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ААлллАААААллл ААллл ААллл ААллл  ААллл                                 
 Аллл    Аллл  ААллл ллл   Аллл   Аллл                                 
 Алллллллллл    ААллллл    Аллл   Аллл                                 
 АлллАААААллл    ААллл     Аллл   Аллл                                 
 Аллл    Аллл     Аллл     Аллл   Аллл                                 
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ААААА   ААААА    ААААА      АААААААА                                   
                                                                       
MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher <sirlordjoseph@icqmail.com>
version 1.3
Dec. 8, 1999
                                                                       
this faq is copyright 1999-2000 Joseph Christopher
                                                                       
I didn't believe there will come a time when I'll have to write something          
like this just to remind some people of what they all should be knowing            
by heart :( Anyway, here goes...                                                   
                                                                                   
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
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||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
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||  4) You will not use even a single phrase, sentence, or concept found         ||
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||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
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||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                   
* This society does not care if you're the dumbest vegetable on earth,             
  if you do something wrong, someone will make you pay the price! ;)               
                                                                       
* Nobody, and I mean NOBODY uses Ryu in an MVC game without using a fireball
  at least ten times per match, and this just sickens me. There will only
  be two kinds of Ryu opponents if you use this strategy: One that wouldn't
  be able to do anything about it and consider you cheap, and another
  that would be able to punish you with a combo that ends with a super
  before you could even say the "-douken!" part. I wrote this faq to offer
  a different strategy, one that would not make use of ANY of his infamous
  MVC specials, namely the MVC versions of the Hadouken, Shoryuken, and
  the Tatsumaki Senpuu Kyaku. Many of you, at this point, would be asking,
  "Why then, should I bother using Ryu?" and I reply:
                                                                       
                                                                       
1. Ryu's Shinkuu Hadouken crosses out the Mech Zangief types from those
   who have a possibility to beat you.
2. Ryu's Shinkuu Tatsumaki crosses out the Wolverine types from those
   who have a possibility to beat you.
3. Ryu can change his fighting style to that of Ken and Akuma, giving
   him the ability to do THEIR supers.
4. Ryu can be a great confuser.
5. Ryu can make you look totally COOL if you win using him WITHOUT the
   specials.
                                                                       
Why read this guide:
   I. Legend
  II. General Moves
 III. Normal Moves
  IV. Supers
   V. Combos
  VI. Vs. Computer
 VII. Vs. Human
VIII. Ending
  IX. Credits
   X. Revision History
  XI. Final Words
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
 _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                       
                                                                       
U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
 _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt      - press select
call helper- MP+MK
tag super  - D,DF,F+HP+HK
team work  - D,DB,B+HP+HK
                                                                       
* let me explain a few things about some of the general moves:
* first of all, in the PSX version, you'll have to choose only ONE partner,
  either one of the conventional characters ("partner heroes") or one of
  the helpers ("special heroes").
                                                                       
call helper - your helper is the character you choose after you have chosen
              the special heroes option. He/she basically, when called,
              just enters the screen, does an attack, and leaves. Fighters
              available in the character select screen are not available
              as helpers and vice versa. In the PSX version, choosing a
              helper does not require much effort since the cursor is at
              your command. Beware of the time limit though, and be sure
              of who you'll choose before you enter that menu. Oh, and
              even the secret helpers are no secret no more---just press
              down on Iceman to select Shadow and down on Colossus to
              select Sentinel. One last reminder, helpers in the PSX version
              are no longer limited to a certain number of strikes so,
              in my opinion, rammers will RULE.
                                                                       
                                                                       
tag super - common to crossover fans, this move needs at least two levels
            of super charged up. It will allow both fighters to execute
            their respective supers at the same time, though the resting
            one, in the PSX version, will no longer be left behind as if
            they already "tagged"
                                                                       
team work - a clone of your opponent enters the screen, and after that
            you can control both your fighters at the same time! (they'll
            both respond to your controls.) What's more, your super gauge
            is set to infinite. Yeah! This state is timed though, so use
            it wisely. The length of time you stay in this state is determined
            by the amount of super you have charged up when you did it.
            Oh and I did say you can choose a helper as a partner right?
            Well if you do, and use this move, he/she'll just enter the
            screen, do his/her thing, exit, and repeat the whole process
            over and over while you do YOUR thing and until the time runs
            out---again one of the reasons why rammers would RULE. (cause
            they'll be the ones repeating their entrances most before
            time runs out).
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
 _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                       __  __  _____  _  _  ____  ___
                      (  \/  )(  _  )( \/ )( ___)/ __)
                       )    (  )(_)(  \  /  )__) \__ \
                      (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
1. LP - Ryu's jabs, like any other shoto's, are one of the few that
        live up to the name; a simple, weak, but quick punch.
                                                                       
   a) standing - he throws a punch that's just as useful as any normal
                 or small sized player's jab in the game. Used to confuse
                 high-blocking opponents to continue blocking high when
                 you decide to do a D+LK-> HP-> air combo.
                                                                       
   b) crouching - well, he just crouches and does basically the same
                  attack as his standing LP. This time you use it to
                  confuse opponents to block low when you decide to do
                  an overhead.
                                                                       
   c) jumping - still as useless as it was during the earlier SF games.
                You can use it to start an air combo, but other than that
                I don't see any reason to do it.
                                                                       
