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    Ryu by Jedi Trunks

    Version: 6 | Updated: 01/05/00 | Search Guide | Bookmark Guide

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                ------------CLASH OF SUPER HEROES-------------
    __________________               By JEDI TRUNKS (Jedi_Trunks@yahoo.com)
    Version 6         ||
    Marvel Vs. Capcom ||
    Ryu FAQ           ||
    ***              This FAQ is Dedicated to Setsu-chan                ***
    Captain Commando, Chun-li, Jin, Rock-man,       |
    Morrigan, Ryu, Strider, Zangief, Street         |
    Fighter, Cyberbots, and Vampire Hunter are       \
    registered trademarks of Capcom Co., Ltd., and    \
    are used without permission.  Captain America,     \
    Gambit, Hulk, Spider-man, Venom, War Machine,       |
    Wolverine, the Avengers, X-Men, and the           D |
    Incredible Hulk are registered trademarks of      I |
    Marvel Characters, Inc., and are used without     S |
    permission.  Any usage of any material or         C |
    format not copyrighted by Capcom from this FAQ    L |
    is a deliberate act of plagiarism.  This FAQ      A |
    is a non-profit entertainment publication and     I |
    is not an attempt at copyright infringement as    M |
    all of the material presented is original, and    E |
    copyrighted by me, Jedi Trunks.  If you must      R |
    use my material, please ask for permission and      |
    wait until it is given, and assure I will be       /
    fully credited somewhere on said document.  The   /
    FAQ may be displayed elsewhere as long as this   /
    legal disclaimer appears in full.               |
              | T H I S   F A Q   C A N   B E  F O U N D   A T |
              | http://www.geocities.com/TimesSquare/Ring/9965 |
              |                                  alt.games.sf2 |
              |                        http://www.gamefaqs.com |
              |                        http://www.fighters.net |
    |           |
    |           |
     ===========  This FAQ is meant to be veiwed in a mono-spaced font such
    as COURIER NEW.  Otherwise, it will look like total crap, as it is
    smattered with ASCII designs.  The default for Notepad and Wordpad is
    Courier New.
    \\\\\\\\\_________             _____________________________
    \\\\\\\\ \\\\\\\\\\           |                             |
    \\\\\   \\\\\\\\\\\\          |          -=MOKUJI=-         |
    \\\\\\\\\\\\  |||||||         |                             |
    \\\\\    |||   \\\\\\\        |  I.    Reference            |
    ||||||||||||||||||||||        |  II.   System               |
     ||||||||||||||||||||||       |  III.  Special Partners     |
        ///////////  |\||/        |  IV.   Colors               |
      ////___________|\\|         |  V.    Styles and Abilities |
    ////\\\\\\\     | \\          |  VI.   Combos               |
    \/\/  \\\\\\\\  |  \\         |  VII.  Strategy             |
               ___\  \            |  VIII. Secrets              |
               \  |\  |           |  IX.   Translations         |
                \_|| /            |  X.    Author's Notes       |
          /  /  /    \            |_____________________________|
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                 /   \/
      / |__
         \ \                         |\ 
          \ \________________________/ |___
          /                            \    \
     d:  down (crouch)
     u:  up (jump)
     b:  back (walk back/block)
     f:  forward (walk forward)
    db:  down/back diagonal	(crouching block)
    df:  down/forward diagonal (crouch)
    ub:  up/back diagonal (jump back/air block)
    uf:  up/forward	diagonal (jump forward)
             ,:  execute consecutively
             +:  execute in unison
             /:  execute either/or
            CH:  hold for two seconds (charge)
             G:  execute on ground
             A:  execute in air
           G/A:  execute in ground or air
         close:  execute close to opponent
        medium:  execute half-screen away from opponent
           far:  execute far from opponent
       level 1:  execute with at least level 1 on the Hyper Combo gauge
       level 2:  execute with at least level 2 on the Hyper Combo gauge
       level 3:  execute with at least level 3 on the Hyper Combo gauge
            JP:  Jab Punch          (lightest strength)
            SP:  Strong Punch       (medium strength)
            FP:  Fierce Punch       (hardest strength)
            SK:  Short Kick         (lightest strength)
            FK:  Forward Kick       (medium strength)
            RK:  Roundhouse Kick    (hardest strength)
            2P:  two punches simultaneously
            2K:  two kicks simultaneously
            3P:  three punches simultaneously
            3K:  three kicks simultaneously
           PPP:  tap punch(s) rapidly
           KKK:  tap kick(s) rapidly
    360:  A technique where you rotate the stick once to perform a special
          move.  Also used to refer to a technique witha 360 in it.
    Basic Attack:  An attack that does not require any special stick move-
                   ment (i.e. a simple press of JP, SP, FP, SK, FK, or RK
                   while the stick is neutral, crouching, or in mid-air).
    Block:  To protect yourself from enemy attack while either in mid-air,
            grounded, or crouching.  Blocking does not entirely stop
            attacks, as your character is pushed back a little, and blocks
            are susceptible to minor damage from specials and HCs (i.e.
            chipping).  Blocks are innefective to throws.  Air blocks can
            block anything, standing blocks can block anything but low
            attacks, and crouch-blocks can block anything but top-down
    Chip:  To take down your opponent's life little by little with blocked
           specials/HCs.  Only specials or HCs have the ability to chip.
    Chain:  A combo that is initiated by a certain sequence of button
            presses (up to down, left to right, or zigzag from light attack
            to heavy and punch attack to kick).  Chains are extremely
            prevalent in Marvel Vs. Capcom, and are most notoriously used
            by the likes of Strider Hiryu and Wolverine.  Chains are often
            referred to as "Dial-a-Combos".
    Cheap:  A strategy that allows a player to easily work their opponent
            into a situation where escape is difficult or impossible, and
            then ruthlessly exploits the opponent's helplessness.  This is
            often a last-ditch tactic to win by a desperate, inferior
    Combo:  Short for combination.  Aptly titled, as it is a combination
            of several attacks.  There are several types of combos, ranging
            from chain to link, and mixtures of the same.
    Corner Combo:  One of two types of combo that do not use a specially-
                   programmed system to connect in succession.  Corner
                   Combos utilize the corner to bounce the opponent off the
                   wall and juggle them, and allow several hits to connect.
    Cross-up:  An attack where you jump over the opponent's head and hit
               them in the back of the neck with an attack, thus tampering
               with their block.
    Crouch:  To duck.  Your character is low to to the ground, and many
             standing attacks will go over your head.  Accomplished by
             holding either down, down-back or down-forward.
    Dash:  A quick step when the character lunges forward or back.  Useful
           in getting in/keeping out, or following up with ground combos.
    Deep:  A jump-in or cross-up attack that hits extremely late, and thus,
           very low on your opponent's body.  Easily blocked, but powerful.
    Easy mode:  Selectable after your special partner is selected.  This
                mode allows specials and hypers to be performed with simple
                button presses, and your character automatically blocks.
