Cvs2
Date created: 01.12.27
Capcom VS SNK 2
At first, I was disappointed how CvS2 weakened the characters I liked in CvS1. But thanks to the edit groove, I now think this game is much better than its predecessor. At least for me, CvS2 takes the best of Street Fighter III and replaces the crappy selection of characters with a very good variety. I now have about 8 characters I use regularly and don’t really get tired of using. I probably won’t be able to play this game at the arcade because I’d lose all my combos, but hey, I got my roommates and friends to play on my Dreamcast. Put simply, this game rocks!
Outline:
I. Grooves
II. Parrying
III. My Favorite characters
IV. My Favorite teams
V. VS Strategy
VI. Quotes
VII. VS Dreamcast computer
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I. Grooves
===============================================================
Here are my comments about each of the unedited grooves:
1. C-groove
This groove is perhaps the best groove because the supers
build up insanely fast and it has a roll. However, I like N-groove
better because C-groove only allows the super bar to be used for supers
? N-groove has the power up option, which I will go into later.
2. A-groove
I don’t like this groove because the custom system isn’t
as good as SF Alpha’s V-ism.
3. P-groove
This is my favorite unedited groove because of parrying.
Although I love Street Fighter III, I hate how the variety of characters
offered is so limited. CvS2 takes the best of best of both by including
parrying and offering a very good variety of characters to choose from.
Sure, this groove is missing SFIII’s super cancels and the parrying time
period is shorter, but it’s better than nothing.
4. S-groove
I like to use S-groove to fool around with infinite supers.
The main character I use with this groove is Kyousuke. I really suck
with this groove; I just use it for fun.
5. N-groove
I like this groove because it is very well-suited for
a game where it is very difficult to combo supers. If I don’t think
I can combo my supers, I can just activate a power gem to power up my attacks.
Furthermore, if I have another power gem, I can do a level 3 super!
For just 2 gems! These features make the N-gauge much more versatile
than the P-gauge ? with P-gauge, it’s a level 3 super or nothing which
also takes forever to build. With the N-gauge, I don’t have to just
wait for an opening to use my super ? I can activate my power gem.
Furthermore, this groove has rolling, which is good for
avoiding attacks and beginning tapping combos. As much as I love
parrying, rolling is safer because it will always evade an attack, unlike
parrying ? when you mess up with parrying, you get hit for sure.
The only weakness of rolling is that it can’t be done right away, anyone
can be thrown during a roll, and the character can be hit when coming out
of the roll. You just need to time the roll so that your opponent
can’t punish you during or afterwards.
6. K-groove
I don’t like this groove for several reasons.
Although Just Defend is much safer than parrying, I think it sucks how
you can’t follow it up with an attack. I admit that the rage mode
is cool because your character powers, but I hate how that is the only
time you can do a super. Having a run and small jump is cool, but
having no roll hurts. For a person who loves parrying and supers,
this groove is disappointing. But I guess my dislike for this groove
is more personal, because people at my arcade seem to use this groove effectively.
I guess it just depends on your playing style.
My ultimate edit groove:
? C-gauge (LV1, LV2, LV3)
? Run
? Parrying
? Small jump
? Chain combo
? Air chain
? Cancel normal move into special move
? Cancel special move into super
This groove is basically SFIII with some elements of the “Versus” games. It has stuff from my all-time favorite games of the Street Fighter series.
Street Fighter III groove:
? P-gauge
? Dash
? Parrying
? Super cancel
? Small jump
? Tactical recovery
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II. CvS2’s parrying system
===============================================================
The parrying system in this game is not as good as SFIII because there is less time between each parry. The air ーarrying system takes after the SFIII: 3rd Strike system where the character stays in place after parrying instead of bouncing away in the other versions.
Air parrying
In order to air parry effectively, don’t press forward
until you are in range of your opponent’s main grounded anti-air attack.
Waiting until the opponent moves will become more difficult the closer
you are to the opponent. When you get close enough, then parry and
attack. So what if you don’t parry the attack ? at least you may
trade hits instead of completely missing parry and just getting hit without
any trade of damage. This will make your parrying skill more
adaptive. My 3rd Strike book strategy of pressing forward based on
distance makes it harder to counter dragon punches and long distance attacks.
