SVC Choas Faq

I would have to disagree with tessa being number one. She is deadly only if she GCFS into command grab, but the comp over in here in Taiwan learns to turtle when playing against her. Instead of attacking her with regular moves, smart players now jump in and throw or dash throws. One can also kick really deep and then jump straight up to avoid GCFS command throw.

Chun Li should be number one in my humble opinion. Her air throw has insane reach, her command throw into combos are way too damaging. Jumping B and D has insane priority. The only draw back is her exceed is too hard to pull.

i would say Ryu ties with Chun Li for the top spot. His dragon punch goes through everthing. Solid poking and easy to do damaging combos. But his hardest match is playing against chun li. Chun Li turtle all day long and you cant do shit about it. Try to jump and you;ll eat an air throw. Try to throw a fireball and you;ll eat a jump in combo.

I dont know shit about the secret characters because they are so fucking cheap and I refuse to be a cheap ass whore. But I’m confident to say that I can beat them 50% of the time.

haha,hey there dude.Thanks for replyin,but ammmm…cant you help more please? as i said specially combo’s cause i wanna make complete check on My faq that it is good.
well,am not showing off but i travled to different countries and tell now i’ve never lost in tournies (First tourney was 1St, second tourney i was the 2nd and finally the third tourney my team win).
It’s not bout computer i think,cause with computer is no prob at all,the prob is fighting different kinda people with different kinda stuff…also computer is always a cheater! lol,specially on expert mode
Am an arab as you see,so mainly hardcore master’s are a little,that’s why we sometimes travel to another country just to win in games(Such as Tekken).
Anyways,i’ve never seen a person playin with Zero before or either seen his infinity…Devil iori is fuckin ass hole,his seroiusly annoying with his combo link and speed!
There’s a guy here(i think,but am not sure bout it) called Violent crust >> seroiusly this guy is fuckin psycho!! his game style is absolutley fantastic…i’ve even inspired Takuma from him(ofcourse takuma is aint a tire),also his the first guy i saw preformin Geese mad infinities and killer juggles.
Anyways dude,thanks agian for your help and i really want you to help me more…am tryin to do a faq for the non playable charecters or less known charecters and some mad combo’s.I really do need to check and learn from ya guys,specially you dude…
if you dont log that much on this site,then if you can give me your emial? i’ll send my faq to ya and you tell me what ya think,but if your not interested from the begining or not into the mode then that’s totatlly ok…but just tell me that you cant do it or can :slight_smile:
thanks a lot agian dude
see ya soon

Note: I think Chun-li should be second charecter and not first in the top tier,and i diss agree that either ryu or Tessa take that stand of number 1 top tier :slight_smile: …that’s my oppinoin

HUGO FOR LIFE :slight_smile:

Guys i was readin a faq bout Guile and the guy who wrote the faq really said weird stuff!
I tried them a billion(while at the begining i know that they are no such a thing as these!) and they never work.
I dont know if the Arcade differ from the PSx2 system,but the combo’s he said wasnt guarenteed at all…if you can take a look with me please

1-jB(X), .b+A, A, f+A, f+C 5 RUSH hits
2-db+cA, df+cA, db+cA, uf+B/D, .db, df, db, uf+B/D
3-deep jC, .b+A, f, b, f+AC
4-jB(X), .b+A, A, f, b, f+AC

1# it is not guarenteed to hit A into f+A! even f+C,the only possibl thing is,when in close, C,into A sonic boom to f+C or even any move

2#Is this really possible? cause after preforming d/b,f/d,b/d,f/u+D there’s no way to connect anything after it…even in corner,the frames are to long to recover after this super…any idea please?

