_____ _ _ ___ _ _ ____ _____ ___ _ _ |_ _|| | | || _| | \/ || __ ||_ _|| _|| | | | | | | |_| || |_ | |||__|| | | | | | |_| | | | | | | || |_ | |\/| || || | | | | |_ | | | | |_| |_| |_||___| |_| |_||_||_| |_| |___||_| |_| ______ ______ \ __ \ \ ___\ \ \ \ \ \ \__ \ \_\ \ \ _\ \_____\ \_\ **** * * **** * * * * * **** * * * * * * * * * ** **** ** * * * * * * ** *** *** * * * * * * ** * * **** * * * *** *** **** * * * * * *** * * _________________ | | | SNK VS Capcom | |_________________| SNK vs Capcom: The Match Of The Millennium For NeoGeo Pocket Color By JckHamr123 Version .7 Send your questions, and/or comments to JckHamr123@aol.com. You might also find me at PhenomUndrtkr@yahoo.com. For copyright information see end of this faq. This far should only be on the following sites: - http://www.GameFaqs.com - http://vgstrategies.about.com /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= ///////////////////// //Table Of Contents// ///////////////////// 1. VERSION UPDATES - Version .5 - Version .7 2. REVIEW OF SNK VS. CAPCOM: MOTHM 3. GAME DESCRIPTION - Modes - Different Fighting Styles 4. CONTROLS - Key - Average Style - Counter Style - Rush Style 5. CHARACTER MOVES LIST *SNK* - Kyo Kusanagi - Terry Bogard - Iori Yagami - Ryo Sakazaki - Mai Shiranui - Haohmaru - Nakoruru - Athena Asamiya - Leona 6. CHARACTER MOVES LIST *CAPCOM* - Ryu - Ken - Chun Li - Guile - Zangief - Dan - Sakura - Morrigan - Felica 7. SECRET CHARACTERS MOVES LIST *SNK* - Yuri - Akari - Will be finished soon! 8. SECRET CHARACTERS MOVES LIST *Capcom* - Akuma - B.B. Hood - Will be finished soon! 9. SECRETS - Get Secret Characters /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= /////////////////// //Version Updates// /////////////////// Version .5 - The very first version of this faq. In future updates I will hope to add the move lists for the hidden characters, and the Learned Moves. Version .7 - Added the move lists for some of the secret characters. Version .8 - Added more move lists for secret characters. /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= ////////////////// //Review of Game// ////////////////// Graphics: 10 out of 10 Wow! I never thought a portable game could look this good! That characters are very large on the screen, they have a ton of animation's, and the game has very good collision detection. The only downfall is that the characters only consist of 2 (or if you want to count black) 3 colors. But they are still very well colored, and you will barely notice the lack of color. Control: 10 out of 10 Once again, amazing for a portable game. The characters respond instantly to your button commands. The one downfall is that.......I can't really think of one. Gameplay: 11 out of 10 (Hey, its my faq, I can do what I want!!) One word: PERFECT. For the first time, a portable version of a fighting game, feels like its arcade counterpart. It has three ways to play Single (kind of like Street Fighter Alpha), Tag (like the vs. series. And yes it does include the ability to tag in your partner.), and Team (just like the King Of Fighters series). You could look at it like this too, Playstation couldn't even pull off a Tag feature!! LOL Sound: 7 out of 10 The only weakness of this game. The music is amazing, and all of the characters individual BGM's are in the game. The reason for the low score, is that the sound effects are rather boring. Overall: 10 out of 10 Hell, this game is the reason I bought a NeoGeo Pocket Color. And my gamble definitely paid off. I also bought this game to hold me over till the game came out on Dreamcast. And I got so much more that I bargained for! If you where still debating on whether or not to get a NGPC, its worth the money just for this game! /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= //////////////////// //Game Description// //////////////////// ======= =Modes= ======= This game has a ton of modes for a portable game, but the best, (and longest lasting) is the Olympic. Tourney ======= Might as well called it the Arcade Plus mode. Its your normal arcade mode, but with a few story element thrown in. Your character will have a rival from the other "federation", challenge you halfway through, but that same person will also save you at the end. If you pick a Capcom character, Geese will align with Bison, and the other way around if you picked a SNK character. There are three modes to this part also. Single (where you play as one character), Tag (the same tag team gameplay as the versus series), and Team (just like the KOF series). Olympic ======= This is the part of the game that sets it apart from all the others. This mode allows you to earn a new move for each of the characters in the game. When you start it, you will get to choose between Capcom, and SNK team. The Capcom team leader is Karin from Street Fighter Alpha 3. The SNK team leader is Rimururu. Both teams share 3 events, and each 2 individual events. Here is an event listing. Capcom ------ Survival- Try to beat a set number of challengers in a row. Time Attack- See how fast you can beat up 5 challengers. First Blast- You are given just is slither of life, and 10 seconds to beat the other opponent before they beat you. You face 10 challengers all together. Ghost Trick- In this mode you play as the infamous Arthur from Ghosts 'n Goblins. Use the A button to go Left, and the B button to go Right. You have to get the treasure while avoiding the gargoyle. Cat Walk- In this mode, you play as Felicia from Dark Stalkers in a Parrapa The Rappa type game. SNK --- Survival- Try to beat a set number of challengers in a row. Time Attack- See how fast you can beat up 5 challengers. First Blast- You are given just is slither of life, and 10 seconds to beat the other opponent before they beat you. You face 10 challengers all together. Targets- In this mode, you try and shoot the targets before they shoot you. The Control Stick aims, the A button Fires, and the B button Re-loads. Blade Arts- This is kind of a Whack-A-Mole type game, except you try cut straw targets with your sword. A button slashes, B button slashes right, U+A slashes Up-Left, and U+B Slashes Up-Right. Sparring ======== Just your basic training mode. VS Mode ======= This allows you to link to a friend to fight. (Requires both of you to have a SNK vs Capcom game pak, and a link cable.) It also allows you to download characters from Card Fighters, upload VS. Points to SNK vs Capcom on Dreamcast, and swap characters with King Of Fighters '99: Dream Match on Dreamcast. Entry ===== It allows you to make your own character. But don't get to exited it is very limited. You can pick a character, Background music, and their Winline. That's it, but its cool to do that, and have Ken say Suck It!! After winning a match. Record ====== Allows you to check your records in Normal Mode, Olympic Mode, and VS Mode. =========================== =Different Fighting Styles= =========================== Note: