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CVS2: Full movelist adapted

 

03-19-16 08:24 PM
EX Palen is Offline
| ID: 1255050 | 9053 Words

EX Palen
Spanish Davideo7
Level: 137


POSTS: 2248/6173
POST EXP: 1093234
LVL EXP: 30368542
CP: 187895.5
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This was the original port of Capcom vs SNK 2, later ported to the rest of sixth generation consoles. However, this port never made it outside of Japan, and despite being highly bilingual, the movelist, between other things, is completely in Japanese.

This guide will bring you the full movelist adapted to English. Due to the in-game movelist being numbered, I’ve followed that format and ignored the names of the attacks. Characters will be listed in two waves, one for each company, and will be in alphabetical order according to their international name for better understanding.

Before starting, there are three things I should make clear: ratios, grooves and attacks.

First, the ratios. The ratio determines how much health the player has or how much damage it inflicts. In some modes, ratio cannot be chosen at will, making all characters even, but other modes allow for manual choosing of a character’s ratio. There are a total of four levels of ratio, so experiment the many available combinations to find out how to build the best team.

Next, the attacks. There are six possible inputs: light punch, medium punch, hard punch, light kick, medium kick and hard kick. Some attacks can be used with any punch or kick button with varying effects and damage, some may only be used with certain punches or kicks. Harder punches or kicks tend to be more damaging, but in rare occasions some attacks may show no difference.

There are also four kinds of attacks:

Normal attacks: The basic attacks which require simple button inputs. Can be performed with any punch or kick for varying effects and damage. Not covered in this guide since they are omitted in-game.

Special moves: More advanced attacks that need a slightly more complicated button input. Can be performed with any punch or kick for varying effects and damage (exceptions do exist, though).

Super moves: Powerful attacks that require a more complicated button input. Light punch/kick performs a level 1 attack, with the character leaving an afterimage; medium punch/kick performs a level 2 attack, with the character leaving a blue afterimage; hard punch/kick performs a level 3 attack, with the character leaving a red afterimage.

MAX Super moves: Essentially Super moves that are always executed at level 3 no matter the button input. Tend to be very powerful and sometimes very hard to execute. Unlike the other three kinds of attacks, not all characters have these moves at their disposal, and some characters may have more than one MAX Super move.

Lastly, the grooves. There are a total of six to choose from: C, A, P, S, N and K. Each of them works on a different way, and since getting to fully understand them requires skill, I’ll keep this guide easy and focus on the main points for newcomers and experts alike.

C-Groove is a three tiered meter, and is by far the simplest to use, yet the most versatile. It’s the only one that allows the three levels of Super moves and can be charged rather quickly. It doesn’t have any other unique quirks or downfalls, so it’s the best option to get the hang of the game, and one of the most useful grooves for any kind of player.

A-Groove is a two tiered meter and only has level 1 Super moves available, but has the ability to pull off an empowered state by pressing hard punch and hard kick simultaneously when the meter is fully filled. During this period, your meter will deplete gradually and you cannot block, but you will be immune to projectiles and will have the ability to pull off massive combos as long as you keep landing hits on your opponent.

P-Groove is a one tiered meter and the most risky to use. It only allows level 1 Super moves, and only when the meter has filled up, a process that seems to take forever. The meter is only filled as you keep receiving attacks, and while you gain the ability to anticipate attacks and parry, the timing must be very precise, hence the risk of this groove.

S-Groove is a one tiered meter and the most unique. It can only unleash level 1 Super moves, and while it charges the meter up when you attack, you can manually charge it by holding the hard punch and hard kick buttons. Also, when your health lowers to a certain point, it will start flashing red, granting unlimited level 1 Super moves. If you manage to fully charge your meter while your health is flashing, your next Super attack will be level 3 and will empty your meter again. Not easy to use, but deadly in the right hands.

N-Groove is a three tiered meter, and another great choice for all kinds of players for its versatility. Once the meter is fully charged, you gain a power stock ball, which is consumed upon using a Super move, level 1 only. It also has a power up mode by pressing hard punch and hard kick simultaneously, which consumes a power stock ball. This empowered state increases the damage inflicted, and also grants that the next Super move will be level 3 (still consumes a power stock ball).

K-Groove is a one tiered meter, and somewhat an analog to the P-Groove mentioned earlier. The only way to charge the groove is by defending or being hit by the opponent. When it’s fully filled, your character will flash red, entering a temporal state of rage until the gauge depletes itself over time. During this rage state, you receive less damage from attacks and deal more damage with your attacks, and also you can unleash a powerful level 3 Super move. Not as risky as its analog, and a good choice to make a comeback if you’re being beaten up to death.

That’s everything you need to know to get used to the game quickly, so now we move on to the movelist. All characters were used in ratio 2, and to make the guide complete, I used C-Groove so as to analyze all levels of Super moves. The information included is the button input, a description of the attack and its effects and the number of hits it deals.

LEGEND

LP: light punch

MP: medium punch

HP: hard punch

AP: all punches simultaneously

P: punch (any)

LK: light kick

MK: medium kick

HK: hard kick

AK: all kicks simultaneously

K: kick (any)

qcf: quarter-circle forward (down, down-forward, forward)

qcb: quarter-circle back (down, down-back, back)

hcf: half-circle forward (back, down-back, down, down-forward, forward)

hcb: half-circle back (forward, down-forward, down, down-back, back)

dp: dragon punch (forward, down, down-forward)

rdp: reverse dragon punch (back, down, down-back)

qcbd: quarter-circle back-down (back, down-back, down)

360: One full circle

720: Two full circles

CAPCOM

Akuma (Gouki in game)

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) qcf+P (while jumping)          1

Projectile attack similar to (1) with a diagonal trajectory. Travels faster with harder punches.

(3) hcb+P          1/2/3

Same attack as (1), but made of fire instead of energy. Travels faster with harder punches, and all three variants knock the opponent out.

(4) dp+P          3

Melee attack. Jumps higher with harder punches.

(5) qcb+K (can be done while jumping)          1/2/3

Melee attack. Travels a longer distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(6) dp+K

Movement attack. Jumps a longer distance with harder kicks.

(7) do nothing during (6)          1

Melee attack. A low kick that knocks the opponent out.

(8) during (6), P          1

Melee attack.

(9) during (6) landing, f+P or b+P

Simply a movement attack, deals no damage.

(10) during (6), K          1

Melee attack. Knocks the opponent out.

(11) during (6) landing, f+K or b+K

Movement attack, deals no damage

(12) dp+AP or dp+AK/ rdp+AP or rdp+AK

Movement attack that can bypass the opponent. Travels a longer distance with the punch variant.

(13) qcb+P

Movement attack, capable of bypassing the opponent. Doesn’t have a good range, but can avoid high attacks as well.

(14) hcb, hcb+P          4/6/8

A more powerful version of (1), which also combines with (3) at level 3.

(15) qcf, d, df+P          4/6/7

A more powerful and continuous version of (4).

(16) qcf, qcf+P (while jumping)          4/6/8

A more powerful version of (2).

(17) LP, LP, f, LK, HP          15

Pursues the opponent, covering half the screen. Depletes half of a full life bar.

Balrog (M. Bison in game)

(1) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(2) b (hold three seconds), f+K          1

Melee attack. Covers slightly more distance with harder kicks. Performed with K for running out of room for P.

(3) b (hold three seconds), df+P          1

Melee attack. Covers more distance with harder punches. Knocks the opponent out.

(4) b (hold three seconds), df+K          1

Melee attack. Covers more distance with harder kicks. Knocks the opponent out. Performed with K for running out of room with P.

(5) AP/AK (release)          1

Melee attack.

(6) d (hold three seconds), u+P          1

Melee attack. Knocks the opponent out.

(7) b (hold three seconds), f, b, f+P          3/4/5

Melee attack. Hold or release K to do a different variant (hits and damage don’t differ).

(8) b (hold three seconds), f, b, f+K          9

Melee attack. Depletes half of a full life bar.

Blanka

(1) P (repeatedly)          1

Close-range energy attack. Since Blanka crouches, it also lets it evade attacks.

(2) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(3) b (hold three seconds), f+K          1

Melee attack. Covers slightly more distance with harder kicks. Knocks the opponent out.

(4) d (hold three seconds), u+K         1

Melee attack. Aimed at jumping foes.

(5) AK (press or release)

Movement attack, capable of bypassing the opponent. Doesn’t have a good range

(6) b+AK (press or release)

Same attack as (5), but in a retreating manner.

(7) b (hold three seconds), f, b, f+P          1

An energy variant of (2) that knocks the opponent out.

(8) b (hold three seconds), f, b, f+K          2/3/4

Melee attack. Aims low, so it’s easy to be avoided by jumping.

(9) db (hold three seconds), df, db, uf+P          4/7

Close-range energy attack. A standing and more powerful version of (1). Doesn’t deal much damage.

Cammy

(1) qcf+K          1/2

Melee attack. Covers slightly more distance with harder kicks. Aims low, so can be evaded by jumping.

(2) dp+K          1

Melee attack aimed at jumping foes. Jumps higher with harder kicks.

(3) hcb+P          2

Melee attack. Covers slightly more distance with harder punches.

(4) hcf, uf+P

Movement attack. Jumps longer with harder punches.

(5) during (4) near head, f+P or b+P          1

Performs a throw at the specified height.

(6) during (4) near waist, f+P or b+P          1

Performs a throw at the specified height. A bit more complicated to time properly.

(7) do nothing during (4)          1

Performs a low kick after landing to knock the opponent out.

(8) qcb+K (while jumping)/ during (4) K          1

Melee attack. Describes a nearly vertical trajectory.

(9) qcf, d, df+K          6/7/9

Combines (1) and (2) in a single combo.

(10) qcb, qcb+K          7

Close-range melee attack. Tap K during the attack to deliver extra hits and damage.

Chun-Li

(1) K (repeatedly)          3

Close-range melee attack.

(2) hcf+P          1

Projectile attack. Oddly enough, it fades away at shorter distances with the harder punches.

(3) d (hold three seconds), u+K          2/4/6

Melee attack. Covers slightly more distance with harder kicks.

(4) qcf, qcf+P          5/7/8

Close-range energy attack.

(5) qcf, qcf+K          9/13/17

Mid-range melee attack.

Dan

(1) qcf+P          1

Close-range projectile attack.

(2) dp+P          1

Melee attack. Jumps higher with harder punches.

(3) qcb+K (can be done while jumping)          1/2/3

Melee attack. Covers a slightly longer distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(4) qcf+LK+START

Taunt while rolling forward. Can evade attacks.

(5) qcb+LK+START

Taunt while rolling backwards. Can evade attacks.

(6) qcf, qcf+P          3/4/5

A more powerful version of (1), but still fades away very soon.

(7) qcf, d, df+K          4/5/6

A more powerful and continuous version of (2). Executed with K for overlapping with (6).

(8) qcb, qcb+K          5/7/11

Close-range melee attack.

(9) qcf, qcf+LK+START

A collection of taunts. Despite being listed as super move, it’s level 3 only. If you’re lucky and you manage to complete it, your groove meter will be filled completely again.

Dhalsim

(1) qcf+P          1

Projectile attack. Travels faster with harder punches. LP doesn’t knock the opponent out.

(2) hcb+P          1

Close-range projectile attack.

(3) hcb+K          1

Same attack as (2), but aimed at jumping foes.

(4) dp+AP or dp+AK/ rdp+AP or rdp+AK (can be done while jumping)

Movement attack that involves teleportation. Travels a longer distance in the kick variant.

(5) qcf, qcf+P          3/4/5

A more powerful version of (2). Aims low, so can be avoided by jumping.

(6) qcf, qcf+K          3/4/5

A more powerful version of (3).

(7) hcb, hcb+P          5

A much more powerful version of (2). Depletes 40% of a full life bar.

Eagle

(1) qcb+P          1

Close-range melee attack. Moves towards the opponent with the harder punches.

(2) qcf+P (chargeable)          1

Melee attack. LP hits high, MP hits medium and HP hits low. Has a short time limit to be charged, unlike other instances.

(3) hcf+K          5/7/9

Melee attack that pursues the opponent. Travels a longer distance with harder kicks.

(4) qcb+K          1

Melee attack. Jumps a slightly longer distance with harder kicks.

(5) dp+P          1

Close-range melee attack. Can bounce attacks back at the opponent. LP returns the projectile straight, MP returns it a bit upwards and HP returns it diagonally up.

(6) qcb, qcb+P          7/9/13

A more powerful version of (1).

(7) qcf, qcf+P          9/12/17

Melee attack. Capable of depleting more than half of a full life bar at level 3.

Evil Ryu

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) hcf+P          1

Same attack as (1), just that this one is a fire projectile instead of energy.

(3) dp+P          3

Melee attack. Jumps higher with harder punches.

(4) qcb+K          1/2/3

Melee attack. Covers more distance with harder kicks.

(5) while jumping, qcb+K or hcb+K          1

Melee attack. First variant doesn’t change the trajectory of the jump, the second describes a horizontal trajectory while on air.

