For those with short attention spans....... ...................... .*.***.***.***.*.*.***\ .*.*...*...*.*.*.*..*.\ .*.*...***.*.*.*.*..*.\ GAME PAGES .*.*...*...*.*.*.*..*.\ .*.***.***.***.***..*.\ ......................\ \\\\\\\\\\\\\\\\\\\\\\\ MARVEL Vs. CAPCOM RYU/(KEN/AKUMA) Guide Created: 05/05/98 Updated: 07/09/98 Version: 1.20 By : Charles Grey http://members.aol.com/iceout0002/marvel.txt What's New: *Updated Notes Section *Updated Combo Section 1)LEGEND UB U UF Jab(1) Strong(2) Fierce(3) = P B * F Short(4) Forward(5) Roundhouse(6) = K DB D DF Level X - requies this much super bar both players - both players must be alive 2)UNIVERSAL MOVES Dash : F,F or 1+2+3 Backdash : B,B or B+1+2+3 Long Jump : UF during dash Super Jump : D,U or 4+5+6 Throw Escape : F+2/3/5/6 Call Helper : 2+5 Launcher : 1+4 Switch In : 3+6(both players) Double Team : D,DB,B+3+6(Level 2, both players) Team Super : D,DF,F+3+6(Level 2, both players) Team Counter : B,DB,D+3+6(Level 1, both players) Quick Recovery: B,DB,D+P when knocked down Parry : 1+2+3 when blocking 3)SHARED BASIC MOVES 1: Jab 2: Weak Uppercut 3: Hard Punch 4: Shin Kick 5: Chest Kick 6: Face Kick D+1: Low Jab D+2: Low Jab D+3: Powerful Uppercut(launcher) D+4: Short Ankle Kick D+5: Crouching Forward Kick D+6: Foot Sweep Jump+1: Weak Air Palm Jump+2: (Ken/Akuma) Air Palm Jump+2: (Ryu) Double Elbow Jump+3: Powerful Air Palm Jump+4: Air Knee Jump+5: Foot Kick Jump+6: Powerful Foot Kick U+4 : Toe Kick U+5 : Toe Kick U+6 : Air Spin Kick Start : Taunt (once per match) (plays with his headband) 4)SEMI-SPECIAL MOVES F+2: (Ryu/Akuma) Overhead Chop F+5: (Ryu/Akuma) Forward Spin Kick F+5: (Ken) Double Chop Kick 5)RYU THROWS(done close) F+2 or 3: Shoulder Takedown F+5 or 6: Back Roll Jump F+2: Air Back Roll 6)KEN THROWS(done close) F+2 or 3: Shoulder Takedown F+5 or 6: Knee Bash (tap kicks for more hits) Jump F+3: Air Spin Throw 7)AKUMA THROWS(done close) F+2 or 3: Shoulder Takedown F+5 : Back Roll F+6 : Double Back Roll Jump F+2: Air Back Roll 8)SHARED SPECIAL MOVES Hadoken : D,DF,F+P(also in air) Dragon Punch : F,D,DF+P Hurricane Kick: D,DB,B+K(also in air) Ken Transform : F,DF,D,DB,B+2(Level 1) Akuma Transfrm: F,DF,D,DB,B+3(Level 1)Ryu Transform : F,DF,D,DB,B+1(Level 1) 9)AKUMA ONLY SPECIALS Diving Kick: Jump D,DF,F+K Teleport : F,D,DF+2P/2K Teleport : B,D,DB+2P/2K 10)RYU SUPER MOVES(Level 1) Shinkuu Hadoken: D,DF,F+2P (23 Hits)(also in air) Shin-Shoryuken : F,D,DF+2P (6 Hits) Super Hurricane: D,DB,B+2K (18 Hits) 11)KEN SUPER MOVES(Level 1) Shoryu-Reppa: F,D,DF+2P (11 Hits) Shinryuken : F,D,DF+2K (tap K) Kick Combo : D,DB,B+2K 12)AKUMA SUPER MOVES(Level 1) Super Dragon Punch: F,D,DF+2P Super Fireball : D,DB,B+2P Air Fireballs : Jump D,DF,F+2P Raging Demon : 1,1,F,4,3 (Level 3) 13)NOTES When attempting a 2P Super, always use buttons 1 and 2 to avoid accidentaly switching in your teammate. (I think it's the bottom of the hand hitting 6.) Never switch unless they are in the air, so they can't block and counterattack. When fighting the computer, always use a jump-in to set up a combo. Combos are tough to do against the computer, especially later on in the game, but they are important as Supers alone lose their effectiveness. Of course, there are better choices for combo characters (I won't give any names here, but one of them has a sword and climbs on walls.) Never throw a sweep unless you're sure it will either hit or be blocked, since a whiffed sweep leaves you wide open to a Super, dash-in throw or combo. What the "Helper" is is a unplayable 3rd character who can be sent out a limited number of times. The helper is randomly chosen for each round. There is a way to choose your helper, most other FAQs and guides have this. It is good to learn combos, but more important to avoid set-ups and traps for Supers and chain combos. It's hard to gauge the best strategy for head-to-head games, since everyone plays their own way. Just try to keep them noodling. While Akuma is playable through Ryu, he loses his red fireball. 14)SIMPLE COMBOS The average or casual player rarely uses fancy combos(the most ground hits I get is three). But it pays to string at least 2 or 3 attacks regularly. To do an "AIR COMBO", jump up and hit them EXTREMELY fast after doing a launcher. Yes, I have trouble with air combos. RYU (3) Jump 5,D+5>QCF+P (3) Jump 5,1,2 (3) Jump 2>QCF+2 (all in air) (4) Jump 6,D+1,D+2>QCF+2 *NEW* (4) D+3,U,1,2>QCB+K (Air Combo) (5) D+1,D+3,U,1,2,3 (Air Combo) (19)D+5>QCB+2K (Super Hurricane Kick) << my bro discovered this one *NEW* KEN (3) (both in air) Jump 1,2>QCF+2 (12) D+2>F,D,DF+2P (Shoryu Reppa) AKUMA Use the same as Ryu except for the 19-hit. 15)CREDITS Kao Megura / Edward T. Ma for their GIANT Marvel+Capcom FAQs Marvel vs. Capcom (c)1998 CAPCOM Neat Trick: Try entering "DDD" as initals and see what happens!
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