                The downside is, your character suffers severe chipping
                damage.  Easy mode makes it easier for beginners to get in
                to the game, but ultimately you learn nothing and will stay
                a beginner.  For this reason, I will not explain easy mode
    Gauge:  A meter on the screen of the playing field.  There are three
            types of gauge on the screen for each player, a life gauge,
            which monitors a character's vitality, a special character
            gauge, which is a counter that monitors how many special
            character attacks you have left, and a hyper gauge, which
            increases whenever you do something in a fight.  The hyper
            gauge stores up to three levels, and those levels can be put to
            a number of uses.  See system section for further on the hyper
    Get in:  Any strategy used to get close to your opponent.
    Ground Combo:  Any combo where the opponent remains either on the
                   ground or juggled in the air.  Can begin jumping in or
                   crossing up, but for the most part, your character will
                   remain on the ground.
    High:  Any attack that hits the opponent from upper-chest level to head
           level while in a standing position (either stick neutral, stick
           forward, or blocking).  Most standing attacks hit high.
    Hyper Combo:  A powered up version of a special move that requires one
                  gauge level.  Normally comprised of a special move motion
                  and two buttons instead of one.
    Juggle:  A ground combo or corner combo when your opponent is knocked
             into the air and hit repeatedly in order to keep them there
             until the combo ends.  Your character remains on the ground
             during a juggle.
    Jump in:  An attack/combo that begins with your character jumping
              toward the opponent (usually in close).
    Keep out:  The opposite of Get in.  Usually accomplished by a barrage
               of knockdowns and projectile attacks.  Cheap keep-out
               strategies are referred to as "turtling", where a player
               simply stays across the screen in the crouch-block position
               and pulls off keep-out moves constantly.
    Knock down:  An attack that knocks the opponent to the ground.  Most
                 hard attacks are knock-downs.
    Launcher:  A basic move that knocks the opponent into the air.  Can be
               followed up with an air combo.  See system section.  There
               are three kinds of launchers:  normal launchers, which are
               standard for initiating air combos, weak launchers, which
               merely bounce the opponent into the air a little, and air
               launchers, which behave like normal launchers but only when
               the opponent is already in the air.  Weak launchers and air
               launchers are often used in conjunction with each other.  An
               example of a character that can do this is Spider-man.  He
               uses his weak launcher (crouching FK) to bounce them up a
               little, then standing RK (the air launcher) to launch them.
    Link:  A combo with no particular sequence of button presses; the hits
           simply combo by being quickly-timed.
    Low:  Any low hitting attack.  Low attacks must be crouch-blocked.
    Mashing:  Slang for when a player desperately pounds on random buttons
              and wrenches the stick around in hopes of winning by luck.
              Some characters are more effective with mashing than others
              (e.g. mashers will have an easier time with Wolverine than
              they will using Zangief).  This is why, many times, the ones
              that can be used effectively with mashing are associated with
              people who either don't know how to play or refuse to learn
              how to play properly (i.e. "scrubs").
    Motion:  A certain movement with the stick used in conjunction with a
             button or buttons for techniques such as specials or Hypers.
             An example is Ryu's hadouken (d, df, f+P).  This does not mean
             tap down, then down-forward, then forward.  This means roll
             the stick from the down position to the forward position.
    Pop-up:  A form of reversal when your character is knocked to the
             ground.  As your character begins his/her animation of getting
             up, you immediately perform a special/Hyper motion.  This
             means that the second your character is to his/her feet, he or
             she will immediately do the move.
    Push-away:  When you block, you can quickly tap all three punches.
                Your character will step forward, still blocking, thus
                shoving your opponent back.  A handy way of stopping hyper
                combos from chipping, and opening your opponent up for
                whatever you feel like dishing out.
    Rapid-fire link:  A type of link when a weak attack with only two or
                      three frames of animation (such as Ryu's jab) is used
                      repeatedly to rack up multiple hits.
    Roll:  A method of softening your character's fall.  The character hits
           the ground and immediately rolls, instead of simply flopping
           to the ground and getting up.
    Special Partner:  After selecting your two fighters, you will receive
                      a third character who you can bring in quickly to
                      perform an assist.  You have a limited amount of
                      special partner attacks, explained later in the
                      special partner section.
    Special move:  A move that requires directional input along with any
                   button or series of buttons.  Some special moves require
                   the use of motions with the stick.
    Super jump:  A form of jump where the fighter flies up several screens
                 worth of distance.  Particularly useful after a launcher,
                 since that is the perfect time to initiate an air combo.
    Sweep:  A low kick which automatically knocks down.  Usually a low RK.
    Tag:  Switch between your two fighters.  There are multiple ways to do
          this, explained later in the system section.
    Taunt:  A move that does not affect the fight in any way except it is
            a good way of making fun of your opponent in-game.  The fighter
            will say/do something, usually directed at the player or in-
            game opponent.  Particularly insulting if the character makes
            it all the way through the taunt, since he/she is left open to
            attack.  Some taunts, such as Chun-li's, hit if close enough,
            but do crap damage.
    Tech hit:  Method to break away from a throw.  The moment the character
               is grabbed, he/she performs the Tech hit motion and flips
               out of the opponent's arms.
    Throw:  A type of attack where you grab your opponent and either toss
            them away or hold them and pound them repeatedly.  The pounding
            type of throw can have an increased number of hits by pressing
            the buttons repeatedly.
    Tick:  Use a weak attack multiple times to slowly take down the other
           character's vitality little by little, to keep them at a certain
           distance (I.e. zoning), and/or frustrate the player into getting
           them to do something stupid (or simply annoy them).
    Top-down attack:  An attack where the character hits downward.  Must be
                      blocked high.
    Turbo mode:  Alongside normal or easy mode, you can select normal or
                 turbo mode.  In normal mode, the characters move at a slow
                 pace, allowing for people to plan their moves out ahead of
                 time and perform combos and motions easier.  Turbo is more
                 in line with Marvel Vs. Capcom's nature:  it allows fast
                 gameplay, and you have to be much quicker in your planning
                 and performing your motions to play effectively.  There is
                 not much a beginner can do in this mode to win, short of
    Two-in-one:  A form of combo where the player performs a basic attack,
                 then the special move motion while the character is still
                 in the midst of the basic attack.  The special move will
                 come out the moment the basic attack hits.  This is
                 referred to as "cancelling" the basic attack into the
                 special move.
                   super jump:  d, u
                    push away:  3P (while blocking)
                 dash forward:  f, f/3P
                dash backward:  b, b/b+3P
                     tech hit:  b/db/d/df/f+button (while being thrown)
                recovery roll:  b, db, d+button
       taunt (arcade version):  press the start button
    taunt (Dreamcast version):  press start+JP
    To switch between your characters, you must tag.  There are different
    ways of accomplishing this.
    Press FP+RK.  Your character will taunt and automatically will become
    invincible to attack.  At this point, your other character will fly in
    at a shallow downward angle in a flying kick, covering about a screen's
    distance with this attack.  Your older character will jump out, and the
    newly-tagged in character will taunt.  For a split second, the new
    character is vulnerable to attack.