(6) dp+AP or dp+AK/rdp+AP or rdp+AK

Movement attack that can bypass the opponent. Punch version covers a longer distance.

(7) hcb, hcb+P          3/4/5

A more powerful version of (1) that knocks the opponent out.

(8) qcf, d, df+P          4/6/7

A more powerful and continuous version of (3).

(9) LP, LP, f, LK, HP          15

Pursues the opponent, covering half the screen. Depletes more than half of a full life bar.

(10) hcb, hcb+K          5

A much more powerful version of (1) that also leaves the opponent stunned for a brief while. Takes a bit of time to “power up” before unleashing the projectile.

E. Honda

(1) P (repeatedly)          2

Melee attack.

(2) b (hold three seconds), f+P          1

Melee attack. Covers a greater distance with harder punches.

(3) d (hold three seconds), u+K          1

Melee attack. Jumps a longer distance with harder kicks.

(4) 360+P          2

It’s a throw, so must be used up close.

(5) b (hold three seconds), f, b, f+P          2/3/8

A more powerful and continuous version of (2). Level 3 also finishes with a variant of (1).

(6) 720+P          3

A much more powerful version of (4). Depletes half of a full life bar.

Guile

(1) b (hold three seconds), f+P          1

Projectile attack. Travels faster with harder punches.

(2) d (hold three seconds), u+K          1

Melee attack. Jumps higher with harder kicks.

(3) b (hold three seconds), f, b, f+K          3/4/5

Close-range melee attack.

(4) db (hold three seconds), df, db, uf+K          6/8/10

A more powerful and continuous version of (2). Capable of depleting half of a full life bar at level 3.

(5) b (hold three seconds), f, b, f+P          12

A more powerful version of (1), but doesn’t launch the projectile, instead it keeps spinning close to Guile.

Ken

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) dp+P          1/2/3

Melee attack, turned into an energy attack with HP. Jumps higher with harder punches.

(3) qcb+K (can be done while jumping)          2/4/5

Melee attack. Covers a longer distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(4) rdp+K          1

Melee attack. Covers slightly more distance with harder kicks.

(5) hcf+LK          1

Close-range melee attack.

(6) hcf+MK          2

Close-range melee attack.

(7) hcf+HK          1

Close-range melee attack. Knocks the opponent out.

(8) during (5), (6) or (7), hold K          1

Simply adds one more hit to the combo.

(9) qcb+P

Movement attack that can bypass the opponent. Doesn’t have a good range, but can avoid high attacks.

(10) qcf, d, df+P          4/6/7

A more powerful and continuous version of (2). Level 3 finishes with an energy attack.

(11) qcf, d, df+K (tap K for extra hits)          7

A variation of (2) but doesn’t travel across the screen. Jumps higher at higher levels. Performed with K for overlapping with (11).

(12) qcb, qcb+K          11

Melee attack. Generally deals 11 hits, but the real amount is variable. Depletes more than half of a full life bar.

Kyosuke

(1) qcf+P          1-2

Projectile attack. Starts as two small projectiles that merge into a large one shortly after. Can deal two hits with both projectiles separately or one after they combine.

(2) dp+P          1

Close-range energy attack. Can be followed up immediately after with (5).

(3) qcf+P (while jumping)          1

Close-range projectile attack. Knocks the opponent out.

(4) qcb+P          1

Energy attack. Jumps a longer distance with harder punches.

(5) qcf+K (can be done while jumping)          1

Melee attack. Jumps slightly higher with harder kicks.

(6) qcf, qcf+P          4/5/6

A more powerful version of (1) that knocks the opponent out. Deals all the hits even after the mini projectiles fuse.

(7) qcb, qcb+P          4/6/8

A more powerful version of (2).

(8) qcf, qcf+K (can be done while jumping)          7/10/13

A powerful combination of (5) and (3). Can be followed up immediately after with (5).

(9) hcb, hcb+K          14

Close-range melee attack. Kyosuke calls upon two comrades of his to essentially pull the attack off as he simply stares at the show, only entering the fright to deal the finisher blow. Depletes half of a full life bar.

M. Bison (Vega in game)

(1) dp+P          3/4/5

Close-range energy attack.

(2) b (hold three seconds), f+P          1

Energy attack. Covers more distance with harder punches.

(3) b (hold three seconds), f+K          2

Melee attack. Covers more distance with harder kicks.

(4) d (hold three seconds), u+K          1

Melee attack. Jumps at the opponent’s head, no matter the kick used or how far away it is. After hitting, Bison’s fall can be controlled with the control stick.

(5) after (4) connects, P          1

Melee attack. Perform it only when close to the opponent.

(6) d (hold three seconds), u+P (press f+P on air to do damage)          1

By itself, the move is simply a jump forward. By pressing f+P on air, the move turns erratic, hiding an energy attack.

(7) dp+AP or dp+AK/ rdp+AP or rdp+AK

Movement attack that involves teleportation. Can bypass the opponent. Travels a longer distance with the kick variant.

(8) b (hold three seconds), f, b, f+K          4/5/8

A more powerful and continuous version of (3). Level 3 finishes with a special motion and is capable of depleting nearly half of a full life bar.

(9) b (hold three seconds), f, b, f+P          7-9

A much more powerful version of (2). Hits dealt are highly variable, but usually is between the shown values. Depletes half of a full life bar.

Maki

(1) qcf+P          1

Close-range melee attack.

(2) qcf+K (press K to stop/attack)          2

The initial attack is just a high speed movement attack. Pressing LK again stops the movement, MK delivers a low hit evolving into a throw and HK delivers a high hit evolving in a throw.

(3) qcb+K (press K to stop/jump)

Same attack as (2), but running away from the opponent instead of towards the opponent. Pressing LK again stops the movement, MK makes Maki jump ahead and HK makes Maki jump backwards.

(4) hcf+P (while jumping)          2

It’s a throw, so must be used up close.

(5) against a wall, qcb+P or qcb+K (while jumping)          1

Effect changes depending on the button used. LP simply makes Maki jump ahead further, MP makes Maki bounce and can grab the opponent to perform a throw, HP is the same as MP but with a wider jump, LK has no effect, MK makes Maki bounce and deliver a kick with a diagonal trajectory and HK is the same as MK but with a wider range.

(6) AK          1

Close-range melee attack. For some strange reason, consumes health.

(7) qcf, qcf+P          5/6/8

Melee attack.

(8) qcf, qcf+K (press K to attack)          3/4/8

Same attack as (2), but now delivers a high kick. The first input is what determines the level of the attack. Level 3 can deplete more than half of a full life bar.

(9) 720+P (while jumping)          3/5

A more powerful and continuous version of (4). Very hard to time properly. Level 3 can deplete half of a full life bar.

Morrigan

(1) qcf+P (can be done while jumping)          1

Projectile attack. LP fades away at 3/4 of the screen. Doesn’t change the trajectory of the jump if done on air, but the projectile goes diagonally down.

(2) dp+P          1

Melee attack. Jumps higher with harder punches.

(3) hcb+P          1

It’s a throw, so must be used up close.

(4) hcb+K (press K again to attack) (can be done while jumping)          14/19/27

Melee attack. Morrigan goes off-screen, and when she’s about to return, press K again to attack. The first input determines the level of the attack. Number of hits listed is the maximum amount, when the opponent is on the edge of the screen. Performing the attack on air doesn’t change its properties.

(5) qcf, qcf+P (can be done while jumping)          3/4/5

A more powerful version of (1) that doesn’t fade away. On air, the projectile goes diagonally down and deals one less hit but the same amount of damage.

(6) qcf, d, df+K          8

A more powerful version of (2). Used with K for overlapping with (5). Deals the same hits at all levels, but damage increases manifold at higher levels.

(7) LP, LP, f, LK, HP (can be done while jumping)          27

An attack that starts similarly to (4), but is completely different in nature. It has a horizontal trajectory even on air, so beware when using it while jumping. Depletes 45% of a full life bar.

Rolento

(1) qcf+P (repeat 3 times)          3-4

Close-range melee attack. Only the third consecutive input will knock out the opponent. Input to continue the attack should occur upon hit.

(2) dp+K (press P or K to attack)          1

Initial input is just a vertical jump. Pressing P or K on air throws a non-energy projectile (a knife to be exact). The range of the projectile expands with harder punches or kicks. No difference in using punches or kicks.

(3) AP (press P again upon landing to attack)          1

A short retreating jump that evolves into a low attack. Jump is the same with all punches, the following attack covers more distance with harder punches.

(4) qcb+P (press P again to attack)          1

Retreating movement that evolves into an attack. Moves farther away with harder punches, and the following attack has a slightly wider range with harder punches.

(5) qcb+K

Long retreating jump that bounces back from the edge of the screen. It can then be followed up by any normal jumping attack.

(6) AK (press or release)

Forward jump that can be followed up by any normal jumping attack.

(7) qcf, qcf+P          1

Pulls a string on the opponent’s feet to unleash the full attack. Wider range at higher levels. Rolento ends the attack at the other side of the screen.

(8) qcb, qcb+P          2/3/4

In a similar vein to (4), Rolento retreats, but leaving grenades on his path to damage the enemy. Level 3 can deplete half of a full life bar.

(9) qcf, qcf+K          3/5/7

Throws knifes upwards that fall from directly above onto the opponent, no matter the distance. In contrast, deals significantly less damage than his other super moves.

Ryu

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) hcf+P          1

Same attack as (1), but instead of energy the projectile is made of fire.

(3) dp+P          1

Melee attack. Jumps higher with harder punches.

(4) qcb+K (can be done while jumping)          1

Melee attack. Covers more distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(5) qcf, qcf+P          3/4/5

A more powerful version of (1) that knocks the opponent out.

(6) qcb, qcb+K          6/10/14

A more powerful version of (4). In this occasion, however, Ryu stands on the same spot instead of travelling across the screen.

(7) qcf, d, df+K          4

A much more powerful variant of (3). Needs to be performed up close to unleash the full attack. Will be executed as the normal attack if beyond reach. Performed with K for overlapping with (5). Depletes 45% of a full life bar.

Sagat

(1) qcf+P          1

Projectile attack. Travels faster with harder punches. Due to Sagat’s height, this move hits high, so can be avoided by crouching.

(2) qcf+K          1

Same attack as (1), but performed while crouching to deal a medium hit.

(3) dp+P          1/5

Melee attack. Jumps higher with harder punches. Only HP deals more than one hit.

(4) dp+K          2

Melee attack. No changes in using harder kicks.

(5) qcf, qcf+P          4/5/6

A more powerful version of (1) that knocks the opponent out.

(6) qcb, qcb+P         4/5/6

A more powerful version of (2) that knocks the opponent out.

(7) qcf, d, df+K          7/10/14

A combination of (3) and (4). Level 3 also features a double (4).

(8) qcb, qcb+K          6/7

Melee attack. Only super move to not have a less powerful special move variant.

Sakura

(1) qcf+P         1/2/3

Close-range energy attack.

(2) dp+P          1/3/5

Melee attack. Jumps higher with harder punches.

(3) qcb+K (qcb+K again for extra hit)          1/2/3(+1)

Melee attack. Covers more distance with harder kicks. Second input grants an extra hit that knocks the opponent out.

(4) qcb+K (while jumping)          1

A version of (3) done on air. Doesn’t change the trajectory of the jump. Knocks the opponent out.

(5) qcf+K (while jumping)          1

Melee attack. Has a diagonal trajectory.

(6) dp+K (press P or K to attack/stop)         3

A small jump forward. Hitting P attacks, capable of being repeated twice more for more damage, and knocks the opponent out. K simply cancels the attack.

(7) qcf, qcf+P          3/4/5

A more powerful version of (1), turned into a projectile attack that knocks the opponent out. The projectile fades away before crossing even half the screen.

(8) qcf, d, df+K          4/6/9

A more powerful and continuous version of (2). Performed with K for overlapping with (7).

(9) qcb, qcb+K          5/6/7

A more powerful version of (3) performed while crouching, so it deals low hits only. Ends with the extra hit finisher of (3).

Vega (Balrog in game)

(1) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(2) d (hold three seconds), u+P          1

Jumps towards the closest edge and bounces back to deal a melee hit. LP has a completely horizontal trajectory, harder punches have a slightly diagonal trajectory downwards.

(3) d (hold three seconds), u+K (press P on air)          1

Melee attack. Jumps towards the closest edge and bounces back. If you press P on air, it will deal a melee hit.

(4) d (hold three seconds), u+K (press f+P on air)          1

Same attack as (3), but this time it’s a throw, so must be used up close.

(5) db (hold three seconds), f+K          1/2

Melee attack. Jumps slightly higher with harder kicks.

(6) AP (press or release)

Retreating jump, covering a decent distance.

(7) AK (press or release)

Same attack as (6), but retreats a much shorter distance.

(8) db (hold three seconds), df, db, uf+K (press P on air)          2/3/4

A more powerful version of (3).

(9) db (hold three seconds), df, db, uf+K (press f+P on air)          2/3/4

A more powerful and continuous version of (4).