But remember that because it is hard to air parry jump attacks, jumping
is risky. Only jump against characters I can’t afford to stay on
the ground against, such as Yamazaki or Haomaru.
Low parrying
One effective way to do ground parrying is to tap forward
or down before any poking attack. If the opponent attacked, then
you will parry it and hit them with your planned attack.
Multi-parrying
The key to multi-parrying is to not press forward faster
than your character can parry. Such presses will be counted as a
movement forward, and your character will end up getting hit by the next
attack. Press forward only once after each time you see your character
do a parry pose.
When to parry
Because I take a lot of damage from missed parries, I
am thinking about revising my strategy with how to use parrying.
When possible, I should avoid using parrying when an attack without a parry
will do. This applies mainly to using parrying as anti-air and while
jumping - I’m taking unnecessary risks by relying on parrying. Parrying
is worth the risk if I’m going to punish with a super. Parrying
is not worth the risk just to get 1 hit in.
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III. My characters
===============================================================
Here is a list of my favorite characters to use. Please note that all character assessment are written under the assumption that I am using my ultimate edit groove unless specified otherwise.
1. Ryu
2. Sagat
3. Terry
4. Dan
5. Kim
6. Dhalsim
7. Kyo
8. Ken
9. Yamazaki
10. Hibiki
11. Sakura
12. Iori
13. Athena
-------------------
(1) Ryu
-------------------
I like Ryu because he is well balanced. His
normal moves are all very good, his hop kick gives him extra reach, his
dragon punch can beat multi-hitting jump-ins and help him get out of jams,
he can combo LV1 through LV3 supers easily, and can punish jump-ins with
a parry into super. He can be used either 1st, 2nd or last.
I usually save him for last.
My weakness with Ryu is that I can only do the super
combos from one side.
Combos:
1. C. LK, C. LK, C. HK ? Hadouken
This isn’t a true combo, but is good to use against
rollers and adding guard break damage. This combo can also be used
in unedited grooves.
2. C. LK, C. LK ? LP Hadouken
3. J. HK or small jump HK \/ Shinkuu Hadoken
An unedited combo.
4. C. MK ? Hadoken ? Shinkuu Hadoken
5. S. LK ? Shin Shouryuken
I do the S. LK while doing the 1st fireball motion, then
just do another fireball with kick to do the super.
6. Parry jump-in, S. HP
7. Parry jump-in, S. LK ? Shin Shouryuken
Best colors:
Tan (3K)
Sadly, this is the only good color Ryu has. He has an ugly yellow, dark blue, and different shades of white. How lame!
-------------------
(2) Sagat
-------------------
Sagat is a very good character because of his reach
and super combo potential. He is also one of the few characters I
can super combo effectively with from both sides of the screen ?
I use him as keepaway because his ducking attacks suck really hard.
I like to swing the S. MK often, waiting for the 2 hits to get in so I
can combo the super. Sagat is also the only other character other
than Ryu and Terry who can punish a parried jump-in attack with a super.
Tiger Uppercut is good for getting out of jams where parrying is difficult.
Sagat’s best offensive attacks are the S. LK and S. MK.
His weakness is that if he gets bum rushed and can’t
use his standing attacks, he is in trouble. Your only savior at that
point is parrying and Tiger Uppercut. Sagat can be used in any order.
Supers:
Tiger Cannon:
LV1: 4 hits
LV2: 5 hits
LV3: 6 hits
Tiger Genocide:
All the hits of this super will not get in if the
opponent is not on the ground.
LV1: 6 hits
LV2: 10 hits
LV3: 14 hits
Tiger Raid:
This super can nail opponents not on the ground
for all the hits except the first low kick.
LV1: 6 hits
LV2: 7 hits
LV3: 7 hits
1. J. HK or small jump HK \/ Super of choice
An unedited super combo.
2. MK (2 hits) ? (Low or High) Tiger ? (Low or High) Tiger
Cannon
This is Sagat’s best super combo because any level Tiger
Canon can be used in this combo, unlike with my Tiger Genocide and Tiger
Raid combos. It is also safer than Tiger Genocide when missed cuz
Sagat doesn’t have to come down from a Tiger Uppercut. Happily,
this is a combo I can do from either side.
