Cardfighter's Clash FAQ Final Version FAQ written by Z-Force (z-force@execpc.com) TABLE OF CONTENTS I. Intro II Thanks Section and Disclaimer III Version History IV Places to get this FAQ V Rules of the game and strategies a. Beginning of Game b. What to do on your turn c. Commands d. Attacking e. Defending f. Abilities g. Backing up a player h. Options Menu i. Ways to get Cards j. Misc. k. Locations and what you can do there. l. Capcom Card Lsit m. SNK Card List n. Action Card List VI Expert Card Analsis VII Decks and Strategies (sent in by other readers) VIII Contributors INTRO TO THIS FAQ This FAQ is my attempt to provide information and a card list on this excellent game from SNK. It is based on the Asian version of the game. When it comes out in the U.S. there may be changes but I do not know for sure. If you want translations for the Japanese version, I suggest checking out Faust's excellent FAQ which provides all the translations you may need. THANKS SECTION SNK and Capcom for getting together and making this excellent game (and the upcoming fighting game as well) GameFAQS for being the biggest and baddest Game info site out there Faust, for coming up with translations for the game, which helped me a lot when I had the Japanese version of the game. All the people who e-mailed me with questions about my last FAQ (for R2R) This motivated me enough to keep working on the FAQ as well as work on this new one. All the people who have sent me info or questions about this game. DISCLAIMER This document is copyrighted by me, Z-Force. I really don't care that much if you take it and use it for your own website or whatever, just don't try to sell it or use it in any way to make money. Also, if you want to use my FAQ on your website, e-mail me so I can add your site to my list. Also let me know if you are currently using your FAQ. I put all the people using my FAQ in my address book so that when there is an update, those that I know are using it get the new version right away. If you have any cards or other info to send me, please do. VERSION HISTORY V1.0 (12-14-99) The 1st version V1.5 (12-15-99) Added a few more cards and other additions. V2.0 (12-16-99) Added some more cards and a tip in the misc. section. V2.5 (12-17-99) Boy there have been lots of updates. Anyway, added some more cards (big surprise) and also how to get the Mech Zangief card. V3.0 (12-18-99) More new cards! Huzzah! V3.2 (12-22-99) A few new cards and another place to get this FAQ V3.5 (12-24-99) Added some more cards and a few other things. V4.0 (1-5-00) Added some more cards and a list of locations and activities. V4.2 (1-6-00) Added some new cards and a correction on backups. V4.3 (1-6-00) Yay! A few more cards added. V4.4 (1-7-00) Added a couple more cards (I only need info for 8 more) and a few cross company backups. V4.5 (1-9-00) Yeah!!! The card list is complete! Yahoo! V4.6 (1-18-00) Added some more info on a few various cards. Added a list of rare cards. Added more sites that have this FAQ. Added some other misc. tips. This FAQ is now pretty much complete. The only stuff I need are clarifications on any of the poorly translated cards, and if anyone has misc tips on using individual cards, send em' in. I also need info on ? backups. V4.7 (1-23-00) Added some individual card strategies, and some interesting tidbits in the misc. section. V 4.8 (2-17-00) Added a few card strategies and ? backups. Added a section for people to send in their favorite decks and/or card combos. V5.0 (2-18-00) Added most of the ? backups, with help from M Meevasin's FAQ. Added ratings for many of the cards, added one more reader strategy. V5.1 (2-24-00) I added in what I think are the last of the ? backups. Added better descriptions of a couple of cards. Also, I plan to write a final version of this FAQ soon, probably around the end of March, so anyone who wants to send in Card info, or strategies, or whatever, send em' in ASAP. V5.2 (3-5-00) Added a new section, Expert Card Analysis. So far it has sections: Best Character and action cards, and card comparisons, where I compare some of the top cards in the game to other cards similar to them. Added in some reader decks and strategies. Added in my own personal decks. Added in some strategies sent in by Jet3000 V5.3 (3-19-00) Added in some strategies and decks sent in by readers. V5.4 (4-1-00) To celebrate my achieving 100% in this game, here's a new update. Added in some reader decks, and strategy and the other usual goodies. Added an obsolete section for some cards, which shows if there are certain cards that make the one being described obsolete. I also added what game the card comes from for some cards. More will be added later V5.5 (4-9-00) Added some origins of character artwork for the action cards. V5.6 (5-17-00) Added a bunch of various items and corrections Final Version (6-18-00) Added in Birdie's backup which I had omitted (thanks to Francis Yuen and Bluedodo for pointing it out) Added in some other misc. trivia and tidbits) This will be the final version I do of this FAQ, as it's pretty much complete as far as I can tell. Thanks to everyone who has submitted info or strategies, as it has helped to make this FAQ much better. PLACES TO GET THIS FAQ www.gamefaqs.com www.geocities.com/~z-force (my site, may not be there right away, but go visit me anyway :P) http://vgstrategies.about.com http://www.digiweb.com/~dimension-sega/sngp/ http://ngpgo.homestead.com/ http://www.emuhq.com/kazuya www.ngpczone.com www.neogeopc.homestead.com http://www.ludus.it RULES OF THE GAME AND STRATEGY The basic object of the game is to knock your opponent down to zero HP. This is more complex than it sounds, but first we'll look at basic mechanics. Beginning of the Game At the beginning of the game, both you and your opponent will shuffle your decks. There can be up to 50 cards in a deck. Then, each player will draw 5 cards to form your opening hand. Then the order of players will be determined, at random. Strategy will be different for you depending on whether or not you go first or not. I believe it is more to your advantage to go first. The main advantage in going first is the fact that you can put out a powerful card and beat down anything that the computer puts out. In this manner, you can often quickly dominate and destroy foes. I've gotten several "perfects" by gaining the 1st play then putting out some powerful cards. What to do on your turn 1. Cancel freeze phase: Any characters of yours that are in freeze phase (see below) will be put back into regular phase 2. Draw a card: You must draw a card from your deck. If you don't have a card to draw, you lose 3. Main Phase: You can do any of these things during your turn, in any order a. Put a character in play: You can bring one player out during this turn, unless you already have 3 in play. Characters just put out cannot attack, or use their abilities on their first turn. You gain the SP listed on the card when you play it. b. Play a character for Back-up: You can play a back-up character if you have one. You may play a character into the ring and play a backup character on the same turn c. Use Action Cards: You may use as many Action Cards as you want, as long as you have the SP to play them. d. Use an ability: If you have a character with an [] ability, you may use it, however, it uses up SP and also freezes your character 4. You may attack with one or more of your characters. Attacking puts the character in freeze phase. More info on attacking below 5. After attacking, it is your opponents turn Commands Hand: Play a card from your hand. You may either look at the card or play it. Both Action and Character cards are brought out in this way. Search: Check out cards in play. You may look at cards in the ring, or also cards discarded by you and your opponent, and also the number of cards in you and your opponent's hand and/or piles. Info: A help screen if you will. Shows the definition of any of the terms you want. Attack: Attack with one or more cards. This ends your turn and puts any characters who attack in freeze phase. Ability: Use the [] ability of one of your characters. This puts your character in freeze phase End: End your turn. Attacking There is a lot of strategy involved in attacking. The basis of attacking is as follows. You select a character to attack. The opponent may either choose a character to counter, look at cards in the ring, or choose to take the attack. If another character chooses to counter, a battle ensues. Both characters do their remaining BP in damage to the other character. If either character is reduced to 0 BP, they are knocked out. However, the player themselves doesn't take any damage if they allow a counter attack to take place. Also, there are special ways to attack as follow: Multiple attack: You can have as many characters attack as there are in the ring. The good thing about this is that each character must be defended against, and anyone who is not counter-attacked will damage the opponent directly. The bad news is that all characters attacking will be put into freeze phase. You can have all of your characters attack, but they will all be in freeze phase, leaving you a sitting duck for the opponent's counterattack... unless... you take out all of the opponent's characters in the process. Union Attack: You may have multiple character do a union attack by using up SP. You can do a 2 character attack for 5SP or a 3 character attack with 10SP. The advantage to doing a Union Attack is that only one character can defend against it. Any excess damage is transferred to the opponent. In other words, if you attack with 1000 BP worth of attackers and your opponent counters with a 300 BP defender, that defender will be KO'ed and the opponent will suffer from 700 HP of damage. When doing a Union attack, characters with an O ability (such as Heidern) cannot use their powers. Defending When defending, you have the option to either choose defenders or take the attack(s) When countering, your character saves you from damage, but may be KO'ed themselves. If the opponent uses more than one attacker, you have to use on defender for each character if you wish to block. If you wish to counter a joint attack, you can only choose one defender to block the whole array. Strategy: Know when to defend and when to just take the damage. For example, if the opponent attacks with a 100BP attacker, just take the damage (unless it would kill you of course) This way, the near useless attacker is left sitting on the bench and they can defend your upcoming onslaught. My best strategy to go by is if you can do a bigger attack to the opponent by NOT countering your opponent and can still stand up to the attack, then don't defend. The opponents will be left helpless to defend against your upcoming onslaught. Abilities You have 3 kinds of abilities, they are as follows. [] (square) ability: These abilities have to be selected to be used. They put the character in a freeze phase and also use up your SP in many cases. (Example: Ryu) /\ (triangle) ability: These abilities are used as soon as the character is brought into play (Example: Leona) O (circle) ability: These abilities are used as long as the character is in play (Example: Ken) Backing up other characters You may play certain cards on anyone character to back them up. This eliminates the character you are using, but increases the character being backed up by 300 BP. This is useful in certain situations. Some things to keep in mind: The character receiving backup does not enter the freeze phase and can still be used to attack that turn. Also, you do not gain SP for playing a backup card. The best instance to use a backup card is when the character you are using for backup has 300 BP or less. For example, I wouldn't waste Ken, who has 700 BP, to increase Ryu's powers by 300. However, I would (and often do) use Juni to back up Juli, since Juni only has 300 BP. In my mind, Juli with 600 BP is better than the both of them with 300 BP each. You can then use the open slot to put out another, more powerful card. Some characters have a ? in their backup list. The kid in Neo Geo land tells you that you can backup an SNK character with a Capcom card and a Capcom card with an SNK card. However, the following info was sent to me by Komejin regarding ? backups. When a Capcom card has a "?" in its Backup section, it does not mean that *any* SNK card can back it up; it means that you have to discover which SNK character will successfully back up the Capcom card. You can replace SNK for Capcom and vice versa to get a similar statement concerning the SNK card with "?" in their Backup list. For example, Terry has a "?" in his Backup list, under Andy (who is also an SNK card). It turns out that Ryu from Street Fighter (the card with 1000 BP/3 SP) can back him up. Ken can't. Neither can any other Capcom card. This makes sense (sort of) as Terry is like the Ken of SNK (according to the fighting game SNK Vs. Capcom: Match of the Millenium), and so Ryu would back him, as Ryu backs up Ken, and Ken wouldn't back up himself or someone like him. In other words, you have to make some educated guessed as to who is going to fill the question marks. Good luck. Options: These are given to you when pressing the Option button on your NGPC. Status: You can check your playing record, the amount of time you've played, the coins you possess, etc. Card: This is an important option. You can do the following things: Arrange Deck: This allows you to change the cards that are in your deck. You can take out cards you don't want anymore and replace them with newer, better ones. Remember to SAVE the changes you make to your deck. You can also make a new deck if you have 50 extra cards. Card Album: You can look at all the cards that you have and admire the beautiful artwork... and also check out the powers and stuff that they have. Game Deck: Select the deck to use in play. Deck Name: Give a cool, badass sounding name to your deck. Save: This one's pretty obvious... Message: Change the message speed. Not too exciting VS Mode: If you have two games, you can link em up to trade cards and also play others. You can also send your card total data to SNK vs Capcom: Match of the Millennium, which I assume unlocks various secrets in that game. Ways to get cards Winning games: When you beat an opponent, you get some cards, usually 3. If you beat a level boss, you get 5 cards usually. When you play your intro game (I don't think you have to win) The 1st opponent you play will give you a card, often a really good one. Game Machines: Certain machines, such as the crane game give you a card if you win. These are pretty much luck. If you find a crane game with a card, keep chugging away till you get it. Sometimes you can get decent stuff. Card Trading Machine: If you have a bunch of junky cards, you can trade them here. You can trade either 10 D cards or 5 C ones to get another card. The card is random, it may be good, or it may be trash. Card Trading Shops: You can trade away 3 cards of the same rarity in order to purchase another card, which is usually good. Misc. Tips I don't have much yet, except to mention that you can turn off the game in the middle of a match, then restart from the turn of that game where you left off. This is useful if the batteries start to die and you are in the middle of a game. You can turn it off, replace the batteries, and restart from where you left off in the match. Oh, here's the exciting storyline of this game... (quoted from the instruction manual.) The World has been struck with "SC Card Fighters' Clash" fever after company S and C released this popular game. In every nation and continent, players obsessed with collecting all cards gather day and night to compete. In the midst of this mania, the companies have opened an official tournament, "SC Card Fighters' Clash." From experienced players to novices, all have joined and are playing to win. Well, then, are you ready for the challenge? Another thing... to qualify for the tournament, you must gather 5 coins from each of the locations. You get them by beating each area's champion. Once you get all 5 coins, you move on to Neo Geo Land to participate in the tournament semifinals. You must beat 3 opponents in a row. (Each one you win gets you 5 cards) If you beat all 3, you can move on to Las Vegas to face the champion. Beat him, and you get the 6th coin and win the game. You can go back into it and continue to challenge people and get cards. You get a different title screen upon reaching 50% card completion and a second one at 90%, and supposedly a third one if you get 100% LOCATIONS SC Park: There is a card machine here. Inside the mansion are two players. Mikami and Yuri. After beating them both, you play the zombie to get the coin here. After getting the coin, you can go upstairs to play the zombie again. There is a door on the far left downstairs. After either beating the game or getting the 1st 5 coins (not sure which) you can talk to the guy on the upper left corner and buy the Ryu and Kyo cards. After buying both of them, he'll start selling various A cards. Lost World: There is a Card Machine and Card Trading Shop here. There is a guy called Nori you can play here. The area boss is called Fo, and she looks almost exactly like Chun Li. Joy Joy: You can play the Crane Game