Taken from manual. * Average- A "full-capability" style that lets you increase Power Gauge energy with each attack and use Super Impact Blasts and LV2 Super Impact Blasts (more powerful versions of the former) according to Power Gauge levels. * Counter- A style that enables powerful counterblows while evading enemy attacks. When Power Gauge energy is increased with a special command, attack strength can be increased and Super Impact Blasts are enabled. This style alone has Critical Hits, which sometimes occur when you strike an opponent with an Impact Blast, and cause greater damage than usual. * Rush- A techique-oriented style wherein Power Gauge energy is increased with Chain Combo attacks. Only 3 Power Stocks can be stored. Attack strength is decreased, but as long as Power Stocks are available, Super Impact Blasts can be used at anytime. /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= //////////// //Controls// //////////// ===== =Key= ===== U = Up UL = Up-Left WP = Weak Punch P = Any Punch D = Down UR = Up-Right SP = Strong Punch K = Any Kick L = Left DL = Down-Left WK = Weak Kick R = Right DR = Down-Right SK = Strong Kick =============== -=Average Style=- =============== Basic Commands ============== |-------------|--------------------------------------------------| | Move | L or R | |-------------|--------------------------------------------------| | Jump | UL or U or UR | |-------------|--------------------------------------------------| | Crouch | DL or D or DR | |-------------|--------------------------------------------------| | Guard | L(Standing Guard) or DL(Crouching Guard) | |-------------|--------------------------------------------------| |Aerial Guard | L or UL during jump | |-------------|--------------------------------------------------| | Punch | A button(Tap for WP, Hold for SP) | |-------------|--------------------------------------------------| | Kick | B button(Tap for WK, Hold for SK) | |-------------|--------------------------------------------------| Special Commands ================ |-------------|--------------------------------------------------| | F. Dash | L, L (quickly) | |-------------|--------------------------------------------------| | B. Dash | R, R (quickly) | |-------------|--------------------------------------------------| |Grd Cncl Att.| R, P+K (During guard) | |-------------|--------------------------------------------------| |KnkDwn Recov.| P+K (before being knocked down) | |-------------|--------------------------------------------------| | Taunt | P+K | |-------------|--------------------------------------------------| | Switch | L+P+K (During Tag Fights only) | |-------------|--------------------------------------------------| |Grd cnl Swtch| L+K+P (during a guard)(During Tag Fights Only) | |-------------|--------------------------------------------------| ========= -=Counter=- ========= Basic Commands ============== |-------------|--------------------------------------------------| | Move | L or R | |-------------|--------------------------------------------------| | Jump | UL or U or UR | |-------------|--------------------------------------------------| | Crouch | DL or D or DR | |-------------|--------------------------------------------------| | Guard | L(Standing Guard) or DL(Crouching Guard) | |-------------|--------------------------------------------------| |Aerial Guard | L or UL during jump | |-------------|--------------------------------------------------| | Punch | A button(Tap for WP, Hold for SP) | |-------------|--------------------------------------------------| | Kick | B button(Tap for WK, Hold for SK) | |-------------|--------------------------------------------------| Special Commands ================ |------------------|---------------------------------------------| | Back Step | L, L (quickly) | |------------------|---------------------------------------------| |Invasion Evasion | L+P+K | |------------------|---------------------------------------------| | Counter Blow | A or A (during Invasion evasion) | |------------------|---------------------------------------------| |Guard Cancel Atk | R+P+K (during a guard) | |------------------|---------------------------------------------| | Power Builder | D+P+K (hold) | |------------------|---------------------------------------------| | Taunt | P+K | |------------------|---------------------------------------------| | Switch | L+P+K | |------------------|---------------------------------------------| |Guard Cncl Switch | L+P+K (during a guard) | |------------------|---------------------------------------------| ====== -=Rush=- ====== Basic Commands ============== |-------------|--------------------------------------------------| | Move | L or R | |-------------|--------------------------------------------------| | Jump | UL or U or UR | |-------------|--------------------------------------------------| | Crouch | DL or D or DR | |-------------|--------------------------------------------------| | Guard | L(Standing Guard) or DL(Crouching Guard) | |-------------|--------------------------------------------------| |Aerial Guard | L or UL during jump | |-------------|--------------------------------------------------| | Punch | A button(Tap for WP, Hold for SP) | |-------------|--------------------------------------------------| | Kick | B button(Tap for WK, Hold for SK) | |-------------|--------------------------------------------------| Special Commands ================ |------------------|---------------------------------------------| | Dash | R, R (Hold C.Stick after second R) | |------------------|---------------------------------------------| | Backward Dash | L, L (Quickly) | |------------------|---------------------------------------------| |Guard Cncl Attack | R+P+K (During a guard) | |------------------|---------------------------------------------| |Knockdown Recover | P+K (before being knocked down) | |------------------|---------------------------------------------| | Chain Combo | EX:R, WP, R, WK, R, SP, R, SK | |------------------|---------------------------------------------| | Taunt | P+K | |------------------|---------------------------------------------| | Switch | L+P+K | |------------------|---------------------------------------------| |Guard Cncl Switch | L+P+K (During a guard) | |------------------|---------------------------------------------| /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= /////////////////////////////// //Character Moves List *SNK*// /////////////////////////////// Note: All moves are list as they pertain when your character is facing the Right side of the screen. If you character is facing the Left side, switch all L, and R commands. ============== -=Kyo Kusanagi=- ============== Special Moves ============= * Fire Ball: R, D, DR + P Kyo's version of the Dragon Uppercut. A good move for countering those pesky opponents