform Level 3/MAX Super Combos. At the end of every match, the meter empties
and you start with an empty gauge every round. S Groove also has the unique ability to Dodge attacks by
pressing
+ . By doing a Dodge, you have the ability to counter by either pressing a punch or kick button
of any strength. Your character will then stick out a predetermined attack and either knock back the opponent

down, or be able to combo off of the Dodge Attack. If you can anticipate when your opponent will strike, a
Dodge along with a Dodge attack can be very strong for beginners and experts alike.
N Groove

This groove is most similar to the Advance mode of The King of Fighters '98. In this Groove, you get a single
meter which, upon becoming full, provides you with one Power Stock, and immediately empties to be filled
again. You can store up to three Power Stocks. With these stocks, you may do one of a few things. You may
perform a Level 1 Super Combo. You may perform a Counter Movement, which allows you to roll away or
behind your enemy immediately after blocking an attack. To do a Counter Movement, press forward or
backward and
+ . And finally, at the cost of one stock, you may power up by pressing
+ .
Powering up increases your offensive powers by 20%. While powered up, at the cost of an additional stock, you
may perform a Level 3/MAX Super Combo, making this the only Groove in which you can perform Level 3
Super Combos with only two full meters. (Note that while Powered Up, your super meter will not grow.) With
the ability to string Power-Ups back to back, and the greatest array of movement options, the N Groove is a
very offensive groove, and good for beginners and experts alike.
K Groove

This groove is most similar to the system found in the Samurai Shodown series. In this groove, you have one
meter (referred to as the Rage Gauge) which fills up as you get attacked. Once it fills completely, you will turn
red and experience a 35% offensive bonus and 12.5% defensive bonus. During this time, the meter will slowly
start to drain, and you will return to normal when it empties. You may also execute a Level 3/MAX Super
Combo and drain the meter instantly. The K-Groove also features an exclusive ability known as "Just Defend,"
taken from Garou: Mark of the Wolves. To perform a Just Defend, you must not block an attack until a moment
before the attack occurs. If you Just Defend successfully, you will not only block the attack, but you will gain a
minuscule amount of life back, your Rage Gauge will also fill a tiny bit, and you will also return out from block
stun faster making you able to punish slower moves that otherwise are safe upon block. This Groove is good for
expert Samurai Shodown and Garou players and beginners alike due to the huge offensive bonus from getting
hit.

Groove Edit System

The Groove Edit System is unique to the home console versions. It allows you to create your own custom mix
of groove features and abilities. You must select a gauge, a system, and sub-systems. When you first unlock it,
you will be limited to spending 4000 Groove Edit Points. You can further unlock the ability to use an unlimited
number of Groove Edit Points.
You have the ability to edit and tailor two EX-Grooves; EX1 and EX2. You may edit and name them. Then you
may spend your alloted Groove Points however you like. Use the following tables to see the available options
and determine which selections you would like to make.
Gauges
Gaug Poin
e
ts
C180
Gaug 0
e
A220
Gaug 0
e
PGaug
e
SGaug
e

800

NGaug
e

120
0

KGaug
e

100
0

No
gaug
e

160
0

Systems
System
Parrying

Description
The three-tiered super meter from the Street Fighter Alpha series. The only
gauge that gives players access to Level 2 Super Combos.
The two-tiered super meter from the V-ISM mode of Street Fighter Alpha 3. You
may only perform Level 1 Super Combos, but you may also activate Custom
Combos by pressing
+
once the meter is full.
One single meter that fills up slowly, and only allows for the execution of Level
3/MAX Super Combos. Its low price can afford you many other abilities to
compensate.
The single meter which fills up slowly, but you may charge manually by holding

. It also permits the unlimited execution of Level 1 Super Combos when


your health is low. Level 3/MAX Super Combos are only available when health is
low and the meter is full.
A single meter which fills up and store Stocks of power, which may be used to
Power-Up your fighter by pressing
+ , or execute Super Combos. PoweredUp fighters can execute Level 3/MAX Super Combos at the cost of two meters.
Also known as the Rage Gauge, the meter only fills up as you take damage.
Once full, you turn red, and increase in strength until the meter empties. You
may perform Level 3/MAX Super Combos during this time. Another low cost
option.
It is possible to create an EX-Groove where you reserve you Groove Edit Points
for the sake of more sub-system selections later. Only expert players who can
live without Super Combos should consider doing this.

