CAPCOM VS. SNK 2: Millionaire Fighting 2001 (DC version) H H AA OO H H M M AA RRR U U H H A A O O H H MM MM A A R R U U HHHH AAAA O O HHHH M M M AAAA RRR U U H H A A OO H H M M A A R R UU HAOHMARU FAQ Ver. 1.0 ============================= Copyright ============================= Copyright 2001 Jolly Roger's Ship http://grimpirate.freehomepages.com/new/main.html This document may be reproduced or retransmitted in any way, shape, form, or medium. If you wish to use this document, noticeable credit must be given to its author and his webpage. You may not alter, edit, or remove materials from any part of this document. However, it may be formatted differently and parts may be added on to it, as long as the original text remains intact. It may not be offered for money and/or compensation or as a gift for purchasing an item or accessing a webpage. It may be translated into other languages so long as the translation remains true to the original. It may not appear in any publication without the explicit permission of the author. This document was in no way intended for commerical, promotional and/or profitable uses. This guide is intended for personal and private use only. Any other uses must be approved beforehand by the author, Jolly Roger (http://grimpirate.freehomepages.com/new/main.html). By accessing, reading, viewing, or using this document in any way, you automatically agree to abide by this copyright. Any part of this copyright may change at anytime, withour prior warning. Capcom Vs. SNK 2: Millionaire Fighting 2001, all characters and associated materials are copyright their owner. No breach of copyright intended. This guide and its author make no claims to the articles stated below. All trademarks and copyrights not acknowledged in this document are respected. Information in this document is provided "as is," without warranty or guarantee of any kind, either express or implied. Under no circumstances will this guide or its author, be held responsible by any party for any direct, indirect, consequential, or special damages incurred through use of this document, including without limitation, lost profits, and loss of computer data. If you do not agree with this copyright, then do not utilize this document in any form or manner, including but not limited to: reading, downloading, printing, etc. ============================= Index ============================= I. Legend II. Grooves III. Groove Systems IV. Specials V. Supers VI. Regarding Haohmaru VII. Credits ============================= I. Legend ============================= ----------------------------- Directions ----------------------------- UB U UF U = up UF = up forward \ | / D = down UB = up back B- N -F B = back DF = down forward / | \ F = forward DB = down back DB D DF o o o \ | / o- N -o (graphical direction diagram) / | \ o o o ----------------------------- Buttons ----------------------------- LP = light punch LK = light kick MP = medium punch MK = medium kick HP = hard punch HK = hard kick P = any punch button K = any kick button ----------------------------- Conventions ----------------------------- , = immediately after + = at the same time / = or C = C-Groove A = A-Groove P = P-Groove S = S-Groove N = N-Groove K = K-Groove ============================= II. Grooves ============================= ----------------------------- C-Groove ----------------------------- 3 levels on your super gauge. Systems: Dash Air Guard Counter Attack Rolling Tactical Recovery ----------------------------- A-Groove ----------------------------- Activate custom combo with HP+HK. Custom combos when activated, and when half full a level 1 super combo can be performed. Systems: Dash Counter Attack Rolling Safe Fall ----------------------------- P-Groove ----------------------------- Ability to parry, press D/F just before ANY attack makes contact. 1 level on your super gauge, it charges slowly. When full, a level 3 super combo can be executed. Systems: Dash Small Jump Tactical Recovery ----------------------------- S-Groove ----------------------------- Charge meter by pressing HP+HK. Charges manually to perform level 1 super combos. However, a level 3 super combo can be performed when super gauge is at MAX and life gauge is flashing. Furthermore, when life gauge is flashing, unlimited level 1 super combos are bestowed upon character. Systems: Run Small Jump Counter Attack Dodge Tactical Recovery ----------------------------- N-Groove ----------------------------- To activate MAX mode press HP+HK. This groove is charged in stocks. You must have at least one stock to perform a level 1 super combo. To perform a level 3 super combo, one stock must be used to activate MAX mode, and another to perform the actual super combo. Systems: Run Small Jump Counter Movement Counter Attack Rolling Safe Fall ----------------------------- K-Groove ----------------------------- "Just Defend" ability - at the precise moment of attack, block the