3#Agian,you cannot A into sonic boom or either a super! the only possible thing to connect super ot sonic boom is by >> when in close C then either sonic boom or super

4#Agian the same idea…impossible

please,any idea if these really work?? cause i tried them,and am a guile player…heck,i think i’ll retire Guile if these does connect,lol
please also,any idea if these like only work on the arcade while psx2 not?? cause this faq was written to Arcade only
The guy’s name is Evan Nicholish, the faq is in www.gamefaqs.com ,43 KB

thanks for reading

lol…yup,Hugo is damn good,espcially his guareteed throw combos and multiple combo connection…
Dude if you know anything for him,why dont you post please?
thanks dude…also if you wanna know some stuff for Hugo,then i allready know lot if you want to :slight_smile:

thanks dude…c ya

JUST GCFS INTO HQB+K THROW AND QCFQCF+K SUPER. THATS HIS BREAD AND BUTTER

THAT THROW ALSO GOES WIT MOONSAULT, FORWARD + D, STANDING C, SHIT ALMOST ANYTHING YOU CAN PULL OUT YOUR ASS AND ITLL CONNECT.

ALSO HIS JAB AND SLAP ARE TOO GOOD. USE SLAP LIKE YOU GONNA STOPEM FROM MAKIN A JUMPER ON YOU LMAO GG.

AND PALM BOMBER CONNECTS WITH ANYTHING TOO BUT ITS RISKIER CAUSE ITS SLOW.

WOW MOST OF THIS IS LIKE COMMON SENSE ONLY NOOBS WOULD FIND THIS AS NEW.

hey dude…yeah i know all of this stuff,except what ya wrote in the middle.
I really dont know names,so can you tell me the notation of Moonsualt? and is it after HCB+K>> f+D or Standing C…that what ya meant right?

Ok here’s a very simple stuff(a sample of my Hugo’s combo’s that are written in the faq):
-Normal combo:hcb+C, Hcb+A, HCB+Any Kick(air throw), qcfx2+D_qcf+D(a bit faraway from corner)_f,d,f/d+D(normal air throw)

-Maximum Tactic >> d+A,A…etc(or use Hugo Jab bug x4 only), f+A >Maximum cancel> hcb+C, Hcb+A, Hcb+D…etc or use Hugo MAximum infinity for 3/4 life bar combo’s

Any idea bout what i said??

anyways,thanks a lot dude…hope and i like to see ya postin more bout combos and stuff.C ya

Broken but fun

The game’s OK, it really depends on the people playing in your area. NOBODY uses Zero except me, and only a few people use Geese, but there’s a fair share of competition in the area. Demitri’s played extremelywell by a pair of brothers in my area too. Not every arcade these cabinets run in are PWNed by uber-1337 c0mb0ma5tas. Of course, most people haven’t made a full switch over to this game since it got swapped in for CvS2(a dumb choice; some arcade managers are retarded). It has a simpler, 90’s feel to it, but doesn’t hold up to the technically superior CvS2/GGXX/MvC2. Props for the secret boss from Ghouls N Ghosts & Demons Crest, though!

:slight_smile: …i know,it’s kinda like SF turbo and a bit non for a master game or technically superior as ya said.
i just enjoyed playin it,and i always find it everywhere…so it’s cool to play it though
If you got anything for zero,then post it up…:slight_smile:

Don’t have any combos for Zero that I can pull off effectively yet… He just has so much variety and priority I mindgame people into submission. Fireball freaks get their power absorbed, annoying jump-in Ryu/Ken retards get schooled by the fdf+b spear-spin(i typically use this standing over a fallen enemy, which is nice block damage and unavoidable as they get up and are pushed back; any attempts to counter have proven foolish in my experience), his high/low dash combo super always keeps people guessing(usually wrong) and has a good intimidation factor, for looking cool, wasting time and good damage… I dislike accidentally throwing out mags when I have to defend once in awhile; the healing one always seems to leave me wide open when I had no intention of using it in the first place(jabs tick out corner trappers pretty well). I love messing with the D mag, which turns opponents into Hardhats. If you take your time, it typically means a free super, since most people will first run, then jump frantically, leaving them wide open for a Max Buster to the face. I tried the dash super a few times, and the low one can and is jumped frequently. Zero’s charge shot is obscene; it takes some set-up, but if you have someone on the run, it keeps your game flowing and pressures them with its cancel-all properties. The slide and crouching spearstab are excellent low attacks with good speed and range. I’ve found no practical use for the wide slash(hcf+something), but it’s OK to throw out once in awhile, it sort of looks scary, but slow and not much priority. Wall jump and the pogo spear are icing on the cake, no major use, but look good in your arsenal and are effective once in awhile. His standard jump-in fierce has a spinning quality I like and jump-in roundhouse has strong priority/angle too.