2. MP - it's his basic combo filler. Has its varieties, but still mainly
        used to increase the number of hits of your every combo.
                                                                       
   a) standing - Ryu does a side uppercut that's just so dam useless
                 except for combos but what did I just say about MPs?
                                                                       
   b) crouching - another combo filler but this time you can also use
                  it as a poker since the D+MK is too slow and the D+LP/
                  D+LK is too short.
                                                                       
   c) jumping - the best combo filler in my opinion but can only be used
                as such. You do a hit uppercut that launches the opponent
                a little higher in mid-air during an air combo and can
                be followed up with a Shinkuu Hadouken---nice!
                                                                       
3) HP - tons of uses and therefore is the most important in Ryu's array
        of normal moves. Besides being a good combo ender, also has high
        priority and does some pretty respectable damage.
                                                                       
   a) standing - a straight forward punch to the, well, it depends on your
                 opponent's height cause height differences in MVC vary
                 too greatly. You can also follow this move up with a
                 Shinkuu Hadouken---cool!
                                                                       
   b) crouching - this is what every MVC character has---a launcher. From
                  a kneeling position, Ryu sends forth a powerful uppercut
                  (of course, not as powerful as the Shoryuken but a hundred
                  times more useful) that looks much like uppercuts in
                  the Mortal Kombat series.
                                                                       
   c) jumping - now this is the high priority move I was talking about.
                You just punch downward, (diagonally forward, not straight down)
                and hit hard, giving you enough time to follow it up with
                ANY move---normal, special, or super if you use it as a
                jump-in combo starter. You can super jump and charge your
                super bar by repeatedly doing this move as an alternative
                to the multitude of fireballs you were probably thinking.
                If an opponent's air-borne, you can also super jump and
                do it as you propell yourself to give him a knock down
                surprise.
                                                                       
4) LK - at some point may be better than the LPs but not always. I'll
        show you why...
                                                                       
   a) standing - useless, actually. You just deliver a kick to the shin
                 Comes out slower than the standing LP so can't be used
                 as a poker but can still serve as a combo filler.
                                                                       
   b) crouching - ahh...yes, the short kick that used to rule during the
                  SFII series. I think you can do about 5-7 hit combos
                  with this move before but not any more. It's a good
                  combo starter, that's what it is. And it can also be
                  a good confuser.
                                                                       
   c) jumping - it can counter a few things the opponent has in mind because
                of its priority but I think the jumping HP is much, much
                better
                                                                       
5) MK - just like the MPs, a basic combo filler that has its varieties
        but is mainly used to increase the number of hits of your every
        combo.
                                                                       
   a) standing - Ryu does a high side kick that's just so dam useless
                 except for combos but what did I just say about MKs?
                                                                       
* Ken version is a high kick that makes use of the front side of his foot
  to hit. A little slower than the original standing HK but reaches further
  and looks cooler.
                                                                       
   b) crouching - a long-reaching low kick that used to be famous for
                  being forever linked to the fireball---and that impression,
                  by writing this faq, I hope to change.
                                                                       
   c) jumping - remember how flying kicks look like in the movies? Well,
                this move looks just like that---one leg is foldled while
                the other is extended horizontally with a little downward
                tilt. Don't use this move because the jumping HK version
                looks identical yet does more damage and the U+MK is a
                better combo filler.
                                                                       
   d) up - you do an axe kick that hits on the way up, but not on the way
           down (maybe it shouldn't be called such but I don't know what
           else to call it) As I've said, this move is a better combo
           filler than the jumping MK.
                                                                       
6) HK - being a combo ender is the only use I can think for this move so
        far. Not much on the priority side, but reaches further while
        just as damaging as the HPs.
                                                                       
   a) standing - your basic roundhouse kick to the head, or chest, or,
                 well, as I've said, height differences in MVC vary too
                 greatly.
                                                                       
* Ken version is a low kick that makes use of the front side of his foot
  to hit. A little slower than the original standing HK but reaches further
  and looks cooler.
                                                                       
   b) crouching - a sweep, what else? another combo ender, but if you're
                  fast enough, can be comboed into the Shinkuu Tatsumaki
                  ---cool huh?
                                                                       
   c) jumping - looks just like the MK version but of course will come
                out slower yet is more damaging. Also like the MK, I'd
                prefer the U+HK version as a combo ender because it
                comes out faster.
                                                                       
   d) up - Ryu just extends one of his legs as if doing a Tatsumaki but
           the foot is a little aimed to a lower spot. Comes out faster
           than the jumping HK and knocks the opponent further into the
           corner.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ___  __  __  ____  ____  ____  ___
(_  _)( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
 _)(_  \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
(____)  \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                       
                                                                       
(notice I skipped the Special moves section because you simply won't
 need it.)
                                                                       
RYU MODE: (accessed by the code : D,DB,B+LP)
                                                                       
1) Shinkuu Hadouken - D,DF,F+2P
                                                                       
        Ryu summons all his chi and pours it all out on his opponent in
   the form of a beam of pure energy. It does a minimum of 20+ hits (as
   far as I've seen) and that can be increased to 30+ if you mash the buttons
   while he's at it. You can also do this in mid-air. See anyone who can't
   move for the moment? DO IT NOW!!!
                                                                       
2) Shinkuu Tatsumaki Senpuu Kyaku - D,DB,B+2K
                                                                       
        Lasts just about as long as the time it takes to pronounce its
   whole name. Sucks your opponent in, counters dash moves as well as dashing
   supers, and can't be guard pushed if done close enough. Quite hard to
   combo from a sweep which, as of now, is the only way I know to connect
   it for sure. I'd rather use it as a surprise move and abuse it if the
   opponent has no projectile supers.
                                                                       