who jump in a lot. The WP version only goes about half-way up the screen, and is much faster. The SP version, goes the whole height of the screen, and can (if your close) get a 2 hit combo. * R.E.D. Kick: L, D, DL + K Great move for countering fireballs. The move jumps right over it, and you will hit the opponent with a kick. The WP version goes about halfway across the screen, and the SP version goes the whole length of the screen. * Crescent Slash: R, DR, D, DL, L + K This move makes Kyo run forward, and deliver a strong two hit combo to your opponent. The only difference I see between the WP version, and the SP version is the the WP version can be stopped by pressing L. * Overhauled 7-5 Bouncer: D, DR, R + K, K Cool little jump kick combo. Kyo does one kick the first time you press B, and the second when you press it the second time. If you miss with the first one, wait till you get closer to your opponent before you press it a second time, and you might get it to hit. Super Impact Moves ================== * Serpent Wave: D, DL, L, DL, D, DR, R + P If you just tap P after performing the motion, Kyo will immediately do the move. But if you hold it, you can charge it to make it more powerful. You can only charge it for a set amount of time though. Also if an opponent touches while your charging, they'll be hurt. * Final Showdown: D, DR, R, D, DR, R + P Kyo will go ballistic on your opponent with a 14 hit combo! If all 14 hits connect it will cause at least 75% damage. I don't think that there is a difference in-between the WP, and SP version. ============== -=Terry Bogard=- ============== Special Moves ============= * Burning Knuckle: D, DL, L + P Kind of a punching version of the Hurricane Kick. The WP version only goes about halfway across the screen, while the SP version goes the full length of the screen. The both seem to do the same amount of damage. This is a very good move to start the match with. * Crack Shoot: D, DL, L + K A stronger, kicking version, of the burning knuckle. The WP goes about 1/4 of the screen, and the SP goes about halfway across the screen. If defiantly stronger than the burning knuckle. * Power Dunk: R, D, DR + K Kind of an automatic juggle combo. Terry will hit the opponent up, and the smack them down. There is no difference in-between the WK, and SK version. Also, even though it doesn't look like it, it hits high. * Power Wave: D, DR, R + P Terry's fireball. He punches the ground, and sends a shockwave across the ground. The WP version travels slower than the SP version, and both versions obviously hit low. It also does the same amount of damage no matter how far you are from your opponent. * Fire Kick: L, DL, D, DR + K Terry slides at his opponent with a low attack, and if that connects, he will hit them with another kick. The first hit, hits low, and the second hits high. I don't see a difference in-between the WK, and SP versions. Super Impact Moves ================== * Power Geyser: D, DL, L, DL, R + P Terry punches the ground causing huge towers of energy to shoot from the ground. IT WILL NOT JUGGLE YOUR OPPONENT IF YOU HAVE THEN CORNERED!! To get all three to juggle your opponent you should try to position yourself about one character length from your opponent. ============= -=Iori Yagami=- ============= Special Moves ============= * Fire Ball: R, D, DR + P It's not really a fireball, its more like a Dragon Punch move. Which as I've said many times before, is great for countering jumping attacks. The WP version is quick, doesn't go very high and is weaker than the SP version which goes the full height of the screen, and causes more damage. * Dark Crescent Slice: R, DR, D, DL, L + K Iori will run at his opponent and when he gets to him, he will deliver a 2-hit combo that hits mid of the opponent. When you are running there is no way to stop the move. There is no difference in-between the WK, and SK version. * Deadly Flower: [D, DL, L + P] x 2 The manual says x3, but I can't get it to hit more than x2. If you first try with this move is blocked, continue with it, because you may catch the opponent off guard. * Dark Thrust: D, DR, R + P Iori's real fireball. He(or is it she??) punches the ground, and sends a spark across the ground. The WP version travels slower than the SP version, and both versions obviously hit low. It also does the same amount of damage no matter how far you are from your opponent. Super Impact Moves ================== * Maiden Masher: D, DR, R, DR, D, DL, L + P Much like Akuma's famous Death Combo. While Iori is running towards your opponent, you can't block. When it connects, (at Level 2) it can cause more than 50% damage!! * "One-For-The-Road" Blast: D, DL, L, DL, D, DR, R + P Iori will sends a series of lightning blast type attacks, and when it hits your opponent it will stun him/her. But don't hit them while they are stunned, because when they are stunned they loose energy. If you let your opponent be while they are stunned, a Level 2 version, could cause more than 50% damage. ============== -=Ryo Sakazaki=- ============== Special Moves ============= * Tiger Flame Punch: D, DR, R + P Ryo's fireball. It seems to me it takes just a bit longer to pull of than Ryu's, or Ken's. The SP version travels atleast twice as fast as the WP version. Both version seem to do the same amount of damage no matter how far you are from your opponent. * Koho: R, D, DR + P Ryo's dragon punch. His best move for hitting those pesky opponents who like to jump it. The WP version goes about 3/4 ways up the screen, while the SP version goes all the way up the screen. Both version do the same amount of damage. It takes a while for Ryo to fall back down to the ground, so be careful when you use this move. * Lightning Legs Knockout Kick: R, DR, D, DL, L + K Kind of like the Dankukyaku Dan uses. The WK version just does a very small jump, that can hit up to two times(depending on how far you are form your opponent. The SK version travels the full length of the screen, and can do up to 3 hits if you are right next to your opponent. * Zan Retsu Ken: R, L, R + P Ryo will do a cool little 13 hit combo that does about 20% damage. There is a brief pause before he executes the move, so be sure to compensate for that pause. Super Impact Moves ================== * Ryuko Ranbu: D, DR, R, DR, D, DL, L + P It's the Zan Retsu Ken to the next level. Ryo will rush at his opponent no matter how far they are away from you. After he is done with the massive 28 hit combo it will end up dooing about 40% damage. * Haoh Sho Koh Ken: R, L, DL, D, DR, R + P Ryo will shoot a HUGE fireball at his opponent. Your opponent will have to be at the heightest point in his jump for him/her to be able to jump over it. But, its way to fast for them to react for it, so they will end up blocking it. If they don't it will cause30 - 40% damage. ============== -=Mai Shiranui=- ============== Special Moves ============= * Kacho Sen: D, DR, R + P Mai will throw her fan at her opponent. It isn't half as fast as most projectiles, but it does a good deal more damage. Just like all other fireballs, the WP is slower than the SP version. * Ryu En Bu: D, DL, L + P Mai will spin, shooting a quick burst of flames at her opponent. This is a great move for getting out of the corner, or even hitting an opponent that is trapped in the corner. As far as I can tell there is no difference in between the WP, and SP version. * Deadly Ninja Bees: L, DL, D, DR, R + K Much like Vega's rolling move. The WP version does one roll, and it goes halfway across the screen. The SP version does two rolls, and it goes all the way across the screen. With both versions if you are close to your opponent will hit twice. * Night Plover: D, DL, L + K Another good move for getting out of or hitting an opponent in the corner. There is a brief pause before she does the move so be sure to adjust for it. The is no difference in between the WK, and SK versions. Super Impact Moves ================== * Super Deadly Ninja Bees: D, DL, L, DL, D, DR, R + K This move can easily surprise your opponent. Mai very quickly charges up, and lays the smack down by flying across the screen in flames. The closer you are to your opponent, the move times this move will connect. If you are right next to your opponent, you can get it to hit 12 times, and cause 40% damage. * Lotus Storm: D, DR, R, D, DR, R + P When you enter the command, Mai will rush toward your opponent, and execute a 15 hit combo. It all hits connect it should cause about 45% damage. But be careful, once Mai starts to run, you can't stop her, or block. ========== -=Haohmaru=- ========== Special Moves ============= * Cyclone Slash: D, DR, R + P This is Haohmaru's fireball. The WP version goes about halfway across the screen, and the SP goes the full length of the screen. The move will knock your opponent up in the air, and you might (if you're fast) be able to hit your opponent with a WP attack. The move by itself is fairly weak. * Crescent Moon Slash: R, D, DR + P This is a good move to keep the pressure on an opponent that is in the corner, and is his best move to defend against those who jump in. The WP version is faster, weaker, and he only jumps about halfway up the screen. The SP is still pretty fast, strong, and he will jump all the way up the screen. * Earthquake Slice: L, D, DL + P This move is a very good move to try and take your opponent by surprise by. The WP goes about halfway across the screen, and obviously the SP version goes the length of the screen. This move also hits high. Super Impact Moves ================== Heaven Constraint Blast: D, DR, R, D, DR, R + P Basically his Crescent Moon Slash over and over again. If you are close to your opponent you can get a 15 hit combo, and it will cause about 50% damage. ========== -=Nakoruru=- ========== Special Moves ============= * Annu Mutsude: L, DL, D + P A fast little attacks that hits low. The WP version only goes about half of the screen, while the SP goes almost the full distance of the screen. Good move to start the match with. * Lela Mutsube: D, DR, R + P The closest you are going to get to a uppercut with Nakoruru. The WP version doesn't go as high as the SP verison. You can hit an opponent on the ground with this move if they are close enough to you. * Kamui Risse: L, D, DL + P A good move for hitting an opponent who is in the corner. The WP goes only one slash, and the SP does three slashes. Come to think of it, this is her BEST move against those pesky jumpers because she swings around her whole body. * Mamahaha Grab: D, DL, L + K When you do the commands for this move, Nakoruru jumps up, and latches onto her bird friend. While your up there, you can go L, or R, and U, and D. But you can only go U, and D a little w/o the bird getting tired and leaving. You can travel about 1/3 of the screen while going L, or R. Hitting P will cause you to attack your opponent. But you have to be within at least half of the screen for the move to connect. * Bird Attack: D, DL, L, P This is her fireball attack. There is a brief pause before the bird actually comes out and attacks, so be sure to adjust for that. Also, it comes in from the corner of the screen, so if you, and your opponent are on the edge of the screen, it probably won't hit. Super Impact Moves ================== * Kamui Mutsube: (During "Mamahaha Grab"), P For some reason the manual lists this as a Super, but I can get it to work w/o any Super meter at all. * Elelyu Kamui Risse: D, DR, R, D, DR, R + P Nakoruru's only REAL Super, but it's a good one though, it does abut 50% damage, at Level 2. It's a tough 12 hit combo, but you must be right next to your opponent for it to connect. Because if you aren't, you just wasted 2 Levels of your bar! ================ -=Athena Asamiya=- ================ Special Moves ============= * Psycho Ball Attack: D, DL, L + P Her fireball attack. The WP version goes A LOT slower than the SP version. BUT they both do the same amount of damage. * Phoenix Arrow: During jump, D, DL, L + K Great move for keeps the pressure on your opponent. The WP version goes slower than the SP version. The strong punch version goes faster, and after she lands she'll do a low kick that will knock down your opponent. * Psycho Sword: R, D, DR + P He uppercut punch for those idiots who are stupid enough to jump in. The WP version doesn't go as high as the SP, but they both seem to do the same amount of damage. * Psychic Teleport: D, DR, R + K This isn't a picture perfect way of getting out of the corner, because she pauses a little before she does the move. If you do get the move off, Athena will pass right through your opponent. The SK version goes the full distance of the screen, while the WK only goes half the distance of the screen. Super Impact Moves ================== * Shining Crystal Bits: [R, DR, D, DL, L] x2 + P Athena will gather energy around her, causing damage to anyone it touches. Great when you have an opponent trapped in the corner, but pretty useless anywhere else. The most I can get it to hit is twice, and it causes about 30% damage. Interesting note, if the first hit is the only one that connects, Athena will for some reason dawn full winter clothes for the rest of the move. * Arrow of Phoenix's Fang: During jump, D, DR, R, D, DR, R + K She will shoot 5 fireballs, then follow them in with a Phoenix Attack. More of a flashy move than anything else. If all hits connect it should get 41-hits, and cause about 30% damage. But because of all the hits, it should get great blocking damage. ======= -=Leona=- ======= Special Moves ============= * Moon Slasher: (Hold)D, U + P Kind of a back that thang up move. Good for getting out of the corner, and there is no difference in between the WP, and SP version. * X-Caliber: During jump, D, DL, L + P Good move for when you have your