It’s late, that’s about all I can think of right now. Hopefully I’ll pick up some combos tomorrow, if I get out there and early enough.

Hey there down…thanks for the stuff,am actually nt a zero player at all and never seen one but i enjoyed what ya wrote.
I think i shall like take some of what ya said as a basic stuff for Zero and dedicate it my faq faq to ya…is it ok?
keep postin dude,i’ll be waitin for yar stuff.c ya

Hey guys, i wanted to ask bout some stuff in here.
Can anybody tell me bout the top tier charecters? and excatly in order?
Owned member said, Tessa,Ryu then Chun-li as the first 3 top tier, and bout secret charecter Devil.Iori,geese then zero.
so can anyone come up with the tier??
with all the great respect to owned member,i fully disagree with Ryu bein in the top tier and tessa as the first one…where’s Guile,and dimitri? where’s the rest too?

thanks everyone…

Guys i found these a bit interesting.It’s the cpu pattern that you can possible fight in order.I found it in a great Faq done by Chris Mcdonald, from www.gamefaqs.com 210KB.

Here’s what he wrote:

dr. whO? also sent me a list of fight patterns when you're playing
 against the CPU.  Keep in mind that these are for stages 1-3 and 5-6
 (since your fourth stage opponent is predetermined, as described above).
 
 Pattern 1.Pattern 2.Pattern 3.Pattern 4
 ---------------------------------------
 Kim.Balrog.Shiki.Guile
 Dhalsim.Earthquake.Bison.Genjuro
 Mai.Chun-Li.Kasumi.Tabasa
 Vega.Choi.Sagat.Kim
 Kyo.Ryo.Iori.Ken

 Pattern 5      Pattern 6       Pattern 7       Pattern 8
 ---------------------------------------------------------
 Tabasa         Chun-Li         Mr. Karate      Choi
 Sagat          Kasumi          Hugo            Mai
 Mr. Karate     Hugo            Shiki           Balrog
 Chun-Li        Mr. Karate      Dhalsim         Genjuro
 Ryo            Guile           Terry           Gouki

 Pattern 9      Pattern 10      Pattern 11      Pattern 12
 ---------------------------------------------------------
 Kasumi         Earthquake      Dhalsim         Iori
 Chun-Li        Balrog          Hugo            Guile
 Shiki          Gouki           Kyo             Vega
 Tabasa         Ken             Bison           Kim
 Mai            Ryu             Iori            Ken

 Pattern 13     Pattern 14      Pattern 15      Pattern 16
 ---------------------------------------------------------
 Ryu            Terry           Kyo             Bison
 Bison          Choi            Ken             Balrog
 Kim            Earthquake      Ryo             Sagat
 Sagat          Genjuro         Ryu             Vega
 Ryo            Guile           Terry           Gouki

 He also notes, "The last (6) have 8 chars from SNK and 8 from Capcom,
 so you have a 50% chance to fight ROTB Iori and Honki ni Natta Mr.
 Karate and a 50% chance to fight Violent Ken and Shin Gouki."


also,there's a simple guide for zero that he made.He wrote bout all the charecters,but i find this the most interesteing(am not a zero player at all,so i liked it)

 ------------------------------------------------------------------------
 ZERO                              (aka "Rockman Zero" or "Megaman Zero")
 ------------------------------------------------------------------------