3) Shin Shoryuken - F,D,DF,2P
                                                                       
        Has two variants: in the first one, when you do it up close, Ryu
   delivers a hard hitting punch to the midsection, followed by a two hit
   Shoryuken with the other hand. Large amounts of energy, much like Chunli's
   Kikoshou, burst from his punches but sadly they don't damage the opponent,
   just emphasize on the power that is Ryu. The second form, by the way,
   is a multi hitting Shoryuken that's activated if you don't do the super
   real close. If your opponent's in the corner and he/she's got no air
   dash, you'll surely connect with this move.                         
                                                                       
KEN MODE: (accessed by the code: D,DB,B+MP)
                                                                       
1) Shoryureppa - D,DF,F+2P
                                                                       
        One of the main reasons to consider accessing this mode, it's composed
   of three Shoryukens, the last one inflicting the most damage. Best comboed
   from a dash-in D+LK-> D+MK which, in turn, is very easy to connect if
   you have well confused your opponent with different ways of attacking.
   Akuma mode also has this super but his dash is quite slow and a little
   harder to use to catch his opponent off guard.
                                                                       
2) Shinryuken - D,DF,F+2K
                                                                       
        If you liked the second variant of the Shin Shoryuken, you'll
   love this: the true Dragon Punch! One Shoryuken that spins so fast it
   carries Ryu a little higher in the air than usual. Tap the K buttons
   rapidly to increase the number of hits.
                                                                       
3) Shipuujinrai Kyaku - D,DB,B+2K
                                                                       
        Good combo ender but I really prefer the Shoryureppa. Looks cool,
   though. It's made up of a bunch of HKs (Ken mode's) finished off by
   a rising Tatsumaki---imagine that!
                                                                       
AKUMA MODE: (accessed by the code: D,DB,B+HP)
                                                                       
1) Messatsu Gou Hadou - D,DB,B+2P

        Ryu summons all his chi and pours it all out on his opponent in
   the form of a beam of pure energy. Don't even think of accessing the
   Akuma mode just for this super alone. Rather use Ryu mode's version.
   It's just as damaging, but the Shinkuu lasts longer and can still hit
   opponents who super jumped a little too early for it.
                                                                       
2) Tenma Gou Zankuu - UB/U/UF,D,DF,F+2P
                                                                       
        One of the main reasons to consider accessing this mode, it's
   composed of a multitude of fireballs that rain on an unsuspecting
   opponent. A good chipper and should also be abused in match-ups that
   involve characters who can't block like Mech Zangief.
                                                                       
3) Messatsu Goushoryuu - D,DF,F+2P
                                                                       
        It's composed of three Shoryukens, the last one inflicting the
   most damage. Best comboed from a dash-in D+LK-> D+MK which, in turn,
   is very easy to connect if you have well confused your opponent with
   different ways of attacking. Ken mode also has this super and I'd prefer
   that one because Ken mode's dash-in D+LK-> D+MK combo is a little easier
   to connect.
                                                                       
4) Shun Goku Satsu - LP,LP,F,LK,HP
                                                                       
        Don't use this super, ok? Besides eating up ALL three super bars,
   it's very hard to connect with this super even on average players.
   Don't use this super even if your opponent is wide open because there's
   always that chance you might miss so if I were you, I'd do a team work
   super and make him/her pay for his/her mistake.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _       ___  _____  __  __  ____  _____  ___
( \/ )     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
 \  /     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
  \/  ()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                       
                                                                       
* Ryu is not one of the best combo people in MVC so you'll just have to
  tone down on number of hits and concentrate on damage. You really have
  to know this by heart if you hate to lose via missed opportunities. I
  know I do. I'll be concentrating on combos that end with a super. You
  can add fillers to the combo, but they'll decrease the super's damage
  all the more.
                                                                       
Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                        combo. You may want to do a LK-> MK-> HK combo
                        to start a jump-in but, can the LK really hit
                        the opponent before he does something else?
                                                                       
* a jump-in you MAY add while a dash-in you MUST add to any of these combos:
                                                                       
RYU MODE: (may be accessed by replacing the super in any of the ground
          combos (those without D+HP-> U) below)
                                                                       
1. LK-> HP-> Shinkuu Hadouken
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> Shinkuu Hadouken
3. D+LK-> D+MK-> D+HK-> Shinkuu Tatsumaki Senpuu Kyaku
4. D+LK-> D+HP-> Shin Shoryuken
5. Shin Shoryuken after jump-in
                                                                       
* Ryu can link his Shin Shoryuken to his Shinkuu Tatsumaki Senpuu Kyaku
  and follow up with an air Shinkuu Hadouken! What's more, after this,
  if your opponent is cornered, you can do a D+LK-> D+HP-> air combo for
  major number of hits!
                                                                       
KEN MODE: (may be accessed by replacing the super in any of the ground
          combos (those without D+HP-> U) below)
                                                                       
1. D+LK-> D+MK-> Shoryureppa
2. LK-> HP-> Shipuujinrai Kyaku
3. D+LK-> D+HP-> Shinryuken
                                                                       
* Ken can link his Shipuujinrai Kyaku to his Shoryureppa and follow up
  with a Shinryuken! What's more, during a team work move, the Shoryureppa
  done after the Shipuujinrai Kyaku can be re-linked to the said move
  and vice versa until the timer ends for MAJOR number of hits!
                                                                       
