SATSUI NO HADOU (murderous intent awoken)

AKA  EVIL...............

RRRRRRRRRRRRR        YYYYY      YYYYY      UUUU      UUUU
RRRRRRRRRRRRR         YYYY      YYYY       UUUU      UUUU
RRRR     RRRR          YYYY    YYYY        UUUU      UUUU
RRRR   RRRRR              YYYYYYY          UUUU      UUUU
RRRRRRRRRRR                YYYYY           UUUU      UUUU
RRRR  RRRR                 YYYY            UUUU      UUUU
RRRR   RRRRR               YYYY            UUUUUUUUUUUUUU
RRRR     RRRRR             YYYY             UUUUUUUUUUUU




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Capcom vs SNK  2 millionaire  fighting 2001
Evil Ryu FAQ
Ver 2.0
by srwilson  (Steven R wilson)
03/10/2001
email [email protected]
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Contents

I-Intro
II-Info on Evil Ryu
III -Legend
IV -Basic info
V -comparing with Akuma
VI -Special moves
VII-Super combos
VIII -Combos
IX-Move translations
X-Poses/taunt
XII-ver info & credits

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I.Intro
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You know the deal you cannot use this FAQ without my permission on any website or for
selling
purposes ,if you must use this faq for anything then email me first.
This FAQ covers the character Evil Ryu it covers his moves and combos and really
anything to do with the
dark shotokan.

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II.Info on Evil Ryu
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Evil Ryu has been with us for quite a few years now on the Street Fighter scene he first
appeared
on Street Fighter Zero/Alpha 2 as a secret character and from then on hes been a secret
character in
most SF games to date and in CVS2 he's once again secret.
In this Capcom vs SNK tourny Ryu has once again allowed the Dark Hadou to awaken within
him and now
Evil Ryu is ready to cause Havoc among the Capcom & SNK Fighters.
here are the SF games Evil Ryu has appeared in....
                                                 SF Zero 2
                                                 SF Zero 3
                                                 SF EX +A
                                                 SF EX 3
                                                 CVS1 and 2 of course

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III.Legend
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Directions                             Buttons

           UB  U  UF                 LP MP  HP
            \  |  /                  O  O   O

        B --   N   -- F              O   O  O
                                     LK  MK   HK
            /  |  \
           DB  D  DF                 LP-Light Punch
                                     MP-Medium Punch
                                     HP-Hard Punch
                                     LK -Light kick
   U-Up                              MK -Medium Kick
   D-Down                            HK -Hard kick
   B-Back                            P -Any punch button
   F-Forward                         K -Any kick button
   DB-Downback
   DF-Downforward
   UB-Upback
   UF-Upforward
   QCF-Quarter of a circle forward
   QCB-Quarter of a circle back
   HCF-Half a circle forward
   HCB-Half a circle back


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IV.Basic info
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  Basic moves

  F,F quickly -dash forward -C,A,P grooves

  B,B quickly -dash backwards C,A,P grooves

  D,UF quickly- high jump forward   S,N,K grooves

  D,UB Quickly-high jump backwards  S,N,K grooves

  S Groove charge  -HP+HK together hold down to charge.

  Roll -LP+LK

  Tech throw -Do your throw command as you opponent is about to throw you.

  Taunt -Hold LK press start


Grooves

CAPCOM

C-Is like the CVS 1 Capcom groove where you charge 3 levels of power for supers

A-Is like V-ism on SF Zero 3 you can pull of your own custom combos and level 1 supers
when its charged

P-Is Like SFIII you charge your bar up over 1 level but you have the abilty to Parry on
this groove

SNK

S-Is like the KOF Extra gauge you charge it up manually and can then use a level 1 super
if you are low on life
 you can do infinate level 1s and when fully charged a level 3

N-Like the Advanced gauge for KOF 97/98 you build it up in stocks and when you have 1
stock you can do
 level 1s and when you have 2 stocks you can power up and unleash a level 3 attack.