 Press AB when near             Upper
 Press CD when near             Tensou Buster Shot

 d + B in air                   Jump Kahou Zuki
 b + B                          Jouhou Zuki
 f + B,B,B                      3-Dan Zuki
 df + B                         Naname Shitazuki
 df + D                       * Sliding
 ub into a wall, press uf       Sankaku Tobi

 qcf + A  (air)               * Buster Shot
 qcf + C  (air; can hold)       Charge Shot
 hcf + B  (air)               * Zed Saber
 hcf + D  (air; can hold)       Charge Zed Saber
 qcb + P  (x3)                * Triple Saber
 qcb + K                        Shield Boomerang
 f,d,df + B  (air)            * Triple Rod
 f,d,df + D  (air)              Charge Triple Rod
 f,hcf + P                      Irregular Hunt
 Charge b,f + P / K             Cyber Elf (Support)
 Charge d,u + P / K             Cyber Elf (Bakudan Setchi)

 qcf,qcf + P  (can hold)     S^ Spiral Shot
 qcb,hcf + B                 S^ Ultimate Saber (Dash)
 qcb,hcf + D                 S^ Ultimate Saber (Sliding)
 A,A,d,B,D                   X^ Cyber Elf Force

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   c    C    C
 standing far           cr   c    -    -
 crouching              cr   cr   c    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Far standing D
 super cancel           Zed Saber, Charge Zed Saber
 anywhere cancel from   Jouhou Zuki, Shitazuki, Sliding, Triple Saber,
                        Zed Saber, Charge Zed Saber (but only into
                        Sliding).

 - After hitting with the Jump Kahou Zuki, Zero will leap away.  You
   can make an attack while still in air, although if you leap over
   your opponent, you must enter the command backwards, since you're
   technically on the other side of the screen.
 - The Jouhou Zuki is an anti-air attack
 - The 1st input of the 3-Dan Zuki is cancelable.  
 - The Naname Shitazuki is a low attack that can hit an opponent who is
   lying on the floor.
 - The Sliding is a low attack, that can be used to pass under mid-level
   attacks.
 - You will notice that if you input the "Charge" version of a move, Zero
   does not actually perform that attack.  Instead, a green aura will
   surround him for as long as the button is held.  If you hold the
   button until the aura changes to amber, then you can perform the
   "Charge" version of that move by releasing the button.  Otherwise,
   nothing will happen when you release the button.
 - Also, continuing to charge a move once your aura has changed colors
   will not make it any stronger.  If you are hit while charging, the
   charge will end.
 - While charging a move, you can only use command attacks and not
   special moves, super moves, or Exceeds.
 - The Buster Shot does no damage if blocked.
 - The Charge Shot is a knockdown attack that will go through other
   normal projectiles and even super projectiles.
 - The Zed Saber and Charge Zed Saber have autoguard, but only for the
   very brief moment when Zero is raising his arms before he starts
   to slash downward.  This even applies to the mid-air versions.
 - The mid-air Zed Saber is a knockdown attack.
 - The Charge Zed Saber itself does not actually strike your opponent.
   Instead, the wave that comes out once the sword has been swung is
   what hits.  This wave is a knockdown attack, and it can negate
   normal and super projectiles.
 - What's more, you can cancel the Charge Zed Saber into another
   special move, once it hits (including the Zed Saber or Charge Zed
   Saber).
 - You can juggle an opponent with the mid-air (D) Charge Zed Saber,
   but only into the Spiral Shot or Ultimate Saber (Dash).
 - In the corner, you can follow it with pretty much anything, except
   for Zero's Exceed.
 - The Shield Boomerang can hit an enemy, but they have to practically
   walk into it in order for it to hit.  It's best used for negating
   normal and super projectiles.
 - When the Irregular Hunt is used, Zero fires three shots into the air.
   These shots cannot hit an opponent, but they will cause an enemy
   from Rockman Zero to fall from the top of the screen after a moment.
   One of the ten types of enemy can electrocute your opponent (and
   another drills into them), but they all do the same amount of damage
   and stun your opponent for the same length of time, leaving them open
   to attack.
 - Using the Cyber Elf (Support) move summons a Cyber Elf to help you
   out.

