======================================================================= MARVEL VS. CAPCOM SEGA DREAMCAST--CAPCOM CPS II RYU-TACHI FAQ ======================================================================= IIII IIII III IIIIII III III IIIIII III IIIII IIIII IIIII IIIIIII III III IIIIII III IIIIIIIIIII III III III III III III IIII III IIIIIIIIIII III III III III IIIIIII IIIII III MMMMMMMMMMM MMMMMMM MMMMMM MMMMMMM MMMMM MMM MMMMMMMMMMM MMMMMMM MMMMMMM MMMMMMM MMMM MMM MMM MMM MMM MMM MMM MMMM MMM MMMMM MMMMMM MMMMMM MMM MMM MMM MMM MMMM MMMM MMM MMMMMM MMMMMM -----------== -=- ==----------- ==----------- - -----------== === MU MU MUUUUU === ====== MU MU MU ===== ================= MUMU MUUUU ================ ====== MUMU MU ===== === MU MM MUUUUU MM === ==----------- - -----------== -----------== -=- ==----------- LLLL LL LLLLL LLLL LLLL LL LL LLLLLL LLLL LLLLLL LLLLLL LLLLLL LLL LLL LL LL LL LL LL LL LL LL LLLLLLL NN NN NN NNNNN NN NN NN NNNNNNN NNNNNN NNNNNN NN NNNNNN NNNNNN NN N NN NNNN NN NN NN NNNN NNNN NN NN ==================================================== ------------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 | |------------------------------------------------| ------------------------------------------------ =========== | | |PLEASE NOTE| | | =========== 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 | / / / \ |_____________________________| \ \ \ __/ ___ \ / \/ | /// | | / ____________/ / / /| / |__ \ \ |\ \ \________________________/ |___ / \ \ ======================================================================= I. REFERENCE REFERENCE REFERENCE REFERENCE REFERENCE REFERENCE ======================================================================= -------- STICK... -------- 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) ---------------------- SYMBOLS/TERMINOLOGY... ---------------------- ,: 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 ---------- BUTTONS... ---------- 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 -------------- DEFINITIONS... -------------- 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 attacks. 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 player. 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 further. 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 gauge. 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 mashing. 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. ======================================================================= II. SYSTEM SYSTEM SYSTEM SYSTEM SYSTEM SYSTEM SYSTEM SYSTEM ======================================================================= ----------- BASIC MOVES ----------- 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 ------- TAGGING ------- To switch between your characters, you must tag. There are different ways of accomplishing this. NORMAL TAG... 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. DOUBLE HYPER COMBO... 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. TEAM-UP ATTACK... 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. PARTNER COUNTER... 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. ------- HEALING ------- 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 battle. ------ COMBOS ------ 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). Examples 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. ======================================================================= III. SPECIAL PARTNERS SPECIAL PARTNERS SPECIAL PARTNERS ======================================================================= 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. Anita # 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. Colossus # 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. Cyclops # 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. Devilot # 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. Iceman # 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. Jubilee # 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. Juggernaut # 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. Lou # 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. Magneto # 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. Psylocke # 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. Rogue # 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. Saki # 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 accordingly. Storm # 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 well. Thor # 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. Ton-Pooh # 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) Oops... 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. ======================================================================= IV. COLORS COLORS COLORS COLORS COLORS COLORS COLORS COLORS ======================================================================= 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 ----------------------------------------------------------------------- ======================================================================= V. STYLES AND ABILITIES STYLES AND ABILITIES STYLES AND ABILITIES ======================================================================= 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. styles: 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) --Standing-- 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. --crouching-- 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 combo. 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. --mid-air-- 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. -------------------------------------------------- NOTE ON RYU'S BASIC ATTACKS AMONG DIFFERENT STYLES -------------------------------------------------- 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. abilities: 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 deserve. 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 still... throws: seoi nage: f/b+SP/FP G, close (Ryu lifts the opponent over his shoulder and slams them to the floor) tomoe nage: f/b+FK/RK G/A, close (rolls back and kicks the opponent far over his head) variable: 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.
throws:
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)
variable:
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
flame.
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
possibilities.
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
juggles.
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.
throws:
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)
variable:
counter: goshoryuuken
team-up Hyper Combo: messatsu gouhadou
=======================================================================
VI. COMBOS COMBOS COMBOS COMBOS COMBOS COMBOS COMBOS COMBOS
=======================================================================
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
------------------------------------------------------------
GOUKI'S HURRICANE LIGHTNING, level 1 (22+)
RK tatsumakizankuukyaku, crouching SP, crouching FP, u, SK, FK, tenma
gouzankuu
---------------
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,
shungokusatsu
---------------
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
------------------------------------------------------------
KEN'S CORNER HURRICANE (10+)
(in corner) jump in deep, SP, FP, (land) crouching SP, crouching FP,
u, SK, FK, RK tatsumakisenpuukyaku
---------------
combos combos combos combos combos combos combos
------------------------------------------------------------
KEN BEATS ON HIS OPPONENT REALLY HARD, level 1 (28+)
(in corner) crouching SP, crouching FP, u, SK, FK, RK, crouching SP,
crouching FP, (IMMEDIATELY) shinryuuken, (as opponent lands) SK, FK,
RK
---------------
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
------------------------------------------------------------
KURAI! KOITSU GA SUPAA RYU SHINKUU HADOUKEN!!!, level 1 (30+)
(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).
=======================================================================
VII. STRATEGY STRATEGY STRATEGY STRATEGY STRATEGY STRATEGY
=======================================================================
Coming soon: new and improved strategies. Hold on, and I'll have it
out real soon in the next update. Promise.
=======================================================================
VIII. SECRETS SECRETS SECRETS SECRETS SECRETS SECRETS SECRETS
=======================================================================
-----------------
HIDDEN CHARACTERS
-----------------
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.
ROLL
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.
=======================================================================
XI. TRANSLATIONS TRANSLATIONS TRANSLATIONS TRANSLATIONS
=======================================================================
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).
=======================================================================
X. AUTHOR'S NOTES AUTHOR'S NOTES AUTHOR'S NOTES AUTHOR'S NOTES
=======================================================================
----------
CREDITS...
----------
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"
-------------------
REVISION HISTORY...
-------------------
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.
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FEEDBACK...
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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.
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OWARI! (for now) ||
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