AKUMA MODE: (may be accessed by replacing the super in any of the ground
            combos (those without D+HP-> U) below)
                                                                       
1. LK-> HP-> Messatsu Gou Hadou
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> LK-> Tenma Gou Zankuu
3. Tenma Gou Zankuu after jump-in
4. D+LK-> D+MK-> Messatsu Gou Shoryuu
                                                                       
* Akuma can link his Messatsu Gou Shoryuu to his Messatsu Gou Hadou and
  vice versa! What's more, during a team work move, the Messatsu Gou Hadou
  done after the Messatsu Gou Shoryuu can be re-linked to the said move
  and vice versa until the timer ends for MAJOR number of hits!
                                                                       
                                                                       
*   *   *   *   *   *   *   *   *   *   *   *   *   *
  F   L   A   S   H   Y       C   O   M   B   O   S
*   *   *   *   *   *   *   *   *   *   *   *   *   *
                                                                       
I added these only for the fun of it, they really aren't practical unless
you want to finish off an opponent by adding as many hits as possible.
(not to mention these combos make use of Ryu's specials, which I DEFINITELY
advise against!) Remember that the more hits, the less damage a super
will bring and these combos incidentally rely on the PSX's super-linking
features. By the way, all these combos require you to first be in the
mode stated, have the opponent cornered, and be charged up to three super
bars.
                                                                       
1. Ryu Mode: 45-50 hits
                                                                       
   Jump-> MK-> HP-> D+LP-> Hadouken-> Shin Shoryuken-> 
   Shinkuu Tatsumaki Senpuu Kyaku-> Shinkuu Hadouken
                                                                       
notes: cancel the Hadouken to the Shin Shoryuken
       cancel the second hit of the Shin Shoryuken into the Shinkuu
         Tatsumaki Senpuu Kyaku
       cancel the last hit of the Shinkuu Tatsumaki Senpuu Kyaku into
         an air Shinkuu Hadouken
                                                                       
2. Akuma Mode: 35-40 hits
                                                                       
   Jump-> MK-> Tatsumaki Senpuu Kyaku-> D+LK-> D+MK-> Gou Hadouken->
   Messatsu Gou Shoryuu-> Messatsu Gou Hadou-> Messatsu Gou Shoryuu
                                                                       
notes: cancel the Gou Hadouken to the Messatsu Gou Shoryuu
       cancel the eight hit or the second uppercut of the Messatsu Gou
         Shoryuu into the Messatsu Gou Hadou
       cancel the fifteenth to twentieth hit of the Messatsu Gou Hadou
         into the Messatsu Gou Shoryuu
                                                                       
3. Ken Mode: 40-45 hits
                                                                       
   Jump-> MK-> Tatsumaki Senpuu Kyaku-> LK-> HP-> Shipuujinrai Kyaku->
   Shoryureppa-> Shinryuken-> LK-> MK(two-hit)
                                                                       
notes: cancel the seventh hit of the Shipuujinrai Kyaku into the Shoryureppa
       cancel the eight hit or the second uppercut of the Shoryureppa
         into the Shinryuken
       the LK-> MK(two-hit) is done as the opponent falls back to the
         ground and is an off the ground combo
                                                                       
4. Ryu Mode: 30-35 hits
   Jump-> MK-> HP-> D+LP-> Hadouken-> Shin Shoryuken-> Ken Mode->
   D+LK-> D+HP-> Shinryuken-> LK-> MK(two-hit)
                                                                       
notes: cancel the Hadouken to the Shin Shoryuken
       cancel the second hit of the Shin Shoryuken into the Ken Mode
       the D+LK-> D+HP-> Shinryuken is done as the opponent falls back
         to the ground and is an off the ground combo
       the LK-> MK(two-hit) is done as the opponent falls back to the
         ground and is an off the ground combo
       this combo is composed of the least number of hits in this section
          but in my opinion is THE flashiest!!!
                                                                       
5. Akuma Mode: 35-40 hits
   Jump-> MK-> Tatsumaki Senpuu Kyaku-> D+LK-> D+MK-> Gou Hadouken->
   Messatsu Gou Shoryuu-> Ken Mode-> D+LK-> D+HP-> Shinryuken->
   LK-> MK(two-hit)
                                                                       
notes: cancel the Gou Hadouken to the Messatsu Gou Shoryuu
       cancel the eighth hit or the second uppercut of the Messatsu Gou
         Shoryuu into the Ken Mode
       the LK-> MK(two-hit) is done as the opponent falls back to the
         ground and is an off the ground combo
                                                                       
6. Double Ryu: 75-80 hits
                                                                       
   Jump-> MK-> HP-> LK-> HP-> Hadouken-> Shinkuu Hadouken-> Tag Super
                                                                       
notes: cancel the Hadouken into the Shinkuu Hadouken
       cancel the Shinkuu Hadouken into the Tag Super (Double Shinkuu Hadouken)
       reaching 75+ hits is possible if and ONLY IF you mash the buttons
         effectively.
                                                                       