opponent trapped in the corner. But you can't use this for an air combo because when the move hits she jumps back about a character's length away. Also this move can be done on the ground, but that's a completely different move. * Boomerang: D, DL, L + P When she does the move, she rolls back about 1/3 of the screen before she throws the boomerang. The WP version flies about half of the screen, while the SP version goes the whole distance of the screen. If you are close to your opponent, it will also hit him/her on its way back. * Grand Saber: (Hold)L, R + K Leona will dash right at her opponent, and when she gets to him/her, she will hit him/her with a fairly powerful attack. The WP version makes her run about half of the screen, and the SP version goes the full distance of the screen. Be careful because you can't stop the move once she starts running. * Baltic Launcher: (Hold)L, R + P Her only move for defending against jumping-in attacks. Also a good move when you have your opponent trapped in the corner. The WP version, doesn't last as long as the SP version. I recommend the WP version against jumping attacks. Super Impact Moves ================== * V-Slasher: During jump, D, DR, R, DR, D, DL + P The farthest I can get his move to connect from is about 3/4 of the screen away. A good move that at Level 2 causes about 45% damage. Be warned though, it is quite easily blocked. * Revolver Spark: D, DL, L, DL, D, DR, R + K Quite a disturbing little move where Leona stuns her opponent, laughs then hits them with a huge fireball. You are open to attacks, when Leona starts running at your opponent, and this move does about 50% damage. * Back Breaker: D, DR, R, D, DR, R + P She starts it off with a kicking combo, so if you want maximum damage, you should be right next to your opponent when you do the move. But only the last kick needs to land for her to finish the move. When the whole thing connects, it causes about 45 - 50% damage. /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= ////////////////////////////////// //Character Moves List *Capcom*// ////////////////////////////////// Note: All moves are list as they pertain when your character is facing the Right side of the screen. If you character is facing the Left side, switch all L, and R commands. ===== -=Ryu=- ===== Special Moves ============= * Hadoken: D, DR, R + P Just your basic fireball. Good for keeping opponents away. Also, if your new to the fighting game world, if two fireballs collide, they both destroy each other. * Shoryuken: R, D, DR + P Poor Ryu got stuck with the weakest dragon punch. Its just as fast as Ken's, and Akuma's, but it only hits once. The SP version goes the whole height of the screen, and the WP goes about 1/2 of the screen. * Tatsumaki Senpukyaku: D, DL, L + K All three of the shotuken (probably miss spelled) three's hurricane kicks are exactly alike. It hits about 3 or 4 times causing about 9% damage. The WK version goes about 1/4 of the screen, and the SP goes 1/2 of the screen. * Shakunetsu Hadoken: L, DL, D, DR, R + P This is a REAL fireball! While some think it is just the same as the regular fireball, but just with a few graphical changes, their wrong. It does just a smidge more damage, and knocks the opponent down everything. It isn't any harder to do than the regular fireball because of the control stick, so I don't see any reason not to just use this one. Super Impact Moves ================== * Shinku Hadoken: D, DR, R, D, DR, R + P Ryu's Super Fireball. It may look powerful, but its not. At Level 2, it only does about 30% damage. But, if you get it off, your almost guaranteed some damage because it moves way to fast, and its way to big to jump over, so your opponent will be first to block it. * Shinku Tatsumaki Senpukyaku: D, DL, L, D, DL, L + K Ryu's Super Hurricane Kick. At Level 2 it can hit 27 times, and cause 50% making it Ryu's best super move. Also, because of the sheer number of hits, it will get great blocking damage also. You should be within a character length away from your opponent when you do the move, or they won't be sucked into the kicks! ===== -=Ken=- ===== Special Moves ============= * Hadoken: D, DR, R + P Just your basic fireball. Good for keeping opponents away. Also, if your new to the fighting game world, if two fireballs collide, they both destroy each other. * Shoryuken: R, D, DR + P Ken got the strongest, and best looking Dragon Punch. The most times it will hit is 3, and it will cause about 10% damage. The WP version doesn't make the opponent catch fire, and it will only hit once. * Tatsumaki Senpukyaku: D, DL L + K All three of the shotuken (probably miss spelled) three's hurricane kicks are exactly alike. It hits about 3 or 4 times causing about 9% damage. The WK version goes about 1/4 of the screen, and the SP goes 1/2 of the screen. Super Impact Moves ================== * Shoryureppa: D, DR, R, D, DR + P Also known as the horizontal Dragon Wave. At Level 2 it is a 11 hit combo, and it causes about 40% damage. Works best when you are either right next to your opponent, or they are trapped in the corner. This move will also get you out of the corner. * Shinryuken: D, DR, R, D, DR + K AKA Ken's Vertical Dragon Wave. Not all that good of a move. If your opponent blocks it, it causes very little blocking damage, and if it connects will only cause about 20% damage. Only useful if you want to surprise your jumping in opponent with a flashy looking move. ========= -=Chun Li=- ========= Special Moves ============= * Kikoken: L, DL, D, DR, R + P Poor Chun Li, I can only think of one SF that she actually gets a fireball that goes the full distance of the screen. In this version, it only travels about 3/4 of the screen. It also seems to take just a little bit long for her to actually throw the fireball. The WP is slower than the SP version. At least it does good damage. * Tenshokyaku: (Hold)D, U + K Her only move for hitting opponents how jump in. The WK version only does 3 kicks, and the SK version does 4 kicks. You don't have to hold D very long, so it is useable in combos. * Kyakuretsukyaku: K (Repeatedly) Ah the infamous lightning kicks. It's a little hard to get them to start than in other SF games, so there isn't as much cornering with this move. Unless your opponent is being stupid and they walk into the kicks, you'll have to jump into the air and start hitting K so when you land you will immediately start the kicks. No, you can't move will doing this move. * Senenshu: R, DR, D, DL, L + K Quick little move, good for keeping the pressure on while your opponent is in the corner. Not a very good move for getting out of the corner though because it takes her a little while for the move to get off. Super Impact Moves ================== * Senretsukyaku: (Hold)L, R, L, R + K AT Level 2 it's a big time 16-hit combo. If you start it far away from your opponent she will rush towards them while