here on the SNK version. You can play a guy called Taka here. The area boss is the Kid. There is also a card trading shop. Plaza Capcom: You can play the Crane game here in the Capcom version. The area boss is named Kana. Before playing her, you must beat 3 jobbers, they are Saki, Yuki, and Aki. After winning the coin here, you will have a bout with your rival. If you beat them, you get a good card. Neo Geo Land: You can play against Mika and Take here. Both of em' are chumps, and an easy source of cards. On the lower level, talk to the kid playing the game on the upper right corner and play against him to hear special music. As confirmed by Mark Franklin, this is Athena's music from KOF. Actually, you are playing the kid in KOF. Upstairs you can play in the Choopy tournament. You must beat Nonaka, Keiko and Harumi to get the coin here. After beating them, you can come back and play them for cards. Neo Geo World: After winning the 1st 5 coins, you can go here. At first you must beat 3 opponents in a row to advance past the semifinals (And these guys are TOUGH) If you lose, you exit the area and must start the semis over again. You do get 5 cards for anyone you beat which is a plus. When you win, you can scope out the whole area. There is an auction going on where you can get some rare cards. Also, to the left of that area is a hidden guy. If you beat him in the SNK version, you get the almighty Geese card. You can play him again later to get random cards. To the right of the semi final area is an escalator which takes you to another area. After winning the game, you can play your rival in a special match where your decks are mixed together. If you beat him you get some cards. In the main hall off to the right is an arcade. There is a crane game there. You can get the Shadow card from it. Airport/Las Vegas: After winning the semifinals, you unlock this area. Here's where you play the finals. Beat this and you win the game. Your picture will be displayed and you can view the ending again by examining it. Also after winning, you can come back here and play in a special tournament. You play 4 guys in a row, and if you win, you get a rare card, along with random cards from beating each opponent. After beating this a few times, you can play in another tournament where you fight 20 guys in a row! You get random cards for beating each one, as well as a few B cards if you win all 20 games. Mask: This guy shows up in different spots. I've seen him in Vegas and the Café in Neo Geo World. If you beat him (he's tough) you get some cards. Beat him enough times and get super rare cards. Getting the rare S cards: Here is a list of how to get the various S cards. This list was taken from Pocket Pocket, a nice Neo Geo Pocket site. They have a cool CFC guide with color pics of most of the cards. The URL is http://mailer.fsu.edu/~howard/p2/index.html S019 - Geese Fight Nishi after winning the semi-finals or won randomly fighting against Mask. (SNK versions). You mean I can get more Geese cards?!?! BWAHAHAHAHA!!! S037 - Nakoruru Trade for in auction or Trade 5 Galfords and 5 Rimnerel(C)s in a trading machine. S060 - Kyo Trade Chris (in Resident Evil mansion after winning the finals) for this card. It takes 3 class A~S cards. A pretty good card if you got the stuff to trade away. S061 - Kyo(P) Trade for this card in the auction after winning semi-finals. It takes 7 SNK class B cards chosen randomly each time. Unless filling out your album, I'd rather have the B cards than this one. S075 - Chizuru Received only via versus exhibition mode. Randomly found by either version. S081 - Orochi After winning the finals, win against Mask 10 times (in the SNK version) or 30 times (Capcom version) to receive Orochi. S091 - Akari(P) Found only via trading machines. S105 - Akari Trade Akuma and Akari(S) at the same time (both players need to Give Card at the same time). Akari(S) will transform into this card. C001 - Ryu Trade 3 class A~S cards to Chris (in the Resident Evil mansion after winning the finals). C020 - Chun-Li(A) Trade for this card in the auction, or trade 5 Cammy(A)s and 5 Ryu(A)s in the trading machine. C049 - Evil Ryu Trade for this card in the auction. It takes 7 Capcom cards of class B, randomly selected each time. Shuriken Zero sent in that it may take more than 7 cards to get him. I can attest to this, as it took me like 10 cards to get him. C073 - Jin Saotome Found only via the trading machines. C075 - Zero Akuma Trade Akuma and Akari(S) at the same time (both players need to Give Card at the same time). Akuma will transform into this card. C078 - Tessa Randomly won in versus exhibition mode. C115 - Lucifer After winning the finals, beat Mask 10 times (Capcom version) or 30 times (SNK version). C120 - Mech Zangief Won randomly from Mask, or beat Yosiki for the first time (Capcom version only). A035 - CURSE Trade Jubei to the guy in SC Park. You can also get this card from Mask. A045 - ROULETTE Trade King to the guy in NeoGeo Land. I think you can also get it in the 4 man Las Vegas tourney. A057 - SHADOW Found in the crane game at NeoGeo World or win it randomly playing against Mask. You can also get it in the 4 man Las Vegas Tourney A058 - TRI-QUIZ Trade Morrigan to person in NeoGeo World. You can also get it at the 4 man Las Vegas tourney. A059 - RESET BUTTON In the back room of Lost World (after the Dust Dragon breaks), use the broken trading machine 3 times. On the third time, it will break and ask if you want to hit it. Answer yes. You can also get it in the 4 man Las Vegas Tourney. A060 - DREGS Beat the finals. (i.e. Win the game) Here's some other misc. tips, courtesy of Pocket Pocket. Version Specific Cards - Only four non-rare cards from each version are only found in that version. For the Capcom side, they are Karin, Alex, akira, and Red Arremer. For the SNK side, they are Blue mary, Mr. Karate, Shiki(C), and Maxima. How to Get Cards from a Certain Series - After you beat the final tournament, the people you can fight will offer up cards based on series in some cases. You can use these characters to complete your set. They are: Nori (Lost World) - Street Fighter Series. Nonaka (NG Land) - King of Fighters Series. Take (NG Land) - Fatal Fury / Art of Fighting Kana (Plaza Capcom) - Darkstalkers series Mika (NG Land) - Capcom Arcade Harumi (NG Land) - Samurai Showdown The Trading Machines - SC Park's trading machine has more 'D' class cards than the Lost World one, but when you get a good card, it is normally an 'A'. The Lost World has a lot less 'D' cards, and a lot more 'C' and 'B' cards. Akari(P) and Jin Saotome can only be gotten via trading machines. How many cards per version? - You can get up to 291 cards using just a single version. To get the rest you need to trade with an opponent. Auction - After winning the semi-finals, in the same room you played your opponents will now be an auction. You can use your cards to buy Kyo(P), Evil Ryu, Chun-li(A) and Nakoruru (last two are found elsewhere in addition). Yosiki - After winning 5 medals, Yosiki will start showing up at different locations through the game. When you fight him, he has the exact same deck as you, which can make things difficult. However, the first time you beat him in the Capcom version, you'll net yourself a Mech Zangief. To beat him really easily, modify your deck to include characters without special abilities. Trading with Folks - Occasionally, in the game, you'll come across a person or two who will offer to trade you for a card you have. Trading Jubei at SC Park will net you the Action Card Curse. Trade King at NeoGeo Land and you'll get Roulette. Trade Morrigan at NeoGeo World and you'll get Tri-Quiz. All of these cards you get are S-class Action Cards. Cabinet in Lost World - Forgot to put this in earlier. After opening the back room in Lost World (by breaking the Dust Dragon), there is a cabinet which you can't open. After beating the final tournament, Mask will randomly show up in the room. When he is is in the room, you can open the cabinet safely. You will get a MEGA CRUSH card. Trivia Tidbits: These were sent in by Kevin Eav: In Neo*Geo Land: Nonaka is really Kyo's voice actor, Masahiro Nonaka. Ikoma is really the voice actress for King, Nakoruru, and a couple other characters: Ikoma Harumi. In SC Park, Yuri in the mansion is probably Amano Yuri, a famous VA (she probably does Ibuki in SF3 but I can't confirm that yet; I have seen her name in the ending credits, but they don't give the characters.) In Lost World, The music is from the game Forgotten Worlds, an old CAPCOM shooter; when you go to Sylphy, I suspect she's the shop owner in that game, and the music is the same as the shops in the Forgotten Worlds game. Akiman does artwork for Capcom. I suspect (can't confirm yet) that Kana is a Chun-Li voice actress. Here's some more trivia sent in by Razorclaw X - Keiko (the girl you can play against at the Neo Choopy Fighters table) is Kamitani Keiko, who voices Rimururu from SS64 on (which is likely why most people don't notice this because the later SS games are rare). - Amano Yuri provides the voice for Hokuto in the Street Fighter EX series; I doubt she gives voice to Ibuki. However, seeing as how Hokuto is nowhere in the game you've got to wonder about it. It's likely because she voiced Tessa (this tidbit I got off an Amano Yuri shrine... I guess it takes all kinds). - Take and Mika in the Neo Geo Land arcade are likely the characters that appear in KOF'98 Japan stage under certain conditions by winning with Choi. I know there's a lot more to them than that, though, but I'm not the one to ask. - Yagyu in the SC park may be someone who works for SNK. Another Trivia tidbit sent in by Nick Bennett Mikami in the Capcom Resident Evil mansion is probably meant to be Shinji Mikami, the creator of the Resident Evil series Tricks sent in by Jet3000 Always the united: Let's say you have a 100 BP, a 300 BP and a 1800 BP in the ring, and the cpu has one character defending (let's just say 1500 BP for the cpu). You can unite the 2 lower cards and attack separately with the 1800 and the cpu will always defend against the united attacks, while you dish out 1800! Works all the time. Messing up: If you mess up during your turn, let's say you want to use a back up character but accidentally place the card in a position instead, you can always shut off the game and restart it and it'll start you in the beginning of your turn. Peeking for free: It's your turn, or you start out, and you have a Billy card or Sagat (one who can see the cpu's hand) Use that card, look at the cpu's hand, plan some strategy, and shut off your game/turn it back on. The cpu still has the same cards, and you know what he's got! I mean don't you hate it when they surprise you with a Wild Iori!? This trick was sent in by Shuriken Also, I found another little BGM trick. One girl asks you to trade a Chun-Li card for a Terry card in Plaza Capcom. After you trade to her, go to the machine sitting opposite her, and you 'play' a game of 'Street Champion'. A nice version (better than MOTM's in my opinion) of Chun-li's music will start playing. Here's another trick sent in by Mac Gerling, regarding the hand sort feature. As you may know, during a game, you can press option to sort out your hand. The method used for sorting is it sorts them where the SNK cards go first, according to card number, then the Capcom cards, by card number, and finally the action cards, by card number. CARD LIST: Finally, I got this bad boy done. I try to provide some tips on how to use different cards and their powers. This is very tough to do with D cards with no powers however... About Ratings: The card ratings are on a scale of 1 to 5 stars, and are listed under the comments section. Some times I will list 2 ratings for a card, like this. ****/** This is read as the first rating being for early stages of the game, and the second one is for the late stages of the game (such as the semifinals and up) As you know, some cards are very useful at the start, but aren't very useful later on. (Leona is a good example) About Obsolete: Some characters will have an Obsolete section. This means that there is a certain card that is more powerful than the card being mentioned, but with the same power (Examples: Ryu is better than Ryu(A) and Terry is more powerful than Ken) Series Cards: The following cards belong to a certain series of games. Others will be listed under their card name. Capcom 1-49 Street Fighter 50-68 Darkstalkers 69-72 Star Gladiators 73-75 Cyberbots 76-79 Warzard (sent in by The Boom Balloon) 81-88 Rival Schools 89-93 Power Stone 96-98 Final Fight 99-102 Captain Commando 103-106 Resident Evil 107-112 Mega Man SNK 1-19 Fatal Fury 20-30 Art of Fighting 31-59 Samurai Showdown 60-87 King of Fighters 88-105 Last Blade 114-117 Metal Slug 118-119 Top Hunter CAPCOM CARDS Card Number: C1 Card Name: Ryu Rarity S BP: 1000 SP: 3 Helpers: Ken, Terry Special Ability: Shinku Hadoken: Draw one Action card and trash it. Do 500 damage to one enemy. Comments: Unlike the chump Alpha Ryu, this guy is the real deal. Twice the BP and his special power may actually be worth dumping an Action card for. (****1/2) Card Number: C2 Card Name: Ken Rarity C BP: 700 SP: 2 Helpers: Ryu (a), Sean Special Ability: O Rage Wave: Keeps character out of Freeze Phase, even after attacking Comments: A very powerful card because it can attack and defend on the next turn. (*****/***) Obsolete: Terry Card Number: C3 Card Name: Chun Li Rarity B BP: 500 SP: 0 Helpers: Hibiki Special Ability: /\ S.B. Kick: Uses all SP. All other characters on both sides have BP reduced to 100 Comments: You can still use her power even if you have 0 SP. The best time to play her is when the opponent has several powerful guys out, and you have fairly weak ones. (***) Card Number: C4 Card Name: Guile Rarity B BP: 700 SP: 4 Helpers: Charlie Special Ability: O Somersault Kick: Neutralizes all /\ abilities. Comments: This is a great card! Not only does he have excellent stats, but it can screw over the enemy's goofy /\ powers! Keep in mind that it neutralizes your powers as well. (****) Card Number: C5 Card Name: E Honda Rarity D BP: 500 SP: 1 Helpers: Sodom, Kyoshiro Special Ability: None Comments: Nothing special here, but decent BP (**1/2 / *) Card Number: C6 Card Name: Blanka Rarity D BP: 400 SP: 1 Helpers: Dan, Sakura, Sasquatch Special Ability: None Comments: A pretty uninteresting card... (*) Card Number: C7 Card Name: Dhalsim Rarity D BP: 400 SP: 3 Helpers: Necro, Anakaris, Roddy Special Ability: /\ Enlightenment: See the top card of your deck. Card can be put at the bottom of the deck. Comments: An OK special power, but nothing great. Can certainly be replaced with better cards once you get them. (**1/2 / *1/2) Card Number: C8 Card Name: Zangief Rarity C BP: 700 SP: 2 Helpers: R. Mika, Haggar Special Ability: None Obsolete: Ken Comments: This is a great card! It has a lot of BP plus gives a couple SP as well. A good bruiser card or a wall (**** / **) Card Number: C9 Card Name: Balrog Rarity C BP: 600 SP: 0 Helpers: Rick, Rob Python Special Ability: None Comments: A decent bruiser card, but not much else. (**1/2 / *1/2) Card Number: C10 Card Name: Vega Rarity C BP: 500 SP: 3 Helpers: Genan, Choi, Lee Pylon Special Ability: None Comments: Nothing too great, but a decent backup card due to his decent stats. (**1/2) Card Number: C11 Card Name: Sagat Rarity B BP: 1000 SP: 2 Helpers: None Special Ability: /\ True Power: Each Player discards all Action cards in hand after showing hand to the enemy Comments: Sagat can provide excellent offense and defense. Also, you get to see the opponent's hand, which is an advantage. Best played if you don't have any Action cards. (****) Card Number: C12 Card Name: M. Bison Rarity B BP: 800 SP: 4 Helpers: Cammy (a), Juni, Juli Special Ability: /\ Evil Charisma: Shuffles deck after adding one Juni and Juli card to your hand. Comments: His special power allows him to put some immediate backups for himself into your hand, but even without Juni and Juli, Bison is still great for his stats alone. (****) Card Number: C13 Card Name: Dee Jay Rarity D BP: 300 SP: 3 Helpers: Duck King, Bob, Kyoshiro Special Ability: None Comments: Nothing special here. A useless card, except maybe early on. (*) Card Number: C14 Card Name: T. Hawk Rarity D BP: 400 SP: 3 Helpers: Rick, Nakoruru (C ), Nakoruru Special Ability: None Comments: A highly average card. (*1/2) Card Number: C15 Card Name: Fei-Long Rarity D BP: 400 SP: 3 Helpers: Wang-Tang, Hon Fu, Lee Rekka Special Ability: None Comments: A decent card because he has decent BP and also gives you a fair amount of BP as well. (*** / * 1/2) Card Number: C16 Card Name: Cammy Rarity D BP: 300 SP: 4 Helpers: Chun Li, Chun Li (a), Sakura Special Ability: None Comments: Not too special of a card, but it's and OK one to use. (**1/2 / * 1/2) Card Number: C17 Card Name: Cammy(A) A = Alpha Rarity D BP: 300 SP: 3 Helpers: M. Bison, Chun Li, Sakura Special Ability: /\ Spy: See top card of enemy's deck. Can be put on bottom of enemy's deck Comments: Not great stats, but her special ability can mess with the opponent nicely (**) Card Number: C18 Card Name: Akuma Rarity A BP: 800 SP: 0 Helpers: None Special Ability: /\ Shun-Goku-Satsu: Ko's 1 other character. Comments: This character has enormous offensive