Poin
ts
160
0

Description
One of the most useful, and most expensive systems. Parrying allows you to
cancel your opponent's attack and immediately counter-attack, but the
timing is difficult. Press forward to parry a high attack or down to parry a low

Just
Defend

140
0

Chain
Combo

800

Air Chain

700

Super
Combo
Cancel
Cancel
Any
Move

100
0
100
0

attack. Forward also works to parry in mid-air.


Just Defend is a little like parrying, only instead of canceling your opponents
attack, you gain a small bit of health back and come out of block stun faster.
To Just Defend, you must not block until the moment before an attack hits
you.
Chain Combos allow you to perform quick, devastating combos on the
ground with normal attacks. Very similar in effect to the Marvel vs. Capcom
series. You must follow a weak attack with a strong attack, and you may
follow a punch with the same strength kick.
This system allows you to execute a Special Move immediately following a
normal attack in mid-air (provided that you have special moves which may
be performed in mid-air).
Using a Super Combo Cancel, you may immediately cancel out of Super
Combos into Special Moves or normal attacks. Useful for surprising your
opponent and extending long combos.
By selecting Cancel any move, you may cancel any normal attack or into a
special move.

Sub-Systems
SubPoin
System
ts
Dash
200

Description
Tap

or

to move your fighter quickly through a short distance.

Run

300

Roll

400

Press
+
to instruct your fighter to roll forward, during which time
they are invulnerable to attack.

Dodge

600

Press
+
to instruct your fighter to dodge an attack while standing
in place. You may also perform a dodge attack move during the dodge.

Counter
Attack

400

Press
+
to instruct your fighter to perform a counter attacks
immediately after blocking an attack.

Counter
Movement

300

Air Guard

500

Press
or
and
+
while your fighter is blocking an attack, to roll
forward or back step away from the opponent.
Allows your fighter to block attacks while off the ground. Simply hold
back while in mid-air.

Small Jump

600

Tactical
Recovery

200

Safe Fall

300

Tap
and hold
to instruct your fighter to run through any distance,
and to initiate long jumps and rolls.

Allows your fighter to perform a small jump by tapping the joystick


or

. Good for avoiding low attacks.

Press
to instruct your fighter to remain the ground a short while
longer instead of instantly rising to his or her feet.
Press
to enable your fighter to repel away from the opponent after
they have been knocked down or thrown.

Capcom vs. SNK 2/Capcom


Contents

1 Athena

2 Benimaru

3 Chang

4 Geese Howard

5 Haohmaru

6 Hibiki

7 Iori

8 Iori, Orochi

9 Joe Higashi

10 Kim Kaphwan

11 King

12 Kyo Kusanagi

13 Mai Shiranui

14 Nakoruru

15 Raiden

16 Rock Howard

17 Rugal

18 Rugal, Ultimate

19 Ryo Sakazaki

20 Terry Bogard

21 Todo

22 Vice

23 Yamazaki

24 Yuri Sakazaki

Athena

Name
Phoenix Bomb
Renkan Tai
Psycho Ball Attack
Pheonix Arrow
Psychic Teleport
Psycho Sword
Psycho Reflector
Super Psychic Throw
Shining Crystal Bit
__Crystal Shoot

Input
, at apex +
+
+
+
+
+
+
+
+
+

__Cancel
Pheonix Fang Arrow

(hold to delay) during


Shining Crystal Bit
during Shining Crystal Bit

Benimaru

Name
Spin Kick
Foot Drill
Jackknife Kick
Raijin Ken
Taikuu Raijin Ken
Iai Geri
__Handou Sandan Geri
Shinkuu Katategoma
__Cancel
Benimaru Corridor
Crunch
Super Inazuma Kick
Raikou Ken
Denei Spark
Elec-Trigger

Input
or

close

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

after Iai Geri

Chang

Name
Hiki Nige
Tekkyuu Dai Kaiten
__Cancel
Tekkyuu Funsai Geki
Dai Hakai Nage
Hishou Kuuretsu Zan
Tatsumaki Shippuu Zan
Hishou Shissou Zan
Tekkyuu Dai Bousou
Shin! Chouzetsu
Tatsumaki Shinkuu
Zan

Input
+
+
+
+
+
+
+
+

Geese Howard

Name
Forehead Blow
Reppu Ken
Double Reppu Ken
Shippu Ken
Atemi Nage-Joudan
Atemi Nage-Chuudan
Atemi Nage-Gedan
Jaei Ken
Raising Storm
Deadly Rave

