Capcom vs. SNK 2 Millionaire Fighting 2001
From Sega Retro
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Capcom vs. SNK 2 Millionaire Fighting 2001 | |||||||||||||||||||||||||||||||
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System(s): Sega NAOMI, Sega NAOMI GD-ROM, Sega Dreamcast | |||||||||||||||||||||||||||||||
Publisher: Capcom (JP) Sega Enterprises, Inc. (U.S.A.) (US) | |||||||||||||||||||||||||||||||
Developer: Capcom | |||||||||||||||||||||||||||||||
Licensor: SNK | |||||||||||||||||||||||||||||||
Peripherals supported: Dreamcast Modem, Dreamcast VGA Box, Jump Pack, Dreamcast Arcade Stick, Dreamcast Keyboard, Neo Geo Pocket/Dreamcast Setsuzoku Cable, Visual Memory Unit | |||||||||||||||||||||||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3] | |||||||||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||||||||
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Capcom vs. SNK 2 Millionaire Fighting 2001 (カプコン バーサス エス・エヌ・ケイ 2 ミリオネア ファイティング 2001) is a 2D fighting game developed and published by Capcom as the direct sequel to Capcom vs. SNK: Millennium Fight 2000. It was released for Sega NAOMI arcade hardware in 2001, with the American arcade release distributed by Sega. It was subsequently ported to the Sega Dreamcast and PlayStation 2 later in the year.
Contents
Story
A year has passed since the original tournament known as Millennium Fight 2000. The Garcia Financial Clique and the Masters Foundation have once again decided to hold a fighting tournament, this time with a million dollar prize, called Millionaire Fighting 2001.
Gameplay
Capcom vs. SNK 2 is a 2D fighting game that combines characters and gameplay elements primarily from Capcom's Street Fighter and SNK's The King of Fighters series, with elements also taken from the Fatal Fury and Samurai Shodown series. The game uses 3D-rendered backgrounds, and several new characters have been added, pulled from more varied sources than the original game's roster. The number of attack buttons has been increased from four (as used in The King of Fighters) to six (as used in Street Fighter). Players can choose from six different fighting styles called "grooves," which mimic the mechanics of other Capcom and SNK games. The selected groove determines the character's power gauge as well as the availability of special techniques such as dashes, running, and guard cancels.
Like The King of Fighters, players assemble teams of multiple characters, which fight each other in one-on-one battles. In contrast to the fixed system of the original, players can now freely select characters and assign each of them a number from one to four that determines their relative strength. Teams now consist of up to three characters (as opposed to four in the first game); players can choose fewer than three characters, but the overall team ratio must total four. Players can choose the order in which their team's characters fight before every match (by holding + to start with the first character, + for the second, or + for the third). When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. There is also an option to play one-on-one matches to the best of three rounds, as in a conventional fighting game. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw.
Characters move with and and crouch with . They jump with and flip back and forth with and . They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then , , or quickly. Characters can perform a light punch with , a medium punch with , and a hard punch with , and they perform a light kick with , a medium kick with , and a hard kick with . Light attacks are quick but do light damage, while hard attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with HOLD START , which is a short animation during which the character is vulnerable to attack. Taunting fills the opponent's power gauge by a slight amount.
Throws and grabs are done by holding or when near an opponent and pressing a strong punch or kick button. Some characters have midair throws as well. Grapple moves cannot be blocked (including special moves involving grappling), but a character can escape a throw and take no damage by likewise holding or and pressing a strong punch or kick button immediately upon being grabbed.
Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Special moves still do a small amount of "chip damage" if blocked. If characters block too much, they become "guard crushed" and momentarily stunned and vulnerable to attack; there is a guard gauge under the health gauge that shows how close the character is to being guard crushed. The guard gauge replenishes over time if the character does not block, and it fully refills after it is emptied.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
Grooves
Players choose from six different playstyles before selecting their characters. Three are based on Capcom games, and three are based on SNK games.
C | |
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This groove is based on A-ism in Street Fighter Alpha 3.
