SvC Chaos: SNK Vs Capcom/Violent Ken

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洗脳されたケン, Brainwashed Ken
"I-is...this... the joy of the powerful...? Heh...heh...heh, heh, heh."
Difficulty Mostly Easy
Max Mode Needed? Benefits from it
Tier Placement Top Tier (S)
Standing Hitbox Average
Crouching Hitbox Short

Introduction

VKenfacesvc.png

Ken got kidnapped by Shadaloo (aka M. Bison's organization), got brainwashed, and has turned into a killing machine known as Violent Ken. Compared to normal Ken, who gives very little reason to pick him if at all, Violent Ken is one of the strongest shotos in the game with really strong offensive power, including a nifty forward teleporting dash special and even a tatsu that mimics the properties of the SF2: Hyper Fighting/Turbo tatsu that Ryu and Ken had. He sports strong juggles, effective ways to open the opponent up, and overall makes for one of the stronger boss characters as a solid top tier. He's harder than normal Ken for sure, but his unique appeal makes it very easy to have fun playing as him.

How to select Violent Ken (Outside of Super Plus)

  • You want to play as Violent Ken? While you're in the character select screen, do those inputs, before the timer reaches 10 seconds:
  • (While holding start, press) Up(2x), Down, Left(2x), Right, Left, Up
  • Console Method: Hold R1/RT above Vega
Strengths Weaknesses
  • Mostly easy to play
  • Teleport dash that gives him free pressure/mixup windows
  • Unique air Tatsu
  • Strong DP has more invincibility frames
  • Shinryuken is no longer an Exceed
  • Can juggle the opponent relatively easily
  • Strong combo potential
  • Max Mode is very useful, but not a requirement
  • Overall better Exceed than Vanilla Ken
  • Worse health than Vanilla Ken (who already has bad health)
  • Slow walking speed
  • Air Tatsu can't extend combos
  • Weaker jump arc
  • Bad projectile
  • Teleport only travels one direction
  • You'll be doing a lot of DPs
  • Most damaging combos locked behind Max Mode
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Not that good for Light Attack chains, because it will whiff against some characters. Normal cancellable.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Good for Light Attack chains, but as a ender. You can't chain this move into itself, or other Light Attacks.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Use this normal in combos. Can be easily cancelled into almost all of Ken's Special/Super Moves.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Like cl.C, but it's a knee, and cannot be cancelled.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Good poking move. It's a incredible one just because it doesn't whiff against low crouching characters. Can be normal cancelled, and even chained into itself.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Can be useful as an anti-air, though DP is usually better. Cannot be cancelled.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Fast, but not that useful. Will whiff against low crouching characters unlike st.A, and cannot be normal cancelled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Ken's poke with the best reach. Won't whiff against low crouching characters, and it has decent recovery too, which makes it good to use. Can't be normal cancelled.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Just a little punch that is useful as a poke. Has a little more reach than st.A. Can be normal cancelled, chains into itself, and even other Light Attacks.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A kick that hits low. Good to use in Light Attack chains, but as a starter. Can be normal cancelled, and chained into itself.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another anti-air. Can be normal cancelled. You can use this in combos instead of cl.C if necessary.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The Shoto's sweep. Can be used as a low poke. You can actually cancel this move, so if you need meter, cancel it into a Projectile/DP/Tatsu, or for the block pressure. Fireball is the safest choice, so default to that.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral Jumping Attack
  • Can be used as a neutral jump-in attack for combos.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Diagonal Jumping Attack
  • Can be used as a jump-in attack, but Ken has better options for that.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral Jumping Attack
  • Kick aiming up. Good to use if your opponent has a high jump.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Diagonal Jumping Attack
  • One of Ken's jump attacks for crossup combos, and it's very easy to combo after it. Ken has better options for crossup attacks, but that doesn't mean that you can't use this move.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral Jumping Attack
  • Almost the same as j.C, but aiming a little for the ground.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Diagonal Jumping Attack
  • Punch for jump-in attacks. Good damage on this one.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral Jumping Attack
  • An air-to-air defensive move.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Diagonal Jumping Attack
  • Useful as an air-to-air, jump-in, and for crossup combos. Use either this or j.B for crossup combos.

Command Moves

Inazuma Kakato Wari

  • f+B - Ken's overhead kick. It's a little fast, but you cannot cancel it(Outside of Max Mode). Do it mostly on the opponent's wakeup. You can max cancel his normals into this move, but you can't connect them.

Kurubushi Kick (aka cr.MK)

  • db+D - The Shoto's classic cr.MK. Ken has the fastest cr.MK between the Shotos in this game(It is so fast that he can link two cr.MKs), which is good for him and his combos. It hits low too.