potential. Best time to play him is to shut out an opponent's powerful card, or when KO'ing another character would enable you to get some free hits. (*****) Card Number: C19 Card Name: Ryu (a) A = Alpha Rarity D BP: 500 SP: 1 Helpers: Ken, Sakura Special Ability: [] Hado-ken: Draw 1 action card from hand and discard it. Do 200 damage to 1 character Obsolete: Ryu, Chizuru Comments: His special ability is weak, since you must discard an action card to do it. Overall, a below average card, although 500 BP isn't shabby (***1/2 / *1/2) Card Number: C20 Card Name: Chun Li (A) A = Alpha Rarity S BP: 500 SP: 2 Helpers: Charlie, Hibiki Special Ability: /\ Sorry! See up to 3 cards on top of enemy's deck. Pick 2 and discard them. Comments: A pretty useful card. You can trash the opponent's 2 heaviest hitters. (***1/2) Card Number: C21 Card Name: Guy Rarity B BP: 500 SP: 2 Helpers: None Special Ability: O Haya-Gake: Disable counterattack when enemy has one or no characters. Comments: I'm assuming that they're talking about the enemy's ability to counterattack. This is a pretty potent power since the enemy will have to have to have several guys out to defend. Pair him up with some big guys so that the enemy will have to have 2 or more people out to defend against them. Tips on using Guy from La Var J. Foxworth: Disable counter-attack when enemy has 1 or no character. This means that Guy, and Guy alone, can go through a counter-attack and directly hit the enemy only if there is one or no character cards on the enemy's ring. Using this ability is great only when you have first strike, have Guy in your starting hand, put him in the ring first and wait for your next turn to attack, regardless of what card your opponent put down except Shermie. Or when you have Guy in the ring and you can keep your opponent's ring full with only one card. (**) Card Number: C22 Card Name: Rose Rarity B BP: 600 SP: 5 Helpers: Guy, Rouge Special Ability: /\ Tarot Card: Draw 4 Cards, then discard 3 from your total hand. Comments: This is a very good card. She has good stats, and also a good special power. Rose is best played when you have a hand full of junk. This way you can get some new cards, and throw away your trash. (***1/2) Card Number: C23 Card Name: Charlie Rarity C BP: 600 SP: 3 Helpers: Guile, Chun Li (a) Special Ability: None Comments: Overall, a good card to play, due to his high BP and fair SP bonus (****/**) Card Number: C24 Card Name: Sodom Rarity D BP: 400 SP: 1 Helpers: E. Honda, Rolento, Damnd Special Ability: None Comments: Blah... (*) Card Number: C25 Card Name: Birdie Rarity D BP: 500 SP: 0 Helpers: Zangief, Mech Zangief, Duck King Special Ability: Comments: Useless, except for his 500 BP giving him some offense and defense. I certainly wouldn't waste Zangief on backing him up either... (*1/2) Card Number: C26 Card Name: Adon Rarity D BP: 300 SP: 3 Helpers: Joe, King Special Ability: None Comments: Not very useful all around, except maybe to take a beating from someone. (*) Card Number: C27 Card Name: Dan Rarity B BP: 500 SP: 2 Helpers: Blanka, Ryo, Mr. Karate Special Ability: /\ What Gives? Decreases enemy's SP by 6. Comments: So-so stats, but his special power can put a hurt on the enemy if used at the right time. (**1/2) Card Number: C28 Card Name: Sakura Rarity C BP: 500 SP: 3 Helpers: Hinata, Shingo Special Ability: /\ Sakura Fight: BP doubled if player's life is at 1000 or less Comments: A great card, especially when you are weakened, as it gives Sakura 1000 BP to wreak havoc with, so try to save it till then. (****/**1/2) Card Number: C29 Card Name: Gen Rarity D BP: 400 SP: 0 Helpers: Lee, Lee Pylon, Chin Gensai Special Ability: /\ Changing School: Shuffles deck after returning all discarded Action cards to it. Comments: Like Lilith, except for Action cards. May be useful if you put lots of Action cards into your deck. (*1/2) Card Number: C30 Card Name: Rolento Rarity D BP: 300 SP: 3 Helpers: Sodom, Damnd, Heidern Special Ability: None Comments: Pretty much useless, unless you throw a couple of backups on him. (*) Card Number: C31 Card Name: Karin Rarity C BP: 500 SP: 2 Helpers: Sakura, Dan Special Ability: O Hou-Shou: Decreases enemy's life 200 points when she is counterattacked. Comments: A pretty decent card. Her ability assures you of doing some damage to the enemy, even if she is countered. (***/ **) Card Number: C32 Card Name: R. Mika Rarity D BP: 400 SP: 0 Helpers: Zangief, Alex, Tsugumi Special Ability: None Comments: Only useful to back up Gief' She doesn't give any SP, which really hurts. (*) Card Number: C33 Card Name: Juni Rarity D BP: 300 SP: 2 Helpers: M Bison, Cammy (a), Juli Special Ability: None Comments: An average card. I like to save Juli and Juni to back each other up... (***/*) Card Number: C34 Card Name: Juli Rarity D BP: 300 SP: 2 Helpers: T Hawk, Cammy (a), Juni Special Ability: None Comments: See above. I prefer to play Juli first, cause I think she's better looking, but that's about it. (***/*) Card Number: C35 Card Name: Alex Rarity C BP: 600 SP: 0 Helpers: Zangief, R. Mika Special Ability: O S. Headbutt: When this character damages the enemy, AC Cards can't be used in the enemy's next turn. Comments: Nothing special, either stats wise or special power wise. (**) Card Number: C36 Card Name: Yun Rarity D BP: 400 SP: 2 Helpers: Fei-Long, Yang, Lee Rekka Special Ability: None Comments: Nothing too special here. (*1/2) Card Number: C37 Card Name: Yang Rarity D BP: 400 SP: 2 Helpers: Fei Long, Yun, Lee Rekka Special Ability: None Comments: Exactly the same card as Yun, except with a different pic... (*1/2) Card Number: C38 Card Name: Sean Rarity D BP: 400 SP: 1 Helpers: Sakura, Shingo Special Ability: O Sore Loser: Pick 1 card if your cards are less than the opponent's at the end of the turn Comments: Not too good a card, but an OK special power which can close the gap in card advantage. (**1/2 /*1/2) Card Number: C39 Card Name: Oro Rarity C BP: 300 SP: 3 Helpers: Ryu Special Ability: Tengu Stone: BP increases by 100 each time enemy adds card to their hand Comments: Weak at first, but can become a monster if you keep him in play long enough. (**) Card Number: C40 Card Name: Elena Rarity D BP: 400 SP: 3 Helpers: T.Hawk, Bob, Nakoruru (C ) Special Ability: [] Healing: Discard one Action card in your deck, and recover 300 HP Comments: Pretty good for a D card. Her special ability is useful if you have Action cards you don't need. (***/ *1/2) Card Number: C41 Card Name: Ibuki Rarity C BP: 400 SP: 4 Helpers: Sakura, Hinata, A. Asamiya Special Ability: None Comments: A pretty decent card with both fair BP and good SP (**1/2) Card Number: C42 Card Name: Necro Rarity D BP: 400 SP: 0 Helpers: Dhalsim, Anakaris, Roddy Special Ability: None Comments: Pretty much useless, especially since he gives no SP (*) Card Number: C43 Card Name: Makoto Rarity C BP: 400 SP: 3 Helpers: Ryo, Mr. Karate Special Ability: O Yell: Nullifies damage when this character counterattacks a United attack. Comments: Useful if the enemy goes for a united attack, I guess. (**) Card Number: C44 Card Name: Q Rarity C BP: 500 SP: 0 Helpers: Huitzil, Mech Zangief Special Ability: None Comments: Junk... mediocre BP and no SP. And why the hell would you waste the might of Mech Zangief to back up this turd. (*) Card Number: C45 Card Name: Twelve Rarity C BP: 100 SP: 0 Helpers: The Wanderer, The Ump Special Ability: O X.C.O.P.Y. When this character counterattacks, BP equals that of the enemy. Comments: May be useful for defense, but I wouldn't waste card space on it. According to Call me Ishmael, this card is useful for defense because it can totally counter an opponent's attack, even if it is unified. In other words, if the opponent unifies Zero Akuma and Mech Zangief (Total BP 2700) then Twelve will gain 2700 BP and wipe them both out. (***) Card Number: C46 Card Name: Remy Rarity B BP: 700 SP: 0 Helpers: Guile, Basara Special Ability: O Revenge: Both players lose 1 SP for each card in their hand at the beginning of a turn Comments: Good if the opponent has a lot of cards and/or a lot of SP and/or if you don't have many cards in your hand. Good BP as well. (**1/2) Card Number: C47 Card Name: Retsu Rarity D BP: 200 SP: 4 Helpers: Donovan, Nicotine, Gaira Special Ability: None Comments: Pretty useless except for the 4 SP (*) Card Number: C48 Card Name: Lee Rarity D BP: 200 SP: 3 Helpers: Gen, Lee Pylon, Chin Gensai Special Ability: None Comments: Very much useless, unless you put him out for SP, then back him up with Gen (*) Card Number: C49 Card Name: Evil Ryu Rarity S BP: 700 SP: 3 Helpers: None Special Ability: /\ Evil Energy: KO's one character in Freeze Phase Comments: Not quite as useful as Akuma, since Akuma can KO any character, not just one in Freeze phase. However, he is useful when paired with Puppet or another card that can Freeze people. (****) Card Number: C50 Card Name: Demitri Rarity C BP: 500 SP: 4 Helpers: Morrigan, Morrigan(P), Red Arremer Special Ability: [ ] Midnight Bliss: KO one of your characters to draw 1 card. Comments: Pretty good stats. His special power is useful to rid your ring of a guy with 100-200 HP (***) Card Number: C51 Card Name: Morrigan Rarity B BP: 700 SP: 5 Helpers: Lilith Special Ability: O Life Sucker: Regain HP whenever you damage the enemy directly. Comments: An EXTREMELY powerful card. Try to make the enemy take it. The computer will usually defend against a more powerful attacker, so then you can regain some HP. Example. You have Sagat (1000 BP) and Morrigan. If the enemy can only block one card, they will probably guard Sagat. Morrigan will then damage the enemy for 700 points and you will regain 700 HP in return. You have just went ahead in the damage race by 1400 points! (*****) Card Number: C52 Card Name: Morrigan (P) Rarity A BP: 700 SP: 5 Helpers: Lilith Special Ability: [] Goodnight Kiss: KO's one of your characters. Raise SP by 8 Comments: Her stats are as good as the other Morrigan's but her power isn't quite as useful IMO. However, this is one of the most efficient ways to get rid of a guy who is almost dead. Either Morrigan is useful to have. (****) Card Number: C53 Card Name: Jon Talbain Rarity D BP: 400 SP: 3 Helpers: Felicia, Nakoruru (T) Special Ability: /\ Seething Blood: Randomly raises or decreases BP by 300 Comments: This card is too unreliable to be useful. If his power increases, he's no better than Zangief, if his power falls, you have an inept 100 BP person on your bench (*) Card Number: C54 Card Name: Lord Raptor Rarity D BP: 400 SP: 2 Helpers: Zombie, Zombie, Mukoro Special Ability: Comments: The only good thing about this guy is that you can put 2 zombies on him as back up. Otherwise, he's worthless (*) Card Number: C55 Card Name: Viktor Rarity C BP: 700 SP: 0 Helpers: Zangief, Haggar Special Ability: None Comments: A good bruiser card. Though he gives no SP, he does have 700 BP to work with, enabling him to cause/absorb some damage (**). Card Number: C56 Card Name: Felicia Rarity B BP: 500 SP: 2 Helpers: Al & Iven, Cham Cham Special Ability: [] Sidekick Art: Randomly draw 1 Action card from deck. Comments: Useful for filling your hand with action cards, not bad BP either. (***) Card Number: C57 Card Name: Sasquatch Rarity D BP: 400 SP: 1 Helpers: Blanka, Rimnerel (C ), Rimnerel (T) Special Ability: None Comments: Pretty useless, though he does have some versatility when backing him up. (*) Card Number: C58 Card Name: Bishamon Rarity D BP: 300 SP: 4 Helpers: B. Hayato, Zankura Special Ability: /\ Regretful Lop: Ko's all other characters in your ring. Gain 300 BP for each KO'ed character. Comments: Only play him when your side is full of weaklings. (*1/2) Card Number: C59 Card Name: Anakaris Rarity C BP: 600 SP: 0 Helpers: Dhalsim, Necro, Roddy Special Ability: /\ J.O.T.P. All characters lose their abilities, including him. Comments: A nice card if the opponent is screwing you over with crappy special powers. Pretty good BP as well. (**1/2) Card Number: C60 Card Name: Rikuo Rarity D BP: 400 SP: 4 Helpers: Genjuro, Sougetsu Special Ability: None Comments: A pretty nice card. Fair BP, and also gives a good amount of SP as well. Don't hesitate to throw one or two into your deck. (**1/2) Card Number: C61 Card Name: Huitzil Rarity C BP: 700 SP: 1 Helpers: Huitzil, Huitzil Special Ability: None Comments: Good BP, but that's about it. (**1/2) Card Number: C62 Card Name: Pyron Rarity B BP: 800 SP: 2 Helpers: Lucifer Special Ability: O Cosmo Power: SP rises by 3 at the end of your turn if SP is lower than enemy's Comments: An all around great card. Best played when behind in SP obviously. (****) Card Number: C63 Card Name: Hsien-Ko Rarity C BP: 400 SP: 5 Helpers: L. Raptor, June, Mai Ling Special Ability: None Comments: This card has good points to offer you. Also, putting some backups will make her quite powerful. Rouge, Michelle, and other 5 SP cards are obsolete once you get this card. (***) Card Number: C64 Card Name: Donovan Rarity C BP: 500 SP: 4 Helpers: Retsu, Nicotine, Gaira Special Ability: [] Change Immortal: Draw 1 card and trash it. Donovan's BP rises 300 pts. Comments: This guy's power can keep him in the fight for a long time... just be careful, cause you may throw some powerful cards in the dumpster to use his power. (**1/2) Card Number: C65 Card Name: Jedah Rarity C BP: 500 SP: 4 Helpers: Q-Bee, Lilith Special Ability: O P.D.C.: Draw one card when he damages enemy directly. Comments: He is a pretty good C card. He has good stats and an OK power. (***) Card Number: C66 Card Name: B.B. Hood Rarity A BP: 500 SP: 3 Helpers: Ukyo Special Ability: [ ] Apple for You: KOs everyone but this character, shuffles deck when this character's returned to deck. Comments: Actually, this card isn't printed right. She KO's one of the opposing characters, then goes back into your deck and shuffles it. This is a useful power in the right situation. (***1/2) Card Number: C67 Card Name: Q-Bee Rarity B BP: 600 SP: 3 Helpers: Q-bee, Q-Bee Special Ability: /\ Plus B: Shuffles the deck when you have all Q-Bee cards (In other words, you pull any other Q-Bee cards you have out, then shuffle the deck) Comments: Can summon an army of Q-bees to help you. If you are going to use this card, then have two or three in your deck. Q-Bee is a has decent stats in her own right, and can also be played to back herself up. (***) Card Number: C68 Card Name: Lilith Rarity D BP: 400 SP: 0 Helpers: Morrigan, Morrigan (p) Special Ability: /\ Becoming one: All discarded characters are returned to the deck. Deck is shuffled Comments: Save this card if you can till you really need it. The ability to revive all your discarded characters is not one to be taken lightly. (**1/2) Card Number: C69 Card Name: Hayato Rarity C BP: 700 SP: 1 Helpers: June, Ryu(B) Special Ability: / \ Ashura: Discards all AC cards in hand, gain 200 BP for each discarded card Comments: If you have a lot of AC cards in your hand, then bring this bad boy out. He'll become a super heavyweight, capable of ripping foes to shreds. (**1/2) Card Number: C70 Card Name: B. Hayato Rarity C BP: 500 SP: 1 Helpers: Bishamon, Ryoma, Jubei Special Ability: None Comments: A fair fighting card, and also gives you an SP to boot. Not too bad... (*1/2) Card Number: C71 Card Name: June Rarity C BP: 400 SP: 3 Helpers: Hayato, Mai Ling, Xiang Fei Special Ability: None Comments: An average card, nothing great, but nothing horrible either (**) Card Number: C72 Card Name: Rain Rarity C BP: 600 SP: 2 Helpers: Karin, Charlotte Special Ability: /\ Back off! One of your characters (or this one if you have none out) is returned to the hand. Obsolete: Yashiro Comments: This is a powerful card, and also allows you to return a powerful but wounded character to your hand. If you have a strong card that is weakened, play her, then you can bring em' back with full health on the next turn, or save it for later (***1/2 / **1/2) Card Number: C73 Card Name: Jin Saotome Rarity S BP: 800 SP: 4 Helpers: Blodia, Blodia, Blodia Special Ability: [] Saotome Dynamite: KO's this character and 1 enemy character Comments: A good card for his stats, and when he is about to die, he can take any opponent of your choice down with him. An excellent card. (****1/2) Card Number: C74 Card Name: Blodia Rarity D BP: 1000 SP: 0 Helpers: Jin Saotome Special Ability: /\ Energy Cost: Uses up 10 SP. If you don't have 10 SP, Blodia is KO'ed Comments: If you have 10 SP to dump, go ahead and play this guy. 1000 BP is nothing to sneeze at, and can provide good defense for you on the opponent's next turn. (*** / *) Card Number: C75 Card Name: Zero Akuma Rarity S BP: 1500 SP: 0 Helpers: Akuma Special Ability: None Comments: SNK has Geese, Capcom has this bad boy. Again, nothing fancy, but who can argue with 1500 BP? (*****) Card Number: C76 Card Name: Leo Rarity D BP: 500 SP: 2 Helpers: Shigen, Shishiou Special Ability: None Comments: A pretty good common card. 500 BP is no slouch, and he also gives some BP to further your mighty efforts. (*** / * Card Number: C77 Card Name: Kenji Rarity D BP: 300 SP: 3 Helpers: Ibuki, Ginsu the Ninja, Hanzo Special Ability: None Comments: More garbage. (*) Card Number: C78 Card Name: Tessa Rarity: S BP: 300 SP: + 2 Helpers: Al & Iven, Mai Ling Special Ability: [] Solar Cane SP is not used up when using 1 AC card right after using this ability (for this turn only) Comments: Only useful in a Action card intensive deck, as her stats are pretty darn crappy. Not really useful considering the pain you must go through to get her. (**1/2) Card Number: C79 Card Name: Al & Iven Rarity D BP: 100 SP: 5 Helpers: Felicia, Tessa, Cham Cham Special Ability: None Comments: As you can see, this card is only useful because it provides 5 SP for you. (*) Card Number: C80 Card Name: Mai-Ling Rarity D BP: 300 SP: 4 Helpers: Hsien-Ko, June, Xiang Fei Special Ability: None Comments: A pretty boring card, though it has a variety of backups. (*1/2) Card Number: C81 Card Name: Batsu Rarity C BP: 600 SP: 3 Helpers: Kyosuke, Hinata Special Ability: O Boiling Blood: All characters in ring can use [] abilities in this turn. Comments: I'm not sure I understand his special power, but his stats are pretty good, making him a solid card. Here's a description of this card, sent in by La Var J. Foxworth: All characters in the ring can use square abilities in this turn. Was this means is that for example, you have Batsu in the ring and you put Jin Saotome in the ring, you can use Jin's S. Dynamite ability to destroy your opponent's card one move early. This is good when you want to use a character's square abilities just when you put a character into the ring. (**1/2) Card Number: C82 Card Name: Kyosuke Rarity B BP: 600 SP: 3 Helpers: Batsu, Hinata Special Ability: O Cool Decreases AC card cost by 2 for both players. Comments: Not a bad card but his power helps the enemy as much as it helps you. (***) Card Number: C83 Card Name: Hinata Rarity D BP: 300 SP: 2 Helpers: Sakura, Batsu, Kyosuke Special Ability: /\ Go for it!: Raise 1 characters BP by 200 Comments: Early on this card has potential, but can be dumped later for something better (like Duck King) (*** / *) Card Number: C84 Card Name: akira Rarity C BP: 500 SP: 5 Helpers: Sakura, Hinata, Daigo Special Ability: /\ Brother Search: Looks through deck for the 1st Action card, adds it to hand, then discards whatever you looked through Comments: Be careful, as you can throw away half your hand if you don't have many action cards in it. She is powerful however in battle, just watch that you don't deck yourself. (***) Card Number: C85 Card Name: AKIRA Rarity D BP: 400 SP: +3 Helpers:DAIGO, King, Kojiro Special Ability: NONE Comments: Nothing special, but OK stats for a D card (*1/2) Card Number: C86 Card Name: Daigo Rarity A BP: 800 SP: 0 Helpers: akira, AKIRA Obsolete: Geese or Zero Akuma (Because they only have 100 BP less than a powered up Daigo, and don't need to be played against a full ring. You may still want one of him in your deck. Special Ability: /\ Finish It! BP doubles when enemy has 3 characters in ring. Comments: Decent card that becomes an absolute MONSTER when played against a full ring. (****) Card Number: C87 Card Name: Kyoko Rarity B BP: 600 SP: 2 Helpers: Hideo, Kim Special Ability: /\ Massage: Stops Freeze phase for all characters in your ring. Comments: Good stats and a useful special power. Let your characters with [] powers use them, then play Kyoko to put them out of freeze phase. You can then use your power again, or attack with those characters. (***) Card Number: C88 Card Name: Hideo Rarity C BP: 500 SP: 3 Helpers: Kyoko, Kim Special Ability: None Comments: A good all around card for attacking and also using special abilities. (**1/2) Card Number: C89 Card Name: Falcon Rarity B BP: 700 SP: 2 Helpers: Ayame, Rouge, Alfred Special Ability: [] Power Stone: Randomly discards 1 card from your hand. Gives one of your characters. 300BP. Comments: Good stats. Special Power would only be useful if your hand was full of junk. (***) Card Number: C90 Card Name: Ayame Rarity D BP: 200 SP: 5 Helpers: Ibuki, Falcon, Mai Special Ability: O Ohka-Gakure: At beginning of your turn, shuffles the deck after returning Ayame to it. Comments: She can be recycled into your hand, and also provides you with 5 BP. You can keep using her to stock up on BP for heavy stuff. (**) Card Number: C91 Card Name: Wang-Tang Rarity D BP: 300 SP: 1 Helpers: Fei-Long, Falcon, Lee Rekka Special Ability: None Comments: Worthless (*) Card Number: C92 Card Name: Ryoma Rarity C BP: 400 SP: 2 Helpers: B. Hayato, Falcon, Jubei Special Ability: Comments: About 1 step up from Wang-tang, although that isn't saying much. (*) Card Number: C93 Card Name: Rouge Rarity D BP: 200 SP: 5 Helpers: Rose, Falcon, King Special Ability: None Comments: Her best feature is giving you 5 BP, other than that, she sucks. (*1/2) Card Number: C94 Card Name: Hiryu (aka Strider Hiryu) Rarity A BP: 900 SP: 3 Helpers: Option, Option, Option Special Ability: [] Cypher: KO's one character who is receiving backup. Comments: A DAMN POWERFUL card. Nuff said. Can put pesky backed up characters instantly out of commission. (****) Card Number: C95 Card Name: Option Rarity D BP: 400 SP: 0 Helpers: Hiryu, Option, Option Special Ability: O Support: Provides Back up attacks to all characters in the ring for this turn Comments: Special power has some potential, but stats are pretty lousy. I'd pass. (*) Card Number: C96 Card Name: Cody Rarity C BP: 500 SP: 2 Helpers: Guy, Haggar Special Ability: None Comments: A totally average card, though he's got fair BP (**) Card Number: C97 Card Name: Haggar Rarity A BP: 700 SP: 3 Helpers: Guy, Cody Special Ability: [] Spinning Lariat: Returns all characters from both sides to their decks, then shuffles decks. Comments: A useful stall card. Best time to use his power is when he's alone and the enemy has several powerful cards out. (***1/2) Card Number: C98 Card Name: Damnd Rarity B BP: 600 SP: 0 Helpers: Sodom, Rolento Special Ability: [] Whistle: Draws one character at random from your deck and put it in your hand. Comments: Not too bad of a card. Stick him on the sidelines and have him call out guys for you to bring out. (**1/2) Card Number: C99 Card Name: Captain Commando Rarity B BP: 700 SP: 4 Helpers: G the Ninja, M the Knife, Baby Head Special Ability: [] Captain Corridor: Give 400 damage to all characters in freeze phase, including him Comments: I'm not sure if he goes into freeze phase first and thus takes 400 himself or not. Either way, it's a pretty effective way to get back at a guy who has just attacked you with multiple people. According to Call me Ishmael, CapCom freezes himself first then does 400 damage to everyone who is frozen, along with himself. (***) Card Number: C100 Card Name: Ginsu the Ninja Rarity D BP: 200 SP: 4 Helpers: Captain Commando, Mack the Knife, Baby Head Special Ability: None Comments: Another blah card. 4 SP is OK though. (*1/2) Card Number: C101 Card Name: Mack the Knife Rarity D BP: 200 SP: 2 Helpers: Capt. Commando, G. The Ninja, Baby Head Special Ability: None Comments: Worthless unless you back him up... (*) Card Number: C102 Card Name: Baby Head Rarity D BP: 200 SP: 3 Helpers: Captain Commando, Ginsu the Ninja, Mack the Knife Special Ability: None Comments: Another pretty much useless card. (*) Card Number: C103 Card Name: LEON Rarity B BP:600 SP:+2 Helpers: CLAIRE, JILL Special Ability: [] CONFINEMENT Stops use of AC Card during the next enemy turn Comments: A fairly useful special power and good stats. (***) Card Number: C104 Card Name: Claire Rarity C BP: 400 SP: 4 Helpers: Leon, Jill, Saki Special Ability: [] Decoy: KO's this character. Draw 1 Character card randomly from deck. Comments: Decent stats but otherwise not too great. If you could CHOOSE a player to bring in, she'd be an awesome card. I hate the idea of KO'ing her (unless she's at 100 BP) then the next card that is drawn is another idiot. (**1/2) Card Number: C105 Card Name: Zombie Rarity C BP: 200 SP: 0 Helpers: Lord Raptor, Zombie, Zombie Obsolete: Ryu, Chizuru (They don't need to kill themselves in order to mess up an enemy.) Special Ability: [] Resident Evil: KO's this character and turns another character into a zombie card. Comments: This guy would be utter junk, but he does provide interesting possibilities. You can turn the opponent's once mighty player into a worthless zombie. However, once they turn into a zombie, they can do the same thing to you...(**) Card Number: C106 Card Name: Jill Rarity D BP: 400 SP: 1 Helpers: Leon, Claire, Saki Special Ability: [ ] Beretta Gives one enemy character or enemy 100 pts. damage.: Comments: Not too great. Her power can finish off a weak enemy though, which may come in handy. (**) Card Number: C107 Card Name: Mega Man Rarity B BP: 600 SP: 5 Helpers: Roll, Rush Special Ability: [] Enemy Ability Select one character with ability. Steal that ability from the character. Comments: A VERY powerful card when used right. For example. Once I stole Jin Saotome's Dynamite ability, then used it to screw him over. (***1/2) Card Number: C108 Card Name: Roll Rarity C BP: 400 SP: 0 Helpers: Mega Man, Rush Special Ability: [ ] Roll Buster: Decreases all character's life (and this one's) 200 pts. Comments: Nothing to special. Her power hurts you as much as it hurts the enemy (unless your ring is empty and theirs is full. (*) Card Number: C109 Card Name: Rush Rarity D BP: 200 SP: 2 Helpers: Mega Man, Roll, Galford Special Ability: None Comments: Worthless... (*) Card Number: C110 Card Name: Proto Man Rarity D BP: 300 SP: 1 Helpers: Huitzil, Blodia, Mega Man Special Ability: None Comments: Pretty useless unless you back him up or use him for backup. (*) Card Number: C111 Card Name: Mega Man X Rarity C BP: 600 SP: 2 Helpers: Mega Man, Zero Special Ability: [] Parts Change: Draw 1 action card from hand and discard it. Draw 2 cards. Comments: Stats are not too bad. His special power comes in handy if you have nothing in your hand to play but some action cards and you have no characters to play (**1/2) Card Number: C112 Card Name: Zero Rarity C BP: 600 SP: 2 Helpers: Huitzil, Zero Akuma, Mega Man X Special Ability: None Comments: Zero is an excellent card to have for his offensive strength. (**1/2) Card Number: C113 Card Name: Arthur (Ghosts and Goblins) Rarity D BP: 300 SP: 1 Helpers: Arthur, Arthur Special Ability: None Comments: Useless, unless backed up by himself. But why waste deck space on this guy? (*) Card Number: C114 Card Name: Red Arremer (Ghosts and Goblins, may also be in the Gargoyle's Quest series) Rarity C BP: 600 SP: 1 Helpers: Demitri, Lord Raptor, Zombie Special Ability: None Comments: Nothing special, though 600 BP lets him do or absorb some damage. (**) Card Number: C115 Card Name: Lucifer Rarity: S BP: 1000 SP: + 0 Helpers: Red Arremer Special Ability: [] Sacrifice - KOs 1 character in your ring. Gives that character's BP damage to 1enemy character. Comments: 1000 BP is nothing to sneeze at by a long shot. His power is nice too since you can get rid of weak guys and damage someone else on the other side (****) Card Number: C116 Card Name: Ryu (B) B = Breath of Fire Rarity B BP: 800 SP: 3 Helpers: Nina Special Ability: [] Transform Decrease all enemy characters life by 100 Comments: A good card. Nice stats and a fair special power. He may be better suited for attacking though (****) Card Number: C117 Card Name: Nina Rarity D BP: 400 SP: 2 Helpers: Ryu (B), Michelle Special Ability: O Wings: Disable Counter-attack when you're out of cards Comments: Description sent in by La Var J Foxworth: Nina and only Nina can go around a counter-attack and hit the enemy directly regardless of what cards your opponent has in the ring if you have no cards in your hand. If this is correct, which I'm confident in, you have to have Nina in the ring and hope you run out of cards for that card to go through and give direct damage to your opponent. In my opinion, Guy's ablility is far more useful then Nina's but you never know when Nina's ability can save your life in a battle. (*1/2 ) Card Number: C118 Card Name: Michelle Rarity D BP: 300 SP: 5 Helpers: Nina, Saki, Athena Special Ability: None Comments: Fair BP, but also gives you 5 SP. A decent card to play early on. (**** / **) Card Number: C119 Card Name: Saki Rarity A BP: 600 SP: 2 Helpers: Blodia, Zero Akuma, Mech Zangief Special Ability: /\ Stand By Select 1 character from deck, then shuffle deck. Put that character on top. Comments: Decent stats and a useful special power that lets you pull out a big gun when you need it. Better than SNK's King card, because you don't have to discard your entire hand. (****1/2) Card Number: C120 Card Name: Mech Zangief Rarity S BP: 1200 (!) SP: 5 Helpers: Zangief Special Ability: None Comments: No special ability, but when you got a guy with 1200 BP that also gives you 5 SP, who cares? (*****) SNK CARDS Card Number: S1 Card Name: Terry Bogard Rarity B BP: 1000 SP: 3 Helpers: Andy, Ryu Special Ability: O Terry Rush: Keeps character out of Freeze Phase, even if he attacks Comments: VERY POWERFUL... 1000 BP, and can attack and defend on the same turn. How much more do you need? (****1/2) Card Number: S2 Card Name: Andy Rarity B BP: 800 SP: 3 Helpers: Terry, Mai Special Ability: /\ Shadow Slicer: Randomly selects one enemy card and discards it. Comments: Good stats and the potential to remove an enemy's card. (possibly a powerful one.) All around, a very good card. (****) Card Number: S3 Card Name: Joe Rarity B BP: 700 SP: 4 Helpers: King, Adon Special Ability: [] S-Upper: Draw up to 2 cards from enemy's pile and trash them Comments: He's a good card. He has good stats, and the ability to trash the enemy's cards. A good card to have if you are trying to "deck" your opponent. (****) Card Number: S4 Card Name: Mai Rarity C BP: 600 SP: 2 Helpers: Andy, Yuri, King Special Ability: [] Morph Discard your hand and pick same number you discarded plus 1 Comments: Her power does a similar function to the Makeover Action card, which is a pretty nice ability if you have a hand full of trash, although in this case, you must discard your hand instead of shuffling them back into your deck. Her stats are decent as well. Pretty good for a C card. (***) Card Number: S5 Card Name: Billy Rarity B BP: 700 SP: 2 Helpers: Eiji, Kim Sue Il Special Ability: /\ Shrike Drop See enemy's cards. If they have any AC cards, you can trash one of them. Comments: Nice card overall. Good BP and a nice power. Seeing the enemy's hand is a good strategical benefit, along with the ability to trash one of their AC cards. (***1/2) Card Number: S6 Card Name: Kim Rarity C BP: 700 SP: 2 Helpers: Galford, Kim Sue Il Special Ability: None Comments: Nothing special although 700 BP is good. A useful card to have early on. (***1/2 / **) Card Number: S7 Card Name: Duck King Rarity C BP: 300 SP: 3 Helpers: Bob, Kyoshiro, Dee Jay Special Ability: Duck Dance, Raise 1 character's BP by 300 Comments: A decent card, with a fairly useful special ability. Play him when you have a big guy on the field to jack him/her up even more! (*** / *1/2) Card Number: S8 Card Name: Blue Mary Rarity C BP: 500 SP: 3 Helpers: Terry, King, Charlotte Special Ability: [] Marachnid: Keeps one character frozen who is in Freeze Phase. Comments: A useful card for a stall deck. She can keep the guy's powerful attacker in Freeze phase over and over again and laugh as they stagnate. (***) Card Number: S9 Card Name: Hon Fu Rarity D BP: 300 SP: 4 Helpers: Kim, Kazuki, Fei Long Special Ability: None Comments: Another boring card. Useful early on for its SP bonus, but that's it. (**) Card Number: S10 Card Name: Bob Rarity D BP: 300 SP: 3 Helpers: Duck King, Dee Jay, Elena Special Ability: None Comments: Another garbage card (*) Card Number: S11 Card Name: Yamazaki Rarity A BP: 800 SP: +2 Back-Up: Goenitz, Mature, Vice Special Ability: /\ Triangle Power Freeze any other character than this one when brought into play. Comments: An AWESOME card! If they have only one card in, you can freeze them with this card and unload with your other characters. A must-have in your deck! (****) Card Number: S12 Card Name: Chong Su Rarity C BP: 400 SP: 3 Helpers: Yamazaki, Chong Lei Special Ability: [] Fogey Fists: KO's one other character in your ring. BP rises according to KO'ed characters BP Comments: Decent stats. Special ability is useful for clearing weakened characters out. (**1/2) Card Number: S13 Card Name: Chong Lei Rarity C BP: 600 SP: 1 Helpers: Yamazaki Special Ability: Chong Shu Comments: 600 BP is pretty good, otherwise an average card (**) Card Number: S14 Card Name: Rick Rarity C BP: 500 SP: 1 Helpers: Rob Python, Balrog, T Hawk Special Ability: None Comments: Ho hum... nothing special, but 500 BP is OK in my book. (*1/2) Card Number: S15 Card Name: Xiang Fei Rarity C BP: 400 SP: 4 Helpers: Hsien Ko, June, Mai Ling Special Ability: None Comments: Nothing special, but her good stats make this a good early card. (**) Card Number: S16 Card Name: Alfred Rarity D BP: 200 SP: 2 Helpers: Rick, Xiang Fei, Falcon Special Ability: O W-Rider: Let this character attack in this turn. Comments: I'm assuming that means he can attack as soon as he is being played. Big whoop. He only has 200 BP. The only time he'd be useful is if you were to get him in your opening hand. (*) Card Number: S17 Card Name: Tsugumi Rarity D BP: 300 SP: 2 Helpers: Kensu, Akari (s), R Mika Special Ability: None Comments: Not good for much... (*) Card Number: S18 Card Name: Krauser Rarity A BP: 1200 SP: 5 Helpers: Billy Special Ability: None Comments: REALLY powerful. Your opponent will quake in fear when he arrives in the ring. (*****) Card Number: S19 Card Name: Geese Rarity S BP: 1500 (!!!) SP: 