    Press d, df, f+FP+RK.  Your character will begin their first hyper
    combo, and be joined shortly with the second character's hyper combo.
    This double hyper combo requires two gauge levels.  When the attacks
    end, the original character will leave and the second character will
    now be in the fight.
    Press d, db, b+FP+RK.  This behaves like a normal tag, except the first
    character doesn't leave.  For a limited amount of time, whenever you
    input a command, both characters will do the attack implemented (i.e.
    if Wolverine and Ryu use this ability, if you input d, df, f+P, Ryu
    will do his hadouken simultaneously with Wolvie's berserker barrage).
    After the time runs out, the game will return to normal with two people
    onscreen at a time.  This requires two to three HC levels.  The more
    HC power you have at the start, the longer the team-up lasts.
    While blocking an attack, press b, db, d+P.  The blocking character
    will taunt and be invincible while the other character jumps in to do
    a special.  The blocking character will leave the countering character
    in the battle, hence the tag.  This requires one level of hyper gauge.
    While the new character is in, the old character can heal some of the
    damage he/she sustained in battle (the bit they can heal back is shown
    in red).  The healing begins a moment after the character leaves the
    Combos can be easily performed, from any position (standing, crouching,
    jumping, etc.).  Press the buttons in a left-to-right pattern, punch to
    kick, weak to heavy, and you can skip buttons in between.  If you
    launch an opponent from the ground (with Ryu or his many alter egos, a
    launcher would be d+FP), tap up.  You will super jump and you can meet
    the opponent in midair to continue the combo (before they have a chance
    to recover).
    Please note: unlike with other characters, such as Wolverine, it is NOT
    possible with Ryu to cancel a punch into a kick of the same strength.
    This puts only a slight damper on his combo abilities, but then again,
    Ryu/Ken/Gouki was never really big on combos.
    Another easy combo is a normal move, and a special/hyper move in the
    middle of it for an easy 2+ hit combo, like the 2-in-1 combos from
    classic Street Fighter games.
    Last but not least, we have the classic link, which is two normal moves
    that combo one after the other, but aren't real combos (merely two
    moves that hit next to each other really fast).  The easiest is a weak
    hit linked to a weak hit (like JP, JP).  Harder ones involve slower
    ones, which hit harder.  Twice the pain for twice the effort.  Capcom
    has this system down pat.
    On to the basic combos.
    note: these are only some possibilities; intermix and link these or
    other examples of combos like these, and create your own (though you
    won't squeeze anything close to Wolverine-like magnificence from Ryu).
    character=Ryu, Gouki, Ken...  standing: JP, FK, FP
    character=Ken...              standing: SK, SP, RK
    character=Ryu, Gouki, Ken... crouching: JP, FK, FP
    character=Ryu, Gouki, Ken... crouching: SK, SP, RK
    character=Ryu, Gouki, Ken...  standing: JP, SP, FP
    character=(Ryu, Gouki ???  If you're really fast) Ken... 
    standing: SK, FK, RK <===Note about this combos and other combos with
                             similar basic moves in it: whether or not the
                             entire combo can be strung together depends on
                             the range of the moves.  Some hits, may not
                             connect, so you may want to break some of the
                             really big combos you've been planning for
                             into smaller ones, so the opponent won't be
                             pushed too far away.
    character=Ryu, Gouki, Ken... 
    (any button, any position), (any special move/hyper combo)
    Now for air combos.
    (any ground combo that ends in the d+FP launcher), u, (any of the
     combination types shown in the examples above)
    Experiment, create, and use trial and error on what moves have good
    enough range to be included in what combos you want to make.
    Many abilities and moves require hyper combo levels.  Abilities that
    require one level are denoted with a "level 1".  This applies for level
    2 and level 3.
    The third character in your arsenal during a battle is your special
    partner.  Moments after you select your two main characters, the
    special partner grid appears.  Special partners are selectable by
    holding down a certain combination of buttons before the grid appears
    until your third partner's name is said.  If you do not select a
    specific partner, one will be chosen by the computer.  The special
    cursor flashes over every square on the grid and picks one at random.
    You can stop the square partway by hitting a button.  Special partners
    have a limited number of uses, varying from character to character.  I
    have placed the info on each partner below.
    # uses: 5
    select by holding: Start+3P
    Anita is the small girl that appears with Donovan in Vampire Hunter.
    She walks on-screen, surrounded in a variety of floating objects, a la
    Rockman's leaf shield.  When she makes it to mid-screen, she waits a
    moment then launches, again like Rockman's leaf shield.  The field of
    objects is bigger than the leaf shield, but a wee bit slower.  This
    would be good if Anita did not take so long to launch.
    # uses: 5
    select by holding: Start+JP+SP+FK
    Colossus is likely the most solid helper.  He comes in at a moderately
    quick speed, flies to about 1/4 screen at a downward angle and charges
    straight with his shoulder out.  If you're cornered and your opponent
    jumps in and throws out an attack, call Colossus in and watch as they
    get juggled across the screen.
    # uses: 7
    select by holding: Start+JP+SK+SP
    Cyclops jumps in like a partner counter and throws out a low optic
    blast, like the one he has in X-Men Vs. Street Fighter and X-Men: CotA.
    This takes out incoming non-beam projectiles and dishes out three hits,
    but it isn't very strong.
    # uses: 5
    select by holding: Start+SP+FP
    Devilot is a little psycho from Cyberbots (aren't they all psycho?).
    She appears below your feet in a mech, and after a few moments a man-
    sized, unblockable explosion occurs.  This is good as long as your
    opponent doesn't see it.  Devilot provides you with enough time to draw
    your opponent to the mech as if it were a mine, or to knock your
    opponent into place for the explosion.  Unfortunately, it's very easy
    to spot, and to make matters worse, you can hear Devilot's voice as she
    appears.  Try pulling it out while your opponent is super jumping in
    the screen above.
    # uses: 4
    select by holding: Start+SP+FK
    What do you call a superhero that used to be with the X-Men but isn't
    anymore?  An Ex-X-person?  If so, that's what Iceman is.  He appears on
    screen and drops an avalance of ice on you.  It appears to be a blue
    palette-swap of Hulk's gamma quake, albeit with less range.  This is
    a good attack, and even better, it works as a smoke screen to either
    escape or rush the enemy under cover of the falling ice.  Only use if
    absolutely necessary, though, because you can only use Iceman 4 times
    per fight.
    # uses: 8
    select by holding: Start+SK+SP+FP
    Jubilee, the youngest X-Person, appears, says "Fireworks!", and fires
    a few of her signiature firecracker bursts.  These don't quite track
    your opponent, but they seem to move in their general direction.  The
    individual bursts aren't very strong, but they add up.  Unfortunately,
    though they have relatively good speed, Jubilee takes a twitch too long
    in firing them.
    # uses: 3
    select by holding: Start+JP+FK
    Juggernaut's like Colossus, only better.  He rushes across the battle
    field, as tall as the screen in his Juggernaut Headcrush attack.  He
    does not leave a small gap for small characters to duck under in the
    corner as he starts, but unfortunately, he only does a couple of hits.
