Capcom Fighting Evolution/Bosses

Each of the following boss characters have distinct battle systems from one another, which are identified individually for each character.

Ingrid
Click on Ingrid's name to be taken to her Street Fighter Alpha 3 MAX entry.
 * Super Meter: Ingrid has a three tier Super Combo gauge, as well three Super Combos that require different levels up gauge to be filled in before gaining access to them.
 * Air-Blocking: The ability to block attacks in mid-air greatly decreases the risk of jumping in for a mid-air attack.
 * Dashing: These fighters may move quickly forwards or backwards by tapping or.
 * Super Jump: You may jump higher than average by quickly pressing, then , , or.
 * Rolling: Press to roll forward at any time, with a period of limited invulnerability.
 * Counter Roll: Known as Counter Movements in the N Groove of Capcom vs. SNK 2, press or  along with  to instantly roll away or behind an opponent immediately after blocking an attack, at the cost of 1 meter from her super gauge.

With her sweet appearance, she utilizes her mysterious "abilities" to have fun with her opponents. The purposes of her presence, and the reason for her fight are shrouded in mystery.

Pyron
Click on Pyron's name to be taken to his Darkstalkers entry.
 * Super Meter: Pyron has a triple stock meter that can store three levels of power. All ES moves and most Super Combos cost a single meter of power to execute
 * Air-Blocking: The ability to block attacks in mid-air greatly decreases the risk of jumping in for a mid-air attack.
 * Chain Combos: Pyron can attack swiftly by chaining normal attacks together according to the following rules; attacks must occur from weakest to strongest, and kicks may follow same strength punch, but punches may not follow the same strength kick.  The largest chain may be LP → LK → MP → MK → HP → HK.
 * Guard Cancels: Pyron may use Zodiac Fire to instantly cancel out of a block and counter attack his opponent. The timing of a Guard Cancel is very strict, and must be spot on to be successful.  Guard Cancel moves are designated with a GC icon in front of the move name.
 * Dashing: Pyron may move quickly forwards or backwards by tapping or ..
 * ES Moves: At the cost of one super meter, you may amplify the strength and effectiveness of certain moves by performing the attack with two buttons instead of just one. Available moves are marked with an ES icon in front of the move name.
 * Pursuit Attacks: Press or  while your opponent is lying on the ground to execute a quick stomp-type attack for added damage.  Pursuit Attacks may be ES-ed for more damage, at the cost of one super meter.
 * Roll Wakeup: Press or  to roll away or towards the opponent when rising off the ground after being knocked down.

A large wandering cosmic being. The size of his true form dwarfs the Milky Way. With a lengthy infinite life ahead, he arrives to summon various warriors into the present, for battle, distracting him from his current boredom. Twisting and distorting space, he possesses the ability to usher forth the greatest warriors from different times and dimensions into one place.

Shin Akuma
''Click on Shin Akuma's name to be taken to his Capcom vs. SNK entry. Even though CFE classifies Shin Akuma as a Street Fighter II character, he more accurately represents his most recent incarnation's level of power and ability, as he is intended to be the most powerful fighter in the game.''
 * Super Meter: Shin Akuma has a single Super Combo gauge.
 * Air-Blocking: The ability to block attacks in mid-air greatly decreases the risk of jumping in for a mid-air attack.
 * Dashing: These fighters may move quickly forwards or backwards by tapping or.
 * Super Jump: You may jump higher than average by quickly pressing, then , , or.
 * Parry: To parry an attack, you must press forward the moment before the attack connects (or press down before a low attack connects.) This may be used in mid-air, to compensate for the lack of a mid-air block.  A successful parry will prevent all damage from an attack, push the opponent away, and allow you to immediately counter attack.
 * Chain Combos: Shin Akuma can attack swiftly by chaining normal attacks together according to the following rules; attacks must occur from weakest to strongest, and kicks may follow same strength punch, but punches may not follow the same stregth kick.  The largest chain may be LP → LK → MP → MK → HP → HK.
 * Super Cancel: Akuma may perform Super Cancels to interrupt a Special Move into a Super Combo.
 * Tactical Recovery: Shin Akuma may control and delay the time at which he rises off the ground by holding while lying down from a previous attack.
 * Rolling: Press to roll foward at any time, with a period of limited invulnerability.
 * Quick Standing: Tap just before you are about to hit the floor after being knocked down to quickly rise back up again.

Rather than present Shin Akuma as a computer controlled Akuma, and only give players access to "toned-down" Akuma, Capcom gives players direct access to the true form of Akuma, with double air fireballs and everything, including new moves that were only learned as recently as in Street Fighter III: 3rd Strike and Capcom vs. SNK 2. Truly a force to be reckoned with… that is, if you can unlock him.