0 Helpers: Billy Special Ability: 1500 BP is enough of a Special Ability in my book. Comments: No SP, no power, but who cares? This guy can give or absorb an insane amount of punishment. (*****) Card Number: S20 Card Name: Ryo Rarity: B BP: 900 SP: + 2 Helpers: Robert Special Ability: [] Spirit Surge Selects AC card from your hand and discards it. Get 1 SP for each card in hand. Comments: A lot of BP which is certainly nice. His special ability is OK when you need SP and have a card you can dump. (****) Card Number: S21 Card Name: Robert Rarity C BP: 700 SP: 1 Helpers: Ryo, Kensu, Akari (s) Special Ability: None Comments: Nothing special, but 700 BP is always nice to have around. (***) Card Number: S22 Card Name: Yuri Rarity C BP: 500 SP: 2 Helpers: Ryo, Robert, Takuma Special Ability: [] Bring it on! Lower's enemy's SP by 3 Comments: Decent stats and a fairly useful special ability. Wear out the foe's SP while powerful guys provide offense and defense. (***) Card Number: S23 Card Name: Takuma Rarity C BP: 500 SP: 4 Helpers: Heidern, Saishu Special Ability: None Comments: A very good card who has good BP and also gives plenty of SP to you as well. Excellent! (**** / **) Card Number: S24 Card Name: Mr. Karate Rarity C BP: 700 SP: 0 Helpers: Ryo, Dan Special Ability: [] M.I.A. Shuffles deck after this card is returned to deck. Comments: He can deliver a fair beating with 700 BP, then retreat into your deck to possibly come back later. Not the greatest card, but not too shabby either. (***1/2) Card Number: S25 Card Name: King Rarity B BP: 600 SP: 1 Helpers: Mai, Yuri Special Ability: /\ Dealer: Discards entire hand. Select 1 card from your deck and add it to hand. Shuffle Deck Obsolete: Saki Comments: This card is useful to play when you only have 1 or 2 cards in your hand, or a bunch of trash. Then bring out your biggest gun for the next turn. (***) Card Number: S26 Card Name: John Rarity D BP: 400 SP: 1 Helpers: Mr. Big, Guile Charlie Special Ability: None Comments: Yawn.... Weak. (*) Card Number: S27 Card Name: Lee Pylon Rarity D BP: 200 SP: 5 Helpers: Genan, Choi, Vega Special Ability: None Comments: Weak, except for those 5 tasty SP. (*1/2) Card Number: S28 Card Name: Mr. Big Rarity C BP: 400 SP: 2 Helpers: Mr. Karate, John Special Ability: None Comments: Nothing special (*) Card Number: S29 Card Name: Eiji Rarity D BP: 300 SP: 2 Helpers: Billy, Hanzo, Zantetsu Special Ability: /\ Prophecy: After seeing the deck's top 3 cards, rearrange them in any order Comments: Not too good of stats. Also, his power is not too terrific either (*) Card Number: S30 Card Name: Kasumi Rarity C BP: 400 SP: 4 Helpers: Blue Mary, Xiang Fei, King Special Ability: [] Overlap Crunch: Draw 1 Action card from hand and trash it. Gives enemy 300 points damage. Comments: Decent stats, but I don't know if throwing away action cards is prudent. If you have useless ones though, dealing some direct damage is nice. (***) Card Number: S31 Card Name: Haohmaru Rarity A BP: 1000 SP: 1 Helpers: Charlotte Special Ability: O Iron Slice: Gives enemy damage when this character's attacked. Comments: He is the one man unified attack. His power isn't written very well, but I'm pretty sure that this is what it means. Say he attacks an opponent with 500 BP. He will kill them and THEN attack the enemy for 500 damage, as if he was doing a unified attack. That's a very useful ability to have, as you can imagine. (*****) Card Number: S32 Card Name: Ukyo Rarity D BP: 700 SP: 2 Helpers: Haohmaru, BB Hood Special Ability: O Dwindling Life: Ko's this character at the end of the turn if he attacks or counters. Comments: Good BP, but why would you want a character who dies after one go? He looks cool though. Here's a use for him, sent in by Greg Matyola: Ukyo's card, while dying if involved in an attack or defense, is rather excellent for being played and then being used as the secondary card in a unite attack behind a much weaker primary character, so they both will do upwards of 800 damage, and his special ability (dwindling life) doesn't take hold. (**1/2) Card Number: S33 Card Name: Hanzo Rarity B BP: 600 SP:3 Helpers: Jubei, Kenji Special Ability: [] Dust Cloud Returns this character to hand. Comments: A pretty useful card. He can do his damage, then escape in order to come back again when damaged. (***) Card Number: S34 Card Name: Galford Rarity D BP: 300 SP: 2 Helpers: Nakoruru (c ), Rimururu (t), Rush Special Ability: /\ Hey Poppy!: Draw one card Comments: Not very effective, although getting an extra card isn't bad. Easily replaced by something better. (** / *) Card Number: S35 Card Name: Nakoruru (c ) C = Chivalry Rarity A BP: 600 SP: 4 Helpers: Galford, Rimururu (c ) Special Ability: /\ Balm of Nature: Recover 500 HP Comments: You may now throw away all of your Kensu cards, this one totally outshines him. More stats, plus better healing abilities. (****) Card Number: S36 Card Name: Nakoruru (T) T = Treachery Rarity B BP: 600 SP: 4 Helpers: Rimururu (T) Special Ability: O Shikuroo's Fang: At the end of your turn, all frozen characters in enemy's ring take 200 damage. Comments: Good stats and a powerful ability. Screw over the opponents who have just attacked you! (***1/2) Card Number: S37 Card Name: Nakoruru Rarity S BP: 500 SP: 3 Helpers: Galford. Rimururu (C ) Special Ability: [] Mamahaha Call: Draw one card Comments: A buffed up version of Galford. (***) Card Number: S38 Card Name: Rimnerel(C) C = Chivalry Rarity D BP: 300 SP: 4 Helpers: Nakoruru(C), Nakoruru, Shizumaru Special Ability: [ ] Wind Whisper: Get 100 HPs. Comments: OK card, but is rendered obsolete by Kensu and Nakoruru (C ) (*** / *1/2) Card Number: S39 Card Name: Rimnerel (T) T = Treachery Rarity: B BP: 500 SP: + 5 Helpers: Nakoruru(T) Special Ability: [] Konril Freezes 1 enemy character. Comments: Her ability to put a character in freeze phase is very helpful, and she has nice stats to boot. (***1/2) Card Number: S40 Card Name: Jubei Rarity C BP: 600 SP: 2 Helpers: Haohmaru, Hanzo, Ryoma Special Ability: None Comments: No specials, but decent stats. A good "bruiser card" (**1/2) Card Number: S41 Card Name: Charlotte Rarity C BP: 400 SP: 3 Helpers: Blue Mary, King, Haohmaru Special Ability: None Comments: Nothing too great, but can be backed up into something powerful (**) Card Number: S42 Card Name: Kyoshiro Rarity C BP: 300 SP: 3 Helpers: Duck King, Bob, Dee Jay Special Ability: / \ Warrior Dance: Raises BP of all characters in your ring (including this one) by 100 pts. Comments: Fair special power. Otherwise a dull card. I'd rather use a Showtime AC card. (*** / *1/2) Card Number: S43 Card Name: Genan Rarity D BP: 400 SP: 1 Helpers: Lee Pylon, Choi, Vega Special Ability: [] Peeping Kay! : See enemy's hand. Comments: Not very useful except for his decent special power. (*1/2) Card Number: S44 Card Name: Tam Tam Rarity D BP: 500 SP: 2 Helpers: Mr. Karate, Cham Cham, Shishiou Special Ability: None Comments: Nothing too great, although he has fair stats. (**) Card Number: S45 Card Name: Cham Cham Rarity D BP: 300 SP: 2 Helpers: Tam Tam, Felicia, Al and Iven Special Ability: None Comments: Not very useful, except maybe as a backup card (*) Card Number: S46 Card Name: Genjuro Rarity D BP: 700 SP: 0 Helpers: Amano, Rikou Special Ability: O I knew it!!! Character cannot perform counter attacks Comments: Great for offense, but the fact that he can't be used to block makes for a card you can ditch once you get something better. (** / *) Card Number: S47 Card Name: Nicotine Rarity D BP: 300 SP: 4 Helpers: Gaira, Retsu, Donovan Special Ability: O Exorcism Card: Disables all character's [] abilities. Comments: Adequate stats and useful for opponents who are constantly relying on their dumb abilities. Pretty good for a D card. (**) Card Number: S48 Card Name: Shizumaru Rarity B BP: 500 SP: 3 Helpers: Haohmaru, Rimururu (C ) Special Ability: [] Midsummer Rain: KO this character. Both players discard their hands. Comments: A pretty useful special power and fair stats. Best used when the opponent has a lot of cards. (***) Card Number: S49 Card Name: Gaira Rarity D BP: 400 SP: 1 Helpers: Nicotine, Retsu, Donovan Special Ability: /\ Shout! Ends all characters' Freeze Phase Comments: Useless. Characters won't be frozen when YOU play him, this will most likely only help your opponent you can now block your upcoming attack. The only use is when you want to use [] powers and then attack. Card Number: S50 Card Name: Basara Rarity D BP: 200 SP: 3 Helpers: Taizan, Guile, Remy Special Ability: None Comments: Useless... (*) Card Number: S51 Card Name: Kazuki Rarity C BP: 600 SP: 1 Helpers: Sougetsu, Ralf Special Ability: [] Imbroglio: Ko's character. Decreases one other (random) character's life by 500 Comments: Not bad, although his power is too risky for my tastes. 600 BP is good though. (**1/2) Card Number: S52 Card Name: Sougetsu Rarity B BP: 700 SP: 3 Helpers: Kazuki, Rikuo Special Ability: /\ Frigid Smirk: Skips enemy's next draw phase. Comments: Good stats and a nice special power. Denying the opponent a card can be helpful. (***1/2) Card Number: S53 Card Name: Shiki (c ) C = Chivalry Rarity C BP: 500 SP: 4 Helpers: Genjuro Special Ability: [] NRG syphon: Ko's one of your character, and you regain 200 HP Comments: Good stats and a nice special power. You can get rid of a weak guy and recover some HP. (***) Card Number: S54 Card Name: Shiki (t) T = Treachery Rarity B BP: 600 SP: 5 Helpers: Asra Special Ability: O Yuga's Spell: Raises cost for Action cards by 3 for both players. Comments: Good stats and a power that can royally screw the opponent if played right. Best played when you have lots of SP, and the opponent doesn't. (***) Card Number: S55 Card Name: Asra Rarity D BP: 400 SP: 2 Helpers: Shiki (c ), Shiki (t) Special Ability: /\ Rising Evil: Draw one discarded card, return it to deck, and shuffle deck. Comments: Fairly useful for recovering a powerful guy you have used up. (**) Card Number: S56 Card Name: Taizan Rarity D BP: 400 SP: 2 Helpers: Basara, Guile, Remy Special Ability: None Comments: Boring... (*) Card Number: S57 Card Name: Amakusa Rarity C BP: 600 SP: 2 Helpers: Zankuro, Orochi Special Ability: / \ Give Yourself: KOs all other characters in your Ring. Raises SP 3 pts for each KOed character Comments: Decent stats. Good time to play this card is when you have weaklings in your ring that you want to get rid of. At least you can get a few extra SP then. (**1/2) Card Number: S58 Card Name: Zankuro Rarity C BP: 700 SP: 0 Helpers: Amakusa, Bishamon Special Ability: None Comments: Better than Genjuro. Same stats, but he can at least counterattack if needed. (**) Card Number: S59 Card Name: The Ump (side note: from Samurai Showdown aka Kuroko) Rarity B BP: 100 SP: 5 Helpers: Nicotine, The Ump, The Ump Special Ability: O Mystic: Disables this characters attacks and counterattacks Comments: If he can't attack OR counter, then what the hell is he good for?!?! Call me Ishmael has sent to me the main use for this card. Pair him up with a Double KO card, then wipe him out and take down a big attacker with him. Here's another Ump strategy, sent by komejin: The best thing to do with this card is to wait until a big card with a special ability is played by the opponent. Then you play The Ump, and use a Substitute Action Card. What happens? The opponent's card is left helpless (can't attack or defend), and you can now either use The Ump in a kamikaze attack so that the opponent can't switch abilities back if he has a Substitute card of his own, or use Escape. This is a great way to screw over the opponent, as they now must use an Escape card, a Double KO, or other such ability to free up that slot. And here's ANOTHER view on this controversial card, this one sent in by Bean: When using The Ump, it's important to keep in mind that you CAN attack with it if it's part of a unite attack. Remember, that unite attacks make the circle special abilities nullified. So even if you DO make that 1000 BP card on the opponents side gain The Ump's ability it's no guarantee that it won't still be able to attack you. (no rating) Card Number: S60 Card Name: Kyo Rarity S BP: 800 SP: 1 Helpers: Shingo Special Ability: /\ Orochi Wave: Decreases enemy's life by 500 Comments: A good card with powerful BP and a nice abilty. He renders Saishu and Grenades obsolete. (****1/2) Card Number: S61 Card Name: Kyo (P) Rarity S BP: 700 SP: 3 Helpers: Shingo. K' Special Ability: /\ 182 Ways: Lowers enemy's or an enemy character's HP by 300 Comments: A versatile ability and pretty decent stats make for a good card, though there are better S ranked ones out there. (****1/2 ) Card Number: S62 Card Name: Benimaru Rarity B BP: 600 SP: 1 Helpers: Kyo, Daimon Special Ability: [] Thundergod Fist: Lower's his and one enemy character's BP by 500 Comments: Decent stats and his special power is useful as a last gasp when he is almost dead. (no rating) Card Number: S63 Card Name: Daimon Rarity C BP: 500 SP: 2 Helpers: Kyo, Benimaru Special Ability: None Comments: A decent card for your early games, but later on he'll prove inept. (*** / *) Card Number: S64 Card Name: Heidern Rarity C BP: 600 SP: 1 Helpers: Leona, Ralf, Clark Special Ability: O S-Bringer: Steal up to 3 SP if this character directly damages the opponent Comments: The ability to suck away SP is useful when you can pull it off. Also, 600 BP is a good amount. (**** / **1/2) Card Number: S65 Card Name: Leona Rarity C BP: 400 SP: 2 Helpers: Heidern, Ralf, Clark Special Ability: /\ X-calibre: Decreases 1 other character's life by 200 Comments: Her special power is quite nice, as you can whittle down some other fool on the opposing side. A decent set of stats too. (****1/2 / **1/2) Card Number: S66 Card Name: Ralf Rarity D BP: 400 SP: 3 Helpers: Heidern, Leona, Clark Special Ability: None Comments: A fair card, can be used alone, or to back up one of the other in the Ikari series. (*** / *) Card Number: S67 Card Name: Clark Rarity D BP: 400 SP: 3 Helpers: Heidern, Leona, Ralk Special Ability: None Comments: Clark and Ralf are the Juli and Juni of the SNK group, but they are even stronger. (*** / *) Card Number: S68 Card Name: Athena Asamiya Rarity C BP: 600 SP: 1 Helpers: Kensu, Chin Gensai Special Ability: [ ] Psycho Charge: Raises SP 3 pts. Comments: Her special power is useful if you have beefy guys doing most of the fighting. They can beat other guys senseless while she sits back and supplies you with free SP. She also has fair BP if needed. (***1/2) Card Number: S69 Card Name: Kensu Rarity C BP: 500 SP: 2 Helpers: Athena Asamiya, Chin Gensai Special Ability: /\ Meat Muffin! Recover 200 HP Obsolete : Nakoruru ( C ) Comments: Decent stats and the ability to restore HP makes for a nice card to have. (***) Card Number: S70 Card Name: Ghin Gensai Rarity D BP: 200 SP: 5 Helpers: Lee Pylon, Athena Asamiya, Kensu Special Ability: None Comments: Only good for the SP, or as a back up for Kensu or Athena. (*) Card Number: S71 Card Name: Chan Rarity D BP: 400 SP: 0 Helpers: Kim, Choi Special Ability: None Comments: Useless, unless backed up. (*) Card Number: S72 Card Name: Choi Rarity D BP: 300 SP: 2 Helpers: Kim, Chan, Vega Special Ability: None Comments: Useless. If I had Choi and Chan, I'd play Choi first, then back him up with Chan. The resulting combo would be weaker, but at least I'd get a couple of BP out of it. (*) Card Number: S73 Card Name: Saishu Rarity C BP: 400 SP: 2 Helpers: Takuma, Heidern Special Ability: /\ Exorcism: Decreases enemy's life by 200 pts. Obsolete: Kyo, Kyo (P) Comments: A VERY nice special power. Direct damage to the enemy is always nice. (**** / **) Card Number: S74 Card Name: Shingo Rarity C BP: 400 SP: 1 Helpers: Kyo, Sakura Special Ability: [] Burning Shingo: Decreases his and another character's BP by 300 Comments: Pretty much junk... his power is not too great either. (*1/2) Card Number: S75 Card Name: Chizuru Rarity S BP: 300 SP: 2 Helpers: None Special Ability: [] Contain!: Discard 1 Action card from hand. 1 character loses their ability and their BP becomes 100 Comments: A Royal way to screw the opponent over. MUCH better than the Ryu series of powers. If only she had better stats, she'd be one of the best cards in the game, but as is, she's a force to be reckoned with. (***) Card Number: S76 Card Name: Iori Rarity C BP: 1000 SP: 0 Helpers: None Special Ability: O Blood Contract: Disables this character's counterattack Comments: Powerful for attacking, but the lack of ability to counterattack hurts his overall effectiveness. (**) Card Number: S77 Card Name: Yashiro Rarity A BP: 700 SP: 2 Helpers: Shermie, Chris Special Ability: /\ Counterblow Returns one other character to its original owner. Comments: A slightly more versatile version of Rain, because you can also get rid of one of the enemy's characters. Useful as a stall tactic. (****1/2) Card Number: S78 Card Name: Shermie Rarity: B BP: 500 SP: + 3 Helpers: Yashiro, Chris Special Ability: /\ Be Gentle to Me Disables enemy character's attack in next enemy turn. Comments: Pretty good stats and a good stalling ability. (***1/2) Card Number: S79 Card Name: Chris Rarity D BP: 400 SP: 3 Helpers: Yashiro, Shermie Special Ability: None Comments: A fair card. 2 different back-ups, plus nice stats. (*** / *1/2) Card Number: S80 Card Name: Goenitz Rarity C BP: 600 SP: 3 Helpers: Mature, Vice Special