3. MK (2 hits) ? Low Tiger ? LV2 Tiger Genocide
Low Tiger will also combo off of the 1 hit MK, but I
like to use the 2 hit MK to confirm. I always do LV2 in because if
I don’t hit the HK precisely, it can become a sweep and end the combo.
Furthermore, LV1 Tiger Genocide will only combo at close range, so I usually
just wait for at least 2 bars to be safe.
I don’t use this combo anymore because you have to wait
for LV2.
4. MK (2 hits) ? LV2 Tiger Raid
LV1 Tiger Raid will only combo at close range, so I usually
just wait for at least 2 bars to be safe. Like the Tiger Genocide,
LV1 will only combo at close range.
I don’t use this combo anymore because you have to wait
for LV2.
5. Parry jump-in ? S. MK (2 hits) ? Tiger ? Tiger Cannon
I always wait for the 2 hit MK to hit because the opponent
has to be on the ground to get hit by both hits of the MK.
6. Parry jump-in ? S. HP
I do the S. HP when I know the S. MK won’t hit the opponent
in time or I don’t have a super bar.
-------------------
(3) Terry:
-------------------
The main way I use Terry is by putting offensive
pressure on the opponent with Crackshoot and Terry’s standing kicks.
I only throw the Power Wave after a knockdown. His weakness is that
the only good anti-air move he has is Rising Tackle, a charge move.
Terry’s best offensive attacks are the Crackshoot, S. LK, and S. MK.
It doesn’t really matter what order you put Terry
in because he can combo all level supers. However, I usually put
him 1st or 2nd because it is really hard to get close enough to set up
his super combos. Terry is another character I use from both sides
of the screen.
Combos:
1. C. LK, C. LK, S. LK, S. HK
The standing HK won’t combo, but if the opponent does
a low attack after the S, LK, the S. HK will hop over it.
2. MP/MK ? LP Burn Knuckle
3. S. HP (2 hits) ? LV2 Buster Wolf ? LV1 Power Geyser,
LP Burn Knuckle, LK Crackshoot (in corner)
As soon as the opponent is knocked into the air by Buster
Wolf, cancel into move of choice. To combo Power Geyser in the corner,
wait until Terry says “Buster…” LP Burn Knuckle is harder to time.
I always do a LV2 Buster Wolf in order to avoid having a sweep come out
to end the combo.
4. C. LK, C. LK ? LV1 Buster Wolf ? LK Crackshoot or LP
Burn Knuckle
LV1 Buster Wolf can cancel only after Terry has said
“Buster…” Power Geyser will not combo after a LV1 Buster Wolf.
5. Parry jump-in, S. MK, S. HP ? LV2 Buster Wolf ? LV1
Power Geyser
6. J. HP \/ C. LK, C. LK or S. HP (2 hits) ? LV2 Buster
Wolf ? LV1 Power Geyser
Best colors:
Blue (LK)
Green (HK)
Dark (MP)
I like the green cuz the Crackshoot becomes green.
The blue outfit just looks cool. His others colors suck.
-------------------
(4) Dan
-------------------
Dan is almost the same as Ryu except he doesn’t
have a hop kick and Shin Shouryuken. It’s hard to say if he’s better
than Terry because although Dan can make super combo comebacks easily,
he has to get close to do damage. Terry can just do Crackshoot all
day and win without a super. Dan’s best offensive weapon is the
S. MK.
My weakness with Dan is that I can only do the
super combos from one side. Dan can be used in any order.
1. C. MK ? HP Gadouken ? Shinkuu Gadoken
2. Parry jump-in, S. MK (2 hits) ? HP Gadouken ? Shinkuu
Gadoken
3. Parry jump-in, LK ? HK Kouryu Rekka
An unedited combo.
4. S. MK (1 hit) ? Kouryu Rekka
Best colors:
Green (MK)
Orange (3K)
Anything other than the pink will do fine!
-------------------
(5) Kim
-------------------
Although Kim got weakened in CvS2, he is still a
good character to use. Kim’s Hoou Kyaku is still very good for punishing
mistakes, although it can’t punish projectiles from full screen anymore.
However, the level 3 version can go through all projectile supers now.
I can also use him from both side of the screen because of the new Hoou
Kyaku combo! Kim’s best offensive weapons are his S. LK and HK Han
Getsu Zan. The HP Kuusajin is very good for punished falling characters
or after blocking vulnerable moves because it comes out faster than the
sweep and even if it doesn’t connect, Kim will falling away from the opponent,
leaving him free from quite a number of close range and/or ground supers.