Special Moves

Hadou Ken

  • QCF+P - Ken's regular projectile, but it is purple now(Probably to match with the Psycho Power). No changes between Ken/V.Ken(Meaning that this move is still bad). The button pressed will determine the speed of the projectile.

Shouryuu Ken

  • DP+P - A regular DP. The C version has purple flames, and more invincibility frames. Use the A version as an anti-air, and the C version on combos, as it can be max canceled into supers, and even into itself(You'll see that later, and the regular Ken can do the same thing, in an easier way).

Rasetsu Kyaku

  • DP+K - V.Ken's new teleport move, which resembles Yang's. It is a dash teleport, and has some invincibility frames on the startup(Only). You can pass through your opponent while Ken gets invisible, but when he appears again(At the end of the move), the opponent will be pushed instead. There is a Max Mode loop using this move too.

Tatsumaki Senpuu Kyaku

  • QCB+K - Ken's regular tatsu. The button pressed will determine how many hits it will do. Better when used on the corner(You'll get more hits in there). Can be used as an anti-air as well.

Kuuchuu Tatsumaki Senpuu Kyaku

  • QCB+K(In the air) - V.Ken's unique horizontal tatsu. The direction the tatsu will go depends of the jump(If you jump backwards, Ken will move backwards. If you jump forward, Ken will move forward. If you neutral jump, Ken will move forward as well). You can't do many things with it(V.Ken can't cancel air normals, and you can't combo after it, unlike the other Tatsus), so use this one as an air-to-air move only, or as an runaway move.

Kama Barai Geri

  • HCF+B - One of Ken's "Geri" moves. It is cool to use, but Ken has better options. It will whiff on most crouching chars as well. You can max cancel it too.

Nata Otoshi Geri

  • HCF+D - The best "Geri", in my opinion. It does two hits, where the first will hit any character, and the second will whiff on small hitboxes.

Oosoto Mawashi Geri

  • HCF+KK - Just a kick, and the worst "Geri" move, in my opinion. You can anti-air with it, but the DP is just better. It will knock the opponent down, so you can't combo after it. (Important note: All of the "Geri" moves can be max canceled, but you can't cancel a "Geri" move into another "Geri" move.)

Inazuma Kakato Wari

  • Hold K(After any "Geri" move) - Ken will do his f+B Command Move. Dunno if it's useful, because it won't combo after the "Geri" moves.

Super Moves

Shinryuu Ken

  • QCF(2x)+K - The regular Ken's Exceed, but with less damage, because it is a Super now(But you can mash the kick buttons to get more damage and hits!). It has the same properties(Without assuming the damage nerf), but it is cooler now. You can use this as a damaging anti-air as well. For combos, this move is better when used after the Super below.

Kuzuryuu Reppa

  • QCB(2x)+K - V.Ken's Super for combos. It is like a Jinrai-Kyaku + Shoryu-Reppa mix that will leave the opponent on a juggle state. You can follow it up with the Super above(You don't even need to move, just do the super's input), but it will cost you 2 bars; the regular DP(Use the Heavy one, and make sure you get at least 2 hits, because this Super + DP+C is a setup for a Max Mode loop), and even confirm the Exceed(Time well for that).

Exceed

Shinbu Messatsu
qcf~hcb+AC
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Probably one of the coolest Exceeds in this game. Ken rushes into the opponent, and when he connects, V.Ken will do a punching-and-kicking series, finishing with a strong uppercut, which makes an energy pillar, and a head appears on it(I think that this pillar is part of one of Rugal's Super moves). Ken does a pose(Which makes me think that he can't control himself), and the Super ends. It does one health bar in damage terms, and you have some great options to confirm it.

The Basics

V.Ken's gameplan

Violent Ken is a great "In your face" character, like the regular version. You'll want to do many stylish(And damaging) combos on the opponent, because your character is strong, and cool. But without meter, he can't do many things, sadly, and that's why you'll need to save it for the Max Mode, and/or for a big Kuzuryu-Reppa punish. To anti-air, just use the DP+A, it is one of the safest(And best) things on Ken's arsenal. For the Exceed, no worries, really. You can confirm it easily. That's it, Good Luck with him.