Characters can backstep or dash with or . Characters can perform an evasive roll forward by pressing the light punch and kick buttons (+) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can perform a tactical recovery after being knocked down by holding two punch buttons simultaneously, which delays the character from getting back up. This is the only groove that can air block by holding the D-Pad away from the opponent in midair. However, characters cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Characters have a three-tiered power gauge that fills as they perform normal attacks and special moves or take damage (including blocked attacks). When at least one level of the gauge has been filled, the character can perform a super move. There are three different levels of each super move, with higher levels generally hitting more times. Each level costs as many levels of the gauge as the level of the attack, and the level is decided by the strength of the button used to perform the move ( LP or LK for level 1, MP or MK for level 2, and HP or HK for level 3). Level 2 super moves can be canceled into a level 1 super move, which can sometimes do more overall damage than performing a level 3 super move for the same amount of gauge levels. If the power gauge has at least one level, the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (+) simultaneously. This is similar to the Alpha Counters in Street Fighter Alpha and costs one level of the gauge. | |
A | |
This groove is based on V-ism in Street Fighter Alpha 3.
Characters can backstep or dash with or . Characters can perform an evasive roll forward by pressing the light punch and kick buttons (+) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground. Characters have a two-tiered power gauge that fills as they perform normal attacks and special moves or take damage (including blocked attacks). When at least one level of the gauge has been filled, the character can perform a level 1 super move at the cost of one level of the gauge. When both levels of the gauge are full, characters can perform Custom Combos (Original Combos in the Japanese versions) by pressing the hard punch and kick buttons (+) simultaneously. This causes the character to move more quickly and attack with much less recovery time, making it easier to chain moves together. There is a moment of invulnerability after initiating a Custom Combo. The power gauge drains while it is active, and the combo ends when the gauge is empty or if the character is hit out of it. Furthermore, characters can perform a level 1 super move at any point while the Custom Combo is active, which drains the rest of the gauge. Characters cannot block while performing a Custom Combo. Charge moves can be performed without charging (for example, the player only needs to press P for a Sonic Boom). If the power gauge has at least one level, the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (+) simultaneously. This is similar to the Alpha Counters in Street Fighter Alpha and costs one level of the gauge. | |
P | |
This groove is based on Street Fighter III.
Characters can backstep or dash with or . They can perform small jumps by pressing , , or briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves from a small jump (though doing so imposes a short recovery time after landing). Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground. Characters can parry incoming attacks by pressing the D-Pad toward the opponent to parry a high or mid attack or by pressing to parry a low attack. Parries can be done in midair by pressing the D-Pad toward the opponent (regardless of the type of attack that is being parried). If this is done right as the attack hits, the attack is parried. The defending character takes no damage (including chip damage from special moves) and recovers more quickly than the opponent, creating an opening for a counterattack. The guard gauge fills easier than other grooves, so the player is incentivized to parry instead of blocking. Characters have a single-level power gauge that fills as they perform normal attacks and special moves, parry, or take damage. The gauge fills more slowly than the other grooves. When it is full, characters can perform a level 3 super move at the cost of the entire gauge. | |
S | |
This groove is based on the Extra mode in The King of Fighters '98 (which is itself based on the playstyle of The King of Fighters '94 and The King of Fighters '95).
Characters can backstep or run with or . They continue running as long as the direction is held. Characters can perform a tactical recovery after being knocked down by holding two punch buttons simultaneously, which delays the character from getting back up. This is the only groove where characters can dodge attacks by pressing the light punch and kick buttons (+) simultaneously. This causes the character to quickly lean into the background and evade any attacks made in that moment. Pressing any punch or kick button during a dodge causes the character to perform a quick, short-ranged counterattack when coming out of the dodge. The power gauge is filled by blocking attacks or taking damage. It can also be charged by holding the strong punch and kick buttons (+) simultaneously while standing, though this leaves the character vulnerable to attack. Once the power gauge is filled, the character enters "MAX mode," and attack damage is increased by 15% while the gauge drains. When characters are in this state, players can perform a level 1 super move that immediately consumes the entire power gauge. When the health gauge is nearly empty and flashing red, characters can perform level 1 super moves indefinitely, and attack damage is increased by 5%. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a level 3 super move instead that does more damage. Every round starts with an empty gauge. While in "MAX mode," the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (+) simultaneously. This drains the gauge when it is used. | |
N | |
This groove is based on the Advanced mode in The King of Fighters '98 (which is itself based on the playstyle of The King of Fighters '96).