One of Kim’s weaknesses is that he doesn’t have a good
attack to use after parrying a jump-in. His S. HP works, but if the
2nd hit misses, Kim is left vulenerable. Just use a LP or LK.
In general, don’t try to parry jump-ins unless you can’t counter it somehow,
like Morrigan’s, Raiden’s, and Zangief’s jump-in. Use the C. HP
as Kim’s main anti-air. Another difficult is that the Han Getsu
Zan ? Hoou Kyaku must be done very fast ? you barely have ant time to confirm.
Kim is best 2nd or last.
Combos:
1. C. LK, C. LK, S. LK, C. HK
This is not a true combo, but good against non-rollers
and increasing guard break damage. This combo can also be done in
unedited grooves.
2. J. HK or small jump HK \/ LV3 Hoou Kyaku
An unedited super combo. I’m not sure if LV1 or
LV2 will work. This combo works best in the corner. Hoou Hiten
Kyaku is doesn’t hit if you aren’t close enough, making it unreliable.
3. C. MK ? HK Han Getsu Zan ? Hoou Kyaku
LK and MK Han Getsu Zan also work, but the HK is the
best because even if you mess up entering the Han Getsu Zan command, the
HK will combo.
4. HK Han Getsu Zan ? LV2 or LV3 Hoou Kyaku
LV1 Hoou Kyaku will work in the corner, but I don’t
try for it.
5. Hoou Hiten Kyaku (Meikitza), HK Hien Zan (2 hits)
The Meikitza can be followed up by many attacks, but
the HK Hien Zan does the most damage. Wait until you see the opponent
falling so the 2nd hit will get in too. Also make sure that the Meikitza
hit at close range. If the opponent is out of the range for the Hien
Zan, do a HK Han Getsu Zan, which has the highest chance of hitting.
6. C. LK, C. LK ? HP Kuusajin
7. C. MK, C. HK ? HP Kuusajin
8. Parry jump-in, S. HP, HK Han Getsu Zan
This is not a true combo, but is a good setup for the
Hoou Kyaku cancel.
Best colors:
Blue (MK)
White uniform with green stripes (LK)
Green (3P)
Purple (3K)
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(6) Dhalsim
-------------------
Dhalsim is not as good as he was in CvS1 ? his anti-air
moves have lost their priority. Sure, he has middle attacks which
be used to combo a Yoga Fire afterwards, but that doesn’t really help
his game. Parrying is also hard to use because any counter attack
must be held, or otherwise the long attacks will come out, which will not
hit. With my edited groove he can super combo alright though.
Being able to chain S. LK and S. MK, etc., is also very helpful.
Dhalsim’s obvious weakness is that if he gets bum rushed,
he is in trouble.
1. C. MK ? LP Yoga Fire ? Yoga Stream
2. HK Slide ? Yoga Volcano
3. S. LK, S. MK ? Yoga Fire
Best colors:
pink (3P)
Orange shorts (LK)
-------------------
(7) Kyo
-------------------
I like Kyo because he can combo any LV super decently,
but it just sucks that his Flying Kick comes out so easily! If it
wasn’t for that, I would rank Kyo higher. As a result of this stupid
flaw, I am forced to use the C. MP to start a super combo, which means
I have to be hella close. So I end up playing keepaway using his
standing kick and J. HK. Sigh…but he is fun to use, although he
is not as efficient as he could be.
Kyo’s best offensive weapon is the S. LK.
The S. HK is good too because it hops over sweeps. Do it only when
it will reach the opponent though, cuz if you miss Kyo is very vulnerable.
I usually use it defensively only.
1. C. MP ? MP Burning fist ? Super Burning Fist
I don’t use the kick because the computer oftentimes
reads the button pushing wrong and the Flying Kick comes out, which leaves
Kyo open.
2. C. LK, C. LK ? LK Flying kick (QCF + K)
3. Parry jump-in, S. MP
Best colors:
Silver (3K)
-------------------
(8) Ken
-------------------
Ken is good because he has a good lot of long range
attacks that come out fairly quickly. He also has a very good standing
weak kick. I think the Shinryuken is better than the Shin Shouryuken
because the latter will only hit at extreme close range and leaves Ryu
wide open if blocked. Shinryuken, on the other hand, can still do
decent damage even if the opponent isn’t at close range when hit.