Advanced Strategy

(Important note: Most of the things here are in the regular Ken's section as well, but with some little changes)

Double Shoryuken cancel

This is a tech that you should learn for V.Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in his game(Isn't unique for him, he isn't the only character that can link more than one DP in one combo), but it's a little tricky to do. This can be called "Double", but you can repepat it many times, but based in your Max Mode gauge. Now, "How can I do it?" First, V.Ken must not have the ability to use his Exceed(If you assume you are in a real match, you can either be with the yellow life, or you can even spend your Exceed before you try this). Now, Ken must be in Max Mode(You should open your training mode while you read this). Now, do a DP+C, and as you already know, it does 3 hits(And we don't need the 3rd hit). Now, the tricky part begins. First, try to "cancel" the first hit of the DP+C into a HCB+PP(Normally, if you had the Exceed avaliable, you would combo into the Exceed. It's like Kim's Haki cancel, if you know what I mean). You can be asking: "Is this a special move?" No, this isn't even a move, it's just part of the trick. Now, after you "canceled", did V.Ken flash? If not, I'm sorry, because you missed. If yes, that's fine, but that's only the easiest part. Now, try to, after the "cancel", do another DP+C on your opponent by canceling the second hit of the DP. V.Ken will do another DP+C, and remember that in Max Mode, you can Supercancel the DP+C, leading to more damaging combos! But sadly, you can't do DP into Exceed, because you must not have the Exceed avaliable to use this tech... I know, it's hard to do, but with practice, you can master this technique. (Important note: This thing is a little easier to perform with the regular Ken.)

Match-Ups

Combos

V.Ken has cool and easy combos to use in any match, so you can learn most of them to expand your options.

(Without Max Mode)
Shoryuken (DP+P) combos
Combo Damage Notes
[Jump Attack] cr.B, DP+C - 4-5 hits A great combo with a low starter. Don't add another Light after the cr.B, because the opponent won't be knocked down, and the opponent will have time to punish you after it.
[Jump Attack(Only works if you crossup)] cl./cr.C, DP+C - 4-5 hits This one is for punishing purposes.
[Jump Attack] cl./cr.C, db+D, QCB(2x)+K, wait, DP+C (When the opponent is near you) - 24-25 hits A cool combo which does almost 50% in damagee. Use this in case you don't have meter to do a Shinryuken after the super.
Tatsumaki Senpuu Kyaku (QCB+K) combos Note: For any tatsu combo, it's better if you use the B version on midscreen, because it is safer, and the D version in the corner, for more hits.
[Jump Attack] cl./cr.C, db+D, QCB+K - Around 8 hits This is the most damaging thing you can do with the tatsu. Good for punishing too.
[Jump Attack] cr.B, db+D, QCB+K - 8-9 hits The most effective tatsu combo, which starts with a low-hitting move. In the corner, you add more cr.LKs.
Combos with "Geri" Moves (HCF++B/D/KK)
[Jump Attack] cl./cr.C, HCF+D - 2-4 hits Cool combo, but risky to use on small characters because it can whiff.
[Jump Attack] cr.B, HCF+D - 3-4 hits Just a combo starting with a low. V.Ken can do better things.
Shinryuken (QCF(2x)+K) combos
[Jump Attack] cr.B, QCF(2x)+K - 10+ hits Just a simple confirm. You can add another cr.B, but this will make part of the super whiff. To get more damage, switch the cr.B with a cl./cr.C.
Kuzuryu-Reppa (QCB(2x)+K) combos
[Jump Attack] cl./cr.C, db+D(Optional), QCB(2x)+K, DP+C/QCF(2x)+K/Exceed - Roughly 24-35 hits V.Ken's way to combo into anything he wants. You can do 2 cr.LKs instead of the cl.C, db+D, if you want a low starter, and those 3 options are the best follow-ups for the Super. You should learn each one, because they are all useful depending on the situation. Use DP+C when you don't have meter, and if you like Max Mode loops, you should learn the timing to get at least the first hit of it. QCF(2x)+K is risky, because you'll lose meter, but you'll make the opponent lose one health bar which also gives them Exceed. The Exceed is mainly for punishing, thanks to the incredible damage. You can confirm it with a Max Mode loop, but in case you don't have Max Mode, you can just use it alone.
Exceed (QCF, HCB+PP) combos:
[Jump Attack] cl./cr.C, Exceed - 13-14 hits This is an easy confirm. You might be able to add a db+D after the cl./cr.C, but it's already very hard to cancel it into the Exceed.
(With Max Mode)
[Jump Attack] cl.C/cr.B, cl.B, DP+C, (Optional Double Shoryuken Cancel; Cancel the second hit of the DP into), QCB(2x)+K, any possible followup - At least 22 hits This one is regular Ken's Max Mode BnB, but better, thanks to the juggle after the super. You can get damage easily after the super, with something like: Shinryuken, or even DP+C into Exceed, V. Ken's most damaging option.
Any combo ending with the QCB(2x)+K Super, DP+C (Make sure to get the first and the second hits of the DP, but cancel the second hit) DP+B (D will cross up) DP+C, (Cancel the second hit into) DP+B, ... (Cancel second hit of DP into) QCF(x2)+K/Exceed - More than 30 hits V. Ken's Max Mode loop, and also the best V.Ken combo. You'll need this one, but if you don't like loops, stick with the above. This combo deals more damage, however.

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SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
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Ken
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Rockman Zero
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Tessa
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Violent Ken