(10) b (hold three seconds), f, b, f+K          5/6/8

A more powerful and continuous version of (5).

(11) b (hold three seconds), f, b, f+P          2

Close-range melee attack. Depletes more than half of a full life bar.

Yun

(1) dp+P          1

Melee attack. Covers slightly more distance with harder punches. LP doesn’t knock the opponent out.

(2) qcf+P          1

Melee attack. Covers a longer distance with harder punches.

(3) qcf+K          1

Melee attack. Jumps higher with harder kicks.

(4) qcb+P (qcb+AP for feint)          1

Close-range melee attack.

(5) hcb+K

It’s a throw, so must be used up close. Yun simply rolls over the opponent to change sides.

(6) qcf, qcf+P          4/6/8

Melee attack.

(7) qcf, qcf+K          11/15/19

Melee attack. Yun “summons” his brother to his position. Must deal the first hit to unleash the whole attack.

(8) qcb, qcb+P          3

Melee attack similar to (6). Deals similar damage to his other super moves.

(9) qcb, qcb+K (while jumping)          13

Melee attack with a diagonal trajectory. After the first hit connects, Yun’s brother joins him. Yun will end the attack at the opposite side of the screen. Deals similar damage to his other super moves.

Zangief

(1) AP (press or release)          1

Melee attack. If you press any direction, Zangief can move while performing the attack.

(2) AK (press or release)          1

Same attack as (1), but lasts much less.

(3) dp+P          1

Energy attack. Has a slightly longer range with harder punches.

(4) 360+P          1

It’s a throw, so must be used up close.

(5) 360+K (up close)          2

It’s a throw, as can be deduced by its input.

(6) 360+K          1

It’s a throw, but Zangief walks a while before it, so can be used at mid-range.

(7) 720+P          2/3/4

A more powerful and combined version of his throws. Deals a lot of damage, more than 75% of health at level three.

(8) qcf, d, df+K          1

A throw attack that aims at jumping foes only. Each level performs a different move.

SNK

Athena

(1) qcb+P          1

Projectile attack. Travels faster with harder punches.

(2) dp+P (can be done while jumping)          3/5/7

Melee attack. Jumps higher with harder punches.

(3) hcb+K          1/2/3

Deflects projectiles back at the opponent with a wall of energy. Jumps a bit forward when using harder kicks, so it can also be used for melee purposes.

(4) qcf+K (while jumping)          1/4/5

Melee attack with diagonal trajectory. HK knocks the opponent out, the lighter ones leave it standing.

(5) hcf+P          1

It’s a throw, so must be used up close.

(6) qcf+K

Movement attack that involves teleporting, bypassing the opponent and appearing at their back if it’s close enough. Covers a longer distance with harder kicks.

(7) hcb, hcb+P          1

Close-range melee attack. Lasts longer at higher levels, enabling more than one hit (but not consecutive, as the opponent is knocked out after the first one).

(8) during (7), qcb+P          2/3/4

Projectile attack. Doesn’t consume groove meter. It’s level it’s always the same as (7).

(9) qcf, qcf+K (while jumping)          16/21/26

A more powerful and continuous version of (4) that knocks the opponent out. Depending on how high you perform the attack, the number of hits can vary, shown here is the maximum possible amount.

Benimaru

(1) qcf+P          1/2/3

Energy attack. Foe isn’t knocked out in any variant.

(2) dp+P          1/2/3

Same attack as (1), but aimed at jumping foes.

(3) qcf+K          1

Melee attack. No difference in using a harder or lighter kick.

(4) after (3) connects, d, u+K          2

Continues the attack initiated in (3). Again, no difference in using a harder or lighter kick.

(5) dp+K          1

Close-range energy attack. No difference in using a harder or lighter kick.

(6) hcb+K          1

Melee attack. It lasts a bit longer when using harder kicks, but is unable to land extra hits as the opponent is launched to the opposite side of the screen.

(7) hcb, f+P          2

It’s a throw, so must be used up close.

(8) qcf, qcf+P          5/7/10

A more powerful version of (1) that knocks the opponent out.

(9) qcf, qcf+K          3/4/5

Energy attack that pursues the opponent. Covers more distance at higher levels. If the attack connects, Benimaru ends at the opponent’s back.

(10) hcb, hcb+P          2

A more powerful version of (7).

Chang

(1) P (tap quickly)          1

Melee attack. Lasts longer with harder punches. Chang can also move while performing the attack.

(2) b (hold 3 seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(3) hcb, f+P          8

It’s a throw, so must be used up close.

(4) hcb+K          2/3/4

Melee attack, performed by his little partner.

(5) dp+K          1

Melee attack, performed by his little partner. Covers more distance with harder kicks.

(6) hcf+K          1

Melee attack, performed by his little partner. He rebounds from the screen border behind Chang, and covers more distance with harder kicks.

(7) qcf, hcb+P          11/14/18

Mid-range melee attack. Covers more distance at higher levels.

(8) hcb, hcb+K          7/10/13

Energy attack performed by his little partner. Stands near Chang at level 1, but moves away from him at higher levels. The opponent is sent to the opposite side of the screen if the attack connects.

Geese

(1) qcf+LP/MP          1

Projectile attack following the ground. MP variant seems to travel slightly faster.

(2) qcf+HP          1/2

Simply a more powerful version of (1), throwing two consecutive attacks that merge into a single and larger projectile, thus harder to evade. It can deliver two hits if performed up close, but only one when the projectile has been fired.

(3) qcb+P (while jumping)          1

Projectile attack with a diagonal trajectory. Travels faster with harder punches.

(4) hcb+LP

A counter move. Works against melee attacks, either normal or special moves, either grounded or jumping.

(5) hcb+MP

A counter move. Works against standing melee attacks, but only normal attacks.

(6) hcb+HP

A counter move. Works against crouching melee attacks only, and only against normal attacks.

(7) hcb+K          3

Melee attack. Pursues the opponent, and travels a longer distance with harder kicks.

(8) db, hcb, df+P          3/4/5

Close-range energy attack. Level 3 can deplete more than half of a full life bar.

(9) hcb, f+LK, LP, LP, LK, LK, MP, MK, HP, HK, qcf+HP          10

Melee attack, starting with a similar attack to (7). Each button after the initial motion delivers an extra hit, with only the last one knocking out the opponent. Depletes more than half of a full life bar.

Haohmaru

(1) qcf+P          1

Projectile attack following the ground. Travels faster with harder punches.

(2) qcf+K

Simply a cancel of (1). Can trick opponents into countering it, but still rather useless.

(3) dp+P          1/2

Melee attack. Covers more distance with harder punches. Only LP deals one hit.

(4) qcb+P          1

Melee attack. Covers more distance with harder punches.

(5) qcf, d, df+P          9/12/15

A more powerful and continuous version of (3).

(6) qcb, f+P          1

Mid-range melee attack. Depletes half of a full life bar.

Hibiki

(1) qcf+P          1

Mid-range melee attack. LP and MP is a medium hit and don’t knock the opponent out, while HP is a low hit and knocks the opponent out.

(2) qcb+P (chargeable)          1

Similar attack to (1), but preceded by a sprint pursuing the opponent, and all punches deal a medium hit. Hold the punch button so Hibiki covers more distance, even though it covers more distance by default with harder punches.

(3) dp+K          1

Close-range melee attack. No difference in using harder kicks.

(4) hcf+K

Counter move. Works against any medium or high melee attacks, be it a normal or special move.

(5) AK

A dodging attack, so causes no damage.

(6) during (5), f+K

Movement attack. Moves forward, capable of bypassing the opponent.

(7) during (5), b+K

Movement attack. Moves backwards, retreating with a small but quick jump.

(8) qcb, db, f+P          2

A more powerful version of (2) that knocks the opponent out.

(9) f, hcf+P          2

Close-range melee attack.

(10) hcb, f+K, LP, MP, HP, LP, MP, HP, LP, MP, qcf+HP          10

Melee attack that pursues the opponent, effectively covering the whole screen if needed. There’s a brief halt after the second LP, so time yourself carefully. Hibiki ends at the opposite side she started the attack.

(11) hcb, f+K, LP, MP, HP, LP, MP, HP, LK, MK, qcf+HK          11

Small variation over (10). Deals one more hit and slightly more damage. Note that the brief halt mentioned in (10) is also present in this variant.

(12) hcb, f+K, LP, MP, HP, LK, MK, LK, HK          8

Another variation of (10). Deals two less hits and noticeably less damage. The brief halt isn’t present in this variant.

Iori

(1) qcf+P          1

Projectile attack following the ground. Travels faster with harder punches.

(2) dp+P          1/2/3

Energy attack. Jumps higher with harder punches.

(3) qcb+P (repeat 3 times)          3

Melee attack.

(4) hcb+K          2

Melee attack that pursues the opponent. Travels a longer distance with harder kicks.

(5) hcb, f+P

It’s a throw, so must be used up close. Simply tosses the opponent aside, leaving Iori at the opposite side of the screen.

(6) qcb, hcf+P (chargeable)          4/5/6

Throws a projectile similar to (1), but upon being thrown the projectile expands into a pillar of energy, capable of hitting jumping foes. Any foe hit will be paralyzed by the energy for some time as it’s being damaged, effects which are increased at higher levels. Level 1 emits only one energy pillar close to Iori, level 2 emits four in a row and level 3 emits a barrage of pillars that cover the entire screen.

(7) qcf, hcb+P          9/12/13

Mid-range melee attack. Pursues the opponent to deliver a barrage of attacks and finishing with a different energy attack in each level. Travels a longer distance at higher levels.

Joe

(1) hcf+P          1/2/2

Throws a projectile following the ground. LP throws one projectile that travels a short distance, MP launches two projectiles covering almost the same distance as the light punch and HP launches two projectiles that travel the full screen.

(2) hcf+K          1

Mid-range melee attack. Jumps a longer distance with harder kicks.

(3) dp+K          1/2/3

Melee attack. Jumps higher with harder kicks.

(4) qcb+K          1

Mid-range melee attack. Jumps higher and farther with harder kicks.

(5) P (tap repeatedly)          1-4

Close-range melee attack. Can deal between 1 and 4 hits consecutively.

(6) qcf, qcf+P          4/5/6

Similar attack to (1), launches a small projectile and then a large one. At higher levels the large projectile travels across the screen.

(7) qcf, hcb+P          8/13/18

An amalgamation of various of his attacks: (5), (1), (3) and (4), in this order. Contrary to other super moves, this one doesn’t require a first hit contact to trigger, so the full super move will be executed even if the opponent is out of reach.

(8) qcb, qcb+P          12

Creates two of his large projectiles right by his sides, so has a close range. Depletes 45% of a full health bar.

Kim

(1) qcb+K          2

Melee attack. Jumps a longer distance with harder kicks.

(2) qcf+K (while jumping)          3/4/5

Aerial melee attack with an almost vertical trajectory.

(3) d (hold three seconds), u+K (extra hit while jumping with d+HK)          1/2

Melee attack. Jumps higher with harder kicks. The extra hit command only works when the move is performed with HK.

(4) d (hold three seconds), u+P          1/2/3

Melee attack. Jumps higher, and therefore delivers more hits, with harder punches. Curiously, all hits are kicks.

(5) b (hold three seconds), f+K          2

Melee attack. Covers a longer distance with harder kicks.

(6) d, d+K          1

Close-range melee attack.

(7) qcb, db, f+K          14/16/17

Melee attack. Covers a longer distance at higher levels.

(8) qcf, hcb+K (while jumping)          7/9/11

Melee attack. Starts with (2) and delivers a barrage of kicks while flying.

(9) qcf, qcf+K          1

Close-range melee attack.

King

(1) qcf+K          1

Projectile attack. Travels faster with harder kicks.

(2) qcf, qcf+K          2

Simply a double projectile version of (1).

(3) dp+K          3/5

Melee attack. Covers a longer distance with harder kicks. Delivers five hits if performed up close, only three if performed at a distance. The hits up close knock the opponent out.

(4) rdp+K          6/10/12

Close-range melee attack. If the first hit doesn’t connect, the whole attack fails.

(5) hcb+K          2

Melee attack. Jumps a longer distance with harder kicks.

(6) qcb+P          3/5/7

Melee attack. Covers slightly more distance with harder punches. Curiously, all hits are kicks.

(7) qcf, hcb+K          9/11/13

Melee attack. Covers a longer distance at higher levels.

(8) qcb, qcb+K          3/6/11

Close-range melee attack. Starts with (4), so if it doesn’t connect the whole move fails.

Kyo

(1) dp+P          1/2

Energy attack. Jumps higher with harder punches, with an extra hit with HP.

(2) hcb+K          2

Melee attack that pursues the opponent. Travels a longer distance with harder kicks.

(3) rdp+K          1

Melee attack. Jumps slightly higher with harder kicks.

(4) dp+K          1/2/3

Melee attack. Jumps higher, and therefore delivers more hits, with harder kicks.

(5) qcf+K          1

Melee attack. Extra hit if pressing K again.