Characters can backstep or run with or . They continue running as long as the direction is held. Characters can perform small jumps by pressing , , or briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves from a small jump (though doing so imposes a short recovery time after landing). Characters can perform an evasive roll forward by pressing the light punch and kick buttons (+) simultaneously. They are invulnerable during most of the roll, and they can roll through nearby opponents to the other side. Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground. The power gauge is filled by performing normal attacks and special moves or taking damage (including blocked attacks). When the gauge is filled, it is kept in stock and reset, up to three times. A character can use one stock of the gauge to perform a level 1 super move or to enter "MAX mode" by pressing the strong punch and kick buttons (+) simultaneously, increasing the damage dealt by the character by 20%. Performing a super move while in "MAX mode" performs a level 3 super move (costing only two total stocks of the gauge, one to enter "MAX mode" and one to perform the super move). While in "MAX mode," the character can perform a counterattack to immediately cancel out of a block by pressing the medium punch and kick buttons (+) simultaneously. This drains the gauge when it is used. | |
K | |
This groove combines the "Rage gauge" from Samurai Shodown with the Just Defend mechanic from Garou: Mark of the Wolves.
Characters can backstep or run with or . They continue running as long as the direction is held. They can perform small jumps by pressing , , or briefly from a neutral standing or crouching position. They can do normal attacks or throws but not special moves or Just Defends from a small jump (though doing so imposes a short recovery time after landing). Characters can recover from a fall after a knockdown by pressing two punch buttons simultaneously, which causes the character to repel away from the opponent after hitting the ground. Blocking an attack at the moment before it hits is called a "Just Defend," which blocks the attack, replenishes a small amount of health, and recovers faster than a regular block (creating an opening for a counterattack). This can also be done in midair (unlike regular blocking). Characters have a single-level "Rage gauge" (怒), which only fills when the character is attacked or guards an attack with a Just Defend (but not a regular block). When the gauge fills completely, it starts draining, and the character turns red and gains a 35% bonus to attack damage and a 12.5% bonus to defense until it is emptied. While in this state, the character can perform a level 3 super move, which drains the rest of the gauge. |
Modes
The Dreamcast version of the game has multiple modes. As in the original Capcom vs. SNK, the player can accumulate Groove Points during single-player games by hitting opponents with attacks (with special moves and super moves earning more points), by using special mechanics (such as a guard break or Just Defend), or by defeating opponents. Finishing an opponent with a counterattack super move or by countering a super move with a special move is called a "Finest K.O." and worth 50 to 100 Groove Points. Getting hit or losing a match costs points. The number of Groove Points earned during a game is shown above the timer. The player's total amount of Groove Points is saved to a VMU. These points can be spent in the Groove Edit Mode, unlocked after finishing the Arcade Mode, to create custom grooves.
- Arcade Mode: A single-player mode where the player forms a team of up to three characters and fights a series of elimination matches against five randomly selected teams. If the player fulfills certain requirements, a mid-boss fight against Geese Howard or M. Bison is unlocked before the fourth match. If the player fulfills additional requirements, a final boss fight against either Rugal or Akuma is unlocked after defeating the last team. If the player fulfills more stringent requirements, a secret final fight against Ultimate Rugal or Shin Akuma is unlocked instead. There are three formats for this mode: Ratio Match (players assemble teams of three with a combined ratio of four and fight an elimination match), 3-on-3 Match (players choose any three characters, which are all treated as having a ratio of one, and fight an elimination match), or Single Match (players choose one character, which is treated as having a ratio of two, and fight a match to the best of three rounds). The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
- Boss Battle Mode: After defeating both Ultimate Rugal and Shin Akuma at least once, a hidden boss battle mode is unlocked, which can be accessed by holding + when starting the Arcade Mode. It is the same as the Arcade Mode, except it consists solely of matches against all of the boss characters (M. Bison, Geese Howard, Evil Ryu, Orochi Iori, Akuma, Rugal, Shin Akuma, and Ultimate Rugal). This mode cannot be continued if a match is lost. Completing it unlocks an "Extra Option" menu in the options.
- Survival Mode: A single-player mode where the player chooses a groove and a character and tries to defeat as many. characters as possible in one-round matches on a single health gauge. All combatants are treated as having a ratio of two. Some health is replenished after each round, depending on the player's score. The contents of the character's power gauge is carried over to the next match (except in the S groove). There are two formats for this mode: All Survival (where the player fights against every character in the game) and ∞ Survival (where the player fights against endless opponents until defeated).