Furthermore, it is difficult to punish Ken when the Shinryuken is blocked
cuz it sucks the opponent in, forcing them to block multiple times.
Sometimes Ken lands on the opposite because of the sucking effect, confusing
the opponent’s direction for a punishing super. Because Ken has
an air throw, always hit HK in the air.
Ken’s weaknesses are that he can’t do his cool
CvS combos of LP Shouryuken ? Shouryu Reppa or Sweep ? Shouryu Reppa.
Furthermore, my Edit groove does not help Ken much because his Shouryu
Reppa misses a lot after a super cancel ? it only connects at close range.
Combos:
1. C. LK, C. LK, C. MK ? Hadouken
This isn’t a true combo, but is good to use against
rollers and adding guard break damage. This combo can also be used
in unedited grooves.
2. C. LK, C. LK ? LP Hadouken
3. J. HK or small jump HK \/ LV3 Shouryu Reppa
An unedited super combo. I’m not sure if LV1 or
LV2 will work. This combo works best in the corner.
4. S. HK, C. MK ? Hadouken, Jumping Flip Kick
This isn’t a true combo, but it’s a good way
to put consistent offensive pressure on him.
5. Air parry, HK
Always do the HK cuz it has good crossuo potential and
it might turn into the kick throw.
6. LK ? Shinryuken
The Shinryuken will also hit opponents after getting
knocked into the air by an attack.
7. C. HK ? Shinryuken
This combo will also work with a pure unedited groove.
Best colors:
LK: white
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(9) Yamazaki
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Heh heh…Yamazaki is my fun character. Yes, I suck with him, but it adds variety to the list of characters I can use. I love reflecting back fireballs or doing his tongue counter. His S. HK has insane reach, but it is really slow. One good strategy is to use the MP Snake Whip when the opponent is too far away for a S. HK. Hold the MP then let go when the opponent jumps. Because I have to use him so carefully, he builds the super bar the slowest of all the characters I use. His colors are fun though ?
Combos:
1. C. LP, C. LP, C. HK
This isn’t a true combo, but it’s a good counter against
rollers and builds guard break damage.
2. C. MK ? HP Snake Whip
A good unedited groove combo.
3. HK ? HP Snake Whip
4. C. HP ? HP Snake whip
A good unedited groove combo.
5. C. MK ? HP Snake Whip
6. LP Knife slash ? Flying Jump Super
Best colors:
Purple clothes, green hair (HP)
Vampire! (3P)
White (3K)
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(10) Hibiki
------------------------------------------------------------------------------------------------------------
I use Hibiki to poke and keep the opponent away. Her jumps suck because they are slow, so I try to stay on the ground as much as possible. If I do jump, the LP or MP is good because it has good range. The HK should be used for crossups. If there is a way to combo her supers, I sure don’t know how. The running super can be used to punish jump-ins, although it doesn’t always connect. They are too slow to use for anything else. She has good reach, okay combos, good anti-air (S. HP), and I like her colors ?
Combos:
1. C. LK, C. LP ? LP Slash
A good counter against rolls. This combo can also
be done in unedited grooves.
2. (J. HK \/) C. LP ? LP Slash
3. C. MP ? MP Slash
4. C.HP ?HP Slash
5. C. LP ? LP Running Slash
After blocking Blanka’s roll, do the S. HK.
Best colors:
Blue (MP)
Green hair (HK)
Pink (3P)
Ayu Blonde (3K)
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(11) Sakura
------------------------------------------------------------------------------------------------------------
Because she has that dumb jumping attack, I can’t combo her Midare Zakura well anymore ? And she lost her full screen Hadoken! The combo with the super cancel is cool, but you have to be so damn close. Grrr!
Combos:
C. MK ? MK Shunpuukyaku ? Midare Zakura
Best colors:
Purple (HK)
Pink (3P)
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(12) Iori
------------------------------------------------------------------------------------------------------------
He is pretty much the same as CvS1 Iori except that he can cancel his sweep with a Yami-barai with my edited groove. So I guess he’s good for trapping. However, the super cancel doesn’t help for comboing his supers, so he’s just good as the 1st character to build the super bar.