Input
+
+
+
+
+
+
+
+
+
+

or

Haohmaru

Name
Ougi Senpu Retsu Zan
Fake Senpu Retsu Zan
Ougi Kogetsu Zan
Ougi Resshin Zan
Hiougi Tenha Fujin
Zan
Tenha Danku Retsu
Zan

Input
+
+
+
+
+
+

Hibiki

Name
Touma ni te Kiru Nari
Suigetsu O Tsuku Nari
Chikayori te Kiru Nari
I o Awasu Nari
Kami Hitoe nite kawasu
nari
Ma o tsumeru koto
kanyou nari
Ma o oku koto kanyou
nari
Hasshou Suru Shinki
Nari
Shi o Osorenu Kokoro
Nari
Shikabane o koete iku
nari
__Root 1

Input
+
+
+
+

(hold

to dash)

, counter

+ (hold) after Kami Hitoe nite


kawasu nari
+ after Kami Hitoe nite kawasu
nari
+
+
+
...

, follow up with Root


+

__Root 2
__Root 3

...
...

Iori

Name
Ge Shiki: Yuri Ori
Ge Shiki: Goufu In
"Shinigame"
Ge Shiki: Yumebiki
108 Shiki: Yami Barai
100 Shiki: Oniyaki
127 Shiki: Aoi Hana
212 Shiki: Kototsuki In
Kuzukaze
Kin 1211 Shiki: Ya
Otome
Ura 108 Shiki: Ya
Sakazuki

Input
+
+

close

+
+
+
+
+
+
+

(perform 3)

(hold

to charge)

Iori, Orochi

Name
Ge Shiki: Yuri Ori
Ge Shiki: Goufu In
"Shinigame"
Ge Shiki: Yumebiki
108 Shiki: Yami Barai
100 Shiki: Oniyaki
127 Shiki: Aoi Hana
212 Shiki: Kototsuki In
Kin 1211 Shiki: Ya
Otome
Ura 100 Shiki: Oni
Honou

Input
+
+
+
+
+
+
+
+
+

(perform 3)

Joe Higashi

Name
Tiger Upper
Bakuretsu Ken
Tiger Kick
Slash Kick
Ougon no Kakato
Screw Upper
Bakuretsu Hurricane
Tiger Kakato
Double Cyclone

Input
+
+
+
+
+
+
+

Kim Kaphwan
Name
Neri Chagi
Hangetsu Zan
Haki Kyaku
Hishou Kyaku
Hien Zan
__Tenshou Zan
Ryuusei Raku
Kuu Sajin
Stance Change
__Side Kick
__Roundhouse High Kick
__Reverse Neri Chagi
__Spin Side Kick
__Roundhouse Low Kick
__Cancel
Hou'ou Tenbu Kyaku
Hou'ou Kyaku
Hou'ou Hiten Kyaku

Input
+
(hold for Stance Change)
+
+
(hold for Stance Change)
+
+
+
during Hien Zan
+
+
hold or Neri Chagi or Haki
Kyaku
during Stance Change
during Stance Change
during Stance Change
during Stance Change
during Stance Change
release during Stance Change
+
+
+

King

Name
Sliding Kick
Venom Strike
Double Strike
Surprise Rose
Trap Shot
Tornado Kick
Mirage Kick
Illusion Dance
Silent Flash

Input
+
+
+
+
+
+
+
+
+

Kyo Kusanagi
Name
Ge Shiki: Naraku Otoshi

Input
+

Ge Shiki: Goufu You

88 Shiki

Shoulder Charge

114 Shiki: Aragami

or

__128 Shiki: Kuno Kizu

during Aragami

____127 Shiki: Yano Sabi

during Kuno Kizu

____125 Shiki: Nanase

during Kuno Kizu

__127 Shiki: Yano Sabi

during Aragami

____Ge Shiki: Migiri Ugachi

during Yano Sabi

____125 Shiki: Nanase

during Yano Sabi

115 Shiki: Dokugami

__401 Shiki: Tsumi Yomi

during Dokugami

____402 Shiki: Batsu Yomi

during Tsumi Yomi

100 Shiki: Oniyaki

R.E.D. Kick

202 Shiki: Kototsuki You

75 Shiki Kai

Oboro Guruma

Ura 108 Shiki:Orochi Nagi

, then
(hold

to charge)

Saishuu Kessen Ougi "Mu Shiki"

Mai Shiranui

Name
Sankaku Tobi
Kacho Sen
Ryu Enbu
Hissatsu Shinobi Bachi
Musasabi no Mai
Kuuchuu Musasabi no
Mai
Kagero no Mai
Chou Hissatsu Shinobi
Bachi
Beni Suzaku
Mizutori no Mai