(6) qcf+LP/MP          1

Energy attack.

(7) during (6), qcf+P          1

Energy attack.

(8) during (6), hcb+P/ during (7), P          1

Melee attack. Knocks the opponent out.

(9) during (7), K/ during first variant (8), K          1

Melee attack. Knocks the opponent out. The second possible input is a bit redundant, as the previous hit has already knocked out the opponent if it connects.

(10) during first variant (8), P          1

Melee attack. Smashes the ground, so it can effectively follow the previous hit.

(11) qcf+HP          1

Energy attack.

(12) during (11), hcb+P          1

Energy attack.

(13) during (12) f+P          2

Energy attack. Knocks the opponent out.

(14) qcb, hcf+P (chargeable)          1/2/3

Energy attack. If it’s charged being very close to the opponent at level 3 it can deal more hits for significant damage.

(15) qcf, qcf+P          5/9/11

Energy attack. Curiously, higher levels are an immediate follow up of the lower levels instead of being simply a more damaging or prolonged version.

Mai

(1) qcf+P          1

Non-energy projectile attack (it’s a handfan). Travels slightly faster with harder punches.

(2) qcb+P          1

Energy attack. HP can deliver a previous melee hit if performed up-close.

(3) hcf+K          1

Long-range melee attack. Covers a great distance, so it’s hardly noticeable if harder kicks cover even more. Can deliver two hits if performed in close-range.

(4) d (hold three seconds), u+P          1

Melee attack. Jumps backwards to the side of the screen and rebounds with a melee attack.

(5) qcb+P (while jumping)          1

The melee attack performed in (4). Has a diagonal trajectory.

(6) d (hold three seconds), u+K          1/2/3

Close-range energy attack.

(7) qcb, hcf+K          7/9/11

A more powerful version of (3) that is now an energy attack. Hits listed are when performed up close, and only the very first hit while up close is a melee attack at levels 1 and 2 (level 3 is slightly different and all hits are energy attacks).

(8) qcf, qcf+P          3/6

A more powerful version of (1). At level 1 throws three projectiles, at level 2 turns said projectiles into energy, and at level 3 keeps the energy while delivering twice the hits.

(9) qcb, qcb+P (while jumping)          3/4/5

A more powerful version of (5) that is now an energy attack.

Nakoruru

(1) qcbd+P          1

Melee attack. Travels a longer distance with harder punches.

(2) qcf+P          1

Similar to (1), but instead of following the ground, aimed diagonally up. Perfect against jumping foes.

(3) hcb+P          1

Energy attack. Throws her partner owl from above covered in flames in a diagonal trajectory.

(4) rdp+P          1

Melee attack. If the hit connects, you can press P again to deliver a second hit that will knock out the opponent.

(5) qcb+K

Movement attack. Jumps and grabs her partner owl’s claws, essentially making Nakoruru fly.

(6) during (5), LP/MP/LK/MK          1

Normal melee attacks while Nakoruru flies attached to her partner owl, so only usable against jumping foes.

(7) during (5), HK

Movement attack, as Nakoruru detaches herself from her partner owl and returns to the ground in a vertical trajectory.

(8) during (5), HP          1

Melee attack. Similar to (7), but this time Nakoruru wields her blade while descending, capable of hitting any nearby opponent.

(9) during (5), qcf+P          1

Repeats the same attack as (3). As a result, Nakoruru returns to the ground.

(10) during (5), qcb+P          1

Same attack as (1) and (2), this time with a diagonal trajectory to the ground. Nakoruru stays on the ground after this attack is used.

(11) hcb, hcb+P          3/4/5

Similar attack to (3), but this time with a horizontal trajectory that covers the full screen.

(12) hcb, hcb+K          4/8/14

Starts with (10) and, if the hit connects, continues up with (4) and (3).

(13) qcf, qcf+K (cancel with AK)

Healing move, unique in the game.

Raiden

(1) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(2) hcb+P          1

Close-range projectile attack.

(3) AK (release)

Melee attack.

(4) 360+K          2

It’s a throw, so must be performed up close.

(5) dp+P          1

Jumping throw. Jumps a longer distance with harder punches. Raiden ends at the opposite side of the screen if the attack connects.

(6) rdp+P          1

Melee attack.

(7) during (6), qcb+P          1

Melee attack. Knocks the opponent out.

(8) during (6), qcb+K          1

It’s a throw, so must be used up close. Raiden ends at the opposite side of the screen.

(9) 720+K          2/3/4

A more powerful version of (4). As such, must be used up close.

(10) hcb, hcb+P          3/4/5

A more powerful version of (2).

(11) qcf, qcf+P          3/5/7

A combination of melee attacks. At level 3 it can deplete more than half of a full life bar.

Rock

(1) qcf+LP/MP          1

Projectile attack following the ground. MP version travels faster.

(2) qcf+HP          1/2

A double projectile version of (1). Deals two hits when used up close.

(3) d (hold three seconds), u+P          3/4/5

Melee attack. Jumps higher with harder punches.

(4) qcb+P          1/2

Melee attack. Covers more distance with harder punches. HP delivers an extra hit to knock the opponent out.

(5) qcf+K

Counter move. LK counters high attacks and non-projectile special moves, MP counters medium attacks, and HK counters low attacks.

(6) qcb+LK          1

Energy attack.

(7) qcb+MK

Movement attack, so deals no damage.

(8) qcb+HK

Movement attack that bypasses the opponent to appear on its back.

(9) 360+P          1

Throw attack, so must be used up close. Launches the opponent backwards.

(10) after doing (9) with AP and holding, release          1

Energy attack that serves as a follow up.

(11) qcf, qcf+P (chargeable at level 3)          3/4/5

Close-range energy attack.

(12) qcf, qcf+K          4/6/10

Energy attack. At levels 1 and 2 it’s just a sprint with all inflicted hits being energy, at level 3 delivers one energy hit before following up with a melee combination.

(13) hcb, f+LK, LP, LP, LK, LK, MP, MK, HP, HK, qcb+HP          15

Melee attack. Each button delivers an extra hit. The last combination delivers a series of energy hits. Depletes half of a full life bar.

Rugal

(1) qcf+P          1

Projectile attack following the ground. Travels slightly faster with harder punches.

(2) f, hcf+P (chargeable)          1-3

Projectile attack, and a very large one. Delivers more hits the more it’s charged.

(3) dp+K          2

Melee attack. Jumps higher with harder kicks.

(4) hcb+P          2

Melee attack. Pursues the opponent and crashes it to the side of the screen.

(5) hcf+K          1

Energy attack that can bounce projectile attacks back at the opponent. Can also deliver damage when up close.

(6) qcf+P (while jumping)          1

Energy attack that follows a diagonal trajectory.

(7) qcf, hcb+P          2/3

A more powerful version of (4). At level 3 it can deplete half of a full life bar.

(8) qcf, d, df+K          3/6/7

Melee attack that ends with (3).

Ryo

(1) qcf+P (can be used while jumping)          1

Projectile attack. Travels faster with harder punches. On air, it describes a diagonal trajectory.

(2) dp+P          1

Melee attack. Jumps higher with harder punches.

(3) db (hold three seconds), f+K          2

Melee attack. Covers a longer distance with harder kicks.

(4) f, b, f+P          6/10/14

Close-range melee attack.

(5) hcb+P          4

Close-range melee attack. The attack will miss if the first hit doesn’t connect.

(6) rdp+P          1

Melee attack. Jumps a longer distance with harder punches.

(7) f, hcf+P          2/3/5

A bigger and more powerful version of (1).

(8) qcf, hcb+P          11/12/15

Melee attack that pursues the opponent. Covers a longer distance at higher levels.

(9) qcf, qcf+P          1

Close-range melee attack. Delivers a powerful hit that knocks down the opponent, and leaves it stunned for a while when it stands up again, leaving it open to attacks.

Terry

(1) qcf+P          1

Projectile attack following the ground. Travels slightly faster with harder punches.

(2) qcb+P          1

Energy attack. Covers more distance with harder punches.

(3) d (hold three seconds), u+P          1/6/7

Close-range melee attack. Curiously, all hits are kicks.

(4) qcb+K          1

Melee attack. Covers a longer distance with harder kicks.

(5) dp+K          1-2

Melee attack that finishes with an energy attack. The first is close-range, and the second is capable of covering a great distance with harder punches.

(6) qcb, db, f+P          1/2/3

Energy attack. The extra hits at higher levels cover slightly more distance.

(7) qcf, qcf+K          2/4/6

Energy attack. Covers more distance at harder levels. Curiously, it’s performed with his fists.

Todo

(1) qcf+P          3

Close-range projectile attack. Covers slightly more distance with harder punches.

(2) dp+P          2

Similar to (1), but aimed at jumping foes.

(3) qcf+P (while jumping)          2

Similar to (1), but aimed diagonally.

(4) hcb+P          1

It’s a throw, so must be used up close. Doesn’t cause much damage nor does it knock the opponent out.

(5) qcf, qcf+P          5/7/9

A more powerful version of (1). It still doesn’t cover the whole screen at level 1.

(6) qcf, hcb+P

Counter move. Works against all kinds of melee attacks.

Vice

(1) hcf+P          1

It’s a throw, so must be used up close.

(2) hcb, f+P          1

It’s a throw, so must be used up close. Once it grabs the opponent, it travels the full screen to the other side of the stage.

(3) after (2), dp+P          1

Melee attack. Input must happen after the opponent is sent flying.

(4) qcb+P          1

Melee attack. Covers slightly more distance with harder punches.

(5) hcf+K          1

Mid-range melee attack. Grabs the opponent from below, so can be avoided by jumping.

(6) dp+K/ after (4), dp+K          2

Same attack as (5), but aimed at jumping foes. The second variant makes it incredibly useful.

(7) qcb+K          4/7

Close-range melee attack. HK is performed after a small jump forward, so it can deliver more hits for being closer to the opponent.

(8) qcb+K (while jumping)          3/4/5

Same attack as (7). Vice simply performs the attack while falling down.

(9) hcb, hcb+K          3/4/5

Close-range melee attack. A more powerful and continuous version of (3).

(10) qcf, qcf+P          3/4/5

A more powerful and continuous version of (1). Jumps forward before performing the attack, covering a great distance at higher levels.

Wild Iori

(1) qcf+P          1

Projectile attack following the ground. Travels faster with harder punches.

(2) dp+P          1/2/3

Energy attack. Jumps higher with harder punches.

(3) qcb+P (repeat 3 times)          1-3

Melee attack. Can deliver up to three hits if the motion is repeated.

(4) hcb+K          2

Melee attack. Pursues the opponent, and covers more distance with harder kicks.

(5) qcf, d, df+P          4/6/7

A more powerful and continuous version of (2).

(6) qcf, hcb+P          9/12/13

Melee attack. Pursues the opponent to deliver a barrage of attacks and finishing with a different energy attack in each level. Travels a longer distance at higher levels.

Yamazaki

(1) dp+P          1/2

Close-range melee attack. Extra hit with HP.

(2) qcb+LP (chargeable)          1

Melee attack. Aimed at jumping foes.

(3) qcb+MP (chargeable)          1

Same attack as (2), but with a horizontal trajectory instead.

(4) qcb+HP (chargeable)          1

Same attack as (2) and (3), but aimed at the opponent’s feet.

(5) when charging (2), (3) or (4), K

Simply cancels the charge with a taunt, so no damage dealt.

(6) hcf+K

Seemingly a taunt, in reality it’s a counter attack. Works against high and medium melee attacks.

(7) qcf+P          1

Close-range energy attack. Capable of bouncing projectiles back at the opponent.

(8) qcb+K          1

Close-range melee attack. Seemingly kicks sand at the opponent’s eyes.

(9) dp+K          1

Close-range melee attack.

(10) hcb, f+P          1

It’s a throw, so must be used up close.

(11) qcf, qcf+P          8/10/13

Melee attack. Level 3 finishes a bit differently.

(12) hcb, hcb+P (tap P for other variants)          5/6/8

Starts as a throw, so must be used up close. Several variants can be unleashed by tapping P repeatedly, hits listed are for the normal variants.

Yuri

(1) qcf+P        1

Projectile attack. Fades away very soon, covering very little distance.

(2) qcf+K          1

Projectile attack. Jumps into the air to throw a projectile in a diagonal trajectory that travels faster with harder punches.

(3) dp+P          1/2

Melee attack. Jumps higher with harder punches, dealing just a single hit with LP.

(4) after performing (3) with HP, dp+HP          2

Basically repeats the same attack as (3).

(5) qcb+P          1

Energy attack. Creates a barrier to bounce projectiles back at the opponent.

(6) hcb+K          5/7/9

Melee attack. Pursues the opponent, but doesn’t cover a great distance.

(7) f, hcf+P          2/3/5

A more powerful and bigger version of (1) that doesn’t fade away.

(8) qcf, d, df+P          4/5/6

A more powerful and continuous version of (3).

(9) qcf, hcb+K          9/13/18

Melee attack that pursues the opponent. Covers the same distance as (6).

