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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!