7. Ryu vs. Ryu: 99+ hits
                                                                       
   Jump-> MK-> HP-> LK-> HP-> Team Work Super-> Shinkuu Hadouken
                                                                       
notes: the Shinkuu Hadouken would make the second Ryu change modes if he
         landed behind the opponent so just change back to Ryu mode and
         execute another Shinkuu Hadouken before your teammate finishes
         his. Then control the first Ryu(while the second is busy) and
         execute a third Shinkuu Hadouken just before the second one ends.
         Repeat this strategy over and over until super time runs out.
       as long as your opponent has a beam super, you can still reach
         99+ hits with this combo. Otherwise, hits may be lessened but
         strategies remain the same.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      _  _  ___
( \/ )(_  _)    ( \/ )/ __)
 \  /  _)(_      \  / \__ \
  \/  (____)()    \/  (___/()
       ___  _____  __  __  ____  __  __  ____  ____  ____
      / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
     ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
      \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                       
                                                                       
Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?
                                                                       
Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block low and release
                          a multitude of crouching MPs whenever he's
                          finished doing a special move.
                                                                       
Second, cheap@$$ form: jump and HP his face until you're all charged up
                       for a super then Shinkuu Hadouken his face and
                       make his neck crack! Block right after your every
                       move to avoid his eye beams.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
 \  /  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
  \/  (____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                       
                                                                       
*This section is my main reason for writing an MVC Ryu faq so I hope you
 find it worthy to follow. I'll be starting with general strategies then
 move on to specific techniques for each character...enjoy!
                                                                       
*Well, there won't be any universal rules for fighting against humans cause
 no two humans think identically. There are, however, general rules that
 could apply to at most 80% of your encounters with human challengers.
                                                                       
*Ryu is an honorable man. Everyone, at least in the Capcom world, respect
 him. Do not tarnish this image simply by using him to win in a cheap way. I
 know most Ryu players wouldn't care, but I just had to add this strategy
 for those who, like me, love to use Ryu but hate to be called a cheap@$$
 If you follow these strictly, anyone who calls you a cheap@$$ even before
 he saw you fight will take back what he said and moreso applaud you for
 a well-played game.
                                                                       
*Dam, I've been talking too much already! On with the strategies! (finally)
                                                                       
1. Use Psylocke as a helper - You may replace her, but make sure the
                              replacement pretty much does the same thing---
                              RAM the opponent! You can always do a
                              Shinkuu Hadouken for major damage afterwards.
                                                                       
2. Play a mix-up game - Ryu can't just combo and hope that his opponent
                        opens up somewhere during his moves because he
                        can only do short combos and they don't even
                        confuse that much. Here's what you can do:
                                                                       
    Dash-> D+LK, after that,...
                                                                       
    a) D+HP - only if he doesn't block. Launches him in mid-air.
                                                                       
    a.1) U-> LP-> LK-> MP-> Shinkuu Hadouken
                                                                       
    a.2) Dash-> D+HP - will confuse him into blocking the wrong way when
                       he falls back to the ground
                                                                       
    a.2.1) Dash-> D+HP - will again confuse him into blocking the wrong
                         way when he falls back to the ground
                                                                       
    a.2.2) D+HP - will confuse him into blocking the wrong way when
                  he falls back to the ground in case he's already got
                  the hang of your strategy.
                                                                       
    a.2.3) U-> LP-> LK-> MP-> Shinkuu Hadouken
                                                                       
    a.3) Shin Shoryuken
                                                                       
    b) D+MK - may be done even if he blocks or doesn't block. Added combo
              filler.
                                                                       
    b.1) D+HK-> Shinkuu Tatsumaki Senpuu Kyaku - only if he doesn't block
                                                 or when he blocks in corner.
                                                                       
    b.2) F+MP - an overhead to confuse your opponents while blocking low
                                                                       
    b.3) throw - used to confuse opponents who block all day. Not to be
                 used much as it can be considered cheap if you win almost
                 entirely by it.
                                                                       
    b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.
                                                                       
    c) F+MP - remove the D+MK part to further confuse. It's an overhead
              done to confuse your opponents while blocking low.
                                                                       
    d) walk forward - make him guess what you'll be doing next and if
                      you predict right, either:
                                                                       
    d.1) throw - remove the D+MK part to further confuse. It's used to
                 confuse opponents who block all day. Not to be used much
                 as it can be considered cheap if you win almost entirely
                 by it.
                                                                       
    d.2) D+LK - start the whole strategy all over again for those who
                are already keen observers and can retaliate when they
                see a throw coming. Adding this to your options would
                give 'em a sure fire headache.
                                                                       
    e) summon Psylocke/any rammer - only when guard pushed because your
                                    opponent will usually dash afterwards.
                                    Connect with a Shinkuu Hadouken for
                                    major damage.
                                                                       
3. Abuse the priority of your Jumping HP
                                                                       
        Whenever you just don't know what to do, or whenever every attack
   of yours ends up being countered, pull yourself together while buying
   time using a ton of HPs while repeatedly super jumping. Not only will
   your supers get charged up in no time, you'll also be quite sure it'll
   take some time before he could think of a way to stop you, and by that
   time you've already thought of a way to stop HIM!
                                                                       
4. Know which super to use
                                                                       
        Don't always rely on the Shinkuu Hadouken to retaliate on the
   mistakes of an opponent. It's slow execution time can make you regret
   doing it because most likely the opponent can still save his own hide
   by blocking. Use the Shinkuu Hadouken only if your opponent did a super
   that's so far from you and have 1% chance of ever landing a hit. The
   Shinkuu Hadouken is also applicable in times when you have super jumped
   from the opponent's beam super and landed behind him/her. Otherwise,
   on situations that enabled you to block a super or better yet a tag
   move, use the Shinkuu Tatsumaki Senpuu Kyaku which definitely comes
   out faster. Use the Shin Shoryuken whenever you detect a dashing super
   come your way.
                                                                       