attacking. If all hits connect it should cause about 45% damage. Because of the high number of hits, it causes OK blocking damage. * Kikosho: D, DR, R, D, DR, R + P Chun Li will surround herself with energy. Defiantly a great move for getting out of the corner. It can connect from about 1/2 screen away, and in. She will be protected from all angles, and from fireballs. Only does about 35 - 40% damage. ======= -=Guile=- ======= Special Moves ============= * Sonic Boom: (Hold)L, R + P His fireball. Easy to perform, and is fairly fast. It might not be the most damaging move in the game, but it still gets the job done. * Somersault Kick: (Hold)D, U + K Yes, there was a miss-print in the manual. This is the move that made Guile who he is today. This move does it all: its his move against air attacks, it can be used to keep the pressure on opponents in the corner, and it can be used to get out of the corner. The SK version goes higher than the WK version. The SK version can also hit twice if you are close enough to your opponent. Super Impact Moves ================== * Sonic Hurricane: (Hold)L, R, L, R + P A controlled Sonic Boom is the best way to describe this move. At Level 2 he will throw the Sonic Boom the full distance of the screen in case your opponent think he can just back up and get away from the move. It can hit up to 17 times, but at its max it will only cause about 25% damage. The sheer number of hits will give it good blocking damage. * Somersault Strike: (Hold)DL, DR, DL, UR + K The Super version of the Flash Kick. At Level 1 he will only do 2 flash kicks, causing up about 25% damage. Level 1 also only goes about 1/2 of the screen. At Level 2 he does 3 flash kicks, causing about 30% damage. But, the real advantage of Level 2 is the fact that it travels the distance of the screen. ========= -=Zangief=- ========= Special Moves ============= * Double Lariat: D, DL, L + P Good move for keeping the pressure on opponents in the corner. You can move Zangief L and R when doing this move. If you get this move to connect while opponent is in the corner it will usually get about 3 hits. * Quick Double Lariat: D, DL, L + K A much faster, but weaker version of the Double Lariat. * Banishing Hand: R, D, DR + P It does exactly as its name implies. See a fireball coming toward you?? Just use this move on it, and you'll stop it in its tracks. Also very good move, if it connects it will cause the damage of all 3 hits of a Double Lariat. I don't see a difference between the WP, and SP version. * Spinning Pile Driver: Near opponent, Circle Counter Clockwise, K This will defiantly be your main offense when you use this character. Whether your using the WP, or SP version it will cause 20 - 25% damage. If you have trouble doing this move on the group, jump toward your opponent, while your in the air, do the circle motion, and right when you land, hit the K button. Super Impact Moves ================== * Final Atomic Buster: Two Counter Clockwise Circles + P Big time move, that at Level 2 will cause more than 50% damage!! This move is also unblockable. But be careful, he has a very limited grab distance with this move. If you have trouble doing this move on the group, jump toward your opponent, while your in the air, do the circle motion, and right when you land, hit the K button. * Aerial Russian Slam: D, DR, R, D, DR + K It kind of sucks that his only defense again jumping in attacks is a Super Move. At Level 2 it will cause 50% damage. Don't worry to much about timing, because he has a wide range with his grab. So if you opponent is just plain old in the air, it will be pretty easy for this move to connect. ===== -=Dan=- ===== Special Moves ============= * Gadoken: D, DR, R + P Just like in the Alpha series Dan's fireball only travels about a characters length away from him (the SP version at least. The WP hits only directly in front of him). What is lacks in distance, it makes up in damage. * Koryuken: R, D, DR + P Dan's uppercut is one of the weakest in the game, and it only hits once so it gets crappy blocking damage. The SP goes the whole height of the screen, and the WP only goes half. For some reason, Dan lights up when he does the WP version. If someone knows it this makes him invincible, please tell me, you will get credit. * Dankukyaku: D, DL, L + K You can sure tell what Capcom was trying to do with Dan when you try and do this move. Dan will launch forward, and with the SP version do 3 kicks. If all the kicks connect it will cause pretty good damage. The WP version is just a weak old lunging knee. You can also do this move in the air. Super Impact Moves ================== * Shinku Gadoken: D, DR, R, D, DR, R + P At Level 2 Dan will make a huge fireball that goes about the same distance from him as his SP fireball. But at Level 2 it also takes him a good second for him to actually throw the thing, leaving him open. I say just don't use this move at all, it isn't all that damaging, and leaves Dan open to long. * Chohatsudensetsu: D, DL, L, D, DL, L + P The Shinku Gadoken is looking better and better when compared to his move. This is just his Super Taunt. Its actually quite amusing, because toward the end he does an Akuma impression that looks pretty phat. * Super Combo: D, DL, L, D, DL, L + K A finally a good super. Dan will immediately go into hyper mode busting off a 11-hit combo at Level 2. If all the hits connect, it will cause about 40% damage. ======== -=Sakura=- ======== Special Moves ============= * Hadoken: D, DR, R + P, P, P If you press P once, she will throw a weak fireball, that won't even travel the full length of the screen. If you press P twice, she will throw a little stronger fireball, that only travels about 1/2 of the screen. If you press P three times, she will throw a little bit stronger fireball that only goes about 1 character length away from Sakura. * Shoohken: R, D, DR + P Her dragon punch is a little different from Ryu or Ken's. She will run about 1/4 of the screen for a WP, and 1/2 of the screen for SP before she does the uppercut. Yes, the running part can cause damage. I recommend using the WP version for countering jumping in attacks, and the SP version for keeping pressure on a cornered opponent. * Shunpukyaku: D, DL, L + K Sakura's hurricane kick flys in a rainbow type flight path, in which in the hands of a good player can fly right over a fireball. If you do the move in the air, she will travel in the direction she is flipping. Super Impact Moves ================== * Shinku Hadoken: D, DR, R, D, DR, R + P Her Super Fireball, at Level 2 it will hit 5 times, and cause about 30% damage. Beware though, it doesn't travel far, so if you are to far away you just wasted your Super Bar. * Haruichiban: D, DL, L, D, DL, L + K This move, unlike most Supers, hits low. So often times you will fake the crap out of human opponents. At Level 2 it is a 12-hit combo, that also causes about 