- Vs Mode: A two-player mode where players pick a stage, their grooves, and their characters and fight each other. Pressing START when selecting a groove cycles through the grooves quickly like a slot machine (for choosing one randomly). Each player can also set a handicap. The game keeps track of each player's wins, losses, and win ratio. As in the Arcade Mode, there are three formats for this mode: Ratio Match, 3-on-3 Match, or Single Match.
- Training Mode: A practice mode where the player chooses any character and any opponent and can choose a groove and a ratio (between one and four) for either character. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max). The player can toggle the display of button presses and attack data.
- Groove Edit Mode: This mode is unlocked after completing the game. This allows the player to create two custom grooves (EX1 and EX2) by mixing and matching elements of the default grooves. The resulting grooves can be saved to a VMU and used in any mode. The player can select any of the six different gauges (or no gauge), then toggle systems and subsystems from the existing grooves. However, all of these elements cost a different amount of Groove Points to unlock, and the player initially starts with 4,000 Groove Points.
- Color Edit Mode: A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Pressing START opens a menu with additional options. Custom color schemes can be saved to a VMU.
- Replay Mode: This mode allows the player to load and watch a replay of a match from a VMU. Players are given the chance to save replays after completing a match in the Vs Mode. A replay takes 30 blocks of storage.
- Network Mode: This mode supported competitive online matches over Capcom's Matching Service.
The game also supports linking to the Neo Geo Pocket Color game SNK vs. Capcom: Card Fighters 2 Expand Edition over a Neo Geo Pocket/Dreamcast Setsuzoku Cable.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
TAUNT | Taunt |
The game features a total of 48 playable characters, including the entire returning roster of Capcom vs. SNK Millennium Fight 2000 Pro.
Every character has a different color scheme depending on which button is used to select him or her (, , , , , or ). Additional bonus color schemes can be used by selecting the character with all three punch buttons (++) or all three kick buttons (++). If the player has made a custom color scheme for the character in the Color Edit Mode, it can be selected with START .
Capcom
There are five new Capcom characters. Eagle appears for the first time since the original Street Fighter. Yun is added as the only new character from Street Fighter III (though Chun-Li is also updated to her 3rd Strike version). While the first Capcom vs. SNK only featured characters from the Street Fighter series (with the exception of Morrigan from Darkstalkers as a hidden character), this roster adds new characters from other series: Kyosuke Kagami from Rival Schools and Rolento and Maki from Final Fight (though Rolento appears as he did in Street Fighter Alpha 2).
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Balrog (M. Bison) | ||||||||
Balrog is a former heavyweight boxing champion who now works for M. Bison as an enforcer. | |||||||||
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Blanka | ||||||||
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity. | |||||||||
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Cammy | ||||||||
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee." | |||||||||
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Chun-Li | ||||||||
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks. | |||||||||
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Dan Hibiki | ||||||||
Dan is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu. He was created as a parody of the SNK characters Ryo Sakazaki and Robert Garcia from Art of Fighting, whom Capcom considered to be copies of the Street Fighter characters Ryu and Ken, with his moves made deliberately weak.
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Dhalsim | ||||||||
Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire. | |||||||||
Originally appeared in: Street Fighter
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Eagle | ||||||||
Eagle is a gentlemanly English bodyguard who has mastered the stick martial art bojutsu. | |||||||||
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Edmond Honda | ||||||||
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
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Guile | ||||||||
Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling. | |||||||||
Originally appeared in: Street Fighter
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Ken Masters | ||||||||
Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique. | |||||||||
Originally appeared in: Rival Schools
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Kyosuke Kagami | ||||||||
Kyosuke is a cool and calculating student at Taiyo Gakuen.
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Originally appeared in: Final Fight 2
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Maki | ||||||||
Maki is a speedy ninja who wields a tonfa. She is a student of Bushin-ryuu ninjutsu and the sister of Guy's fiancée. After her father Genryusai passes away, Maki is trying to find and defeat Guy in order to become the next master of Bushin-ryuu. | |||||||||
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Morrigan Aensland | ||||||||
Morrigan is a succubus who is obsessed with the human world.