        A - Restores a small amount of missing life.
        B - Vacuums up the projectile, netting you an extra level of
            gauge power.  Works on multi-hit projectiles, though the
            remaining hits may still hit you.
        C - Fires arrows at your opponent from time to time.
        D - If it bumps into your opponent (and it is blockable, it
            should be noted), your foe turns into a cyber elf for a
            limited period of time, and can do nothing but walk,
            crouch, or jump.

 - You can summon each elf three times per battle (not per round).  Note
   that summoning the (B) elf while the (C) one is active will make the
   other one disappear, and vice versa.  If Zero is hit, any onscreen
   elf will vanish (excluding the (D) version).
 - When you use the Bakudan Setchi, a blowfish appears in front of Zero.
   The button used determines the blowfish's location; (A) is slightly
   above Zero's head, while (D) is closer to the life gauges.  The
   blowfish acts as a mine that remains active until your opponent
   touches it (although you can block a mine blast), or until enough
   time has elapsed.  Mines can also absorb normal and super projectiles.
 - You can only have one mine on screen at once.  Furthermore, you only
   get to create three mines per battle (not per round).  If Zero is
   damaged while a mine is on-screen, it will vanish.
 - Also, if you create a mine while the (B) or (C) cyber elf is on
   screen, they will vanish, and vice versa.
 - Even if not charged, the Spiral Shot has the ability to pass through
   other attacks that most attacks couldn't, such as Dhalsim's Yoga
   Inferno.  Charging it will increase the damage slightly, however.
 - The Sliding version of the Ultimate Saber not only has a longer
   horizontal reach, but it can be used to go under attacks.
 - If you use the Buster Shot, then the Ultimate Sabre, the shot will
   disappear in mid-air.
 - When you use the Cyber Elf Force, a single cyber elf walks across
   the screen.  Not only is the elf unblockable, but if it touches
   your opponent, you become completely invincible.  So, if someone
   throws a fireball at you but gets hit by the cyber elf first, their
   projectile will pass through you.
 - If the Cyber Elf Force successfully connects, Zero will gain back
   a sizable amount of life, and he will glow pink for a while.  While
   glowing, his overall speed increases, his attack power goes up, and
   he takes slightly less damage from attacks.  What's more, the game
   timer also goes down slower than usual (useful if you're about to
   lose by Time Out).
 - Zero comes from a GameBoy Advance series based on the popular
   Megaman / Rockman games.
 - An interesting side note: whenever Zero fights a boss character,
   a warning message flashes on the screen.

#1: Tessa
Because if you do ANYTHING offensive that she has to block and you’re still on the ground, you catch the unblockable. She can do Ghosts as anti-air because of how horribly slow it moves. She can toss Ice Vials at random and she has better air-to-air and air-to-ground priority than the ENTIRE NORMAL CAST. Yes, she beats Chun in the air. She does NOT need to use her supers, so she can even safely burn her bar on the BC version GCFS and not worry much.

#2: Ryu
SRK is still damn good AA. Hop Kick, on hit OR block Leaves him at advantage, and he can jump out of GCFS Throw counters. Thanks to that, he has a STRONG Guard Crush game. Hop Kick -> c.Bx2 -> db+D XX Shinkuu Hadouken does TOO MUCH for how simple it is, and it works ANYWHERE(dash after Hop Kick mid screen). Shin Shoryuken is an excellent Exceed as well.

#3: Chun-li
MINDLESS. Almost as stupid as her 3S version. j.B beats everyone(Tessa can Dove her out of the air) in the normal cast, and can hang with the bosses(minus Zero). Anything j.B loses to, j.D beats. STUPID damage off a combo consisting of no supers, c.Bx3 -> db+D XX Spinning Bird Kick -> Tenshou Kyaku(upkicks) -> SJ Cs. Exceed is only useful in combos.