30%. Because of the high number of hits, it causing pretty good blocking damage. * Super Uppercut: D, DR, R, D, DR, R + P At Level 2 this is a 15-hit combo, and causes about 35% damage, making this her best Super. Once again, because of the high number of hits, it gets pretty good blocking damage. ========== -=Morrigan=- ========== Special Moves ============= * Soul Fist: D, DR, R + P Morrigan's fireball. It has pretty good speed, and does average damage. The WP doesn't make it the full distance of the screen, and other than that, there is nothing special about it. * Shadow Blade: R, D, DR + P Morrigan's move for countering those pesky people who jump in. It can only hit once, but it still does OK damage. The WP is quicker, but it doesn't go as high as the SP version which goes the whole height of the screen. * Vector Drain: R, DR, D, DL, L + P A very damaging throw (maybe 20% damage). The only down-point to this move is that you almost have to be on top of your opponent for it to connect. I don't see a difference in-between the WP, and SP version. Super Impact Moves ================== * Valkyrie Turn: R, DR, D, DL, L + K Pretty much useless. When you enter the command, she will fly off screen, then come floating back in. When she is floating back in, you can press K, and she fill do a very weak attack. It is hard just to get this move to connect because your opponent needs to be in the perfect spot on screen. * Finishing Shower D, DR, R, D, DR, R + K Now this is a Super!! At Level 2 Morrigan will shoot just a little 42- hit combo! Your opponent will be able to block all of it, only if they block low. And, even if they do block it, because of the size of the combo....well do I really need to tell you what it does?? If all the hits connect, it will cause way more than 55% damage. If there was a downside to this move, its that it takes her about a second to actually do the move, leaving her open. * Double Team Attack: D, DR, R, D, DR, R + P Morrigan will move toward your opponent, and when she gets to them, she will split, and attacks them from both sides. While she is moving toward your opponent is easily dodged though, so be careful about that. Also, your opponent can just block the initial rush, and escape the whole move. At Level 2 if all hits connect it will cause more than 50% damage. ======== -=Felica=- ======== Special Moves ============= * Rolling Buckler: D, DR, R + P, P This move actually requires you to actually pay attention, and not mindlessly mass at the buttons. After you press the first P, she will roll at her opponent, and the second P will cause her to do a little uppercut. If you don't do the second P right after the roll connects, Felicia will just bounce away from your opponent, doing very little damage. * Delta Kick: R, D, DR + P Felicia will throw a ball, and chase after it, hitting your opponent in the process. If you get the timing down fell, you should be about to jump over projectiles with this move. As far as I can tell there is no difference in-between the WP, and SP version. This is good all around move. * Cat Spike: R, D, DR + K Yes, this is another of many misprints in the manual. This is her move for countering those opponents who jump in. After the initial attack, she will charge back in and go for a few more hits. This is a good move for keeping the pressure on cornered opponents too. * Hell Cat: R, DR, D, DR, L + K This move, is the same animation as the ending of her Gang Attack super. This is a throw move, so you have to be right next to your opponent when you do the move. As far as I can tell, there is no difference in-between the WK, and SK version. Super Impact Moves ================== * Dancing Flash: D, DR, R, D, DR, R + P Felicia will call on a friend to help her attack the opponent. If your opponent blocks the initial attack, the rest of the Super will not execute. At Level 2 this move will hit 12 times, and causes about 50% damage. * Gang Attack: D, DL, L, D, DL, L + K or P Felicia will call on four friends to help her attack her opponent. If your opponent blocks the initial attack, the rest of the Super will not execute. If all the hits connect at Level 2, this move will causes about 50% damage. The P version sends the first "helper" running in, and the K version sends the first "helper" floating in. /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= ////////////////////////////////////// //Secret Character Moves List *SNK*// ////////////////////////////////////// ====== -=Yuri=- ====== Special Moves ============= * Fireball: D, DR, R + P Yuri's fireball is just like everybody else's in the game. The WP version is a lot slower than the SP version. Other than speed there is no difference between the two different versions. * Air Fireball: D, DR, R + K She will jump into the air then do a fireball. Don't confuse this move with a normal air fireball, she jumps into the air herself. The farthest away this move can connect from is from about 1/2 screen length away. Careful, as she is vulnerable on her way down. * Fire Shield: D, DL, L + P She move for defending against those jumping in attacks. The SP version lasts longer the WP version. Because of the angle she shoots it at, you can also use it to keep the pressure on a corned opponent. Super Impact Moves ================== * Super Uppercuts: D, DR, R, D, DR, R + K Yuri will travel across the screen doing Dragon Punch like uppercuts. It will travel about 3/4 of the screen. At Level 2 if all 14-hits connects it will cause about 45% damage. Kind of slow.0 * Crazy Combo: D, DR, R, DR, D, DL, L + K Yuri will run at her opponent, and execute a Akuma-like Death combo. If you opponent blocks the initial hit, none of the combo will execute. AT Level 2 is will cause about 40 - 45% damage. * Super Fireball: (Hold)L, R, L, R + P The fireball moves pretty fast, so a human might have a tough time dodging it. She also gets the move off pretty fast also. At Level 2 it will hit 5 times and cause about 40% damage. It would probably be best to stick to her Crazy Combo. ======= -=Akari=- ======= Special Moves ============= * Fire Bird: D, DR, R + P Akari does he fireball a little bit different. The WP version goes the full distance of the screen, but the SP version only goes about 1/2 of the screen. The WP version isn't as strong as the SP version though. The SP version is good for putting the pressure on in the corner. * Spinning Uppercut: D, DR, R + K Kind of an uppercut like move, but it isn't as good for hitting those who jump in as a dragon uppercut. There is no difference between the WK and SK version, but this move is also good for putting pressure on a cornered opponent. * Throw Up: R, D, DR + P or K Kind of a strange little move. Akari will jump into the ground, and be shoot back at your opponent out of the mouth of some crazy alien. Using the P button will cause her to be shot out on the left side of the screen, and the