5. Character-specific strategies:
                                                                       
Captain America - if there's anyone who could match your air HP priority,
                  it's him. His jumping HP does a lot more damage, reaches
                  further, and all that without having to sacrifice
                  execution time. Don't be the first one to super jump,
                  as he would most likely meet you in the air with the
                  accursed HP. Stay on the ground, dash forward and back
                  and lure him to miss a standing HP cause that's when
                  you pour out your Shinkuu Hadouken. Use a confuser's
                  strategy and counter his dashing supers with a Shin
                  Shoryuken to the face!
                                                                       
Captain Commando - ahh...this captain must be dealt with in a rather
                   opposite manner than the first one. With this captain,
                   ALWAYS super jump and air block to avoid getting hit
                   by the heavily damaging Captain Corridor or the Captain
                   Sword super. Being able to block these would mean a
                   free Shinkuu Hadouken for you. DON'T use a confuser's
                   game with this captain because he'll just Captain Corridor
                   you out of it.
                                                                       
Chunli - two problems: avoiding her launcher when you're air-borne and
         avoiding her low combo to Lightning K super when you're on dry
         land. Two solutions: never be the first to super jump and if
         you ever will, hit the HP button rapidly during the whole air
         trip. Second, use Ken Mode. His dash to low combo to Shoryureppa
         will match Chunli's, and so we're back to a fair match. It's
         just a matter of "sleight of wrist" now...
                                                                       
Gambit - just avoid his cheappy infinite and you'll be fine. That's the
         only thing he can do to beat you so if you've mastered the art
         of avoiding it, and everything he can do set you up for it,
         (like a launcher, a ramming helper, or a throw in the corner)
         then you'll be fine. He can be a good confuser but has his options
         limited to low attacks and throws so show-off YOUR confusing
         skills and win! He may use a rain of Kinetic Cards as a chip
         away strategy but that can easily be countered: Just dash right
         below him, super jump, and meet him in mid-air with a U+MP->
         Shinkuu Hadouken combo.
                                                                       
Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
       Then attack, attack, attack! He'll be wide open after just about
       ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
       Messatsu Goushoryuu. Yep, that's right; use Akuma Mode. Why not
       Ken? Because you'll need the Tenma Gou Zankuu to chip away some
       nice damage in case it turns out your opponent is a lot more patient
       than you are. Hulk is big, but Akuma makes bigger look dumber rather
       than stronger.
                                                                       
Jin - obviously cannot even dream of having Hulk's reach, but would definitely
      be faster. Other than that, Jin would have all of Hulk's advantages
      and disadvantages as well. He'll pack power with his attacks, especially
      if he's all yellow! That doesn't give him much of an upperhand,
      though, as his attacks have a lame recovery time and could easily
      be punished by an aerial combo to Shinkuu Hadouken. Use the same
      strategies you would on a Hulk user, but use the Ryu Mode because
      it's his supers that can retaliate on Jin's
                                                                       
Megaman - two words: Keep Away. No, that's not how to beat him, I told
          you never to use Ryu's specials! That's the NES freak's cheapy
          strategy! Let him use his X buster all he wants, while you constantly
          super jump and HP all the way. There'll be four kinds of Megaman
          users, and only two will you find challenging. The first one
          just hammers away with a stream of X busters that's easy to
          jump over and punish with a combo. The second one will always
          charge up his X buster and use it as part of an air combo. Just
          dash back and forth to confuse him into giving up that hold
          then welcome his fireball with a dash back to Shinkuu Hadouken!
          The third Megaman user would be using a rammer as a helper,
          slide kick you, and hope that you'll retaliate with a combo
          as he summons his helper afterwards. He'll surely get hit,
          but you'll be punished by his helper as well, giving him enough
          time for a Hyper Megaman super. Just don't counter the slide
          kick and wait for him to run out of helpers, THEN attack! The
          fourth, most challenging one would be a Megaman that X busters
          low, then X busters high, then low, then high, then you lose
          your sanity---WRONG!! Fight on! Block his low X busters and
          dash forward when he does the high one. Eventually you'd be
          near him. Time to use your confusing skills. If he manages to
          escape, which would only be possible via super jump, wait for
          him on the ground and then juggle with my D+HP strategy! By
          the way, don't worry bout his supers, just block and Shinkuu
          Hadouken afterwards.
                                                                       
Morrigan - will fight like you do, being a good confuser and all that.
           She will, however, have her options limited to low attacks
           and throws so show-off YOUR confusing skills and win! If she
           does something you won't, namely raining you with air fireballs,
           Dash in and bury your hand in her...uh...midsection with a
           Shinryuken. Now, you know what mode you'd be using to gain
           access to that super, don't you?
                                                                       
Ryu - If he's using strategies found in this faq, then may the best
      confuser win! If he's not, you're in for a cheapy fireball game.
      Again, you'd be needing your invaluable jumping HP to chrage up
      your super and Shinkuu Hadouken his fireball wherever he may be.
                                                                       
Spiderman - Even his Maximum Spider has a high chance of getting countered
            by a Shinkuu Tatsumaki Senpuu Kyaku in progress so abuse that
            fact to your advantage. Master the art of rolling and you'll
            be avoiding his Crawler Assaults forever! His Ultimate Web
            Throw will be his only super that could counter a Shinkuu
            Tatsumaki Senpuu Kyaku but you can easily detect that. If
            he uses an air combo that knocks you down and falls right
            behind you as you get up, do the aformentioned super and
            make him savor the taste of a shotokan foot.               
                                                                       
Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                you to STAY in the corner when pitted against this teleport
                master. That way he wouldn't be able to use an Ouroboros-
                and-teleport-behind-you strategy. But with you in the
                corner, he'll try two things: combo you like crazy, wherein
                the guard push feature would prove most useful, and chip
                away some nice damage with his robo dog, which you should
                super jump to avoid and charge up your super meter. Use
                your helper whenever he jumps for you then Shinkuu Hadouken
                afterwards. If he doesn't have a single super charged
                up yet, hell, forget all I've just said about him and
                engage in a confuser's game instead.
                                                                       
Venom - Another big guy, another sucker for the Tenma Gou Zankuu. Akuma
        mode will keep Venom users blocking until they find an open spot
        to use their Venom fang on. Of course, you wouldn't give them
        this open spot, would you? Just super jump and HP all the way
        and as you land, choose from two landing sites: as far away from
        him as possible to be able to continue super jumping and charging
        up your meter, or a little behind him so your HP could out prioritize
        ANYTHING he whips up and give you an opportunity to do a LK->
        HP-> Messatsu Gou Hadou combo of if he doesn't block or a D+LK->
        D+MK-> Messatsu Gou Shoryuu if he just blocks high. If he's able
        to block all of it, engage in a confuser's game but beware, he
        may not have an overhead but his throw allows him to combo you
        afterwards so get ready for that.
                                                                       
War Machine - Not as big as the likes of the Hulk, but I'd be considering
              his physique as above average and would serve as a good
              receiver of your Tenma Gou Zankuu. Just use Akuma Mode,
              block his ground combos, D+LK to combo his throw attemps,
              and do a sudden super jump to Tenma Gou Zankuu if he abuses
              his mid-air smart bombs. If he's dumb enough not to include
              his War Destroyer super in a combo, dash and combo to super
              him one moment after all his missiles are launched from his
              armor. I guarantee you the missiles will drop where you WERE
              before you dashed but you have to time it right, though.
              The Proton Cannon, if not done as an ender to a helper attack,
              would be easily detected and therefore super jumped from
              and punished with what else but a Tenma Gou Zankuu. If your
              opponent doesn't make flaws like this, then you better stick
              to your good 'ol jumping HP to do the trick.
                                                                       
Wolverine - until recently have I thought that Wolvie users (including
            me, once) were just plain good at it but now I know Wolvie
            was just too advantaged to be defeated by a mere above average
            player. I hate to be called cheap, so now I have stopped
            using Wolverine, and started taking him as a challenge to
            defeat with my Ryu. There'll be two things any "challenging"
            Wolvie user would do: stomp you like crazy until you open
            up for a combo to super, or dash in like crazy also until
            you open up for a combo to super! With the first strategy
            you'll again have to utilize the priority that's in your HP.
            You can also opt to surprise him with a ramming helper as
            he stomps you to get a clear opportunity for a Shinkuu Hadouken.
            For the second strategy, you'll have to assess yourself. If
            you think you can pretty much predict what he's doing, then
            combo him if he tries to throw and use the guard push otherwise.
            If he doesn't give up and still dashes in like crazy, smile
            and surprise him with a Shinkuu Tatsumaki Senpuu Kyaku to
            turn his healing factor off for good!
                                                                       
Zangief - what have I been saying about big oafs like him? They're suckers
          for the Tenma Gou Zankuu! Just charge up the way I've been
          telling you since the beginning of this section and guard push
          all his attacks so that he couldn't link them to a grapple or
          worse, SUPER grapple! He'll be using blocks much, so you'll
          just have to play a risky confuser's game with him. Remember
          that in a confuser's game, you'll have to succeed over him in
          a LOT of times before you can be at an advantage. One successful
          confuser from him and you're back to where you started, a draw.
          Whenever you're charged up and can't land a combo, just chip
          away with your Tenma Gou Zankuu.
                                                                       
                                                                       
6. Strategies on secret characters:
                                                                       
Golden War Machine - Not as big as the likes of the Hulk, but I'd be considering
                     his physique as above average and would serve as a
                     good receiver of your Tenma Gou Zankuu. Just use
                     Akuma Mode, block his ground combos, super jump from
                     his throw attemps, and do a sudden super jump to
                     Tenma Gou Zankuu if he abuses his mid-air smart bombs.
                     If he's dumb enough not to include his War Destroyer
                     super in a combo, dash and combo to super him one
                     moment after all his missiles are launched from his
                     armor. I guarantee you the missiles will drop where
                     you WERE before you dashed but you have to time it
                     right, though. The Proton Cannon, if not done as
                     an ender to a helper attack, would be easily detected
                     and therefore super jumped from and punished with
                     what else but a Tenma Gou Zankuu. If your opponent
                     doesn't make flaws like this, then you better stick
                     to your good 'ol jumping HP to do the trick. Added
                     note: You CAN use Ryu Mode with this version of
                     War Machine if you like. Just meet him in the air
                     with a Shinkuu Hadouken!
                                                                       
Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                         dealt with in Ken Mode. This time she can't use
                         a rain of fireballs to annoy you because she'll
                         only have short range ones but still Ken Mode
                         is your best best because of his dash to D+LK->
                         D+MK-> Shoryureppa combo which you should do
                         often.
                                                                       