    If it weren't for his three-usage limit, he would be the best helper
    to use.
    King Arthur
    # uses: 8
    select by holding: Start+JP+SP
    A knight-type character from Ghouls 'n' Ghosts.  He jumps onscreen
    and throws three large-tipped javelins at you in a line.  There's a bit
    of a time gap between javelins, but it doesn't matter since by the time
    the opponent recovers from one, Arthur has thrown another.  He fires
    them a bit low, unfortunately, and they're slow coming out, making
    Arthur easy to avoid.  On the bright side, he has comic value, since as
    he gets hit, his armor flies off and he flies offscreen in his trunks.
    # uses: 8
    select by holding: Start+SP
    Lou is a midget-ish guy from something called "Chariot" (don't ask me).
    He appears and shoots three quick arrows at your opponent's legs (not
    his fault he's too short to score a torso shot).  He also has something
    that looks like a flaming crystal ball near his head that damages if
    the opponent touches it.  Since he's so small, it's hard to hit with
    him, and the damage he dishes out really sucks.
    # uses: 7
    select by holding: Start+SK+FP
    Magneto is the villain from X-Men that fuses with Professor X to form
    the game's boss, Onslaught (how very Dragon Ball-ish).  He fires an
    Electromagnetic Disruptor, like the one he has in X-Men: CotA, Marvel
    Super Heroes, and X-Men Vs. Street Fighter.  He's pretty much Cyclops,
    but he fires higher and isn't so good countering projectiles.  Magneto
    may look open to attack, but he's actually very hard to hit while his
    beam's onscreen.
    Michelle Heart
    # uses: 6
    select by holding: Start+JP+SK
    Michelle Heart is from Wings of Ales, and she looks a bit like an
    angel, for lack of a better term.  She appears at your opponent's level
    on the screen and fires three shots at once, one curving up, one going
    straight, and one curving down.  If the opponent is at the peak of a
    jump, Michelle's lag time will cause her to miss (she appears at the
    peak of the opponent's jump level, so by the time she fires, the enemy
    is well out of the danger zone).  She's good for firing at second-form
    Onslaught's head, though.
    # uses: 5
    select by holding: Start+FK
    Psylocke is a female member of the X-Men who has ninja abilities and
    psychic powers.  She flies horizontally, close to the ground, doing
    her Psi-thrust from Marvel Super Heroes and X-Men: CotA.  She's fast
    and dishes out good damage, but since she hugs the ground, she can be
    jumped.  Use her if you're cornered and open, and when it hits, use a
    shinkuu hadouken (or something equivalent).
    Pure and Fur
    # uses: 5
    select by holding: Start+SK
    Some obscure Capcom mascot.  Pure and Fur are probably the worst helper
    when it comes to range.  Use Pure and Fur like you would a shinryuuken.
    Even then it's not useful, but when it comes to vertical range, Pure
    and Fur's rain of dice covers the entire screen distance.  Use it when
    an opponent jumps over your head, preferably a super jump.  To put it
    bluntly, Pure and Fur don't make a very good helper.
    # uses: 7
    select by holding: Start+3P+SK
    Rogue flies in downward at a 45 degree angle throwing out punches, then
    flies up 90 degrees to her previous line of fire.  The point of change
    is about half screen.  They either have to be far away and airborne or
    close and grounded to be hit by this, but if Rogue hits, the opponent
    is lifted and vulnerable to follow-up.
    # uses: 7
    select by holding: Start+FP
    Saki is from Kiseki of Nigiirochou, and she sports a lightning gun.
    Her attack isn't all that disimilar from Cyclops', so use her beam
    # uses: 6
    select by holding: Start+JP+SK+FP
    She flies in and stops alongside your character and fires a vertical
    typhoon that moves forward about 1/4 screen.  It does good damage IF
    and ONLY IF it connects, so make sure you're close.  It's good to use
    if your opponent is throwing out all sorts of close basic attacks.  Try
    to catch them by surprise.  The opponent gets lifted for good damage,
    and you can follow up with a super jump.  It does decent chipping as
    # uses: 7
    select by holding: Start+SK+SP
    Thor is the "other Marvel Super Hero".  He fires a beam like Saki's,
    albeit much higher.  It'll go over most characters' heads, unless the
    opponent is big, like 'Gief, Hulk, or Venom.  Use it on an opponent
    if they do a normal jump.  Thor is a big character himself, so he can
    be used like Iceman:  distract someone with Thor, and set up your own
    attack while they busy themselves with avoiding the attack.  If the
    beam connects, it does decent damage, and you can use Thor multiple
    times.  It's a shame he's a bit slow firing.
    # uses: 9
    select by holding: Start+JP+FP
    Ton-Pooh is one of the goon-type characters from the original Strider
    arcade sidescroller.  She appears and does a flying sidekick with the
    same broad "light streak" effect as Strider's cipher sword.  She has
    around the same range as Strider's gram (the long-range sword swing),
    except like the gram, it takes far too long coming out, so you likely
    won't be using her much.
    BONUS!!!  My old Ton-Pooh description, where you can see my erroneous
    "Ton-Pooh=Male" typo.
    (verbatim)  "from Strider, he performs a jump-kick"  (end verbatim)
    Unknown Soldier
    # uses: 4
    select by holding: Start+JP
    A character from Forotten World, he fires a few bullets along with a
    beam that comes from around his ankle.  He has good damage and fires
    quick, and he takes out incoming fireballs.  He also covers a good-
    sized chunk of the screen.  He's high enough in the air where he'll hit
    most any character (except the ultra-short Roll), and he's distracting
    enough to occupy your opponent while you get ready for an attack.  The
    only problem with Unknown Soldier is, you can only use him four times
    and you're spent.
    U.S. Agent
    # uses: 5
    select by holding: Start+FK+FP
    U.S. Agent is Captain America's hidden palette swap from Marvel Super
    Heroes Vs. Street Fighter.  He comes in doing a RK charging stars, and
    makes it about one-screen's worth of distance into the playing field.
    He'll go through fireballs (though they do slow him down a bit), so he
    can shield you while you whip out a projectile HC.  Unfortunately, he
    pauses a moment in the starting animation, so actually hitting your
    opponent is only a slim possibility.
    Ryu is unique in that he has the ability to switch among different
    fighting styles, his own, Ken's, and Akuma's (more on that later).  So
    instead of the colors of his gi changing if you simply select him with
    a kick instead of a punch, they also change when you switch styles.  I
    have created a chart to show which colors occur when...
    Primary: (punches)
    Honorable             |     Reckless      |Satsui no Hadou ni Mezameta
    White gi, red         |   Red gi, brown   |            Black gi, brown
    wristguards, red      |    Wristguards,   |        wristguards, orange
    headband              |   brown headband  |                   headband
    Secondary: (kicks)
    Honorable             |     Reckless      |Satsui no Hadou ni Mezameta
    blue gi, red          |  yellow gi, brown |       brick red gi, yellow
    wristguards, blue     |    Wristguards,   |     wristguards, brick red
    headband              |   brown headband  |                   headband
    chouhatsu (headband/wristband tighten): start (arcade)
                                            JP+start (Dreamcast)
    In Marvel Vs. Capcom, Capcom excluded the idea of bringing Ryu, Ken,
    and Gouki all back in favor of only bringing back Ryu with Ken and
    Gouki's styles.  Rather than load Ryu down with a slew of different but
    similar special moves, they instead opted to make the different styles
    interchangeable, at the cost of one HC level per change.