K-Is like Garou its a very defensive gauge it builds up as YOU take damge but when
charged you can do a very powerful
 super desperation move.

i will key them like this

C-C groove
A-A groove
P-P groove
S-S groove
N-N groove
K-K groove

Groove Abilities
Each groove has different abilites here is a list of each abilitie and the groove it is
enabeled on.

Dash - this can be done on C,A,P grooves

description
When dashing, your character takes a quick hop either forward or backwards.
For moving short distances, the dash is faster than both walking and running.
However, a dash cannot be cancelled, and your character is completely vulnerable during
the dash.
These are very similar to the dashes in the Street Fighter 3 series.

the command to Dash is  either f,f or b,b


Run -this is done on the S,N,K grooves

description
Introduced in King of Fighter '96, running is a method of quickly moving across the
screen.
Running is not quite as fast as dashing, but the ability to cancel the run at any time
makes it far more versatile.
The run can be canceled instantly into a special move, a super, or a roll.
When canceling into anything else there is a slight delay, where your character is
vulnerable.

the command for run is f,f then hold f

Air Guard - this can only be done on C groove

description
Street Fighter Alpha introduced the concept of blocking an attack in mid-air as well as
on the ground.
Like in Alpha 2, only certain attacks can be air-guarded.
In general, super moves and attacks originating from the ground cannot be blocked.
Still, air-blocking is a valuable skill to have. Like the run, this delay can be
canceled with specials, supers, and rolls.

command - hold b, or db in the air

Small Jump -this is done on  P,S,N,K grooves

description
A small jump is just what it sounds like.
Small jumps travel about 1/2 the height and length of normal jumps.
They're ideal for quickly hopping over fireballs, or surpising your opponent with an
overhead-style attack.
There is a small delay when the small jump lands, which can make them difficult to combo
after.

command - tap  ub, u ,uf

Counter movement - this can be done on N groove

description
Use counter movements after blocking an attack.
When you execute the command, your character will break his block and instantly roll
either forward or backwards.
Use this to gain the advantage after blocking long-lasting super-combos or "body-
projectiles" like Blanka's ball or Honda's headbutt.

command - f+lp+lk or b+lp+lk

Counter Attack - this can be done on C,A,S,N grooves

description
A counter attack is very similar to Alpha Counters, introduced in Street Fighter Alpha.
After blocking an attack, quickly execute the command.
Your character will cancel his block and attack with a pre-determined move (there is no
way to choose the attack).
When you counter attack, your guard meter will be temporarily depleated by a small
amount. Counter attacks don't do much damage, but can be useful for escaping a repeating
trap or changing the flow of the match.
Also, counter attacks will never kill, so don't even think about using them to KO an
opponent.

command - f+mk+mp


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V.Comparing with Akuma
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heres just a quick list of whats different between the two of them.

*-Evil Ryu has no air fireball

*-Evil Ryus command for the Shakunetsu hadoken is different to Akuma's

*-Evil Ryu has a extra Hop kick move

*-their basic punch /Kick moves are different.

*-Evil Ryu can do Denjin Haoduken

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VI.Special moves
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Standing LP -Its not all that useful really only for part of a combo.

Standing HP -This can be pretty easily be followed through with a Hadoken or Shoryuken

Crouching HP-This is quite a decent anti air move and can have some good priority over
most jumping
            moves.

Jumping HP -A fairly good attack which can have good priority over certain ground and
anti air moves.

Jumping HK -This is good as you can take air opponents down with it and it can be
followed through if
           quick enough depending how far from ground level you are when executing it.

Crouching LK - A brilliant poke move and good for combos too because of its quick
reaction speed
              after executing it can be done multipule times very quickly.

Standing HK -This is good for bringing down jump happy players, and it can cancel out
certain moves too.

Crouching HK -The common SF Sweep this can be used to catch out certain turtle players
or jump happy
             players again.


Throws

Throw 1 =F+HP

Command =  -- O +HP

Throw 2 =F+HK

Command =  -- O +HK


Main moves


Tenma Kuujin Kyaku =(in the air)  D+MK

Command =in the air  | +MK
                    O

Evil Ryu does a straight down diagnol dive kick which if successfully connected can be
followed
through into a juggle combo which will put your opponent in thier place.
this can be a good move to start a juggle but dont abuse it.