Input
Jump against a wall, press in opposite direction
+
+
+
+
+
+
+
+
+

Nakoruru

Name
Sankaku Tobi
Rolling Slash
Annu Mutsube
Lela Mutsube
Kamui Rimse
Amube Yatoro
Mamahaha Nitsukamaru
___Mamahaha
Tsukamaki Kougeki
___Yatoro Pokku
___Mamahaha Kara
Okiru
___Shichikapu Ai
___Kamui Mutsube
Shichikapu Kamui
Irushika
Elerush Kamui Rimse
Shirikoro Kamui Nomi

Input
Jump against a wall, press in opposite direction
+
+
+
+ (press for another hit)
+
+
, , , or after Mamahaha
Nitsukamaru
( or +) after Mamahaha Nitsukamaru
after Mamahaha Nitsukamaru
+
+
+
+
+

after Mamahaha Nitsukamaru


after Mamahaha Nitsukamaru

(cancel with

Raiden

Name
Bear Stomp
Body Press
Poison Spray
Giant Bomb
Super Drop Kick
Thunder Crush Bomb
Raiden CombinationBody Blow
___Head Butt
___Front Suplex
Jumping Lariat Drop
Destruction Drop
Flame Breath
Crazy Train

Input
close +
+
+
+
Hold
+
+
+
+
+
+
+
+

then release

Rock Howard

Name
Overhead Kick
Reppuken
Double Reppuken
Rising Tackle
Hard Edge
Crack Counter (Joudan)
Crack Counter
(Chuudan)
Crack Counter (Gedan)
Shinkuu Nage
___Rasetsu
Rage Run Type Dunk
Rage Run Type Save
Rage Run Type Shift
Shining Knuckles
Raising Storm
Neo Deadly Rave
__Attacks

Input
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+

or

(press
for breaking)
hold
until being released

(hold

to charge at Level 3)

___Finisher

Rugal

Name
Reppu Ken
Kaiser Wave
Dark Brarrier
Genocide Cutter
God Press
Dark Smash
Gigantic Pressure
Total Annihilation

Input
+
+
+
+
+
+
+
+

(hold

to charge)

Rugal, Ultimate

Name
Reppu Ken
Kaiser Wave
Dark Barrier
Genocide Cutter
God Press
Dark Smash
Rugal Execution
Ultimate Lane Forward
Ultimate Lane Backward
Gigantic Pressure
Total Annihilation
God End
Last Judgement

Input
+
+
+
+
+
+
+
+
+
+
+
+

(hold

or
or

to charge)

Ryo Sakazaki

Name
Hyouchuu Wari
Ko'ou Ken
Hien Shippuu Kyaku
Kohou
Zan Retsu Ken
Mouko Raijin Setsu
Kyokugenryu Renbuken
Ryuuko Ranbu
Haou Shoukou Ken
Tenchi Haou Ken

Input
+
+
+
+
+
+
+
+
+
+

Terry Bogard

Name
Rising Upper
Power Wave
Burning Knuckles
Rising Tackle
Crack Shot
Power Dunk
Power Geyser
Buster Wolf

Input
+
+
+
+
+
+
+
+

Todo

Name
Low Kick
Kasane Ate
Kasane Ate (Taikuu)
Stunning Grab
Chou Kasane Ate
Shingan: Kuzu Otoshi

Input
+
+
+
+
+
+

, close
, counter

Vice

Name
Nail Bomb
Gore Fest
__Tranquility
Outrage
Ravenous
Da Cide
Mayhem
Da Cide (Taikuu)
Negative Gain
Withering Force

Input
+ , close
+
+ after Gore Fest
+
+
+
+ (follow with Da Cide (Taikuu))
+
+ , close
+

Yamazaki

Name
Bussashi
Hebi Tsukai
__Hebi Damashi
Sadomaso
Sabaki no Aikuchi
Bai Gaeshi
Suna Kake
Yakiire
Bakudan Pachiki
Guillotine
Drill

Input
+
+
+
+
+
+
+
+
+
+

(hold to delay)
while delaying Hebi Tsukai

, close
, then

Yuri Sakazaki

Name
En Yoku
Ko'ou Ken
Raiou Ken
Yuri Chou Upper
__Double Yuri Chou
Upper
Hyakuretsu Binta
Saiha
Haou Shoukou Ken
Hien Rekkou
Hien Hou'ou Kyaku

Input
+
+
+
+
+
+
+
+
+
+

during

Yuri Chou Upper

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