Best colors:
Green zombie (3K)
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(13) Athena
------------------------------------------------------------------------------------------------------------
Best color:
Pink (HP)
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(14) Kyousuke
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I like to use Kyousuke for S-groove.
1. Any punch ? Flash Kick
2. C. MK, C. HK ? Kick Super
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(15) Morrigan
------------------------------------------------------------------------------------------------------------
1. C. LP, C. HP, C. HK
2. S. LP/LK, S. HK
Best colors:
3K: Tan
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(16) King
------------------------------------------------------------------------------------------------------------
1. C. LK, C. LK ? LK Venom Strike, Rushing kicks
2. C. LK, C. MK ? MP Rushing Kicks ? Silent Flash
3. (in the corner) Rushing Kicks, HK Surprise Rose
Best colors:
HP: Purple
HK: Pink
3P: White
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(17) Benimaru
------------------------------------------------------------------------------------------------------------
1. C. LK, C. LK ? LK Lightning Knee ? Rush super
===============================================================
IV. My Favorite Teams
===============================================================
Unedited groove team: Hibiki, Kim, Terry
Edited groove team: Ryu, Sagat, Kim, Dan, Kyo, Dhalsim
I only use these characters with my edited groove
because of the super cancel.
Depending on which groove I use, my favorite team differs. When I’m using an unedited groove (usually P or N), my best characters to use are Hibiki, Kim, Terry, and Kim. I like Hibiki because of her excellent range; I like Kim because of his excellent weak kick, combos, and Hoou Kyaku; and I like Terry because he can combo his super easily. Interestingly, although my edit groove usually improves characters, Terry and Ken are better off without it.
===============================================================
V. VS strategy
===============================================================
My strategy
In general, my strategy is to stay on the ground
as much as possible and go for super combos. Like I mentioned earlier,
I try to avoid jumping towards the opponent if I can help it. However,
if my opponent has more reach than I do, staying on the ground would be
a disadvantage for me. Good examples are Haoumaru and Yamazaki.
Or, fighting against Terry’s Crackshoot and Kim’s Han Getsu Zan calls
for staying in the air. Another type of character that gives me trouble
are those characters who have a good low attack, like a slide. Bison,
King, Vega, and Joe come to mind. If I’m on the ground, I have to
duck, which takes away my standing attacks. So I usually try to stay
off the ground or I’m going to get guard crushed.
Another one of my strategies is using standing
attacks. The way I use standing attacks is attack, then low block,
or go from low block to standing attack.
Speaking of Bison, I have a really hard time fighting
against Steve’s Bison. He has lots of long range attacks, a good
sweep, projectile punisher, and chipping Psycho Crusher. I just don’t
how to fight against him.
Fast characters kind of throw me off too, like
Mai, Vega, and Rolento. They move so much I have a hard time trying
to aim the Crackshoot and Han getsu zan at them. If I do a standing
attack at the wrong time, they just jump and nail me.
One of my weaknesses is that I can’t do double QCF motions
going to the left. However, I can do QC, HC super motions from either
side.
-------------------------
VS characters:
-------------------------
Kyosuke: You only need 1 parry for his fireball super.
Kim, Ryo: If you parry the 1st hit of their rush-up supers,
you have to parry all of them. A weak attack will hit immediately
after a parry though.
Ken: the first uppercut of Shoryu Reppa is only 1 hit.
Sakura: LP Burn Knuckle will connect after a blocked
Haru Ichiban.
Blanka: a blocked roll can be punished with LK Crackshoot
(sometimes), HK Han Getsu Zan (sometimes), LV3 Hoou Kyaku, a S. HK from
Yamazaki and Sagat.
King: To parry King’s double Venom Strike, tap forward
again immediately after parrying the first projectile. The speed
of the projectiles is irrelevant.
Yuri: Her Haou Shoukouken LV1 is 2 hits.
Athena: Terry’s S. MK will not hit Athena when she is
crouching.
===============================================================
VI. Quotes
===============================================================
-------------------------
Yamazaki
-------------------------
? Ryu & Yamazaki:
Ryu: たち上がれ!俺を負かしてみろ!
Yamazaki: てめえ負けるつもりか?馬鹿か!
? Vice & Yamazaki:
Vice: あばらを折ったよ。あんたそれで嬉しいでしょ!