This was the original port of Capcom vs SNK 2, later ported to the rest of sixth generation consoles. However, this port never made it outside of Japan, and despite being highly bilingual, the movelist, between other things, is completely in Japanese.

This guide will bring you the full movelist adapted to English. Due to the in-game movelist being numbered, I’ve followed that format and ignored the names of the attacks. Characters will be listed in two waves, one for each company, and will be in alphabetical order according to their international name for better understanding.

Before starting, there are three things I should make clear: ratios, grooves and attacks.

First, the ratios. The ratio determines how much health the player has or how much damage it inflicts. In some modes, ratio cannot be chosen at will, making all characters even, but other modes allow for manual choosing of a character’s ratio. There are a total of four levels of ratio, so experiment the many available combinations to find out how to build the best team.

Next, the attacks. There are six possible inputs: light punch, medium punch, hard punch, light kick, medium kick and hard kick. Some attacks can be used with any punch or kick button with varying effects and damage, some may only be used with certain punches or kicks. Harder punches or kicks tend to be more damaging, but in rare occasions some attacks may show no difference.

There are also four kinds of attacks:

Normal attacks: The basic attacks which require simple button inputs. Can be performed with any punch or kick for varying effects and damage. Not covered in this guide since they are omitted in-game.

Special moves: More advanced attacks that need a slightly more complicated button input. Can be performed with any punch or kick for varying effects and damage (exceptions do exist, though).

Super moves: Powerful attacks that require a more complicated button input. Light punch/kick performs a level 1 attack, with the character leaving an afterimage; medium punch/kick performs a level 2 attack, with the character leaving a blue afterimage; hard punch/kick performs a level 3 attack, with the character leaving a red afterimage.

MAX Super moves: Essentially Super moves that are always executed at level 3 no matter the button input. Tend to be very powerful and sometimes very hard to execute. Unlike the other three kinds of attacks, not all characters have these moves at their disposal, and some characters may have more than one MAX Super move.

Lastly, the grooves. There are a total of six to choose from: C, A, P, S, N and K. Each of them works on a different way, and since getting to fully understand them requires skill, I’ll keep this guide easy and focus on the main points for newcomers and experts alike.

C-Groove is a three tiered meter, and is by far the simplest to use, yet the most versatile. It’s the only one that allows the three levels of Super moves and can be charged rather quickly. It doesn’t have any other unique quirks or downfalls, so it’s the best option to get the hang of the game, and one of the most useful grooves for any kind of player.

A-Groove is a two tiered meter and only has level 1 Super moves available, but has the ability to pull off an empowered state by pressing hard punch and hard kick simultaneously when the meter is fully filled. During this period, your meter will deplete gradually and you cannot block, but you will be immune to projectiles and will have the ability to pull off massive combos as long as you keep landing hits on your opponent.

P-Groove is a one tiered meter and the most risky to use. It only allows level 1 Super moves, and only when the meter has filled up, a process that seems to take forever. The meter is only filled as you keep receiving attacks, and while you gain the ability to anticipate attacks and parry, the timing must be very precise, hence the risk of this groove.

S-Groove is a one tiered meter and the most unique. It can only unleash level 1 Super moves, and while it charges the meter up when you attack, you can manually charge it by holding the hard punch and hard kick buttons. Also, when your health lowers to a certain point, it will start flashing red, granting unlimited level 1 Super moves. If you manage to fully charge your meter while your health is flashing, your next Super attack will be level 3 and will empty your meter again. Not easy to use, but deadly in the right hands.

N-Groove is a three tiered meter, and another great choice for all kinds of players for its versatility. Once the meter is fully charged, you gain a power stock ball, which is consumed upon using a Super move, level 1 only. It also has a power up mode by pressing hard punch and hard kick simultaneously, which consumes a power stock ball. This empowered state increases the damage inflicted, and also grants that the next Super move will be level 3 (still consumes a power stock ball).

K-Groove is a one tiered meter, and somewhat an analog to the P-Groove mentioned earlier. The only way to charge the groove is by defending or being hit by the opponent. When it’s fully filled, your character will flash red, entering a temporal state of rage until the gauge depletes itself over time. During this rage state, you receive less damage from attacks and deal more damage with your attacks, and also you can unleash a powerful level 3 Super move. Not as risky as its analog, and a good choice to make a comeback if you’re being beaten up to death.

That’s everything you need to know to get used to the game quickly, so now we move on to the movelist. All characters were used in ratio 2, and to make the guide complete, I used C-Groove so as to analyze all levels of Super moves. The information included is the button input, a description of the attack and its effects and the number of hits it deals.

LEGEND

LP: light punch

MP: medium punch

HP: hard punch

AP: all punches simultaneously

P: punch (any)

LK: light kick

MK: medium kick

HK: hard kick

AK: all kicks simultaneously

K: kick (any)

qcf: quarter-circle forward (down, down-forward, forward)

qcb: quarter-circle back (down, down-back, back)

hcf: half-circle forward (back, down-back, down, down-forward, forward)

hcb: half-circle back (forward, down-forward, down, down-back, back)

dp: dragon punch (forward, down, down-forward)

rdp: reverse dragon punch (back, down, down-back)

qcbd: quarter-circle back-down (back, down-back, down)

360: One full circle

720: Two full circles

CAPCOM

Akuma (Gouki in game)

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) qcf+P (while jumping)          1

Projectile attack similar to (1) with a diagonal trajectory. Travels faster with harder punches.

(3) hcb+P          1/2/3

Same attack as (1), but made of fire instead of energy. Travels faster with harder punches, and all three variants knock the opponent out.

(4) dp+P          3

Melee attack. Jumps higher with harder punches.

(5) qcb+K (can be done while jumping)          1/2/3

Melee attack. Travels a longer distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(6) dp+K

Movement attack. Jumps a longer distance with harder kicks.

(7) do nothing during (6)          1

Melee attack. A low kick that knocks the opponent out.

(8) during (6), P          1

Melee attack.

(9) during (6) landing, f+P or b+P

Simply a movement attack, deals no damage.

(10) during (6), K          1

Melee attack. Knocks the opponent out.

(11) during (6) landing, f+K or b+K

Movement attack, deals no damage

(12) dp+AP or dp+AK/ rdp+AP or rdp+AK

Movement attack that can bypass the opponent. Travels a longer distance with the punch variant.

(13) qcb+P

Movement attack, capable of bypassing the opponent. Doesn’t have a good range, but can avoid high attacks as well.

(14) hcb, hcb+P          4/6/8

A more powerful version of (1), which also combines with (3) at level 3.

(15) qcf, d, df+P          4/6/7

A more powerful and continuous version of (4).

(16) qcf, qcf+P (while jumping)          4/6/8

A more powerful version of (2).

(17) LP, LP, f, LK, HP          15

Pursues the opponent, covering half the screen. Depletes half of a full life bar.

Balrog (M. Bison in game)

(1) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(2) b (hold three seconds), f+K          1

Melee attack. Covers slightly more distance with harder kicks. Performed with K for running out of room for P.

(3) b (hold three seconds), df+P          1

Melee attack. Covers more distance with harder punches. Knocks the opponent out.

(4) b (hold three seconds), df+K          1

Melee attack. Covers more distance with harder kicks. Knocks the opponent out. Performed with K for running out of room with P.

(5) AP/AK (release)          1

Melee attack.

(6) d (hold three seconds), u+P          1

Melee attack. Knocks the opponent out.

(7) b (hold three seconds), f, b, f+P          3/4/5

Melee attack. Hold or release K to do a different variant (hits and damage don’t differ).

(8) b (hold three seconds), f, b, f+K          9

Melee attack. Depletes half of a full life bar.

Blanka

(1) P (repeatedly)          1

Close-range energy attack. Since Blanka crouches, it also lets it evade attacks.

(2) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(3) b (hold three seconds), f+K          1

Melee attack. Covers slightly more distance with harder kicks. Knocks the opponent out.

(4) d (hold three seconds), u+K         1

Melee attack. Aimed at jumping foes.

(5) AK (press or release)

Movement attack, capable of bypassing the opponent. Doesn’t have a good range

(6) b+AK (press or release)

Same attack as (5), but in a retreating manner.

(7) b (hold three seconds), f, b, f+P          1

An energy variant of (2) that knocks the opponent out.

(8) b (hold three seconds), f, b, f+K          2/3/4

Melee attack. Aims low, so it’s easy to be avoided by jumping.

(9) db (hold three seconds), df, db, uf+P          4/7

Close-range energy attack. A standing and more powerful version of (1). Doesn’t deal much damage.

Cammy

(1) qcf+K          1/2

Melee attack. Covers slightly more distance with harder kicks. Aims low, so can be evaded by jumping.

(2) dp+K          1

Melee attack aimed at jumping foes. Jumps higher with harder kicks.

(3) hcb+P          2

Melee attack. Covers slightly more distance with harder punches.

(4) hcf, uf+P

Movement attack. Jumps longer with harder punches.

(5) during (4) near head, f+P or b+P          1

Performs a throw at the specified height.

(6) during (4) near waist, f+P or b+P          1

Performs a throw at the specified height. A bit more complicated to time properly.

(7) do nothing during (4)          1

Performs a low kick after landing to knock the opponent out.

(8) qcb+K (while jumping)/ during (4) K          1

Melee attack. Describes a nearly vertical trajectory.

(9) qcf, d, df+K          6/7/9

Combines (1) and (2) in a single combo.

(10) qcb, qcb+K          7

Close-range melee attack. Tap K during the attack to deliver extra hits and damage.

Chun-Li

(1) K (repeatedly)          3

Close-range melee attack.

(2) hcf+P          1

Projectile attack. Oddly enough, it fades away at shorter distances with the harder punches.

(3) d (hold three seconds), u+K          2/4/6

Melee attack. Covers slightly more distance with harder kicks.

(4) qcf, qcf+P          5/7/8

Close-range energy attack.

(5) qcf, qcf+K          9/13/17

Mid-range melee attack.

Dan

(1) qcf+P          1

Close-range projectile attack.

(2) dp+P          1

Melee attack. Jumps higher with harder punches.

(3) qcb+K (can be done while jumping)          1/2/3

Melee attack. Covers a slightly longer distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(4) qcf+LK+START

Taunt while rolling forward. Can evade attacks.

(5) qcb+LK+START

Taunt while rolling backwards. Can evade attacks.

(6) qcf, qcf+P          3/4/5

A more powerful version of (1), but still fades away very soon.

(7) qcf, d, df+K          4/5/6

A more powerful and continuous version of (2). Executed with K for overlapping with (6).

(8) qcb, qcb+K          5/7/11

Close-range melee attack.

(9) qcf, qcf+LK+START

A collection of taunts. Despite being listed as super move, it’s level 3 only. If you’re lucky and you manage to complete it, your groove meter will be filled completely again.

Dhalsim

(1) qcf+P          1

Projectile attack. Travels faster with harder punches. LP doesn’t knock the opponent out.

(2) hcb+P          1

Close-range projectile attack.

(3) hcb+K          1

Same attack as (2), but aimed at jumping foes.

(4) dp+AP or dp+AK/ rdp+AP or rdp+AK (can be done while jumping)

Movement attack that involves teleportation. Travels a longer distance in the kick variant.

(5) qcf, qcf+P          3/4/5

A more powerful version of (2). Aims low, so can be avoided by jumping.

(6) qcf, qcf+K          3/4/5

A more powerful version of (3).

(7) hcb, hcb+P          5

A much more powerful version of (2). Depletes 40% of a full life bar.

Eagle

(1) qcb+P          1

Close-range melee attack. Moves towards the opponent with the harder punches.

(2) qcf+P (chargeable)          1

Melee attack. LP hits high, MP hits medium and HP hits low. Has a short time limit to be charged, unlike other instances.

(3) hcf+K          5/7/9

Melee attack that pursues the opponent. Travels a longer distance with harder kicks.

(4) qcb+K          1

Melee attack. Jumps a slightly longer distance with harder kicks.

(5) dp+P          1

Close-range melee attack. Can bounce attacks back at the opponent. LP returns the projectile straight, MP returns it a bit upwards and HP returns it diagonally up.

(6) qcb, qcb+P          7/9/13

A more powerful version of (1).

(7) qcf, qcf+P          9/12/17

Melee attack. Capable of depleting more than half of a full life bar at level 3.

Evil Ryu

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) hcf+P          1

Same attack as (1), just that this one is a fire projectile instead of energy.

(3) dp+P          3

Melee attack. Jumps higher with harder punches.

(4) qcb+K          1/2/3

Melee attack. Covers more distance with harder kicks.

(5) while jumping, qcb+K or hcb+K          1

Melee attack. First variant doesn’t change the trajectory of the jump, the second describes a horizontal trajectory while on air.

(6) dp+AP or dp+AK/rdp+AP or rdp+AK

Movement attack that can bypass the opponent. Punch version covers a longer distance.

(7) hcb, hcb+P          3/4/5

A more powerful version of (1) that knocks the opponent out.