    Ryu to Gouki: d, db, b+FP   level 1   G
    Ryu to Ken:   d, db, b+SP   level 1   G
    Gouki to Ken: d, db, b+SP   level 1   G
    Gouki to Ryu: d, db, b+JP   level 1   G
    Ken to Gouki: d, db, b+FP   level 1   G
    Ken to Ryu:   d, db, b+JP   level 1   G
    basic moves:
    RYU MODE (default)
    JP:  Jab
         This is a quick left-handed punch, a standard jab.  This can be
         used in a rapid-fire link, but not much else other than a basic
         combo-initiater.  Most useful as a poke.
    SP:  Upper
         This is a left-handed uppercut that behaves like the close
         standing fierce from Street Fighter II.  It can be used in juggles
         and in combos, or as a poke.
    FP:  Seiken Tsuki
         This is a powerful right straight punch.  Use this at the end of
         simple ground combos, and combo specials/hypers off of it.  Knock
         down with this also.
    SK:  Low Kick
         A quick kick aimed at the shins.  Not useful for much except to
         initiate combos.  Use the JP instead of this for pokes, as the SK
         is slower.
    FK:  Nerichagi
         Ryu kicks straight upward, then drops his foot down to about torso
         level.  Good for a quick two hits, but it has crappy range.  The
         SP would be better, rangewise.
    RK:  Mawashi Geri
         Same old Ryu RK from the days of Street Fighter II.  It swings up
         at an arc for decent damage, but unless your opponent is jumping
         in, you really can't do much about its range.  Like the FK, it is
         not very useful in combos.
    JP:  Jab
         This is essentially Ryu's standing JP, except it hits low (groin
         level on most characters).  Use accordingly.
    SP:  Straight
         This is Ryu's standing FP, hitting at about groin level, quicker,
         and a touch weaker.  Useful in combos, but doesn't have very good
         poke value.
    FP:  Tsukiage Upper
         A powerful uppercut.  It's not very good in combos unless you
         perform it directly off of a weak attack.  This move is Ryu's
         launcher, so if it connects, be sure to follow up with an air
    SK:  Kick
         A quick, left-footed kick on the ground, directed at the enemy's
         feet.  Good combo initiater and poke, and it can be used in rapid-
         fire links.
    FK:  Kurubushi Kick
         It's slower and it kicks out farther than the SK, and it's useful
         in combos.  Use this more often than you would the RK.
    RK:  Kaiten Ashibarai
         This is a powerful ankle kick.  It's too slow to be of any real
         use, but if it does hit, it'll knock down and should be followed
         up with a top-down attack.  Use it only in combos unless you're
         insane and/or your opponent's an idiot.
    JP:  Jab
         A mid-air version of a normal JP.  Good as an air combo initiater,
         but it's not so good for jump-ins unless you want to do a quick
         jump-in combo on a big character.
    SP:  Sukui Tsuki
         A mid-air uppercut that does two hits if it connects properly.  If
         you time it right, you can jump in with this and set up combos,
         but in general, use it only in air combos.
    FP:  Straight
         One of Ryu's best jump-ins, it's a downward-angled mid-air version
         of his standing fierce.  Powerful, and doesn't push the enemy too
         far away, so it's good to combo off of.  Good for ending air
         combos, too.
    SK:  Hiza Geri
         A quick mid-air knee.  It's not as good as the mid-air jab, but
         it's good for initiating air combos.
    FK:  Tobi Sokuto
         A pretty standard flying kick.  It's well-rounded, but not
         particularly special.  It's good for cross-ups, and for adding
         extra meat to air combos.
    RK:  Tobi Sokuto
         It's very much the same as the mid-air FK except the time it's out
         is lessened greatly, and it's stronger, hence smaller window of
         time to attack.  Good for jump-ins and combo enders.
    --mid-air holding up--
    JP:  Jab
         This move is identical to Ryu's normal mid-air jab.
    SP:  Straight
         This is identical to Ryu's mid-air FP, except it's out longer and
         it's slightly weaker.  Pretty generic, but good for adding a hit
         to air combos.
    FP:  Straight
         This is identical to Ryu's normal mid-air FP.
    SK:  Maegeri
         A strange-looking mid-air upward kick.  Pretty useless.
    FK:  Maegeri
         Same as the SK version, only this one's semi-useful.  Simply added
         into air combos, no more, and even then it's a bit lackluster.
    RK:  Senpuu Kyaku
         Like one individual spin of the tatsumakisenpuukyaku.  It's a good
         air combo ender, and you can jump in with it, but it isn't very
         helpful in that situation.
    Ryu in normal mode and Ryu in Gouki mode have the same basic moves (Ryu
    is the base from which the character Gouki was developed), but Ryu in
    Ken mode has a few different kicks.  The kicks give Ken a more stylish
    air and add heavily to his reckless attitude.  Not to mention, they're
    a welcome addition to his arsenal.  Ryu in Ken mode inherits the kicks
    Ken originally had, and I have explained them below:
    HIZA OTOSHI (Ken's jumping MK)
    This kick isn't much different from the Tobi Sokuto.  Cosmetically, Ken
    kicks a little higher, keeping his leg horizontal.  His other leg is
    tucked behind him, with his foot underneath and behind him.  In game,
    the way he keeps the non-kicking foot matters more than it would seem.
    The foot sticking out the back makes this kick great for cross-ups,
    moreso than Ryu's normal jumping MK.
    KAMABARAI GERI (Ken's standing MK)
    This kick is very versatile.  Ken kicks up with his knee at a diagonal
    angle for one hit, then extends his leg fully for a second.  The kick
    finishes with Ken completing the spin back to a standing position.  The
    kick hits a bit high, so only the knee may hit on a character like Roll
    without making a second hit, so plan wisely.  On the other hand, a high
    kick benefits Ken with its anti-air ability, and it's very good in a
    ground combo (provided you wait for both hits).  You can cancel into a
    hyper off of either hit, so it's a good way to keep your opponent on
    his or her toes.
    ICHIMONJI GERI (Ken's standing RK)
    Ken's standing roundhouse is far better than Ryu.  It has more range,
    it knocks the enemy across the screen, and it deals the same damage as
    Ryu's RK (which is mediocre, range-wise).  It's a good combo ender, but
    unfortunately, it lacks the one option Ryu's original RK has.  There is
    no way to combo a special/hyper off of the RK effectively, since it
    knocks the opponent so far away.  There's always the standing FP for
    that situation, though.  It kicks out more horizontally than Ken's MK,
    so keep range in mind.  It has less anti-air ability, but it covers
    more ground.