Yamazaki: もっとボコボコにしろ!
? Kim & Yamazaki
Kim: この戦いで正儀に目覚めたはず!
Yamazaki:うげえ!寒い事ぬかすなボケ!
? Yuri & Yamazaki
Yuri: 喉がかわいた!ジュース買って来て!
Yamazaki: 何で俺がお前の使い走りだ?
? Yamazaki & Yuri
Yamazaki: 腹へったな。俺のメシを買ってこい!
Yuri: あたしの分をおごってくれたら!おやつも!
? Yamazaki after defeating Kim
たまんねぜえ、この感覚!正儀面した馬鹿をぶちのめすのは!
? Yamazaki after defeating Eagle
刃物の武器もOKとは、気がきくな!心おきなく殺せる!
? Yamazaki痴 random victory quotes
ちょっと待ちな!まだ300発残っているぜ!
ぶちのめされなきゃわからねえんだろ?おめーら素人は!
ひゃひゃひゃ!ぶん殴られたらいい顔になったじゃないか!
? Yamazaki & Terry
Yamazaki: しかたなく組んでんだ。
Terry: 別に頼んだわけじゃない。
? Yamazaki & Iori
Yamazaki: 最近目立つな、へぼが。
Iori: だったら俺の前から消えろ。
Yamazaki ?Hibiki
Yamazaki: おい、刀貸せ!とどめをさしてやる!
Hibiki: なりません! 剣士たる者がそのような事をしては!
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Yuri
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Yuri ? Iori
Yuri: ゆりの勝ち!見た?見た?ねえ見た?
Iori: 黙れ!
Iori ? Yuri
Iori: ふん、火だるまになった気持ちはどうだ?
Yuri: あたしも一回やられたけどあついでしょ?
Yuri ? Bison
Yuri: まだまだ能力の1%も使ってないっちよ!
Bison: もうわかった。お前の能力はもう把握した。
Bison ? Yuri
Bison: (この娘潜在能力は高い はず...)
Yuri: いえい!ブイブイ!V (^ ^) V
Yuri ? Geese
Yuri: うふふ、降参?何でも言う事聞く?
Geese: 遊びのつもりなら帰れ。邪魔だ。
Geese ? Yuri
Geese: 不愉快な。こんなデクの棒しかいないとは。
Yuri: このおじさん怒らすとこわいぞ!
Yuri ? Ryo
Yuri: これがきょくげんせいとう後継者の強さよ!
Ryo: おい、いつから継いだんだ!
Ryo ? Yuri
Ryo: きょくげんは簡単に真似出来ないぞ!
Yuri: お兄ちゃん、そんな言い方じゃ弟子出来ないよ!
Yuri ? Ryu
Yuri: ゆりちゃん最強伝説はまだ続くのだ!
Ryu: とにかく、応援する。頑張れ!
Ryu ? Yuri
Ryu: 俺達は最強のチームだ!だと思う。
Yuri: 思うって何?あたし見て言った?
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Other
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? Mai & Terry
Mai: アンディはどこなの?
Terry: 急がしんじゃないの?俺に当たるな!
? Geese & Terry
Geese: どうだこの余興は!組んだら?
Terry: 大会が終了するまで停戦だ。
? Terry & Geese
Teery: ギース、何か企みがあるんだろ?
Geese: 考えすぎだ。あっても話さんがな。
Sakura ? Dan
Sakura: ようし、今日は絶好調!
Dan: おいこら!師匠の出番も残しとけ!
Dan ? Sakura
Dan: さくら!がっちりついてこいよ!
Sakura: えっと、追いこすのは自由ですよね?
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VII. VS Dreamcast computer
===============================================================
Computer’s throw damage at Level…
Level 8: 30%?
Level 7: 25%
Level 6: 20%
Survival with Ryu:
VS Akuma
Stay away from him. Throw LV1 Shinkuu Hadokens
at him when you think he’s going to throw a Hadoken. When he warps,
do a jumping Tatsumaki Senpuukyaku to the other side.
VS Rugal
Throw LV1 Shinkuu Hadokens at him.
Morrigan:
Throw LV1 Shinkuu Hadokens at her when you think she’s
going to throw a Soul Fist.
Evil Iori:
Just sit there and do a C. HP when he jumps at you.