Ability: None Comments: He's got pretty good stats, but lack of a special power hurts him a little. (***) Card Number: S81 Card Name: Orochi Rarity S BP: 1000 SP: 0 Helpers: Amakusa Special Ability: /\ Sanity: Reduces each players SP to 0 Comments: Great BP. His power is best used when you have little or no SP and the opponent has a lot. If you have lots of SP, try to hold off on playing this guy if you can. (***1/2) Card Number: S82 Card Name: Mature Rarity D BP: 400 SP: 2 Helpers: Yamazaki, Goenitz, Vice Special Ability: None Comments: An average card. Her and Vice are another Juli/Juni combo, except a little more powerful. (*** / *) Card Number: S83 Card Name: Vice Rarity D BP: 400 SP: 2 Helpers: Yamazaki, Goenitz, Mature Special Ability: None Comments: See section for Mature. (*** / *) Card Number: S84 Card Name: Wild Iori Rarity A BP: 1000 SP: 0 Helpers: None Special Ability: O Kurf: Ko's one character with 800 or more BP. If no such characters are out, Iori is KO'ed Comments: Very useful in high end games when enemies have lots of killer cards. Slightly stronger than Akuma BP wise. (****) Card Number: S85 Card Name: Wild Leona Rarity B BP: 500 SP: 0 Helpers: None Special Ability: / \ Awakening: Gives 400 pts damage to 1 character (or this one if another is unavailable) Comments: Not as good as regular Leona. Regular Leona can be played at any time without penalty and also gives a couple SP to boot. (*1/2) Card Number: S86 Card Name: K' Rarity A BP: 700 SP: 3 Helpers: Kyo (p), Maxima Special Ability: /\ Unstoppable: Decreases all other character's life by 300. Comments: Good stats, and is effective to play when the opponent has a full bench. (****) Card Number: S87 Card Name: Maxima Rarity: C BP: 600 SP: + 0 Helpers: K' Special Ability: None Comments: Another blah card... (*1/2) Card Number: S88 Card Name: kaede Rarity D BP: 400 SP: 4 Helpers: KAEDE, Akari (p), Akari (s) Special Ability: Comments: A good card who provides both fair BP and good SP. (***1/2 / **) Card Number: S89 Card Name: KAEDE Rarity D BP: 700 SP: 0 Helpers: kaede, Akari (p), Akari, (s) Special Ability: O Power Match: Uses up 2 SP at the beginning of your turn Comments: I wouldn't play this guy unless needed, since he drains your SP, which can be better used for other things. (*) Card Number: S90 Card Name: Moriya Rarity C BP: 500 SP: 3 Helpers: kaede, KAEDE Special Ability: None Comments: Not a bad card because of his good stats. (***1/2 / **1/2) Card Number: S91 Card Name: Akari (p) P = Power Rarity S BP: 500 SP: 4 Helpers: Juzo Special Ability: [] 100 Demon Night: KO's all characters, including this one. Comments: Very devious card to have, especially if the opponent's side is loaded with powerful guys. (****) Card Number: S92 Card Name: Akari(S) S = Speed Rarity B BP: 500 SP: 4 Helpers: Juzo Special Ability: [ ] One-Way Morph: Draws 1 Ability / \ Character card and discards it. Mimics same effect of drawn ability card. Comments: Pretty useful stats and an interesting power. Can be used to use a crummy character's cool power. (**1/2) Card Number: S93 Card Name: Juzo Rarity D BP: 400 SP: 1 Helpers: Gaira, Akari (P), Akari (S) Special Ability: None Comments: Another dull card... (*) Card Number: S94 Card Name: Washizuka Rarity C BP: 500 SP: 0 Helpers: Hanzo, Jubei, Kojiro Special Ability: None Comments: Nothing special, except maybe as a wall. (*) Card Number: S95 Card Name: Kojiro Rarity C BP: 400 SP: 5 Helpers: King, Washizuka, Akira Special Ability: None Comments: Nothing great, but not too bad either. (***) Card Number: S96 Card Name: Amano Rarity D BP: 300 SP: 2 Helpers: Genjuro, Hibiki Special Ability: None Comments: Crap (*) Card Number: S97 Card Name: Mukuro Rarity D BP: 200 SP: 2 Helpers: Genan, Lord Raptor, Zombie Special Ability: None Comments: Junk. One of the worst cards there is. Plus he's butt ugly. (*) Card Number: S98 Card Name: Lee Rekka Rarity D BP: 300 SP: 3 Helpers: Kim, Galford, Fei Long Special Ability: None Comments: Another Ho-hum card (*) Card Number: S99 Card Name: Zantetsu Rarity D BP: 300 SP: 1 Helpers: Eiji, Hanzo, Kenji Special Ability: None Comments: Another bum... (*) Card Number: S100 Card Name: Shigen Rarity C BP: 500 SP: 1 Helpers: Shishiou, Leo Special Ability: O Steel Bulb Nullifies damage when he counterattacks a unified attack. Comments: Unless blocking a unified attack, he's not good for much. (*) Card Number: S101 Card Name: Kagami Rarity B BP: 700 SP: 1 Helpers: Kazuki, Kyo Special Ability: [] Pheonix KO this character. Get 100 HP for each card in hand. Comments: Good BP and a nice special power which allows him to go out with dignity when he's almost dead. (***) Card Number: S102 Card Name: Hibiki Rarity D BP: 300 SP: 4 Helpers: Amano, Chun Li, Chun Li (A) Special Ability: None Comments: A fair guy to have around, for the extra BP if nothing else. (*1/2) Card Number: S103 Card Name: Setsuna Rarity D BP: 600 SP: 5 Helpers: Iori, Wild Iori Special Ability: /\ Life Sign: Draw 1 Character card from hand and discard it. If no Character is available, KO Setsuna Comments: A GREAT card early on, even though you have to trash another guy in your hand. Wait till you have a guy who is disposable, then play this one. (**** / **) Card Number: S104 Card Name: The Wanderer (aka Hagure Hitogata) Rarity B BP: 100 SP: 0 Helpers: The Ump, Twelve Special Ability: /\ Change! BP becomes same as 1 enemy character's. Valid only when character is in enemy ring. Comments: This card can be powerful when playing a tough opponent with a lot of strong cards. (***) Card Number: S105 Card Name: Akari Rarity S BP: 500 SP: 5 Helpers: The Ump, Twelve Special Ability: /\ Select 1 character card from hand. BP becomes same as that character. Comments: Very useful if you have a powerful card in your hand, especially one like Geese who doesn't have any BP bonus. (***1/2) Card Number: S106 Card Name: Hayate Rarity D BP: 400 SP: 1 Helpers: Cham Cham, Rosa, Kim Sue Il Special Ability: None Comments: Junk... (*) Card Number: S107 Card Name: Carol Rarity D BP: 200 SP: 4 Helpers: Hayate, Rosa, Kim Sue Il Special Ability: None Comments: More Junk... though 4 SP is not bad (*) Card Number: S108 Card Name: Rosa Rarity D BP: 300 SP: 3 Helpers: Hayate, Carol, Kim Sue Il Special Ability: None Comments: A totally average card (*) Card Number: S109 Card Name: Kim Sue Il Rarity D BP: 500 SP: 1 Helpers: Kim, Rosa Special Ability: None Comments: Decent because of the 500 BP he brings to the table. (*) Card Number: S110 Card Name: Shishiou Rarity D BP: 500 SP: 0 Helpers: Shigen, Leo Special Ability: None Comments: Only useful for attacking/defending. There are much better 500 BP cards out there. (*) Card Number: S111 Card Name: guy Rarity D BP: 300 SP: 3 Helpers: Ryo, Takato Special Ability: O Lonely Ring: BP rises 200 when he attacks alone. Comments: Junk. Even if he does attack alone, 500 BP is likely to get squashed by a more formidable opponent. (*) Card Number: S112 Card Name: Takato Rarity D BP: 300 SP: 5 Helpers: Ryo, Kasumi, guy Special Ability: None Comments: Not too bad, at least you get some good SP here. (*1/2) Card Number: S113 Card Name: Rob Python Rarity D BP: 400 SP: 0 Helpers: Rick, Ryo, Balrog Special Ability: None Comments: Another boring card... (*) Card Number: S114 Card Name: Eri Rarity D BP: 300 SP: 1 Helpers: Tarma, Marco, Fio Special Ability: None Comments: Worthless... (*) Card Number: S115 Card Name: Tarma Rarity D BP: 300 SP: 1 Helpers: Eri, Marco, Fio Special Ability: None Comments: See Eri... (*) Card Number: S116 Card Name: Marco Rarity D BP: 400 SP: 2 Helpers: Eri, Tarma, Fio Special Ability: [] Enemy Chaser: Discards hand. All characters but him get 100 pts damage for each discarded card Comments: Can someone explain to me why you'd wanna throw your hand away just to do a couple hundred points of damage. (*) Card Number: S117 Card Name: FIO Rarity D BP: 200 SP: +4 Helpers:Eri, Tarma, Marco Special Ability: none Comments: Another ho hum card with a decent SP bonus (*) Card Number: S118 Card Name: Roddy Rarity D BP: 200 SP: 3 Helpers: Tarma, Marco, Cathy Special Ability: None Comments: More junk... (*) Card Number: S119 Card Name: Cathy Rarity D BP: 200 SP: 2 Helpers: Eri, Fio, Roddy Special Ability: None Comments: More crap... she can be backed up by other crappy guys though. (*) Card Number: S120 Card Name: Athena Rarity B BP: 600 SP: 2 Helpers: Michelle Special Ability: O Flame Sword: This character always does 600 damage when attacking the opponent directly. Comments: A powerful offensive card because even when weakened, she can dish out 600 damage when attacking. Defending doesn't do anything special though. (***1/2) ACTION CARDS For the Action Cards, I'll list who's on the card picture (if I know it, if you have one I don't have listed, send it in) The artwork is under the card name. Card Number: A1 Card Name: Fight! Shoma and Natsu - Rival Schools Rarity: D SP Cost: 2 Effect: Stop Freeze Phase for all characters in your ring Comments: Since you won't have many characters in your group with freeze when you can play it, it's not very useful to have. Unless you use [] powers first, then play it to recover your guys, then you can use the power or attack again (**) Card Number: A2 Card Name: Lightning Dudley, from SF3 Rarity: D SP Cost: 2 Effect: Keeps your characters out of Freeze Phase for 1 turn, even after they attack Comments: A great card to use if you have some powerful guys on your side. Then they can attack and defend the opponent's next attack as well! (**** / **) Card Number: A3 Card Name: Double Kyo, King of Fighters Rarity: C SP Cost: 4 Effect: Keeps one enemy character frozen (while they are in freeze phase) for their next turn Comments: A pretty devious card. Keep a powerful attacker at bay while you hopefully come up with something better. (***) Card Number: A4 Card Name: Puppet White - Real Bout Fatal Fury, Dominated Mind Rarity: B SP Cost: 6 Effect: Frees a character in Freeze Phase or puts a character into freeze phase. Comments: A very powerful card. Useful because you can freeze a guy then get in some free shots. (****1/2) Card Number: A5 Card Name: Escape William and Sherry Birkin - Resident Evil Rarity: D SP Cost: 3 Effect: Returns 1 of your cards to hand Comments: Play this sucker on a powerful guy that is almost gone. Then you can bring the guy back out at full strength. Another cool idea is to bring out a guy who can instantly take out an enemy, such as Akuma or Yashiro. Then, on the next turn, you can use Escape, then play that card again and take out the next chump that the enemy plays. (****) Card Number: A6 Card Name: Peacemaker Tung Fu Rue - Fatal Fury (The hands are Terry and Andy) Rarity: C SP Cost: 6 Effect: Return one of yours and one of the enemy's characters to their respective hands Comments: 6 SP seems like a lot. Personally, I'd rather use escape. It costs half as much and plus only you get the benefit Razorclaw X sent in some strategy for this card, It's also useful in eliminating enemy characters from the bench to get in a free attack (within reason; don't use on characters like Akuma or heavy-hitters like Geese if they're severely hurt). The use is similar to Yashiro's power, only you have the opportunity to restore one of your own characters to full strength. (**1/2) Card Number: A7 Card Name: Reparation Mary, A pilot from Cyberbots (thanks to Mr. Kunio for this bit of info) Rarity: B SP Cost: 7 Effect: Returns 1 character to hand Comments: You can get rid of one of your guys (i.e. an expensive Escape card) or get rid of a powerful attacker. This can be useful to allow a big guy to get in a free hit. (***1/2) Card Number: A8 Card Name: School's Out Yuki, Kyo's Girlfriend in KOF (she is also a character in Gals Fighter) Rarity: A SP Cost: 8 Effect: Returns all characters to hand for both sides. Comments: Useful as a stall tactic when the opponent has a powerful set of guys out. (***1/2) Card Number: A9 Card Name: Cover Fire Rebecca and Chris - Resident Evil Rarity: D SP Cost: 4 Effect: Decreases 1 character's Life by 300 Comments: Pretty good card. Best used to finish off a guy with 300 or less BP. Then you can increase your attack options. (**** / **) Card Number: A10 Card Name: Bopper One character is Dan, I believe the other is Dan's Father Go, or Mr Karate Rarity: D SP Cost: 4 Effect: KO's one of your characters. The BP that they had left is given to an enemy character as damage. Comments: Use this to sacrifice a guy with only a few BP left, or on a bigger guy in order to take out one of their larger threats. (**** / * Card Number: A11 Card Name: Chaos Rugal, King of Fighters Rarity: C SP Cost: 5 Effect: KO's one character. Decrease all other character's life 300 points. Comments: The only time I can see this card being useful is when you only have one or two guys out and the enemy has a full bench. (**) Card Number: A12 Card Name: Grenade Super Joe (Commando - sent by Danyal) Rarity: C SP Cost: 5 Effect: Decreases enemy's life by 300 Comments: If you have 5 SP to spare, this card is quite useful. Direct damage is always a plus. (***1/2) Card Number: A13 Card Name: Mega Crush Plane from 1942 and Unknown Soldier (Forgotten Worlds) Rarity B SP Cost: 7 Effect: Decreases all characters' life 500 pts. Comments: Pretty powerful, but it can hurt you as much as it hurts the other guy. (**1/2) Card Number: A14 Card Name: Earth's Pike Final Boss from Last Blade 2 Kouryu Rarity B SP Cost: 8 Effect: Decreases enemy's life 500 pts. Comments: A more powerful grenade. Whether or not it's worth the extra points is up to you. (***) Card Number: A15 Card Name: Break Up Geese's Bodyguards, Ripper and Hopper Rarity: D SP Cost: 4 Effect: KO's any character receiving back-up Comments: Could be useful in the right situation, but I'd save deck space and 4 SP for something else... (**) Card Number: A16 Card Name: Nothingness Orochi - KOF97 Rarity: C SP Cost: 5 Effect: KO's all characters with 400 BP or less. Comments: Useful for cleaning up weak cards you may have. Personally though, I would rather keep weak characters on my enemy's bench and use Bopper or something to put my weakened guys to some use. (*1/2) Card Number: A17 Card Name: Double KO Lee Rekka - Last Blade and Yun (SF3) Rarity: C SP Cost: 6 Effect: KO's 1 of your characters and an enemy character. Comments: The souped up version of Bopper. Now you can kill off one of your weakened guys with 100-200 BP and take a 1000 point attacker down with em' (*****) Card Number: A18 Card Name: Seraphic W Gill, Street Fighter 3 Rarity: B SP Cost: 6 Effect: KO's all characters with 500 or more BP Comments: Can be very powerful if used right. Use it when the opponent has a lot of powerful guys in their ring, and you have jack squat. (****) Card Number: A19 Card Name: Fate Duel Kyo and Iori Rarity: B SP Cost: 7 Effect: Select one of your characters and an enemy character. KO everybody else. Comments: A potentially powerful card. You can leave in a really powerful guy and leave the enemy with a chump. (***) Card Number: A20 Card Name: Slaughter Akuma Rarity: A SP Cost: 8 Effect: KO's all characters Comments: If the opponent has lots of powerful guys, and you have zilch, this is the perfect card to play. (***1/2) Card Number: A21 Card Name: Raw Shield Nakoruru Rarity: D SP Cost: 1 Effect: KO's one character and heals you by the amount of BP they had. Comments: Well used on one of those goofy 200-300 BP but 5 SP guys. Then you can gain some SP AND Heal yourself a little bit. I wouldn't sacrifice a powerful guy to recover HP unless in a life or death situation. (***1/2 / *1/2) Card Number: A22 Card Name: Grace Dhalsim's Wife, Sally Rarity: C SP Cost: 5 Effect: Recover 500 HP Comments: How can you not like a card that enables you to regain HP. Can be a lifesaver if used right, or in a "stall" deck. (***1/2) Card Number: A23 Card Name: Abduction Amakusa, with Hazuki, the girl he kidnapped in SS4 in the background Rarity: C SP Cost: 0 Effect: KO's any of your characters that you want. Gain 2 SP for each KO'ed character. Comments: 2 SP seems like a pittance to gain for a KO'ed character. Better to use Raw Shield or something like that. (*1/2) Card Number: A24 Card Name: Psyche Up Batsu and Hayato from Rival Schools Rarity: B SP Cost: 0 Effect: Raise SP by 5 Comments: A nice card to have, but it's just as effective to use a character card that gives you 5 SP. Although you can use Psyche up and then a powerful card such as Geese who normally gives you no SP. (****) Card Number: A25 Card Name: Hey! Hey! Ryo and Dan Rarity: B SP Cost: 5 Effect: Reduces both player's SP to 0. Comments: Best used to screw the opponent over when they have tons of SP, and you don't have so much. (**1/2) Card Number: A26 Card Name: Heritage Kasumi and her father... whatever his name is :P Rarity: D SP Cost: 0 Effect: KO's any characters you have. Draw 1 card for each KO'ed character Comments: I can't see any use for killing characters just to draw more cards, unless they are really weak. (*) Card Number: A27 Card Name: Best Shot Ran - Rival Schools 2 Rarity: D SP Cost: 1 Effect: See your top 3 cards. Choose 1 to add to hand and discard the other 2 Comments: Good if you need a strong guy in a pinch. Hopefully one is coming, (*** / *) Card Number: A28 Card Name: Lucky Kitty Pur and Fur, Capcom Mascot... she's a helper character in Marvel vs Capcom Rarity: C SP Cost: 3 Effect: Draw 2 cards Comments: This is a freebie card. You can get a few more cards to help in your game (****) Card Number: A29 Card Name: Round 2 Ring card girl from KOF 97 Rarity: B SP Cost: 6 Effect: After discarding hand, draw 5 cards. Comments: Great to use if you have zilch in your hand and want to get some new stuff. (***1/2) Card Number: A30 Card Name: Awakening Kaede, Last Blade Rarity: C SP Cost: 3 Effect: Raises 1 character's BP by 300 Comments: This card can always be useful if played right. Use it to restore a weakened character OR build up a fighting monster, (**** / ***) Card Number: A31 Card Name: Morph The Ump and Wan-Fu (from Samurai Showdown) Rarity: C SP Cost: 5 Effect: Change's a character's BP to the top card of enemy's pile. (KO's character if Action Card is on top. Comments: I personally don't understand the meaning of this card. Maybe I'll use it sometime, then I can figure it out. Komejin has sent me a description and possible strategy for this card: Well, this is what the card does, and it's rather unreliable. You pick a character on the table (yours or opponent's) whose BP you want to change. Then you decide if you want the BP of the selected character to become the BP value of the card on top of your deck or the opponent's deck. This is why the card is so unreliable. In most situations, you don't know what card is on top of either deck, unless you've used some sort of AC card or character like Saki that lets arrange the top card on your deck. The only way to ensure that the card to be Morphed will have his BP reduced is if it's a super big card, like Geese, Krauser, Zero Akuma, or Mech Zangief. (**) Here's an example of what I just said, just in case I'm too confusing. I see that my Elena only has 100 BP left. I want to Morph her to change her BP. I play Morph, select Elena, and then pick either my deck or my opponent's. - Let's say that I had Blodia on top of my deck, and I picked my deck. Elena's BP is now 1000, which is Blodia's BP value. - Or, let's say that Lee Pylon was on top of the opponent's deck, and I picked my opponent's deck. Elena's BP is now 200 (yay...) - Or, let's say that an AC card was on top of my deck, and I picked my deck. Elena gets KO'ed (big suck). In short, this card is a gamble in most situations, unless you morph a heavy hitter on the opponent's side. Card Number: A32 Card Name: Showtime! Lilith, Darkstalkers Rarity: C SP Cost: 5 Effect: Raises all of your characters BP by 200 (that are in play) Comments: Quite useful, especially if you got some real strong guys in the ring. (****) Card Number: A33 Card Name: ESP Athena from the Athena RPG for PSX in Japan Rarity C SP Cost: 4 Effect: Choose 1 character with a [ ] ability. 1 of your characters gets that ability Comments: Useful to steal an ability that will come in handy, such as Ryu's Hadoken. (**1/2) Card Number: A34 Card Name: Substitute Lei Lei and Lei Ling - Darkstalkers Rarity: B SP Cost: 4 Effect: Select characters with ability and switch their abilities Comments: Useful for taking away the enemy's powerful ability Here's a couple hints on using it from The Boom Balloon I found a few sneaky ways to use Substitute(A34): Besides the Ump, if you give an enemy Ukyo's power, they get one shot with that character and you get a good 700 BP card. You can block a Geese with a card at 100 BP and BOTH will KO. Another good one to try this with is Twelve. Substitute his ability to Geese, then attack with Twelve. If Geese blocks, his BP gose to 100! Finaly, if the match becomes a waiting game, Substitute Oro's power to a strong card. Now every turn, the new card goes up at least 100 BP. Combine that with a well placed Pride and your looking at lots of BP! (***) Card Number: A35 Card Name: Curse Mizuki, the final Boss from Samurai Showdown 2 Rarity: S SP Cost: 4 Effect: All characters get 1 ability found in this game Comments: This card may lead to untold chaos since who knows what each character will get... (**) Card Number: A36 Card Name: Stifler Bleu - Breath of Fire (I've also heard it's Awakened Yuki from Last Blade 2) Rarity: C SP Cost: 3 Effect: See enemy's hand. Select one of their cards to trash Comments: If playing a powerful opponent, this card is useful. You can see what they have, then dump one of their best cards. (**1/2) Card Number: A37 Card Name: Storm Rush Washizuka and Kojiro - Last Blade Rarity: B SP Cost: 6 Effect: Each player shows all Character cards to enemy that are in hand then discards them Comments: I'd only play this card if I had All crappy guys in my hand, then I Could toss em' and hope the opponent has to throw away some good guys. (**) Card Number: A38 Card Name: Pride Seiger - Samurai Showdown Rarity: B SP Cost: 6 Effect: After player with most cards in hand discards all cards, they pick same number of cards as other player. Comments: A useful card to play when the opponent has a big hand. They'll have to throw away all their stuff and take less cards. (**) Card Number: A39 Card Name: Mischief According to Orochi Sabi, The girl on this card runs off with Necro in SF3, but her name is unknown Rarity: D SP Cost: 1 Effect: After seeing the top 3 cards of either deck, you may arrange them in any order Comments: Not too useful, except maybe to see what is coming in the near future. (*1/2) Card Number: A40 Card Name: No Tricks Franco Bash, Fatal Fury Rarity: D SP Cost: 2 Effect: Discards all Action cards in deck. Shuffles deck after discard. Comments: Who's deck? Yours? The opponents? I don't really want to waste the time finding out. Komejin has said that it discards all of YOUR Action cards, making it basically a pile of junk. (*) Card Number: A41 Card Name: Makeover Athena, King of Fighters Rarity: C SP Cost: 2 Effect: Returns all cards in hand to the pile. After pile is shuffled, draw number of cards equal to the number you put back plus 1. Comments: Good for throwing away a junk hand and starting over. (****1/2) Card Number: A42 Card Name: Pester Rarity: C SP Cost: 4 Effect: Take up to 3 cards from enemy pile and discard them Comments: This card actually means take the top 3 cards from the enemy's deck and trash them. Komejin sent in the correction for me. It's still fairly useful for helping "deck" the opponent. (**1/2) Card Number: A43 Card Name: Management Hugo (Andore) and Poison - Final Fight Rarity: B SP Cost: 1 Effect: Select one Action card from pile. Shuffle pile and put the card you picked on top Comments: Useful to bring out an action card that suits your current needs (**1/2) Card Number: A44 Card Name: Last Resort Rarity: A SP Cost: 8 Effect: Draw 5 cards from deck and arrange as desired. Throw everything else away. Comments: Why the hell would you use this? That's what I wondered, until I learned this trick. It was sent to me by komejin and Edison Franklin. Use it in combination with a laundry card. Then use last resort and pull out your 4 most powerful guys (with at least 4 SP) as well as a laundry card. Then play the laundry card to restore your entire deck! This is quite a useful combo if you can pull it off (though I haven't tried it myself) (no rating) Card Number: A45 Card Name: Roulette King, Art of Fighting Rarity: S SP Cost: 3 Effect: Changes top card on you or your opponent's deck to a different card. Comments: Not too useful, since you really don't know if you are hurting yourself or the opponent much. (no rating) Card Number: A46 Card Name: Shopping Eliza (Ken's wife) along with Ken Rarity: C SP Cost: 3 Effect: Draw up to 3 cards that you have discarded and put them into the deck. Shuffle the deck, then draw one cards. Comments: This is a useful card if you want to replenish some of your powerful guys you have lost. (***) Card Number: A47 Card Name: Laundry Billy Kane's little sister, Lilly Rarity: C SP Cost: 4 Effect: Return all discards to the deck, then shuffle the deck Comments: Never underestimate the power to bring back all of your discarded stuff. (****) Card Number: A48 Card Name: Study Momo, Breath of Fire 3 Rarity: C SP Cost: 4 Effect: Draw 1 Action card from discard pile and put in hand. Comments: Can be a good card to bring back powerful Action cards such as Grace or Awakening. (**) Card Number: A49 Card Name: Revive Omega Rugal - KOF 98 Rarity: C SP Cost: 6 Effect: Draw 1 character card from discard pile and put it in hand. Comments: Great for bringing back a super powerful guy that you have used up already. (***1/2) Card Number: A50 Card Name: Emulate Sakura and Shingo Rarity: B SP Cost: 6 Effect: Select one AC card from enemy's discard pile. Has same effect as that Action Card. Comments: Unless the enemy has uses a great Action card, I can't think of a reason to throw away 6 SP on this. (*) Card Number: A51 Card Name: Activate! Tron Bonne, Mega Man Legends Rarity: C SP Cost: 4 Effect: During this turn, a character getting Back up gets it endlessly. Comments: I'm not sure what this card really does... The following explanation was sent in to me by Skam10. I'm pretty sure that it means that since Character Cards can only get backup once, if you play this card, you can give that Character backup endlessly for this turn. Example: I play Clark, and my hand is Ralf and Leona. I use this AC card 51, and backup Ralf, then with Leona, so Clark gets 1000 BP instead of 700! (no rating) A similar description was sent in by Raphael Russell. He wrote: This does something similar to SP partner, only with backups, and you can back up any number of times on a particular character (maximum of 3, maybe lower, depending on the character.) Card Number: A52 Card Name: Tooptadon Roy and Tiffany, Rival Schools Rarity: D SP Cost: 0 Effect: During this turn, 2 character union attacks use 0 points, 3 character unions use 5 points. Comments: Useful if you have 3 bruisers out who have not supplied you with enough SP to make a union attack. (**) Card Number: A53 Card Name: SP Partner Anita from Darkstalkers, and Whip (KOF) Rarity A SP Cost: 7 Effect: Characters can be brought back into the ring after previously appearing in this turn Comments: I don't really understand the point of this card... (no rating) Raphael Russell sent in a description of this card, as follows: This lets you put another character into play. So let's say you have one character in play and have 7 SP. You play your one allowed character per turn, and then you use this card. This lets you put another character into play, letting you get past the one character per turn limit. Very useful in high end games where 1000 point + characters are popping out every turn. Card Number: A54 Card Name: Synchro Billy Kane and Rikuo (I've also heard it's Nagare from Rival Schools Evolution 2. The little frog is the cursed form of Rikuo from Darkstalkers.) Rarity: C SP Cost: 1 Effect: Each player chooses 1 card from the other's pile and keeps it for the duration of the game. Comments: I can't see the use of this card, unless you have nothing but trash in your deck. (no rating) Card Number: A55 Card Name: Indulge Devilot, Cyberbots Rarity: B SP Cost: 6 Effect: All character's BP becomes 200 Comments: I can't think of a good use for this card, since it screws you as much as the opponent. You can follow this card up with K' to wipe everyone else out, though. (*1/2) Card Number: A56 Card Name: Glare off Mai and Chun Li Rarity: B SP Cost: 6 Effect: Disables your and your enemy's characters from attacking during this turn and your enemy's next turn. Comments: Cool artwork on this card. Also, it's useful to stall the opponent for a turn if they have tough guys out. (**1/2) Card Number: A57 Card Name: Shadow Shadow (secret character in Vampire Savior who would turn into the guy you just beat for the next match) Rarity: S SP Cost: 5 Effect: Change one character to another in the game (Discard backups) Comments: I haven't used this card yet, but if it means what I think it does, imagine the power. Change your weakest bum into Geese... or Ryu... or some other master of destruction. That's what I thought anyway, this card changes the character into someone at random. Not too useful if you ask me. (*) Card Number: A58 Card Name: Tri Quiz Rarity: S SP Cost: 5 Effect: Choose Grenade, Grace, or Showtime. Card has that effect. Comments: Useful in that you can choose the power you need at that time (****) Card Number: A59 Card Name: Reset Button Sakura's little brother Rarity: S SP Cost: 10 Effect: KO's all of your characters. At the end of this turn, you get another one. Comments: Can be very useful or screw you over royally, depending on how it's used. (no rating) Card Number: A60 Card Name: Dregs Terry and Ryu Rarity: S (You get this card when you win the game) SP Cost: 15 Effect: Shuffle pile after all hand cards are returned. During this turn Discards become hand cards. Comments: This card allows you to use one cool character and whatever cool Action cards you want that you may have discarded, but 15 SP is a lot for this sort of thing. (no rating) Expert Card Analysis This is a section where I analyze cards further in detail. Top 10 character cards 10. Akari (P) The ultimate reversal of fortune card. Always have one in your deck so that if the opponent starts to overwhelm you, you can wipe out all his guys and start over. 9. Haohmaru: Very useful against guys with weak decks, he can cut right through them and slash the enemy for some damage 8. Kyo: 500 direct damage when played and 800 BP. Nuff said 7. Jin Saotome: Good stats and he can go out with a bang when he's hurt. 6. Zero Akuma / Geese: The ultimate Heavy Hitters. 5. Morrigan: Can turn the tide of a game if used right. Also 5 SP. Can't be Kurfed. 4. Mech Zangief / Krauser: Slightly more useful than Geese in my book, since it also gives lots of SP and has almost as many BP 3. Terry: 1000 BP and also can't be frozen after attacking. A great offensive card. 2. Yashiro: Can't be Kurfed. Can take enemies out of the fight 1. Akuma: Do I even need to explain this one? Top 5 Action Cards 5. Psyche Up: 5 free SP, what else is there to say? 4. Makeover: Very useful when you don't have a good hand. Also since you shuffle your cards back into the hand, you don't have to worry about decking yourself. 3. Showtime: Useful for powering up a bunch of heavy hitters 2. Escape: You can get a weakened heavy hitter out, then bring them back with full power or escape a guy like Akuma to use their power again 1. Tri-Quiz The most versatile card. If you need HP, you can get them. If you need direct damage, you can do it. Or you can use the powerful Showtime effect. Card Comparisons Terry vs Ryu Both have equal SP and BP. Terry cannot be frozen after attacking which is nice. Ryu can dish out 500 damage to an enemy character for the cost of an action card. However, this is not always useful. You may not have an AC card to drop. Terry's power is much more versatile, so I have to say it is the more powerful card. Both are useful to have however. Akuma vs Yashiro vs Yamazaki vs Wild Iori vs Evil Ryu Akuma: Pros: Can KO any enemy character, instantly, possibly setting you up for a free shot. More versatile in general Cons: No SP, can be hit with Kurf Yashiro: Pros: Can return your own guys to hand in an emergency. Gives 2 SP. Cannot be Kurfed. Cons: Some characters on the enemy's side should not be returned to enemy's hand, such as Akuma or Nakoruru. Yamazaki: Pros: Can freeze characters, setting up possible free hits. Gives 2 SP Cons: Can be hit with Kurf, Frozen characters come back the next turn. Wild Iori: Pros: Can kill any for with 800+ BP. Most BP of any of the 5 cards. Cons: Can be hit with Kurf if the enemy has a Wild Iori available. Enemy must have a powerful character for him to Kurf or he KO's himself. Gives no SP. Evil Ryu: Pros: Cannot be hit with Kurf. Gives 3SP. Can KO anyone who is frozen. Can be an effective combo if you have a Puppet card Cons: Weaker BP than most of the others. Not as versatile. Final Analysis: Akuma is #1, because he is the most versatile. Yashiro is second, since he can remove your own characters if needed, and behind Akuma because some characters should not be returned. Wild Iori is 3rd because of high BP, and usefulness in high end games. Yamazaki is 4th because he can allow for cheap free hits. Finally is Evil Ryu, since he isn't always useful to play. Decks and Card Combos This section is devoted to those who wish to send in card combos or their custom decks. If you have one you'd like to share, send em' in. Here are the 2 decks that I play with Deck #1: Smackdown Deck Theme: Kill the other guy as fast as possible Cards: Terry x2, Yamazaki, Krauser x2, Geese x2, Ryo, Haohmaru, Nakoruru (C ), Kyo x2, Kyo (P), Yashiro x3, Wild Iori, Akari (P), Ryu x2, Sagat, Akuma x3, Rose, Evil Ryu, Morrigan, Morrigan (P), Pyron, Jin Saotome x2, Zero Akuma, Daigo, Hiryu x2, Lucifer, Saki, Mech Zangief, Puppet, Escape, Double KO, Slaughter, Psyche Up x2, Lucky Kitty x2, Showtime!, Makeover, Revive, Tri Quiz Deck #2: Fighting Chance Deck Theme: Fun Deck, used when playing lesser opponents Cards: Andy, Joe, Billy, Kim, Blue Mary, Ryo, Robert, Yuri x2, Hanzo, Nakoruru (T), Nakoruru, Rimururu (T), Shiki (T), Benimaru, Shermie, K', Akari (P), Akari, Athena x2, Sagat, M Bison, Cammy (A), Chun Li (A), Guy, Rose x2, Dan, Juni, Juli, Demitri, Felicia, Lilith, AKIRA, Kyoko, Saki, Puppet, Escape, Bopper x2, Slaughter, Hey!Hey!, Lucky Kitty, Round 2, Awakening, Roulette, Revive, Tri- Quiz. Card combo, sent in by Mark Franklin Load your decks with Akumas, Yashiros, and Yamazakis(enough so that you get one in your opening 6 cards) and have some relatively heavy hitters so that if you go first (which you should try to learn to do) you can make an absolute killing! I have 3 Akumas, 2 Yashiros, 3 Krausers(Heavy hitter), (No Yamazakis.I know,practice what you preach). I also have about 450 wins and 50 losses. I have gotten 3-turn, unscathed(NO hurt character of mine) perfects this way!! Here is how it is possible: I get: A Geese An Akuma A Yashiro A few others that don't matter. Actually my whole deck matters, but just to make things quick.:p I go first I play Geese He plays Geese(for the sake of an example) I play Yashiro. Geese returns to his hand I attack w/Geese He plays Geese (same one) (he is stupid but o well) I play Akuma. Geese dies. I attack w/Geese and Yashiro I win,NO MATTER WHAT! OK OK if he uses 2 5-SP cards and 2 graces I don't win yet,but he's still screwed 8 bazillion ways to Sunday and has no hope. Card Combo sent in by Ullares@aol.com *** make sure you have these cards in the deck for best results: 1. 