    RYU MODE (default)...
    hadouken: d, df, f+P     G/A
    Ryu's standard fireball, and like all others, it's enlarged from its
    previous incarnations.  Standard long range attack; use wisely.  It's
    effective, but the lag may be your undoing.  And don't use it to try
    and negate beam attacks...
    tatsumakisenpuukyaku: d, db, b+K     G/A
    This is a mid-air spinning kick that covers about 2/3 screen's worth of
    ground as the RK version, and like normal, the jumping version follows
    the arch you jump at.  The tatsumakisenpuu kyaku not only knocks down,
    it sends the victim flying across the room.
    shoryuuken: f, d, df+P     G
    Ryu's infamous invincible rising uppercut.  It ain't quite so
    invincible anymore, and is no longer very effective as an anti-air
    technique (no thanks to infinite air blocking).  Believe it or not,
    it's good as an anti-air technique.  It, like the tatsumakisenpuukyaku,
    sends the unfortunate opponent flying far out of close range.
    sakotsu wari: f+SP     G
    The requisite top-down attack of Ryu, it hits twice.  Use it when the
    opponent is crouched or getting up.  It hasn't got much range, so only
    use it up close.
    senpuukyaku: f+FK     G
    It's like the tatsumakisenpuukyaku, but only spins .5 times.  It's
    weaker, and doesn't knock down.  Use it for a quick surprise, escape,
    or just to chip at your opponent's life meter.
    maegeri: u+SK     A
    This is a mid-air kick, angled upward, so use it in air combos or mid-
    air fights.
    maegeri2: u+FK     A
    Same as above, but stronger and quicker.  Though that sounds good, it's
    actually not very good in certain situations... like a mid-air fight.
    senpuukyaku2: f+FK     A
    It's the same as the other senpuukyaku, but stronger, and due to less
    range and the fact that it can only be done in mid-air, there's less
    situations to effectively use it in.
    hyper combos:
    shinkuu hadouken: d, df, f+2P     G/A, level 1
    This is a big multi-hitting beam attack.  Quite a funky change from the
    now seemingly flea-sized Zero/Alpha super projectile.  It's a long-
    range attack that can cancel out any non-beam projectile.  The mid-air
    version is largely the same as the one on the ground, except, of
    course, you do it high in the air.
    shinkuu tatsumakisenpuukyaku: d, db, b+2K     G, level 1
    A many-hitting version of the normal tatsumakisenpuukyaku.  It covers
    no ground, sucks opponents in from around 1/3 distance, can juggle an
    airborne opponent, and gives the opponent the smakkin' around they
    metsu-shoryuuken (multi-hit shoryuuken, short range): f, d, df+2P
                                                           G, level 1
    This has nearly no range, and results from an attempted shin-shoryuuken
    that either misses or is blocked.  Except in veeery rare situations
    when the opponent is either at .5% health or no health at all, a shin-
    shoryuuken will turn into this if blocked.
    shin-shoryuuken (good 'n' painful): f, d, df+2P     G, level 1
    Oh, yah, this is sweeet!  When in throw range with an opponent that's
    open for attack, execute this and feel the victim's pain as Ryu
    uppercuts right,  uppercuts left, and performs a left-handed Shoryuuken
    that catapults the opponent through the air.  It doesn't look as
    painful as it does in Three, nor does it do as good damage, but
    seoi nage: f/b+SP/FP     G, close (Ryu lifts the opponent over his
                                       shoulder and slams them to the
    tomoe nage: f/b+FK/RK     G/A, close (rolls back and kicks the opponent
                                          far over his head)
    counter: hadouken
    team-up Hyper Combo: shinkuu hadouken
    KEN MODE (d, db, b+SP)...
    hadouken: d, df, f+P	G/A
    It's a lot like Ryu's but stops midway across the screen, and the air
    version is angled down.  It doesn't seem like much of a change, but it
    forces you to improve on your long-range game.
    tatsumakisenpuukyaku: d, db, b+K     G/A
    It's a MUCH different version than normal Ryu's.  The SK version is the
    one to use; they all hit five times, with the last hit flinging the
    opponent to the ground, but it flies up at an angle.  With the SK, all
    five hits are near ground level, so they have the most chance of
    hitting.  The FK version flies upward a bit more, so the first or
    second hit would have to land, except for with huge characters like
    Hulk and Zangief.  The RK version has the least chances of connecting;
    use it like a fierce shoryuuken.  It's close to the same angle (I.e.,
    use it in combos).
    shoryuuken: f, d, df+P     G/A
    Use the LP shoryuuken to counter jumpers, use the MP version less
    often, since it's okay for both jumpers and combos, and use the FP in
    combos only.  This move is the same as in previous games, except for
    increased height and an enormous flame on all versions.  The jumping
    version performs exactly the same as on the ground.  It's different
    than Ryu's in that the angle of rise is more severe, it does three weak
    hits that add up to slightly more powerful, it doesn't knock away as
    far, and of course, it creates a bonfire on the opponent's back.
    inazuma kakato wari: f+FK     G
    An overhead similar to Ryu's Sakotsu Wari, except it's an axe kick.
    The same strategies apply (i.e., when the opponent gets up).  It moves
    a little slower, but the upside to that is it's more powerful.
    hyper combos:
    shoryuureppa: d, df, f+2P     G, level 1
    This move is basically two JP shoryuukens and one FP shoryuuken strung
    together.  It has great range, but does mediocre damage and can be seen
    coming a mile away.  Use this primarily on grounded opponents and in
    combos.  It's lost its priority from Zero, which is a shame, since
    it has so much nostalgic appeal from SSF2X.
    shinryuuken: d, df, f+2K, KKK     G, level 1
    Okay.  Imagine the shinryuuken from Zero.  Now, imagine it scrolling
    upward for the height of the entire stage, accompanied by a golden
    vertical beam and a spiralling flame the size of Honshu.  Does eighteen
    hits MINIMUM if it hits a grounded, open opponent.  Don't be fooled,
    these bells and whistles disguise terrible range, less even than in SF
    Zero.  Still, it's a solid hyper, hard to see coming if it's executed
    at the right time, and has a lot of combo ability if you juggle.