Guile ain’t up there because his air-to-air sucks, his air-to-ground sucks, and his only useful point is the Double SB, and no charge Flash Kick after a SB. If Guile can’t get you to avoid one SB(Tessa and Ryu can out FB him, Chun can beat Flash Kicks), he can’t do much.

Demitri is Fireball spam, plain and simple. If you try to rush down and use his chain combos, GCFS kills him. A great deal of chars can DUCK his fireball. His only good points are his other supers(both unblockable) and his Exceed. Other than that, the other bosses rape him. Much like Dan, if he doesn’t have meter, they have no reason to be afraid of you.

The tiers pretty much go like this:

ZERO

R. Iori(on paper Zero shuts him down)
Geese(Geese isn’t what he used to be)

Tessa
Ryu/Demitri/Chun

Rest of Bosses

Rest of cast

Is Ryu really that high?

I always thought that Terry, Ryo Sakazaki, Mr.Karate and Kim had the advantage against him.

What can any of them do to keep Ryu from Hopkicking? Terry and Kim have to charge for their good AA, they can’t really do their offensive game(they HAVE to jump sometime, only Kim can safely poke from the ground but it doesn’t get him far), and their options after GCFS are very limited(Terry can fall back on df+C, but what can he do from there? Buster Wolf? Ryu’s landed by then). The Sakazakis simply can’t do much to keep Ryu off them without wasting meter. Ryo can DP, but unless Ryu is stupidly throwing them out, he’ll usually whiff, Takuma’s uppercut is trash. Haoh Sho Kou Ken is usually a waste of meter in both their cases, and both of their other supers have to be done early on to get Ryu BEFORE he lands from a hopkick. Once he gets a hopkick in, you’re wasting meter to not get GCed, or, you’re stuck on the defensive after he combos you.

Simply, Ryu is THAT good.

HMM? I guess I really never have faught a good Ryu player, so thats why I’m asking.

Hopefully once I get it on the X-box I’ll find out, since its live.

Ryo’s fireball could help against the hop kick, not sure?
And you are right Ryo’s uppercut has lots of priority in this game.

What about Terry’s roundhouse. It travels a good distance and Terry’s jab burn knuckle hardly leaves him vunerable.
Also Terrys trip kind of points upwards could that trade off?

With Kim I can time his Superrage attack(don’t know the name) very good on jump kicks. I wonder if I can time it on Ryu’s hop kick, mabey its to fast the hop kick?

Even though this game is unbalanced compared to CvS2. I’m still looking foward to playing this on X-box live. Also I hear they are taking the infinits off from Zero and Geese. Will they still be god like without them.

I guess I’ll find out eventually.

The thing is not JUST that his hopkick is so good, it’s that his db+D has equal range, is safe as hell and is a free Shinkuu off hit confirm. I’m only focussing on the stuff Ryu does on his offense, because it’s fairly easy to know what he’ll do on defense.

Ryo’s fireball will trade if he knows it’s coming, but db+D will hit Ryo clean at the right range(hit cancel will come into effect). That and Ryo’s fireball is SLOW. You’re better off DPing on reaction, and fireballing on anticipation. Ryu still wins.

Terry’s s.D and a Burn Knuckle are once again good for anticipation, but bad if you’re trying to react. His sweep is slow though, You won’t be intterupting a Ryu GB chain with it.

Kim’s Houou Kyaku will TRADE. Kim’s Hiten Kyaku(launch kick DM) will whiff(Ryu will land by then). Your best bet is to s.B(not C, it hits too late and doesn’t stay out long) when he hopkicks. You won’t get far but it’ll back him up and make him think of sticking other attacks before the hopkick. Kim still loses. Hien Zan only gets you ticked to death if you rely on it. And this is from personal experience.

Zero infinite is gone, but Geese’s is STILL THERE. Just harder to do. So hard it’s not worth trying. His MAX semi-infinite is better to use anyway. And they’re still the upper crust.

is there any1 lower then dan hugo& bison??

No. Next question please.