attack and your character will regain some life and his combo gauge will increase. The gauge only grows when you are hit. When fully charged you can release a level 3 super combo that does insane damage. Systems: Run Small Jump Safe Fall ============================= III. Groove Systems ============================= ----------------------------- Dash ----------------------------- The character takes a small hop backwards or forwards. B,B or F,F ----------------------------- Run ----------------------------- The character runs. F,hold F ----------------------------- Air Guard ----------------------------- Character blocks in the air. B or DB (in air) ----------------------------- Small Jump ----------------------------- Character takes a jump half that of regular jump. Tap UB or U or UF ----------------------------- Counter Movement ----------------------------- Use after successfully blocking an attack. The character will cancel his block and then roll either forwards or backwards. F/B+LP+LK ----------------------------- Counter Attack ----------------------------- Use after successfully blocking an attack. The character will cancel his block and then execute a predetermined attack. F+MP+MK ----------------------------- Dodge ----------------------------- The character will evade any attack except throws. Can be followed by an immediate punch or kick. LP+LK, then P or K ----------------------------- Rolling ----------------------------- The character will roll forwards. Invulnerable except for throws. LP+LK ----------------------------- Tactical Recover ----------------------------- Character's time on the floor after being knocked down will increase. Known as "delayed get-up" Hold LP+MP+HP ----------------------------- Safe Fall ----------------------------- After being knocked down execute at the moment that character's back touches ground. Character will do a quick hop and recover quickly. D+LP+MP+HP ============================= IV. Specials ============================= ----------------------------- Fake Senpu Retsu Zan ----------------------------- D,DF,F+K |,\ ,-o + K o o ----------------------------- Ougi Senpu Retsu Zan ----------------------------- D,DF,F+P |,\ ,-o + P o o ----------------------------- Ougi Kogetsu Zan ----------------------------- F,D,DF+P -o,|,\ + P o o ----------------------------- Ougi Resshin Zan ----------------------------- D,DB,B+P |, /,o- + P o o ============================= V. Supers (a.k.a. Desperation Move/Hidden Methods of Mayhem) ============================= ----------------------------- Hiougi Tenha Fujin Zan (C/A/P/S/N/K) ----------------------------- D,DF,F,D,DF,F+P |,\ ,-o,|,\ ,-o + P o o o o ----------------------------- Tenha Danku Retsu Zan (C/P/S/N/K, must be at level 3/MAX) ----------------------------- F,DF,D,DB,B,F+P -o,\ ,|, /,o-,-o + P o o o ============================= VI. Regarding Haohmaru ============================= ----------------------------- Profile ----------------------------- HAOHMARU The Sake-Drinking Ronin Original Game: Samurai Showdown Background: Based on Miyamoto Musashi. Weapon: Katana Weapon Name: Meitou Fugudoku Occupation: Sword Saint Nationality: Japan A man who walks a dangerous path with faith and a sword. Whatever chaos he meets, he lets his blade talk. His sword wielded in the heavens is said to have crushed mountains. He is also a lover of sake and the fair maiden, Oshizu. An evil being lies beneath his chivalrous facade. This bloody style of combat is called: "The Blade of Murder." Quotes (from Samurai Showdown): "What's this wind? I feel something bad." "Wow! I am a champion, I will kill all enemies with my sword!" "How weak you are! I might kill you as well as tofu with my sword!" "What, my imitation? You have guts!" "I slay my imitation with my sword together with Mt. Fuji!" "I don't like this ominous feeling!" "I can't believe he saved us..." "I reached the evil world!" "I'll show you the soul of a samurai!" ----------------------------- Possible Problems ----------------------------- Haohmaru is originally a Samurai Showdown character, what does this mean? It means that when he was ported to CVS2 alot of things changed. The combos that one could perform in SS are not as easily performed in CVS2 (if at all). Beware of Haohmaru if you are not used to weapons based combat. Most other characters in CVS2 are non-weapons based, which means they are much quicker than Haohmaru. Haohmaru is a very powerful character. His regular specials can do heavy damage on the guard meter. Take special note, most of his moves, even basic moves, take lots of recovery time. For instance, his crouching HK is a sliding kick that if missed takes a significant amount of recovery time, and if your opponent is smart enough to roll past it, prepare for a super combo from behind. When standing Haohmaru's sword can deliver a devastatingly powerful forward cut with the HP button. However, if this powerful cut is