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Rolento | ||||||||
Rolento is former member of the Mad Gear Gang who wants to build an army in order to establish a military utopian nation. | |||||||||
Originally appeared in: Street Fighter
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Ryu | ||||||||
Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi. | |||||||||
Originally appeared in: Street Fighter
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Sagat | ||||||||
Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu. | |||||||||
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Sakura Kasugano | ||||||||
Sakura is a Japanese schoolgirl who idolizes Ryu and fights with similar moves. The word "sakura" (さくら) refers to the cherry blossom tree or its flowers. She is thought to be a response to the popularity of the SNK character Yuri Sakazaki, as they are both young girls who imitate the fighting style of the main character of their series.
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Vega (Balrog) | ||||||||
Vega is a narcissistic Spanish bullfighter who works for M. Bison and fights with a clawed hand. | |||||||||
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Yun | ||||||||
Yun is a young skateboarder and skillful kung fu practitioner from Hong Kong. | |||||||||
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Zangief | ||||||||
Zangief is a massive Soviet wrestler who trains by wrestling bears. |
SNK
Athena Asamiya and Chang Koehan (with Choi Bounge) are added from The King of Fighters, Rock Howard is added from Garou: Mark of the Wolves, Haohmaru is added from Samurai Shodown, Hibiki Takane is added from The Last Blade 2, and Ryuhaku Todo is added from Art of Fighting.
Originally appeared in: Psycho Soldier
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Athena Asamiya | ||||||||
Athena is a Japanese pop idol with powerful psychic abilities and kung fu training. | |||||||||
Originally appeared in: The King of Fighters '94
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Benimaru Nikaido | ||||||||
Benimaru is a model with a Japanese father and an American mother who fights with shootboxing techniques and can control electricity. | |||||||||
Originally appeared in: The King of Fighters '94
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Chang Koehan and Choi Bounge | ||||||||
Chang and Choi are Korean criminals who were apprehended by Kim Kaphwan and forced to train in fighting as part of his "Rehabilitation Project." The player primarily controls Chang, with Choi following and contributing to some moves.
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Haohmaru | ||||||||
Haohmaru is a wandering samurai who fights to improve himself and to challenge evildoers. | |||||||||
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Hibiki Takane | ||||||||
Hibiki is an innocent but proficient swordswoman who is on a mission to avenge her father. | |||||||||
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Iori Yagami | ||||||||
Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans. | |||||||||
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Joe Higashi | ||||||||
Joe is a Japanese Muay Thai kickboxing champion and a friend of the Bogard brothers. | |||||||||
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Kim Kaphwan | ||||||||
Kim is a Korean taekwondo master with a strong sense of justice. | |||||||||
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King | ||||||||
King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks.
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Originally appeared in: The King of Fighters '94
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Kyo Kusanagi | ||||||||
Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire. | |||||||||
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Mai Shiranui | ||||||||
Mai is a kunoichi who was trained in her family's ninjutsu arts. The word "mai" (舞) means "dance," and "shiranui" (不知火) means "unknown fire" (after the optical phenomenon of the same name in which flames seem to appear over an open body of water), both referencing her fighting style of dance-like movements and fire-conjuring special abilities.
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Nakoruru | ||||||||
Nakoruru is a young girl who is a guardian of nature. | |||||||||
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Raiden | ||||||||
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
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Rock Howard | ||||||||
Rock is the son of Geese Howard, who was raised by Terry Bogard after his father's death.
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Ryo Sakazaki | ||||||||
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father. He was created as an homage to the Street Fighter character Ryu.[4] | |||||||||
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Ryuhaku Todo | ||||||||
Todo is a martial arts instructor who created his own style dervied from Aiki-juujutsu and Kendo. It is a running joke in the King of Fighters series that his daughter Kasumi is always searching for him and that he is never playable in any SNK games (aside from the console ports of the original Art of Fighting), and this game remains his last playable appearance.
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Ryuji Yamazaki | ||||||||
Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
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Terry Bogard | ||||||||
Terry is a young American fighter who learned various fighting techniques from his father.
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Vice | ||||||||
Vice is Rugal's sadistic secretary, who possesses preternatural strength. | |||||||||
Originally appeared in: Art of Fighting 2
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