(8) qcf, d, df+P          4/6/7

A more powerful and continuous version of (3).

(9) LP, LP, f, LK, HP          15

Pursues the opponent, covering half the screen. Depletes more than half of a full life bar.

(10) hcb, hcb+K          5

A much more powerful version of (1) that also leaves the opponent stunned for a brief while. Takes a bit of time to “power up” before unleashing the projectile.

E. Honda

(1) P (repeatedly)          2

Melee attack.

(2) b (hold three seconds), f+P          1

Melee attack. Covers a greater distance with harder punches.

(3) d (hold three seconds), u+K          1

Melee attack. Jumps a longer distance with harder kicks.

(4) 360+P          2

It’s a throw, so must be used up close.

(5) b (hold three seconds), f, b, f+P          2/3/8

A more powerful and continuous version of (2). Level 3 also finishes with a variant of (1).

(6) 720+P          3

A much more powerful version of (4). Depletes half of a full life bar.

Guile

(1) b (hold three seconds), f+P          1

Projectile attack. Travels faster with harder punches.

(2) d (hold three seconds), u+K          1

Melee attack. Jumps higher with harder kicks.

(3) b (hold three seconds), f, b, f+K          3/4/5

Close-range melee attack.

(4) db (hold three seconds), df, db, uf+K          6/8/10

A more powerful and continuous version of (2). Capable of depleting half of a full life bar at level 3.

(5) b (hold three seconds), f, b, f+P          12

A more powerful version of (1), but doesn’t launch the projectile, instead it keeps spinning close to Guile.

Ken

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) dp+P          1/2/3

Melee attack, turned into an energy attack with HP. Jumps higher with harder punches.

(3) qcb+K (can be done while jumping)          2/4/5

Melee attack. Covers a longer distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(4) rdp+K          1

Melee attack. Covers slightly more distance with harder kicks.

(5) hcf+LK          1

Close-range melee attack.

(6) hcf+MK          2

Close-range melee attack.

(7) hcf+HK          1

Close-range melee attack. Knocks the opponent out.

(8) during (5), (6) or (7), hold K          1

Simply adds one more hit to the combo.

(9) qcb+P

Movement attack that can bypass the opponent. Doesn’t have a good range, but can avoid high attacks.

(10) qcf, d, df+P          4/6/7

A more powerful and continuous version of (2). Level 3 finishes with an energy attack.

(11) qcf, d, df+K (tap K for extra hits)          7

A variation of (2) but doesn’t travel across the screen. Jumps higher at higher levels. Performed with K for overlapping with (11).

(12) qcb, qcb+K          11

Melee attack. Generally deals 11 hits, but the real amount is variable. Depletes more than half of a full life bar.

Kyosuke

(1) qcf+P          1-2

Projectile attack. Starts as two small projectiles that merge into a large one shortly after. Can deal two hits with both projectiles separately or one after they combine.

(2) dp+P          1

Close-range energy attack. Can be followed up immediately after with (5).

(3) qcf+P (while jumping)          1

Close-range projectile attack. Knocks the opponent out.

(4) qcb+P          1

Energy attack. Jumps a longer distance with harder punches.

(5) qcf+K (can be done while jumping)          1

Melee attack. Jumps slightly higher with harder kicks.

(6) qcf, qcf+P          4/5/6

A more powerful version of (1) that knocks the opponent out. Deals all the hits even after the mini projectiles fuse.

(7) qcb, qcb+P          4/6/8

A more powerful version of (2).

(8) qcf, qcf+K (can be done while jumping)          7/10/13

A powerful combination of (5) and (3). Can be followed up immediately after with (5).

(9) hcb, hcb+K          14

Close-range melee attack. Kyosuke calls upon two comrades of his to essentially pull the attack off as he simply stares at the show, only entering the fright to deal the finisher blow. Depletes half of a full life bar.

M. Bison (Vega in game)

(1) dp+P          3/4/5

Close-range energy attack.

(2) b (hold three seconds), f+P          1

Energy attack. Covers more distance with harder punches.

(3) b (hold three seconds), f+K          2

Melee attack. Covers more distance with harder kicks.

(4) d (hold three seconds), u+K          1

Melee attack. Jumps at the opponent’s head, no matter the kick used or how far away it is. After hitting, Bison’s fall can be controlled with the control stick.

(5) after (4) connects, P          1

Melee attack. Perform it only when close to the opponent.

(6) d (hold three seconds), u+P (press f+P on air to do damage)          1

By itself, the move is simply a jump forward. By pressing f+P on air, the move turns erratic, hiding an energy attack.

(7) dp+AP or dp+AK/ rdp+AP or rdp+AK

Movement attack that involves teleportation. Can bypass the opponent. Travels a longer distance with the kick variant.

(8) b (hold three seconds), f, b, f+K          4/5/8

A more powerful and continuous version of (3). Level 3 finishes with a special motion and is capable of depleting nearly half of a full life bar.

(9) b (hold three seconds), f, b, f+P          7-9

A much more powerful version of (2). Hits dealt are highly variable, but usually is between the shown values. Depletes half of a full life bar.

Maki

(1) qcf+P          1

Close-range melee attack.

(2) qcf+K (press K to stop/attack)          2

The initial attack is just a high speed movement attack. Pressing LK again stops the movement, MK delivers a low hit evolving into a throw and HK delivers a high hit evolving in a throw.

(3) qcb+K (press K to stop/jump)

Same attack as (2), but running away from the opponent instead of towards the opponent. Pressing LK again stops the movement, MK makes Maki jump ahead and HK makes Maki jump backwards.

(4) hcf+P (while jumping)          2

It’s a throw, so must be used up close.

(5) against a wall, qcb+P or qcb+K (while jumping)          1

Effect changes depending on the button used. LP simply makes Maki jump ahead further, MP makes Maki bounce and can grab the opponent to perform a throw, HP is the same as MP but with a wider jump, LK has no effect, MK makes Maki bounce and deliver a kick with a diagonal trajectory and HK is the same as MK but with a wider range.

(6) AK          1

Close-range melee attack. For some strange reason, consumes health.

(7) qcf, qcf+P          5/6/8

Melee attack.

(8) qcf, qcf+K (press K to attack)          3/4/8

Same attack as (2), but now delivers a high kick. The first input is what determines the level of the attack. Level 3 can deplete more than half of a full life bar.

(9) 720+P (while jumping)          3/5

A more powerful and continuous version of (4). Very hard to time properly. Level 3 can deplete half of a full life bar.

Morrigan

(1) qcf+P (can be done while jumping)          1

Projectile attack. LP fades away at 3/4 of the screen. Doesn’t change the trajectory of the jump if done on air, but the projectile goes diagonally down.

(2) dp+P          1

Melee attack. Jumps higher with harder punches.

(3) hcb+P          1

It’s a throw, so must be used up close.

(4) hcb+K (press K again to attack) (can be done while jumping)          14/19/27

Melee attack. Morrigan goes off-screen, and when she’s about to return, press K again to attack. The first input determines the level of the attack. Number of hits listed is the maximum amount, when the opponent is on the edge of the screen. Performing the attack on air doesn’t change its properties.

(5) qcf, qcf+P (can be done while jumping)          3/4/5

A more powerful version of (1) that doesn’t fade away. On air, the projectile goes diagonally down and deals one less hit but the same amount of damage.

(6) qcf, d, df+K          8

A more powerful version of (2). Used with K for overlapping with (5). Deals the same hits at all levels, but damage increases manifold at higher levels.

(7) LP, LP, f, LK, HP (can be done while jumping)          27

An attack that starts similarly to (4), but is completely different in nature. It has a horizontal trajectory even on air, so beware when using it while jumping. Depletes 45% of a full life bar.

Rolento

(1) qcf+P (repeat 3 times)          3-4

Close-range melee attack. Only the third consecutive input will knock out the opponent. Input to continue the attack should occur upon hit.

(2) dp+K (press P or K to attack)          1

Initial input is just a vertical jump. Pressing P or K on air throws a non-energy projectile (a knife to be exact). The range of the projectile expands with harder punches or kicks. No difference in using punches or kicks.

(3) AP (press P again upon landing to attack)          1

A short retreating jump that evolves into a low attack. Jump is the same with all punches, the following attack covers more distance with harder punches.

(4) qcb+P (press P again to attack)          1

Retreating movement that evolves into an attack. Moves farther away with harder punches, and the following attack has a slightly wider range with harder punches.

(5) qcb+K

Long retreating jump that bounces back from the edge of the screen. It can then be followed up by any normal jumping attack.

(6) AK (press or release)

Forward jump that can be followed up by any normal jumping attack.

(7) qcf, qcf+P          1

Pulls a string on the opponent’s feet to unleash the full attack. Wider range at higher levels. Rolento ends the attack at the other side of the screen.

(8) qcb, qcb+P          2/3/4

In a similar vein to (4), Rolento retreats, but leaving grenades on his path to damage the enemy. Level 3 can deplete half of a full life bar.

(9) qcf, qcf+K          3/5/7

Throws knifes upwards that fall from directly above onto the opponent, no matter the distance. In contrast, deals significantly less damage than his other super moves.

Ryu

(1) qcf+P          1

Projectile attack. Travels faster with harder punches.

(2) hcf+P          1

Same attack as (1), but instead of energy the projectile is made of fire.

(3) dp+P          1

Melee attack. Jumps higher with harder punches.

(4) qcb+K (can be done while jumping)          1

Melee attack. Covers more distance with harder kicks. Doesn’t change the trajectory of the jump if done on air.

(5) qcf, qcf+P          3/4/5

A more powerful version of (1) that knocks the opponent out.

(6) qcb, qcb+K          6/10/14

A more powerful version of (4). In this occasion, however, Ryu stands on the same spot instead of travelling across the screen.

(7) qcf, d, df+K          4

A much more powerful variant of (3). Needs to be performed up close to unleash the full attack. Will be executed as the normal attack if beyond reach. Performed with K for overlapping with (5). Depletes 45% of a full life bar.

Sagat

(1) qcf+P          1

Projectile attack. Travels faster with harder punches. Due to Sagat’s height, this move hits high, so can be avoided by crouching.

(2) qcf+K          1

Same attack as (1), but performed while crouching to deal a medium hit.

(3) dp+P          1/5

Melee attack. Jumps higher with harder punches. Only HP deals more than one hit.

(4) dp+K          2

Melee attack. No changes in using harder kicks.

(5) qcf, qcf+P          4/5/6

A more powerful version of (1) that knocks the opponent out.

(6) qcb, qcb+P         4/5/6

A more powerful version of (2) that knocks the opponent out.

(7) qcf, d, df+K          7/10/14

A combination of (3) and (4). Level 3 also features a double (4).

(8) qcb, qcb+K          6/7

Melee attack. Only super move to not have a less powerful special move variant.

Sakura

(1) qcf+P         1/2/3

Close-range energy attack.

(2) dp+P          1/3/5

Melee attack. Jumps higher with harder punches.

(3) qcb+K (qcb+K again for extra hit)          1/2/3(+1)

Melee attack. Covers more distance with harder kicks. Second input grants an extra hit that knocks the opponent out.

(4) qcb+K (while jumping)          1

A version of (3) done on air. Doesn’t change the trajectory of the jump. Knocks the opponent out.

(5) qcf+K (while jumping)          1

Melee attack. Has a diagonal trajectory.

(6) dp+K (press P or K to attack/stop)         3

A small jump forward. Hitting P attacks, capable of being repeated twice more for more damage, and knocks the opponent out. K simply cancels the attack.

(7) qcf, qcf+P          3/4/5

A more powerful version of (1), turned into a projectile attack that knocks the opponent out. The projectile fades away before crossing even half the screen.

(8) qcf, d, df+K          4/6/9

A more powerful and continuous version of (2). Performed with K for overlapping with (7).

(9) qcb, qcb+K          5/6/7

A more powerful version of (3) performed while crouching, so it deals low hits only. Ends with the extra hit finisher of (3).

Vega (Balrog in game)

(1) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(2) d (hold three seconds), u+P          1

Jumps towards the closest edge and bounces back to deal a melee hit. LP has a completely horizontal trajectory, harder punches have a slightly diagonal trajectory downwards.

(3) d (hold three seconds), u+K (press P on air)          1

Melee attack. Jumps towards the closest edge and bounces back. If you press P on air, it will deal a melee hit.

(4) d (hold three seconds), u+K (press f+P on air)          1

Same attack as (3), but this time it’s a throw, so must be used up close.

(5) db (hold three seconds), f+K          1/2

Melee attack. Jumps slightly higher with harder kicks.

(6) AP (press or release)

Retreating jump, covering a decent distance.

(7) AK (press or release)

Same attack as (6), but retreats a much shorter distance.

(8) db (hold three seconds), df, db, uf+K (press P on air)          2/3/4

A more powerful version of (3).

(9) db (hold three seconds), df, db, uf+K (press f+P on air)          2/3/4

A more powerful and continuous version of (4).

(10) b (hold three seconds), f, b, f+K          5/6/8

A more powerful and continuous version of (5).