3 Psyche Ups 2. 3 Grenades (and your 3 Tri-Quizzes) 3. 3 Earth's Pikes 4. Ryo 5. Kyo 6. Morrigan (P) (Not necessary, but helpful) 7. Abduction 8. Last Resort 9. Dregs 1. After having a good defensive team, use a King or a Management to retrieve your Last Resort. 2. Last Resort for the following cards in order: .Kyo .Ryo .Abduction .Dregs .Laundry or alternate... .Storm Rush (since you don't have any character cards any more anyway) .Slaughter .Kyo .Ryo .Dregs (If you're good, you won't need the Laundry) 2. Anyhow, one of your characters will die, leaving a space open for Kyo (500 direct damage.) Make sure Kyo dies by blocking, or if not, use the Abduction you're about to get to place him in the discard pile. 3. Stick Ryo in the ring (make damn sure Ryo doesn't die before the big finale) 4. Abduct Kyo if he's not dead already and anybody else BUT Ryo. 5. Use Dregs, which will bring to your hand basically your entire deck for use (JOY!) 6. Use Ryo's Spirit Surge (discard some useless AC card) to gain oh... about 40 some odd SP. 7. Use your 3 Psyche Ups 8. Place Kyo back out in the ring (another 500 direct damage) 9. Barrage your opponent with your Earth Pikes and Grenades until death. (3 Earth Pikes = 1500 damage 3 Grenades = 900 damage) and with Kyo's 1000 damage already, your opponent should be dead. Also if you add your 3 Tri Quizzes to the deck, that's another 900 damage. Deck sent in by Jack Lin -ParanoiaDirtyMix 3 Terry...1000 bp and don't get frozen 3 Andy...taking people's cards out, 800 bp is acceptable, backing-up terry 2 Billy...taking people's AC and see their cards, backing up Krauser and Geese 3 Yamazaki....freeze opponents 3 Krauser....big hitter and 5 sp 1 Geese....bigger hitter 3 Haomaru....can be neat for close fight 1 Kyo...500 HP 1 Kyo (P)....more verstatile than regular Kyo 3 Yashiro...Removing 1 Wild Iori...Gotta love it when Wild Iori KOs a big hitter, but one is enough 1 Wild Leona...Against people with bad deck, Wild Leona is more useful than Wild Iori 1 Ryu...just 1000 bp and sometimes backing up Terry 3 Akuma...oh well, you tell me 1 Evil Ryu...Combo with Puppet 3 Morrigan...very handy in close fight, I have gotten 7000 hp with Morrigan's absorbing, and 5 bp 3 Jin Saotome....VERY VERY useful when you don't start first, and 4 bp 2 Puppet...Freeze! 3 Reparation...Removing 1 Double KO...When you face tough opponents, this is a good card 3 Psyche Up....free SP, why not? 2 Shopping....bring 3 great cards back with only 3 sp and draw one more card, better than Lucky Kitty, and Laundry isn't that necessary 2 Tri-Quiz...good stuff, 3 uses Strategy when you don't start first: KO the opponent first....If Wild Iori can go, let him go first....or if you have Shopping, let big hitter go first. Jin is actually very handy because if he counters a 700 bp card, he will have 100 left, then he can kill another person..... This deck has loads of sps, so double-team, triple-team, or AC usage shouldn't be a problem. In a 3000 hp game, you need to play very carefully.....If you start first, without Geese/Krauser, but with Morrigan and Akuma, go for Morrigan first. She's only 700 bp so Wild Iori can't kill her, then pull our you Akuma, and let Morrigan go draining. On the next round, if both Morrigan and Akuma attack (2 on 1, in case you don't have KO/Removing/Freezing cards), CPU will counter Akuma, so you drain another 700. PUT MORRIGAN ON THE VERY RIGHT....In a 2 on 1 situation, when Morrigan and the other guy have the same amount of bp, CPU will choose to counter the leftmost card, so Morrigan and keep draining! Deck Name: Akuma's Hatred (by Gouki) Yamazaki x 3, Krauser x 3, Geese x 3, Rimnerel x 2, Kyo x 3, Chizuru x 2, Yashiro x 3, Wild Iori x 3 Chun Li x 3, Akuma(Shoush!) x 3, Evil Ryu x 3, Morrigan(P) x 3, Zero Akuma(Shoush!) x 3, Tessa x 1 Mech Zangief x 3, Puppet x 1, Earth's Pike x 2, Double Ko x 2, Slaughter x 2, Tri Quiz x 1, Reset Button x 1 Card combo sent in by Jay Tse Cards needed: 3 Sougetsu, 2 Slaughter, Last Resort, Dregs, Lucky Kitty, Laundry, Storm Rush, 3 Psyche ups, and lots of high sp or sp generating cards. Optional Cards: Felicia, Saki, Morrigan(P), Jin Saotome, Akari(P), Haggar, Kazuki, Management, TriQuiz, Showtime. You'll need about 25-30sp and Storm Rush and Last Resort in hand before you start. 1. Clear the ring (Haggar, akari (P), Slaughter etc.) Place a card in ring (preferrably a Card that can KO itself so you can free up a spot later) 2. Use Storm Rush 3. Use Last Resort and pull out: Lucky Kitty, Slaughter, Sougetsu, Sougetsu, Dregs and hope opponent does not use ChunLi (A) 4. When your turn starts, use Lucky Kitty, then use Slaughter (if necessary), then place Sougetsu in ring, opponent will have no Character cards in hand or ring and can't draw next round (opponent cannot defend). 5. Place 2nd Sougetsu in ring, attack with first Sougetsu (700 damage) 6. Use Dregs, place last Sougetsu in ring, use all your Psyche-up cards, use Storm Rush and then try to use as many action cards as possible but use Laundry Card last so you can recover your deck. Atack with first 2 Sougetsu (1400 damage, more if you use TriQuiz/Showtime or backup with Kazuki) 7. If opponent still has HP, attack with all three Sougetsu (2100+ damage) This combo deals out minimum 4200 damage if you manage to pull it off. Even if they survive (not likely) they'll be screwed like you wouldn't believe. Deck sent in by Ryan Brown My Deck 2 Terry 2 Krauser 1 Geese 1 Haohmaru 2 Nakoruru (c) 1 Kyo 2 Yashiro 1 Orochi 3 Wild Iori 2 Wild Leona 2 The Wanderer 1 Ryu 1 Akuma 3 Rose 3 Morrigan 1 Jin Saotome 2 Diago 1 Lucifer 1 Seraphic W 3 Grace 3 Psyche Up! 3 Best Shot 2 Lucky Kitty 3 Awakening 1 Showtime 2 Makeover 1 Tooptadon Strategies sent in by Ryan Brown Stategy #1 Bite the bullet Always remember that when a card attacks it can not counter attack you in the next turn sometimes it's worth it to take a 2000 point hit if you have two 1500 cards. Consider the gain in damage from not countering before you decide. Strategy #2 Choose your own hand The best action cards are not always the ones with the higher rarity. (In fact their usually not.) cards like Best Shot, Lucky Kitty, and Makeover, let you draw new cards for a low sp use. also Cha cards like Rose and Mai that let you remake your hand are invaluble. The more cards you draw into your hand, the more likely you are to get that one card that you wish you had in your hand. Make your own luck. Strategy #3 Start Low When you have a the inititive of the first turn put out the lowest bp highest sp card in your hand. By having a low card you have a spare card to counter his attacks and can then use your high bp cards without them loosing so much bp to other cha cards. Strategy #4 Morrigan!! No matter where you are in the game ALWAYS have as many Morrigans in your deck as you can. Her special ability, blood sucker, gives you the amount of hp that you damaged the other player. This doubles the distance between you and the player and can be a decideing factor. A 700 Morrigan with an Awakening can put a distance of 2000 points between you and the opponent each time she hits. And the more HP you have the more risky moves you can safely make. Strategy #5 Set to Stun Never counter attack to kill. Your aim should always be to force the player to have three 100 cards in his ring. If your playing the AI he will usually attack with all three when this happens, thus letting you go straight to the Players HP. Strategy #6 The bigger they are... Work hard to get as many Ko'ing Cards as you can. The most deadly combo in the game is three Akuma's Akuma will KO one Cha card and if he cant counter attack let the others in your ring attack the player. Always remember that the object is not to kill their Cha cards but the player themselves. Also remember that Wild Iori will take out anything with a bp higher than 800 don't put him out against an 800 Andy if you know the player has a lot of high BP cards like Geese or Krauser. There's nothing worse than seeing you Geese card Ko'd the turn after you put him out. Save you Wild Ioris for those definitive moments if you can. Strategy #7 Don't get cocky A game is never set in stone until the final attack. If a player gets a slaughter and kills all your Cha cards they may have had 100 health but if he gets a strong combo he can take you out no matter how high you HP is. I've been in matches when I had less than a thousand hp and almost certain death and the AI would do something stupid and loose the match. This AI has the added benifit of making mistakes occasionally. Never give up but never assume you've won until you see the 0 Hp Strategy #8 Saving SP Sp's main use is for unite attacks. don't waste your Sp on small action cards when you can do a unite attack. Also have at least one Tooptedan no matter how good your cards are. This has saved many of the games I've played. Strategy #9 Trap 'em The optimum position to be in is the opponent with one lower card in his ring and you with two higher cards. Always try to find a way to force your opponent to have to put a new card out to defend himself and be unable to attack. Even if you can only hit him for 100 HP, as long as your chipping away and preventing him from attacking your will have plenty of time to gather cards to build a strong attack. Be warned however that he also has the same amount of time. Always be aware. Strategy #10 TAKE RISKS The only way you will be able to beat people with better decks than yours is to take risks. Let them hit you for 1300 damage if it means you'll be able to hit them with Morrigan. You never know what you will draw so in a desperate situation play like you've got nothing to lose. Mainly though, focus on learning the cards, each has its own good situation in which it becomes that winning card that you don't ever want to take out. Strategy #11 Save your Crap Crappy D and C cards are useless later in the game. Save them up for one big go at the trading machines. Note that to get Jin Saotome you have to trade a ton of cards, same for Akari(p) Also If you want to win at the slots save before you play and set a specific number of cards you want to try before you restart. Then go to the card trader and trade away. Try to get 5 each of Rimnerel(c) and Galford, or Cammy (a) and Ryu(a). Trade them in for a special card. Note: You can get Akari P and Jin from either trade machine. Also, you can only get one Nakoruru and one Chun Li A from Trade machines. To get more, you must go to the auction. This info was sent in by Shuriken Zero. Computer AI Strategy The computer will defend against your attacks using the following reasoning: 1. Unite Attacks 2.Characters with highest BP 3. Characters on the left side In other words, you can horribly exploit them with some proper evil tactics. 1) The always united strategy mentioned above. 2) Play characters with good special powers on your right side, especially Morrigan. I find it funny that the CPU counters a guy with 700 BP on the left side, while Morrigan does 700 damage AND restores 700 of your HP Deck and Strategy sent in by Robert Currie 2 terry 3 yamazaki 3 krauser 1 geese 1 haohmaru 2 kyo 3 yashiro 3 akari (p) 3 akuma 3 morrigan 3 jin saotome 3 zero akuma 3 haggar 3 saki 1 mech zangief 2 escape 3 peacemaker 2 reparation 2 schools out 2 double ko 1 lucky kitty 1 laundry I use the haggars akaris and school's out to reset the board in my favor. The saki's get my combos rolling along with the lucky kitty, if you don't have all the cards, rose works well and Mai for getting your combo out. The yamazaki, yashiro, and akuma with peacemaker and escape and saki work awesomely. I play the 20 man tournament and almost always win on my 3rd turn. I usually play a jin saotome first, because I can either block a card less than 800, then use the ability, reseting the board and getting a two to one card advantage. This deck is total control and it doesn't really matter what deck the opponent plays, his cards are irrelavant. the only card than can slow you down is guile, and you have plenty of ways to deal with that. Against humans, I have yet to find anyone to play me more than 1 or two times because they say its unfair. I often play a saki to get yashiro or akuma (if I need sp I get yashiro) then play yashiro bouncing the opponents card back, then the next turn I'll play another yashiro or akuma, followed by either a schools out or a peacemaker on yashiro and one of their cards. If you don't like the idea of them bring a card back out, ie an akuma or other triangle card, get your own akuma with saki, or use double ko instead of peacemaker. Yashiroing your own akuma to replay it is also good. Deck Sent in by Mr. Kunio My Deck, titled the "Hey, I don't have Zero Akuma, Geese or Krauser but this deck still rocks" deck. 1 Ryu 1 Ken 2 Sagat 1 M. Bison 1 Akuma 1 Sakura 1 Juni 1 Juli 2 Twelve 1 Morrigan 2 Pyron 2 Hayato 3 Daigo 1 Falcon 1 Hiryu 1 Mega Man 3 Ryu (B) 1 Mech Zangief 1 Terry 1 Andy 1 Joe 1 Ryo 1 Kyo 3 Double KO 1 Seraphic W 3 Grace 2 Psyche Up! 2 Lucky Kitty 1 Awakening 2 Showtime! 1 Laundry 3 Tooptadon 1 Tri-Quiz Decks and combos sent in by La Var J Foxworth Deck 1 - Excaliber Deck (My "stronger" versatile desk) Characters: Terry, Andy, Krauser, Geese, Haohmaru, Hanzo, Nakoruru (C), Nakoruru (T), Rimnerel (T), Sougetsu, The Ump, Kyo, Kyo (P), Yashiro, Shermie, Wild Iori, Wild Leona, K', Akari (P), The Wanderer, Athena, Guile, Sagat, M. Bison, Akuma, Chun-Li (A), Guy, Rose, Juni, Juli, Twelve, Evil Ryu, Morrigan, BB Hood, Lilith, Jin Saotome, Daigo, Haggar, Mega Man, Ryu (B), Nina, Mech Zangief ACs: Substitute, Makeover, Shopping x2, Tooptadon, Tri-Quiz x2, Dregs Desk 2 - Masamune Deck (My "weaker" versatile deck) Characters: Andy, Joe, Mai, Billy, Blue Mary, Yamazaki, Krauser, King, Nakoruru (C), Nakoruru, Kazuki, Sougetsu, Shiki (T), Kyo, Benimaru, Shingo, Yashiro, Shermie, Akari (P), Kagami, Athena, Ryu, Ken, Guile, Sagat, Akuma, Morrigan, Morrigan (P), Pyron, Q-Bee x2, Jin Saotome, Blodia, Zero Akuma, Batsu, Kyosuke, Hinata, Akira (Unmasked), Daigo, Damnd, Saki, Mech Zangief ACs: School's Out, Earth's Pike, Shopping, Laundry, Tooptadon, Tri-Quiz x2, Dregs Here are my Card Combos: 1. Rimnerel (T) and Evil Ryu : The Perfect Couple Have Rimnerel (T) uses her ability and then bring Evil Ryu for the kill. No one lives. 2. Blue Mary and Yamazaki: The Pinners Bring Yamazaki in to freeze any card and then use Blue Mary's ability to lock that character in. 3. Blue Mary, Yamazaki or Rimnerel (T) + Evil Ryu: Planned Homicide Use Blue Mary, Yamazaki/Rimnerel to pin any character, and then bring Evil Ryu in the next turn for the kill. 4. Jin Saotome , Batsu and any cards, preferably a powerful one Have Batsu and your power card ready and then bring Jin in and blow away your opponent's defenses to get some hits. 5. Guile and the triangle gang Guile is the perfect buddy for the people that have double edge triangle abilities. For guys like J. Talbain and Wild Iori where you need them without the problems of putting them out. This deck was sent in by Sci Wild. 2 Terry 2 Andy 2 Billy 3 Krauser 3 Geese 3 Haohmaru 1 Nakoruru(C) (for emergencies) 1 Kyo 1 Kyo(P) 3 Yashiro 1 Shermie (backup) 1 Orochi 3 Wild Iori 1 Ryu 1 Ken 3 Akuma 1 Evil Ryu 1 Jin Saotome 3 Zero Akuma 1 Diago 2 Hiryu 1 Lucifer 1 Ryu(B) 1 Saki 1 Puppet (for evilryu and getting around marachnid) 2 Earth's Pike 1 Grace 1 Tooptadon 3 Tri-Quiz Contributors Below is a list of people who have contributed cards or other info to the FAQ Rybolt (Several Cards) Komejin (Info on ? backups) Jet Acevedo (Partial list of ? backup characters) Iori Yagami (Several Cards) Danyal Herder (Card info) KTP (Card Info) Call me Ishmael (Card info and info about the 20 man tourney in Vegas) Zleon99 (? Backups) Dtai@ix.netcom.com (? Backups) Mark Franklin La Var J. Foxworth M Meevasin (for letting me use the ? backups from his FAQ Shuriken Zero (Info on pictures on Action cards) Razorclaw X (Info on pictures on Action cards) EdoImpact: Sent me several origins of action cards Liquidator (a couple of ? backups I missed) There are probably others, who sent me stuff on various cards and whatnot, I forget to list them here, but they are listed along with their contributions.