Orange Hulk - Block, block, block! Eventually he'll grow impatient and
              hit you. Then attack, attack, attack! He'll be wide open after
              just about ANYTHING he does so it's time to combo a dashing
              D+LK-> D+MK-> Messatsu Goushoryuu. Yep, that's right; use
              Akuma Mode. Why not Ken? Because you'll need the Tenma Gou
              Zankuu to chip away some nice damage in case it turns out
              your opponent is a lot more patient than you are. Orange
              Hulk is big, but Akuma makes bigger look dumber rather than
              stronger. Added note: You CAN use Ryu Mode with this version
              of the Hulk. Orange Hulk users are more aggressive and can
              easily be lured into a Shinkuu Tatsumaki Senpuu Kyaku.
                                                                       
Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
       MVC is survival of the fittest and Roll, as many would say, is
       not "fit". I'd choose her over Megaman anytime but I must admit
       I find the always-give-you-a-stupid-look boy much harder to defeat.
       Refer to my Megaman strategies for dealing with her and adjust
       them according to these added notes: One, Roll's X buster CAN chip
       some block damage but it would need a down to forward motion so
       it'll come out slow. Two, you can low block against her Hyper Roll
       and you wouldn't get a bruise. And three, all her other supers
       are easy to block and Shinkuu Hadouken afterwards.
                                                                       
Shadow Lady - Chunli minus the ability to combo a super but plus the
              ability to chip away with her butt missiles. Keep an eye
              out for your life bar cause these farts can cut it down
              to half without even you noticing. Don't super jump, as
              that would mean a free chip from those accursed butt bombs.
              If she's stupid enough to do it while you're on the ground,
              it's Shinkuu Hadouken time! Anticipate her missle super
              and again use your Shinkuu Hadouken to counter. She'll also
              be using a ramming helper to easily connect with her Big
              Bang Laser so you'll have to predict when she'll use it.
              Knowing all these, engage in a confuser's game and she'll
              definitely short-circuit.
                                                                       
Venom's Carnage Mode - I really am not very observant on who takes more
                       damage than who but I definitely noticed the Carnage
                       Mode's belief in the quote, "The best defense is
                       a strong offense." (did I say it right?) Anyway,
                       Carnage Mode concentrates on speed and power, but
                       gives up stamina in return. Don't try a confuser's
                       game for him cause he's already confused!(heh)
                       Seriously though, his tremendous speed just gives
                       him the ability to jab his way out of any confusing
                       strategy you may have in mind. Let him combo you
                       like crazy, (while you block, of course), abuse
                       your guard push, and make him feel he's just another
                       big sucker for the Tenma Gou Zankuu. You DO know
                       by now what mode you'd be using to gain access
                       to that super, don't you?
                                                                       
                                                                       
IN A @#$%^&* NUTSHELL, USE KEN MODE AGAINST THE SEXY GIRLS, AKUMA MODE 
AGAINST THE MUSCLE-BOUND HUNKS, AND RYU MODE FOR THE REST OF THE CAST!!
(simple enough?)
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      ____  _  _  ____   ____  _  _   ___
( \/ )(_  _)(_  _)(_  _)    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
 \  /  _)(_  _)(_  _)(_      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
  \/  (____)(____)(____)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                       
                                                                       
Ryu trains himself as Ken and Sean watch in awe. They both comment on Ryu's
skills and Sean wonders if he could ever reach that level of mastery. He
then challenges Ryu after the latter finished his training. I'd bet a
hundred bucks what happened afterwards is similar to Sean's SFIII 2nd
Impact Ending, where he repeatedly tries to hit Ryu with a flying kick
that just gets countered over and over by a simple Hadouken---hehe.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _       ___  ____  ____  ____   ____  ____  ___
(_  _)( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
 _)(_  )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(____)(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                       
                                                                       
Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                    arts
                                                                       
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
                                                                       
Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
 )  (      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
           _   _  ____  ___  ____  _____  ____  _  _
          ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
           ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
          (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                       
                                                                       
v1.3 - added another flashy combo
v1.2 - added flashy combos section
v1.1 - added the starting in Akuma or Ken mode trick
       (which, quite proudly, I discovered on my own! Haha! I discovered
        my own trick! It's quite simple, but still, yes!)
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      ____  ____  _  _    __    __
( \/ )(_  _)    ( ___)(_  _)( \( )  /__\  (  )
 )  (  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                       
                                                                       
Please feel free to email me if there's something about Ryu I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
                                                                       
Hey, wanna start as Ken or Akuma mode without having to use a super bar?
* I'm sure this'll work though not so sure if you HAVE to do all of these...
                                                                       
1. Highlight Ryu
2. Hold start for Akuma mode, and select for Ken mode
3. Hit a button to be able to choose Ryu
4. Continue holding start or select until the round starts
5. You'll be in Akuma or Ken mode even BEFORE the match begins!
                                                                       
* If you'd like to choose Ryu in Akuma or Ken mode only as a helper, or
  if you'd like to choose a double Ryu and the "reserved" Ryu is in another
  mode, then hold start or select only AFTER you have selected "Partner
  Heroes".
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
                                                                       
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
||     preferable, though not required.                                          ||
||                                                                               ||
||  3) This faq is not to be profited from---directly, indirectly, or in         ||
||     whatever other way possible. By directly I mean earning less than,        ||
||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
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