    On a side note, has anyone seen Dragon Ball Z movie 13?  Eh heh... yah,
    you see it too, don't deny it... and if you chop the "shin" off the
    name, look what you get.  Coincidence?  Umm... probably...
    shippujinraikyaku: d, db, b+2K     G, level 1
    It has about 2/3 the range of the shoryuureppa.  It does about 4/5 the
    damage of the shinryuuken.  It looks really goofy seeing a Zero-style
    character doing this move (Street Fighter 3 Ken looked sweet doing this
    yet in Marvel Vs. Capcom, it looks like a bunch of basic moves and a
    tatsumakisenpuukyaku all strung together).  It's got good range, but
    unless the first few hits connect, you'll go flying right over the
    the other guy's head.  If the knee kick is blocked, the TMSK won't
    occur, unlike in SF3, where it absolutely must connect.  An average
    hyper, but useful in that when it starts, it's invincible.  It'll even
    dodge around beam hypers as long as you're in sweep range.
    jigoku guruma: f/b+SP/FP     G, close (does good damage quickly, but
                                           the opponent has a long window
                                           of time to tech-hit)
    tsukami hizagen: f/b+FK/RK, KKK     G, close (each knee kick takes off
                                                  crap damage, but they add
                                                  up slowly.  Opponent
                                                  cannot easily tech-hit)
    jigoku fuusha: f/b+SP/FP     A, close (a midair jigoku guruma.  Same
                                           strategies apply)
    counter: shoryuuken
    team-up Hyper Combo: shoryuureppa
    GOUKI MODE (d, db, b+FP)...
    gouhadouken: d, df, f+P	G/A
    This is slightly faster and smaller than Ryu's hadouken, used less
    against jumpers and more against grounded opponents.  Note, the mid-air
    version is called kuuchuu gouhadouken, and it works the same as Ken's
    mid-air hadouken, save that it does not disappear moments after firing.
    tatsumakizankuukyaku: d, db, b+K     G/A
    This attack is much like Ken's TMSK from X-Men Vs. Street Fighter,
    except with electric bolt effects.  If the first hit connects, it
    juggles for five hits.  If the second hit connects, it juggles for four
    hits.  You do the math from here on out.  Very useful in combos,
    especially corner combos.  The air version is the same as Ken's.
    goushoryuuken: f, d, df+P     G
    The goushoryuuken is the same as Ken's shoryuuken, but with a violet
    ashura senkuu: f, d, df/b, d, db+3P/3K
    This move's good for escapes, quick movement, and annoying turtlers to
    the point where they cry.
    f, d, df+3P=slide forward, far past the opponent
    f, d, df+3K=slide forward for a short distance
    b, d, db+3P=slide far back from the opponent
    b, d, db+3K=a short slide back
    Gouki's dash is quicker, but the ashura senkuu has more escape
    zugai hasatsu: f+SP     G
    This attack is almost exactly the same as Ryu's sakotsu wari.  The same
    strategies apply.
    senpuukyaku: f+FK     G
    This move's a carbon copy of Ryu's senpuukyaku.  Use it the same way.
    tenma kuujin kyaku: d, df, f+K     A
    Use this against grounded opponents.  The higher you jump, the more
    hits, but if you go too high, your opponent would be stupid not to see
    you coming.  It looks like a diving kick, and it's good for starting
    combos in mid-air.  It's like the one from Zero (d+FK), except this one
    maegeri: u+SK     A (see Ryu's section)
    maegeri2: u+FK     A (see Ryu's section)
    senpuukyaku2: f+FK     A (see Ryu's section)
    hyper combos:
    messatsu gouhadou: d, db, b+3P     G, level 1
    A purple [!] version of the shinkuu hadouken that normally does less
    hits.  Even so, tapping the buttons quickly will tack many more on.
    For the most part, the same strategies apply, though it's a bit slower
    coming out.  Beware.
    tenma gouzankuu: d, df, f+3P     A, level 1
    Take his midair gouhadouken, add ten or twenty extra fireballs to it,
    and you get this hyper.  Use it only on an opponent who is grounded and
    not expecting attack, unless the guy standing next to you is a total
    baka.  Use it in situations similar to the ones you would use the tenma
    kuujin kyaku in.
    messatsu goushoryuu: d, df, f+3P     G, level 1
    The messatsu goushoryuu is the same as Ken's shoryuureppa, but with a
    frooty purple flame, like the rest of his frooty attacks.  Hmm... I'm
    starting to see why people find the Shotokan gang monotonous...
    shungokusatsu: JP, JP, f, SK, FP     G, medium, level 3
    Gee, not much to say here.  Use ONLY against a blocking opponent at
    throw distance or, if you're quick enough and they don't recovery roll,
    after a sweep.  Looks pretty cool, though, Gouki/Ryu slides in on one
    foot, a la dashing or ashura senkuu, grabs the poor opponent, screen
    goes blank, light bursts ensue, and poof!  A rather unhealthy chunk of
    your enemie's life bar is missing.  Too bad it's a real piece of crap
    waste of three hyper meters.
    seoi nage: f/b+SP/FP     G, close (similar to normal Ryu's, but instead
                                       of being slammed into the ground,
                                       your opponent is flung across the
                                       screen.  Be slightly more careful
                                       with this version, though, it's
                                       easier to tech hit)
    tomoe nage: f/b+FK/RK     G, close (see Ken's)
    jigoku guruma: f/b+FK/RK     A, close (see Ken's)
    counter: goshoryuuken
    team-up Hyper Combo: messatsu gouhadou
    Here are some of my favorite exhibition combos (I.e. combos with more
    flash than they have punch).  If you can pull these off, watch your
    challenger's jaw drop in awe (or at least, listen to them whimper).
    combos   combos   combos   combos   combos   combos   combos
    RK tatsumakizankuukyaku, crouching SP, crouching FP, u, SK, FK, tenma
    combos   combos   combos   combos   combos   combos   combos
    WHEN DEMONS ATTACK, level 3 (23)
    (in corner) u+SK into kuuchuu gouhadouken, RK, (land) SK, FK, d+RK,
    combos   combos   combos   combos   combos   combos   combos
    KEN'S KICK COMBO (13+)
    cross-up FK, FK, d+RK, dash in (should be in corner), SK, d+FP, u, SK,
    SK (link), FK, RK tatsumakisenpuukyaku
    combos   combos   combos   combos   combos   combos   combos
    (in corner)  jump in deep, SP, FP, (land) crouching SP, crouching FP,
    u, SK, FK, RK tatsumakisenpuukyaku
    combos   combos   combos   combos   combos   combos   combos
    (in corner) crouching SP, crouching FP, u, SK, FK, RK, crouching SP,
    crouching FP, (IMMEDIATELY) shinryuuken, (as opponent lands) SK, FK,
    combos   combos   combos   combos   combos   combos   combos
    RYU'S FLYING HADOUKEN, level 1 (25+)
    (dash in) crouching JP, FK, crouching FP, u, mid-air tomoe nage,
    shinkuu hadouken
    combos   combos   combos   combos   combos   combos   combos
    (in corner) JP, jump JP, RK, (land) JP, d+FK, d+FP, u, SK, SP, RK into
    shinkuu hadouken
    Oh, and in case you can't tell by now, I love Dragon Ball Z.  And the
    name of that last combo is actually one of Vejiita's famous phrases,
    adapted a bit to fit the new context (Ryu's combos, duh).
    Coming soon:  new and improved strategies.  Hold on, and I'll have it
    out real soon in the next update.  Promise.
    In these codes, on the character select screen, move the cursor in a
    series of straight horizontal and vertical lines, indicated in the
    individual codes listed below.
    HULK (Orange)
    Start on Chun-li.  Go to Zangief.  Go down to Jin.  Go over to Strider.
    Now move to Jin again.  Move down to Wolverine.  Go to Gambit.  Move
    up to Chun-li.  Move back down to Strider.  Go to Jin.  Move up to
    Zangief.  Go down to Wolverine.  Go back to Zangief.  Move to Ryu.  Hit
    up and press a button to use Hulk in orange.