missed it leaves Haohmaru's face ready to be uglified. ----------------------------- Analysis of Specials ----------------------------- ***************************** *Fake Senpu Retsu Zan* D,DF,F+K |,\ ,-o + K o o ***************************** I find this move is worthless because most of the opponents that I face aren't swayed by a PRETEND attack, or a feint as it's commonly called. That's right in this move Haohmaru makes it seem as though he's performing the Ougi Senpu Retsu Zan of course that's minus the actual hurling of the tornado. So unless you've got a gullible opponent, or a really defensive one, this move is useless. ***************************** *Ougi Senpu Retsu Zan* D,DF,F+P |,\ ,-o + P o o ***************************** This special fires a tornado across the screen, but while it's moving Haohmaru is just standing around for a long time. Always beware an opponent who can jump over this technique (in other words, everybody). C-Groove If faced with a C-Groove opponent be weary of two things, both at an upclose range. The C-Groove opponent can counter attack the tornado which means that if he's close enough he can land the counter attack and follow up with a super (counter attacks can be blocked, but with Haohmaru's lag after the tornado you will most likely get hit). The C-Groove opponent can also roll past the tornado, so if he's close get ready for a super combo over which you have absolutely no control except to watch. A-Groove Same as C-Groove. P-Groove This is an especially dangerous opponent to try this attack on because of the parrying ability. If your opponent is good at parrying, he will probably be able to parry the slow-moving tornado. This means that once parried Haohmaru's going to look like a big chunk of meat ready to be tenderized by a super combo. S-Groove Two things: the counter attack as previously stated in the C-Groove, and the dodge. Dodge will work in the same way as parrying does in the P-Groove except that if the character's far away he may yet do damage. N-Groove Beware of the N-Groove because it is a very mobile groove, and mobility is Haohmaru's worst enemy. Beware of the counter attack as in C-Groove. Furthermore beware of rolling and the counter movement. The counter movement is rolling but done after a block, so the opponent may get hit by the tornado, but it won't delay him as much as wanted. K-Groove Nothing really to be afraid of here except the "Just Defend" ability. Since Haohmaru's attacks are easily blocked, if the opponent has mastered the "Just Defend" system, you're in a world of trouble because their super combo and life gauge will both increase thanks to your attacks. ***************************** *Ougi Kogetsu Zan* F,D,DF+P -o,|,\ + P o o ***************************** A series of two 360 degree vertical slashes while moving forward and jumping in the air. Looks phenomenal, but if missed and/or blocked leaves you wide open to an attack when the special is done and Haohmaru is on his way back down to Earth. However, it is difficult to land a super combo precisely and that means that if you are attacked with a super combo Haohmaru will most likely be air-juggled incorrectly and not get the full force of the combo. All Grooves The counter attacks, rolls, parries, and dodges are ineffective against this move because by the time the opponent has recovered from performing those actions Haohmaru is already in the air and far from attack. The "Just Defend" ability can be potentially dangerous because if all of his sword blows are blocked precisely, it will help the opponent. So basically beware of opponents with powerful anti-aerial attacks (Gouki, Ryu, Ken, Guile, etc.) ***************************** *Ougi Resshin Zan* D,DB,B+P |, /,o- + P o o ***************************** In this move Haohmaru leaps forward very close to the ground (kind of like a small jump but with increased horizontal distance) and strikes at the enemy with a powerful downward cut. This move can be very effective, or very ineffective dependent on the circumstances. As far as the grooves are concerned, there isn't too much to worry about because the recovery time is OK. The most important thing to worry about is missing this special. This special requires alot of control, because depending on which of the P buttons you press (LP, MP, HP) you will affect the horizontal distance that Haohmaru travels. For instance, if you are in touching range with your opponent and you use either MP or HP, you will jump over him and the special will not make contact. Unless your opponent did a special at the same time (in which case you'd probably get hit, but let's assume you don't) you have nothing to worry about. However, if he does an ordinary move like a sweeping roundhouse, his recovery time will be quicker and he can capitalize on that fact. ----------------------------- Analysis of Supers ----------------------------- ***************************** *Hiougi Tenha Fujin