(11) b (hold three seconds), f, b, f+P          2

Close-range melee attack. Depletes more than half of a full life bar.

Yun

(1) dp+P          1

Melee attack. Covers slightly more distance with harder punches. LP doesn’t knock the opponent out.

(2) qcf+P          1

Melee attack. Covers a longer distance with harder punches.

(3) qcf+K          1

Melee attack. Jumps higher with harder kicks.

(4) qcb+P (qcb+AP for feint)          1

Close-range melee attack.

(5) hcb+K

It’s a throw, so must be used up close. Yun simply rolls over the opponent to change sides.

(6) qcf, qcf+P          4/6/8

Melee attack.

(7) qcf, qcf+K          11/15/19

Melee attack. Yun “summons” his brother to his position. Must deal the first hit to unleash the whole attack.

(8) qcb, qcb+P          3

Melee attack similar to (6). Deals similar damage to his other super moves.

(9) qcb, qcb+K (while jumping)          13

Melee attack with a diagonal trajectory. After the first hit connects, Yun’s brother joins him. Yun will end the attack at the opposite side of the screen. Deals similar damage to his other super moves.

Zangief

(1) AP (press or release)          1

Melee attack. If you press any direction, Zangief can move while performing the attack.

(2) AK (press or release)          1

Same attack as (1), but lasts much less.

(3) dp+P          1

Energy attack. Has a slightly longer range with harder punches.

(4) 360+P          1

It’s a throw, so must be used up close.

(5) 360+K (up close)          2

It’s a throw, as can be deduced by its input.

(6) 360+K          1

It’s a throw, but Zangief walks a while before it, so can be used at mid-range.

(7) 720+P          2/3/4

A more powerful and combined version of his throws. Deals a lot of damage, more than 75% of health at level three.

(8) qcf, d, df+K          1

A throw attack that aims at jumping foes only. Each level performs a different move.

SNK

Athena

(1) qcb+P          1

Projectile attack. Travels faster with harder punches.

(2) dp+P (can be done while jumping)          3/5/7

Melee attack. Jumps higher with harder punches.

(3) hcb+K          1/2/3

Deflects projectiles back at the opponent with a wall of energy. Jumps a bit forward when using harder kicks, so it can also be used for melee purposes.

(4) qcf+K (while jumping)          1/4/5

Melee attack with diagonal trajectory. HK knocks the opponent out, the lighter ones leave it standing.

(5) hcf+P          1

It’s a throw, so must be used up close.

(6) qcf+K

Movement attack that involves teleporting, bypassing the opponent and appearing at their back if it’s close enough. Covers a longer distance with harder kicks.

(7) hcb, hcb+P          1

Close-range melee attack. Lasts longer at higher levels, enabling more than one hit (but not consecutive, as the opponent is knocked out after the first one).

(8) during (7), qcb+P          2/3/4

Projectile attack. Doesn’t consume groove meter. It’s level it’s always the same as (7).

(9) qcf, qcf+K (while jumping)          16/21/26

A more powerful and continuous version of (4) that knocks the opponent out. Depending on how high you perform the attack, the number of hits can vary, shown here is the maximum possible amount.

Benimaru

(1) qcf+P          1/2/3

Energy attack. Foe isn’t knocked out in any variant.

(2) dp+P          1/2/3

Same attack as (1), but aimed at jumping foes.

(3) qcf+K          1

Melee attack. No difference in using a harder or lighter kick.

(4) after (3) connects, d, u+K          2

Continues the attack initiated in (3). Again, no difference in using a harder or lighter kick.

(5) dp+K          1

Close-range energy attack. No difference in using a harder or lighter kick.

(6) hcb+K          1

Melee attack. It lasts a bit longer when using harder kicks, but is unable to land extra hits as the opponent is launched to the opposite side of the screen.

(7) hcb, f+P          2

It’s a throw, so must be used up close.

(8) qcf, qcf+P          5/7/10

A more powerful version of (1) that knocks the opponent out.

(9) qcf, qcf+K          3/4/5

Energy attack that pursues the opponent. Covers more distance at higher levels. If the attack connects, Benimaru ends at the opponent’s back.

(10) hcb, hcb+P          2

A more powerful version of (7).

Chang

(1) P (tap quickly)          1

Melee attack. Lasts longer with harder punches. Chang can also move while performing the attack.

(2) b (hold 3 seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(3) hcb, f+P          8

It’s a throw, so must be used up close.

(4) hcb+K          2/3/4

Melee attack, performed by his little partner.

(5) dp+K          1

Melee attack, performed by his little partner. Covers more distance with harder kicks.

(6) hcf+K          1

Melee attack, performed by his little partner. He rebounds from the screen border behind Chang, and covers more distance with harder kicks.

(7) qcf, hcb+P          11/14/18

Mid-range melee attack. Covers more distance at higher levels.

(8) hcb, hcb+K          7/10/13

Energy attack performed by his little partner. Stands near Chang at level 1, but moves away from him at higher levels. The opponent is sent to the opposite side of the screen if the attack connects.

Geese

(1) qcf+LP/MP          1

Projectile attack following the ground. MP variant seems to travel slightly faster.

(2) qcf+HP          1/2

Simply a more powerful version of (1), throwing two consecutive attacks that merge into a single and larger projectile, thus harder to evade. It can deliver two hits if performed up close, but only one when the projectile has been fired.

(3) qcb+P (while jumping)          1

Projectile attack with a diagonal trajectory. Travels faster with harder punches.

(4) hcb+LP

A counter move. Works against melee attacks, either normal or special moves, either grounded or jumping.

(5) hcb+MP

A counter move. Works against standing melee attacks, but only normal attacks.

(6) hcb+HP

A counter move. Works against crouching melee attacks only, and only against normal attacks.

(7) hcb+K          3

Melee attack. Pursues the opponent, and travels a longer distance with harder kicks.

(8) db, hcb, df+P          3/4/5

Close-range energy attack. Level 3 can deplete more than half of a full life bar.

(9) hcb, f+LK, LP, LP, LK, LK, MP, MK, HP, HK, qcf+HP          10

Melee attack, starting with a similar attack to (7). Each button after the initial motion delivers an extra hit, with only the last one knocking out the opponent. Depletes more than half of a full life bar.

Haohmaru

(1) qcf+P          1

Projectile attack following the ground. Travels faster with harder punches.

(2) qcf+K

Simply a cancel of (1). Can trick opponents into countering it, but still rather useless.

(3) dp+P          1/2

Melee attack. Covers more distance with harder punches. Only LP deals one hit.

(4) qcb+P          1

Melee attack. Covers more distance with harder punches.

(5) qcf, d, df+P          9/12/15

A more powerful and continuous version of (3).

(6) qcb, f+P          1

Mid-range melee attack. Depletes half of a full life bar.

Hibiki

(1) qcf+P          1

Mid-range melee attack. LP and MP is a medium hit and don’t knock the opponent out, while HP is a low hit and knocks the opponent out.

(2) qcb+P (chargeable)          1

Similar attack to (1), but preceded by a sprint pursuing the opponent, and all punches deal a medium hit. Hold the punch button so Hibiki covers more distance, even though it covers more distance by default with harder punches.

(3) dp+K          1

Close-range melee attack. No difference in using harder kicks.

(4) hcf+K

Counter move. Works against any medium or high melee attacks, be it a normal or special move.

(5) AK

A dodging attack, so causes no damage.

(6) during (5), f+K

Movement attack. Moves forward, capable of bypassing the opponent.

(7) during (5), b+K

Movement attack. Moves backwards, retreating with a small but quick jump.

(8) qcb, db, f+P          2

A more powerful version of (2) that knocks the opponent out.

(9) f, hcf+P          2

Close-range melee attack.

(10) hcb, f+K, LP, MP, HP, LP, MP, HP, LP, MP, qcf+HP          10

Melee attack that pursues the opponent, effectively covering the whole screen if needed. There’s a brief halt after the second LP, so time yourself carefully. Hibiki ends at the opposite side she started the attack.

(11) hcb, f+K, LP, MP, HP, LP, MP, HP, LK, MK, qcf+HK          11

Small variation over (10). Deals one more hit and slightly more damage. Note that the brief halt mentioned in (10) is also present in this variant.

(12) hcb, f+K, LP, MP, HP, LK, MK, LK, HK          8

Another variation of (10). Deals two less hits and noticeably less damage. The brief halt isn’t present in this variant.

Iori

(1) qcf+P          1

Projectile attack following the ground. Travels faster with harder punches.

(2) dp+P          1/2/3

Energy attack. Jumps higher with harder punches.

(3) qcb+P (repeat 3 times)          3

Melee attack.

(4) hcb+K          2

Melee attack that pursues the opponent. Travels a longer distance with harder kicks.

(5) hcb, f+P

It’s a throw, so must be used up close. Simply tosses the opponent aside, leaving Iori at the opposite side of the screen.

(6) qcb, hcf+P (chargeable)          4/5/6

Throws a projectile similar to (1), but upon being thrown the projectile expands into a pillar of energy, capable of hitting jumping foes. Any foe hit will be paralyzed by the energy for some time as it’s being damaged, effects which are increased at higher levels. Level 1 emits only one energy pillar close to Iori, level 2 emits four in a row and level 3 emits a barrage of pillars that cover the entire screen.

(7) qcf, hcb+P          9/12/13

Mid-range melee attack. Pursues the opponent to deliver a barrage of attacks and finishing with a different energy attack in each level. Travels a longer distance at higher levels.

Joe

(1) hcf+P          1/2/2

Throws a projectile following the ground. LP throws one projectile that travels a short distance, MP launches two projectiles covering almost the same distance as the light punch and HP launches two projectiles that travel the full screen.

(2) hcf+K          1

Mid-range melee attack. Jumps a longer distance with harder kicks.

(3) dp+K          1/2/3

Melee attack. Jumps higher with harder kicks.

(4) qcb+K          1

Mid-range melee attack. Jumps higher and farther with harder kicks.

(5) P (tap repeatedly)          1-4

Close-range melee attack. Can deal between 1 and 4 hits consecutively.

(6) qcf, qcf+P          4/5/6

Similar attack to (1), launches a small projectile and then a large one. At higher levels the large projectile travels across the screen.

(7) qcf, hcb+P          8/13/18

An amalgamation of various of his attacks: (5), (1), (3) and (4), in this order. Contrary to other super moves, this one doesn’t require a first hit contact to trigger, so the full super move will be executed even if the opponent is out of reach.

(8) qcb, qcb+P          12

Creates two of his large projectiles right by his sides, so has a close range. Depletes 45% of a full health bar.

Kim

(1) qcb+K          2

Melee attack. Jumps a longer distance with harder kicks.

(2) qcf+K (while jumping)          3/4/5

Aerial melee attack with an almost vertical trajectory.

(3) d (hold three seconds), u+K (extra hit while jumping with d+HK)          1/2

Melee attack. Jumps higher with harder kicks. The extra hit command only works when the move is performed with HK.

(4) d (hold three seconds), u+P          1/2/3

Melee attack. Jumps higher, and therefore delivers more hits, with harder punches. Curiously, all hits are kicks.

(5) b (hold three seconds), f+K          2

Melee attack. Covers a longer distance with harder kicks.

(6) d, d+K          1

Close-range melee attack.

(7) qcb, db, f+K          14/16/17

Melee attack. Covers a longer distance at higher levels.

(8) qcf, hcb+K (while jumping)          7/9/11

Melee attack. Starts with (2) and delivers a barrage of kicks while flying.

(9) qcf, qcf+K          1

Close-range melee attack.

King

(1) qcf+K          1

Projectile attack. Travels faster with harder kicks.

(2) qcf, qcf+K          2

Simply a double projectile version of (1).

(3) dp+K          3/5

Melee attack. Covers a longer distance with harder kicks. Delivers five hits if performed up close, only three if performed at a distance. The hits up close knock the opponent out.

(4) rdp+K          6/10/12

Close-range melee attack. If the first hit doesn’t connect, the whole attack fails.

(5) hcb+K          2

Melee attack. Jumps a longer distance with harder kicks.

(6) qcb+P          3/5/7

Melee attack. Covers slightly more distance with harder punches. Curiously, all hits are kicks.

(7) qcf, hcb+K          9/11/13

Melee attack. Covers a longer distance at higher levels.

(8) qcb, qcb+K          3/6/11

Close-range melee attack. Starts with (4), so if it doesn’t connect the whole move fails.

Kyo

(1) dp+P          1/2

Energy attack. Jumps higher with harder punches, with an extra hit with HP.

(2) hcb+K          2

Melee attack that pursues the opponent. Travels a longer distance with harder kicks.

(3) rdp+K          1

Melee attack. Jumps slightly higher with harder kicks.

(4) dp+K          1/2/3

Melee attack. Jumps higher, and therefore delivers more hits, with harder kicks.

(5) qcf+K          1

Melee attack. Extra hit if pressing K again.

(6) qcf+LP/MP          1

Energy attack.

(7) during (6), qcf+P          1

Energy attack.