    MORRIGAN (Lilith)
    Start on Zangief.  Move to Chun-li.  Next, go to Strider.  Now, go to
    Jin.  Move back to Zangief.  Go down to Wolverine.  Go to Gambit.  Now,
    move up to Chun-li.  Move to Ryu, then back to Chun-li.  Go back down
    to Gambit.  Move to Wolverine, then back up to Zangief.  Go to Chun-li.
    Go down to Gambit.  Go to War Machine, and press down.  Lilith-Morrigan
    is now selectable with the touch of a button.
    Start on Zangief.  Go to Chun-li, then down to Strider.  Move to Jin.
    Next, go to Wolverine.  Move to Gambit.  Go up to Captain America, then
    go to Venom.  Move up to Captain Commando and over to Rockman.  Press
    right and Roll's hidden square will appear to the right of Rockman's.
    SHADOW LADY (Dark Chun-li)
    Start on Morrigan.  Go to Chun-li, then to Zangief.  Move down to
    Wolverine.  Go to Gambit.  Move up to Chun-li.  Go to Zangief again.
    Move back to Chun-li.  Go down to Strider.  Move over to Jin.  Go down
    to Wolverine.  Move to Gambit.  Go up to Strider and back to Jin.  Move
    up to Zangief.  Go to Chun-li, and back down to Gambit.  Press down on
    Gambit's square to get Shadow Lady.
    VENOM (Red)
    Start on Chun-li.  Move onto Ryu.  Go down to War Machine.  Now, go to
    Gambit.  Next, go back up to Chun-li.  Move over to Zangief.  Go down
    to Jin.  Move to Strider.  Go down to Gambit, then over to Wolverine.
    Go up to Zangief.  Go back to Chun-li, and press up.  Your cursor will
    move to an invisible square above Chun-li's, and you will see Venom's
    portrait in red.  Press a button to select him.
    WAR MACHINE (Golden)
    Start on Zangief.  Next, move to Chun-li.  Next, move down to Strider.
    Next, move over to Jin.  Now move down to Wolverine.  Next, go over to
    Gambit.  Now, go back up to Chun-li.  Go over to Zangief.  Go back to
    Chun-li.  Go back down to Gambit.  Move over to Wolverine.  Move up to
    Jin.  Move over to Strider.  Go down to Gambit.  Go back to Wolverine.
    Move back up to Zangief.  Now tap up, and your cursor will move onto an
    invisible square above Zangief, and press a button to get War Machine
    in gold armor.
    Not everyone who plays Marvel Vs. Capcom is Japanese.  Some Americans
    may understand Japanese, but a great deal don't, so I've written up a
    little Japanese to English glossary for the move names and phrases
    associated with Ryu-tachi.  BTW, "tachi" is a suffix for "and family"
    or "and others" or "and company".
                       JAPANESE <-> ENGLISH
                   ashura senkuu = (fighting demon) warp
                     gouhadouken = great surge fist
                   goushoryuuken = magnificent rising dragon fist
                        hadouken = surge fist
                                   (hadou can also be wave-motion)
                       hiza geri = knee strike
                     hiza otoshi = knee something (don't ask me)
                  ichimonji geri = beeline strike
             inazuma kakato wari = lightning heel split
                   jigoku fuusha = hell windmill
                   jigoku guruma = hell spin
                kaiten ashibarai = turning trip-up
                  kamabarai geri = (don't know) strike
             kuuchuu gouhadouken = air great surge fist
                  kurubushi kick = ankle kick
                         maegeri = forefoot kick
                    mawashi geri = (a sumo's loin cloth) strike
               messatsu gouhadou = murder great surge fist
             messatsu goushoryuu = murder great rising dragon
                metsu-shoryuuken = destruction rising dragon fist
                       nerichagi = hell if I know
                    sakotsu wari = collarbone split
                    seiken tsuki = (don't know) thrust
                     senpuukyaku = whirlwind kick
                       seoi nage = (something) throw
                shinkuu hadouken = vacuum surge fist
    shinkuu tatsumakisenpuukyaku = vacuum tornado whirlwind kick
                     shinryuuken = dragon god fist
                 shin-shoryuuken = true rising dragon fist
               shippujinraikyaku = kick with lightning speed
                      shoryuuken = rising dragon fist
                    shoryuureppa = rising dragon defeat (?)
                   shungokusatsu = instant hell murder
                     sukui tsuki = aiding thrust (weird, ne?)
            tatsumakisenpuukyaku = tornado whirlwind kick
            tatsumakizankuukyaku = tornado (something) kick
                 tenma gouzankuu = demon great (something)
              tenma kuujin kyaku = demon (something) kick
                     tobi sokuto = don't know
                      tomoe nage = overhead throw
                 tsukami hizagen = grabbing knee
                  tsukiage upper = rising upper
                   zugai hasatsu = skull (something)
    This is all from my own head, and since my grasp of the language is far
    from perfect, a great deal of it may be wrong (and as you can see, many
    gaps on the above list symbolize the gaps in my knowledge).  Feel free
    to email me the meanings of the words I don't know/screwed up on (as
    long as you're sure your meaning is correct).
    MYSELF (Jedi Trunks), who wrote this ten-legged monster
    MAT and JON, my guinea pigs for new combos
    ADRIAN RATLIFF, who suggested various things against 'Gief and Wolvie
    SIR 0RION, who gave me the idea of writing versus strategies
    STRIDER HIRYU, who pointed out the typo of Ton-Pooh being a "he"
    6th, on 1/5/2000:  reformatted a bit, a few minor changes,
                       new secrets section, new strategies
                       against secret characters, new glossary
                       of terms in the reference section
     5th, on 11/5/99:  added a bit to each special/HC description, did a
                       little homework, added more combos
     4th, on 8/29/99:  embarked on the ambitious task of translating all of
                       Ryu's attack names, even the basic ones.  Cleaned up
                       a few errors, fixed a few typos (yes, Ton-Pooh is a
                       female).  Added all sorts of fancy ascii art, which
                       is meant to distract you and confuse you to make you
                       go back and read this FAQ again and again and again.
                       Added some of my favorite combos.
                       And if it seems like I updated a little soon (a mere
                       eleven days since last update), it's because there
                       were a few glaring mistakes I was aching to fix
                       before school started in earnest (five hours of
                       homework on the first day... p-shaw.  I got off easy)
     3rd, on 8/18/99:  added a new versus strategy section
     2nd, on 6/22/99:  cleaned up some errors, added descriptions to moves,
                       added a little to the combo section
      1st, on 3/5/99:  FAQ first written.
    If you have something to say about the FAQ (something you want added,
    criticism, etc.), contact me.
    Email address: Jedi_Trunks@yahoo.com
    ICQ number:  44047404
    If I use anything you send in, whatever name you give me will appear in
    the credits section for all revisions to come.
    OWARI!  (for now) ||
    © Jedi Trunks     ||

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