Zan* D,DF,F,D,DF,F+P |,\ ,-o,|,\ ,-o + P o o o o ***************************** Level 1 super combo. This move is like the Ougi Kogetsu Zan except that Hoahmaru swings his sword alot more times and for a longer period of time. So what things must you beware, well counter attacks, dodges, parries and/or rolls are no biggies. The K-Groove may of course present a problem with the "Just Defend" System because this super combo makes contact a LOT of times. Furthermore, the recovery time after the super is done (after Haohmaru has descended to Earth) may be longer than that of the Ougi Kogetsu Zan, so be weary of that. This move should only be used when you see a genuine opportunity to capitalize on it, because it does plenty of damage when it makes contact. ***************************** *Tenha Danku Retsu Zan* F,DF,D,DB,B,F+P -o,\ ,|, /,o-,-o + P o o o ***************************** Level 3/MAX super combo. When Haohmaru performs this super it is alot like his standing forward cut, except that the whole screen changes color and the blow is followed by what would seem to be a comet of light striking with the sword. Needless to say INSANE DAMAGE, especially if done with the S or N Grooves. Very important thing, since it's hard to perform make sure that you practice it so that you can do it whenever you truly need it, because this is one of those moves I like to call a "Great Equalizer," in other words use it on an opponent who has pretty much destroyed you throughout the duration of the fight and is high on energy. Most important thing, don't miss, DON'T MISS, DON'T MISS FOR ANYTHING WHATSOEVER. Don't jump the gun because you want to see the move in all its glory because if you miss this move you are pretty much handing Haohmaru over to the enemy. This of course also applies missing due to a roll, parry, dodge, etc. Furthermore, beware of the counter attack. ----------------------------- Groove Selection ----------------------------- *C-Groove* To choose this Groove is to be anti-Haohmaru, because Haohmaru is an SNK character and this Groove is the pinnacle of anti-SNK. Besides, Haohmaru has no real need for it since he has no level 2 super combos. Of course if you're the type that likes to cancel your super combos then this Groove is probably for you. *A-Groove* The A-Groove is a good choice for Haohmaru. Why? Well, it gives you some freedom on combos because it offers you the ability to perform the Hiougi Tenha Fujin Zan when your gauge is half full. Also, you can perform custom combos. This in turn gives you enhanced speed to Haohmaru's otherwise slow demeanor. *P-Groove* The P-Groove is the true Groove for Haohmaru. He is a weapons based fighter, so the fact that he can thrust should inevitably be matched by the ability to parry. Of course, parrying takes a great deal of skill to master so be sure you can do it effectively. *S-Groove* This is the least favorite pick for Haohmaru. I dislike it because it gives you the mentality that you're going to take heavy damage. When the life gauge starts flashing and if your gauge is at full you can perform the most powerful level 3 super combos in the game (yes that's right, S-Groove is the most powerful), and if your gauge isn't full, then you at least have infinite level 1 super combos. However, the fact that you're relying on heavy damage doesn't make me feel like a winner, and if you abuse your super combos your opponent can simply counter, roll, dodge, parry, etc. and make you pay for your abusiveness. *N-Groove* This is my favorite Groove. Enabling MAX mode powers up Haohmaru and gives him added defense and offense. Furthermore, you can perform both level 1 and level 3 supers. The most interesting feature is that the N-Groove endows the user with the most mobility of the 6 Grooves. Since mobility is one of Haohmaru's weaknesses, it might be a good idea to strengthen it by selecting this groove. This way you can fight more strategically by seeking better positioning against your opponent. *K-Groove* The most Samurai Showdown Groove in the game. If you want to get the closest Samurai Showdown experience with Haohmaru, this is the Groove to pick. However, this Groove relies on taking heavy damage, and personally I don't enjoy seeing Haohmaru get beat up. On the other hand, if you're a true master of the "Just Defend" system, you'll most likely be invincible. ============================= VII. Credits ============================= Thanks go out to: 1) Haohmaru for his awesome haircut. 2) Evil Ryu for always keeping me on my toes. 3) Kyo for currently being the champ. 4) Rock Howard for being my archrival. 5) Anyone who hosts this FAQ and links to my site. 6) www.shoryuken.com for enlightening the uneducated ones. 7) Capcom and SNK, you know why. 8) The readers of this FAQ. 9) Samurai Showdown. Questions and/or comments: Visit me at my homepage and follow the link to the contact page. http://grimpirate.freehomepages.com/new/main.html