opposite for the K button. No matter which side you are shot out of, Akari will land just short of the middle of the screen. * Stun Gun: D, DL, L + P Akari will very briefly hold out a card, and if it touches your opponent they will be shocked for a little bit of energy. If you are to close to your opponent she will just execute her normal throw. As far as I can tell there is no difference in-between the WP and SP version. * Bored: R, DR, D, DL, L + K As far as I can tell this is just a glorified taunt. * For Whom The Bell Tolls: R, DR, D, DL, L + P No, this has nothing to do with the rock gods, Metallica, but it will rock your opponent. Akari will spit a little trail of fire that hits low. If you opponent doesn't block it, a bell will fall and them, and toll. It causes a good 15% damage. Super Impact Moves ================== * Big Bug Theory: D, DL, L, DL, D, DR, R + P Probably the craziest Super in the game. Akari will jump, spin, and hit her opponent causing the screen to go dark, then a huge alien will come and just plain old kick the crap out of her opponent. Obviously if your opponent blocks the initial hit, the rest of the Super won't happen. This Super causes a good 55% damage! ***Will be finished in a future update*** /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= ///////////////////////////////////////// //Secret Character Moves List *Capcom*// ///////////////////////////////////////// ======= -=Akuma=- ======= Special Moves ============= * Fireball: D, DR, R + P Just like everybody else's fireball. The WP version doesn't move as fast as the SP version, but there isn't a difference inbetween the damage wise. Sometimes I find myself doing the Flip Attack instead of fireball because they are so alike. * Super Fireball: R, DR, D, DL, L + P Same as the fireball except for two things. The first is that it is just a little stronger and it hits multiple times. Second, there is a slight pause before he throws it. * Air Fireball: (Jump) D, DR, R + P One word worthless. If you want this to even have a chance of hitting you much immediately does the motion after you jump because Akuma doesn't pause in the air when he throws it, so most of the time he will throw it right before he hits the ground. * Flip Attack: D, DR, R, UR + P A little attack that you can use against those pesky fireball throwers. If you hit WP he will do a flip that only goes about 1/4 of the screen, and the SP will goes the full distance of the screen. If you just let him do his flip, he will land and do a low hitting kick. If you press P or K in the air he will attack when you press the button allowing you get an attack in high. * Hurricane Kick: D, DL, L + K Same thing that applies with the other Shoto's hurricane kicks apply with Akuma's. The WK version doesn't go as far as the SK version thus it doesn't get as many hits, and so it doesn't get as much damage. Also, I was a little disappointed that it was missing the electricity found in the VS. series. * Dragon Punch: R, D, DR + P His only real move for hitting those pesky opponents who jump in a lot. The WP version goes about 1/2 of the screen, but the SP version goes the whole height of the screen. If you missed with the SP version it will leave you open to attacks. Super Impact Moves ================== * Super Air Fireball: (Jump) D, DR, R, D, DR, R + P A heck of a lot better than the normal version that's for sure. He pauses in the air with the Super version, so don't worry about him shooting it into the ground. If all the hits from the Level 2 version hits it should cause about 6 hits, and 40 - 45% damage. * Super Dragon Wave: D, DR, R, D, DR, R + P Same as Ken's Horizontal Dragon Wave, but w/o the cool fire effects. Cause of the multiple hits it will cause average blocking damage if your opponent blocks it. If all hits connect with the Level 2 version, it should cause about 40$ damage. * Super Fireball: R, DR, D, DL, L, R, DR, D, DL, L + P The screen will go black and Akuma will bust out with the big as hell Super Fireball. Its very big, and very fast making it almost impossible to dodge. At Level 2 it will cause about 50% damage. =========== -=B.B. Hood=- =========== Special Moves ============= * Round and Round: R, DR, D, DL, L + P She will grab your opponent, and act like she is going to play with them, but then she pulls a Poltergist and goes crazy. Obviously it's a grab so you need to be right next to your opponent. It does about 15% damage. * Test Tube: R, D, DR + P Little BB's attack for those little jumpers who thing they're so cute. It will only hit your opponent if they are in the air, and there is no difference in-between the WP, and SP versions. * Bag Smash: D, DL L + P She will take a big swing at her opponent with her bag o' goodies. If you (Hold) the P button, she will charge up through two stage. At about the time she should go to the third level, she'll swing the bag for big damage. The farthest I can get this move to hit from is about 1/4 of the screen away. Super Impact Moves ================== * Big Bang: D, DR, R, D, DR, R + P She'll bust out with some alien friends of hers to kick your opponents but. Due to the aliens she can hit you no matter how high you jump. Bug if you are to far away and on the ground, her gun won't reach you. At Level 2 it will cause 50% damage. * Ass-Whoopin: D, DR, R, D, DR, R + K You wouldn't think suck a cute little girl would be capable of so much damage. This move is to long for me to list what she does. She will tele-port towards her opponent in an Akuma Death Combo type of way. It will only travel about half of the screen. Also, her teleport leaves her very very open to attacks, but it can't be blocked. When this sucker connects be prepared to deal out 55% damage!!! ***Will be finished in a future update*** /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= /////////// //Secrets// /////////// ======================= =Get Secret Characters= ======================= When you beat the "Tourny" mode, you will see a 3 x 3 picture of the secret character. Random spots will be revealed each time you beat the mode, but sometimes it will try to uncover a spot you already have, so there is no set number of times you have to beat the game. /=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/=\/= \=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\=/\= Some information is this faq was taken from the SNK vs Capcom: The Match of The Millennium manual. This faq is Copyright © 2000 of Jim "JckHamr123" Langrill. This faq is not to be sold under any circumstances. If you want to use this faq on you web site, magazine, or any other, you must e-mail me, and get permission. If you do get permission, you must use the faq in its entirety, and not edit it in any way, shape, or form. This faq should only be on the following sites: - http://www.GameFaqs.com - http://vgstrategies.about.com ////////////// //END OF FAQ// //////////////