(8) during (6), hcb+P/ during (7), P          1

Melee attack. Knocks the opponent out.

(9) during (7), K/ during first variant (8), K          1

Melee attack. Knocks the opponent out. The second possible input is a bit redundant, as the previous hit has already knocked out the opponent if it connects.

(10) during first variant (8), P          1

Melee attack. Smashes the ground, so it can effectively follow the previous hit.

(11) qcf+HP          1

Energy attack.

(12) during (11), hcb+P          1

Energy attack.

(13) during (12) f+P          2

Energy attack. Knocks the opponent out.

(14) qcb, hcf+P (chargeable)          1/2/3

Energy attack. If it’s charged being very close to the opponent at level 3 it can deal more hits for significant damage.

(15) qcf, qcf+P          5/9/11

Energy attack. Curiously, higher levels are an immediate follow up of the lower levels instead of being simply a more damaging or prolonged version.

Mai

(1) qcf+P          1

Non-energy projectile attack (it’s a handfan). Travels slightly faster with harder punches.

(2) qcb+P          1

Energy attack. HP can deliver a previous melee hit if performed up-close.

(3) hcf+K          1

Long-range melee attack. Covers a great distance, so it’s hardly noticeable if harder kicks cover even more. Can deliver two hits if performed in close-range.

(4) d (hold three seconds), u+P          1

Melee attack. Jumps backwards to the side of the screen and rebounds with a melee attack.

(5) qcb+P (while jumping)          1

The melee attack performed in (4). Has a diagonal trajectory.

(6) d (hold three seconds), u+K          1/2/3

Close-range energy attack.

(7) qcb, hcf+K          7/9/11

A more powerful version of (3) that is now an energy attack. Hits listed are when performed up close, and only the very first hit while up close is a melee attack at levels 1 and 2 (level 3 is slightly different and all hits are energy attacks).

(8) qcf, qcf+P          3/6

A more powerful version of (1). At level 1 throws three projectiles, at level 2 turns said projectiles into energy, and at level 3 keeps the energy while delivering twice the hits.

(9) qcb, qcb+P (while jumping)          3/4/5

A more powerful version of (5) that is now an energy attack.

Nakoruru

(1) qcbd+P          1

Melee attack. Travels a longer distance with harder punches.

(2) qcf+P          1

Similar to (1), but instead of following the ground, aimed diagonally up. Perfect against jumping foes.

(3) hcb+P          1

Energy attack. Throws her partner owl from above covered in flames in a diagonal trajectory.

(4) rdp+P          1

Melee attack. If the hit connects, you can press P again to deliver a second hit that will knock out the opponent.

(5) qcb+K

Movement attack. Jumps and grabs her partner owl’s claws, essentially making Nakoruru fly.

(6) during (5), LP/MP/LK/MK          1

Normal melee attacks while Nakoruru flies attached to her partner owl, so only usable against jumping foes.

(7) during (5), HK

Movement attack, as Nakoruru detaches herself from her partner owl and returns to the ground in a vertical trajectory.

(8) during (5), HP          1

Melee attack. Similar to (7), but this time Nakoruru wields her blade while descending, capable of hitting any nearby opponent.

(9) during (5), qcf+P          1

Repeats the same attack as (3). As a result, Nakoruru returns to the ground.

(10) during (5), qcb+P          1

Same attack as (1) and (2), this time with a diagonal trajectory to the ground. Nakoruru stays on the ground after this attack is used.

(11) hcb, hcb+P          3/4/5

Similar attack to (3), but this time with a horizontal trajectory that covers the full screen.

(12) hcb, hcb+K          4/8/14

Starts with (10) and, if the hit connects, continues up with (4) and (3).

(13) qcf, qcf+K (cancel with AK)

Healing move, unique in the game.

Raiden

(1) b (hold three seconds), f+P          1

Melee attack. Covers more distance with harder punches.

(2) hcb+P          1

Close-range projectile attack.

(3) AK (release)

Melee attack.

(4) 360+K          2

It’s a throw, so must be performed up close.

(5) dp+P          1

Jumping throw. Jumps a longer distance with harder punches. Raiden ends at the opposite side of the screen if the attack connects.

(6) rdp+P          1

Melee attack.

(7) during (6), qcb+P          1

Melee attack. Knocks the opponent out.

(8) during (6), qcb+K          1

It’s a throw, so must be used up close. Raiden ends at the opposite side of the screen.

(9) 720+K          2/3/4

A more powerful version of (4). As such, must be used up close.

(10) hcb, hcb+P          3/4/5

A more powerful version of (2).

(11) qcf, qcf+P          3/5/7

A combination of melee attacks. At level 3 it can deplete more than half of a full life bar.

Rock

(1) qcf+LP/MP          1

Projectile attack following the ground. MP version travels faster.

(2) qcf+HP          1/2

A double projectile version of (1). Deals two hits when used up close.

(3) d (hold three seconds), u+P          3/4/5

Melee attack. Jumps higher with harder punches.

(4) qcb+P          1/2

Melee attack. Covers more distance with harder punches. HP delivers an extra hit to knock the opponent out.

(5) qcf+K

Counter move. LK counters high attacks and non-projectile special moves, MP counters medium attacks, and HK counters low attacks.

(6) qcb+LK          1

Energy attack.

(7) qcb+MK

Movement attack, so deals no damage.

(8) qcb+HK

Movement attack that bypasses the opponent to appear on its back.

(9) 360+P          1

Throw attack, so must be used up close. Launches the opponent backwards.

(10) after doing (9) with AP and holding, release          1

Energy attack that serves as a follow up.

(11) qcf, qcf+P (chargeable at level 3)          3/4/5

Close-range energy attack.

(12) qcf, qcf+K          4/6/10

Energy attack. At levels 1 and 2 it’s just a sprint with all inflicted hits being energy, at level 3 delivers one energy hit before following up with a melee combination.

(13) hcb, f+LK, LP, LP, LK, LK, MP, MK, HP, HK, qcb+HP          15

Melee attack. Each button delivers an extra hit. The last combination delivers a series of energy hits. Depletes half of a full life bar.

Rugal

(1) qcf+P          1

Projectile attack following the ground. Travels slightly faster with harder punches.

(2) f, hcf+P (chargeable)          1-3

Projectile attack, and a very large one. Delivers more hits the more it’s charged.

(3) dp+K          2

Melee attack. Jumps higher with harder kicks.

(4) hcb+P          2

Melee attack. Pursues the opponent and crashes it to the side of the screen.

(5) hcf+K          1

Energy attack that can bounce projectile attacks back at the opponent. Can also deliver damage when up close.

(6) qcf+P (while jumping)          1

Energy attack that follows a diagonal trajectory.

(7) qcf, hcb+P          2/3

A more powerful version of (4). At level 3 it can deplete half of a full life bar.

(8) qcf, d, df+K          3/6/7

Melee attack that ends with (3).

Ryo

(1) qcf+P (can be used while jumping)          1

Projectile attack. Travels faster with harder punches. On air, it describes a diagonal trajectory.

(2) dp+P          1

Melee attack. Jumps higher with harder punches.

(3) db (hold three seconds), f+K          2

Melee attack. Covers a longer distance with harder kicks.

(4) f, b, f+P          6/10/14

Close-range melee attack.

(5) hcb+P          4

Close-range melee attack. The attack will miss if the first hit doesn’t connect.

(6) rdp+P          1

Melee attack. Jumps a longer distance with harder punches.

(7) f, hcf+P          2/3/5

A bigger and more powerful version of (1).

(8) qcf, hcb+P          11/12/15

Melee attack that pursues the opponent. Covers a longer distance at higher levels.

(9) qcf, qcf+P          1

Close-range melee attack. Delivers a powerful hit that knocks down the opponent, and leaves it stunned for a while when it stands up again, leaving it open to attacks.

Terry

(1) qcf+P          1

Projectile attack following the ground. Travels slightly faster with harder punches.

(2) qcb+P          1

Energy attack. Covers more distance with harder punches.

(3) d (hold three seconds), u+P          1/6/7

Close-range melee attack. Curiously, all hits are kicks.

(4) qcb+K          1

Melee attack. Covers a longer distance with harder kicks.

(5) dp+K          1-2

Melee attack that finishes with an energy attack. The first is close-range, and the second is capable of covering a great distance with harder punches.

(6) qcb, db, f+P          1/2/3

Energy attack. The extra hits at higher levels cover slightly more distance.

(7) qcf, qcf+K          2/4/6

Energy attack. Covers more distance at harder levels. Curiously, it’s performed with his fists.

Todo

(1) qcf+P          3

Close-range projectile attack. Covers slightly more distance with harder punches.

(2) dp+P          2

Similar to (1), but aimed at jumping foes.

(3) qcf+P (while jumping)          2

Similar to (1), but aimed diagonally.

(4) hcb+P          1

It’s a throw, so must be used up close. Doesn’t cause much damage nor does it knock the opponent out.

(5) qcf, qcf+P          5/7/9

A more powerful version of (1). It still doesn’t cover the whole screen at level 1.

(6) qcf, hcb+P

Counter move. Works against all kinds of melee attacks.

Vice

(1) hcf+P          1

It’s a throw, so must be used up close.

(2) hcb, f+P          1

It’s a throw, so must be used up close. Once it grabs the opponent, it travels the full screen to the other side of the stage.

(3) after (2), dp+P          1

Melee attack. Input must happen after the opponent is sent flying.

(4) qcb+P          1

Melee attack. Covers slightly more distance with harder punches.

(5) hcf+K          1

Mid-range melee attack. Grabs the opponent from below, so can be avoided by jumping.

(6) dp+K/ after (4), dp+K          2

Same attack as (5), but aimed at jumping foes. The second variant makes it incredibly useful.

(7) qcb+K          4/7

Close-range melee attack. HK is performed after a small jump forward, so it can deliver more hits for being closer to the opponent.

(8) qcb+K (while jumping)          3/4/5

Same attack as (7). Vice simply performs the attack while falling down.

(9) hcb, hcb+K          3/4/5

Close-range melee attack. A more powerful and continuous version of (3).

(10) qcf, qcf+P          3/4/5

A more powerful and continuous version of (1). Jumps forward before performing the attack, covering a great distance at higher levels.

Wild Iori

(1) qcf+P          1

Projectile attack following the ground. Travels faster with harder punches.

(2) dp+P          1/2/3

Energy attack. Jumps higher with harder punches.

(3) qcb+P (repeat 3 times)          1-3

Melee attack. Can deliver up to three hits if the motion is repeated.

(4) hcb+K          2

Melee attack. Pursues the opponent, and covers more distance with harder kicks.

(5) qcf, d, df+P          4/6/7

A more powerful and continuous version of (2).

(6) qcf, hcb+P          9/12/13

Melee attack. Pursues the opponent to deliver a barrage of attacks and finishing with a different energy attack in each level. Travels a longer distance at higher levels.

Yamazaki

(1) dp+P          1/2

Close-range melee attack. Extra hit with HP.

(2) qcb+LP (chargeable)          1

Melee attack. Aimed at jumping foes.

(3) qcb+MP (chargeable)          1

Same attack as (2), but with a horizontal trajectory instead.

(4) qcb+HP (chargeable)          1

Same attack as (2) and (3), but aimed at the opponent’s feet.

(5) when charging (2), (3) or (4), K

Simply cancels the charge with a taunt, so no damage dealt.

(6) hcf+K

Seemingly a taunt, in reality it’s a counter attack. Works against high and medium melee attacks.

(7) qcf+P          1

Close-range energy attack. Capable of bouncing projectiles back at the opponent.

(8) qcb+K          1

Close-range melee attack. Seemingly kicks sand at the opponent’s eyes.

(9) dp+K          1

Close-range melee attack.

(10) hcb, f+P          1

It’s a throw, so must be used up close.

(11) qcf, qcf+P          8/10/13

Melee attack. Level 3 finishes a bit differently.

(12) hcb, hcb+P (tap P for other variants)          5/6/8

Starts as a throw, so must be used up close. Several variants can be unleashed by tapping P repeatedly, hits listed are for the normal variants.

Yuri

(1) qcf+P        1

Projectile attack. Fades away very soon, covering very little distance.

(2) qcf+K          1

Projectile attack. Jumps into the air to throw a projectile in a diagonal trajectory that travels faster with harder punches.

(3) dp+P          1/2

Melee attack. Jumps higher with harder punches, dealing just a single hit with LP.

(4) after performing (3) with HP, dp+HP          2

Basically repeats the same attack as (3).

(5) qcb+P          1

Energy attack. Creates a barrier to bounce projectiles back at the opponent.

(6) hcb+K          5/7/9

Melee attack. Pursues the opponent, but doesn’t cover a great distance.

(7) f, hcf+P          2/3/5

A more powerful and bigger version of (1) that doesn’t fade away.

(8) qcf, d, df+P          4/5/6

A more powerful and continuous version of (3).

(9) qcf, hcb+K          9/13/18

Melee attack that pursues the opponent. Covers the same distance as (6).

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Registered: 07-03-13
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Last Post: 18 hours
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