Hop kick  F+MK

Command = -- O +MK

Evil Ryu does a quck hop style kick this move can come in handy too esp in A combos.



Hadoken =QCF + P

Command = | \ --O +P
         O  O

Evil Ryu throws the classic SF2 fireball known as the hadoken at his opponent theycan
still be pretty
useful in battle as a upclose counter or to throw out of a roll etc .they are quite
useful but dont abuse
them too much.




Shakunetsu Hadoken =HCF +P

Command = O-- / | \ --O +P
            O  O  O

Like Akuma Ryu throws a Orange flame fireball which can stun the opponent for a brief
second
but its quite slow moving so pick good times to use it such as on a descending opponent
or out
of a combo.




Shoryuken = F,D,DF +P

Command = --O | \ +P
             O  O

This Dragon punch is a great anti air and can be used to take alot of characters moves
out
it has great priority too and it can be used in Combos too particularly juggles.
and it can out do alot of ground attacks too.




Tatsumaki senpuu kyaku =QCB +K

Command = |  / O-- +K
         O O

This move can also be done up in the air Evil Ryu spins round like a helicopter rotater
and can bring airborne opponents down a peg or two.
also this move can be juggled using a LK version then it can be juggled into a shoryuken.


Ashura senkuu =F,D,DF + PP  (long distance forward)

Command = --O | \ + PP
             O  O

              F,D,DF + KK  (Short distance forward)

Command = --O | \ + KK
             O  O

              B,D,DB + PP   (Long distance backwards)

Command = O-- |  / + PP
             O O

              B,D,DB + KK   (Short distance backwards)

Command = O-- |  / + KK
             O O

This is a teleport move Evil Ryuglides across the screen to get out of trouble and you
can decide
how close or far away you want to Teleport to or from your opponent.
Dont abuse this move too much as a good player will catch on and set you up for a combo
as you stop
teleporting.


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VII.Super Combos
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Both Ryu's Shinkuu Hadoken and Messatsu gou shoryu super combos require at least a Level
1 on the Capcom
groove and charged MAX on the SNK groove.
the Shun Goku Satsu Requires a Level 3 on the capcom grooves C and P and a MAX with your
energy flashing red
on the SNK grooves and so does Denjin hadouken.


Shinkuu Hadoken = HCB,HCB +P  (C,A,P,S,N,K)

Command = --O \  |  / O-- , --O \  |  / O--  +P
              O O O             O O O

|-Level 1-|-------|-------|


Evil Ryu throws a super charged flame fireball which if connects does good damage and it
can be used as part of
a juggle combo, best times to use it are from a jump in, as a anti air and on a
descending opponent.



Messatsu Gou Shoryu = QCF,QCF +P  (C,A,P,S,N,K)

Command = | \ --O ,| \ --O +P
         O  O     O  O

|-Level 1-|--------|-------|


This is a great anti air Super combo it can be used in almost any situation against any
character
And its good for taking out your casual jump happy players too and it can be used as
part of a combo
or juggle combo ,this move also does a fair amount of damage on the opponent.



Shun Goku Satsu = LP,LP,F,LK,HP  (C,P,S,N,K)

         M A X
|-------|Level 3-|-------|

This is Evil Ryu's most powerful attack it destroys Ratio 1 characters and is ver
effective against
Ratio 2 & 3 characters too.
You can do this move out of a roll or as a counter to a super combo -Bisons super psycho
crusher for
example.
or you could get them as they come down from the air ,or against the CPU just sweep them
and then do
the Shun Goku Satsu.
or do it after a paused Tenma kuujin kyaku.


Denjin Hadouken  =HCB,HCB +K

Command - --O \  |  / O-- --O \  |  / O-- +K
              O O O           O O O

|-------|Level 3-|-------|

Evil Ryus new super in CVS2 the denjin Hadouken a red fireball that takes him a couple
of seconds to
charge so its best used as a distance move but its unblockable so you could get in close
on jump happy players
this move when it connects stuns the opponent giving you time to combo them with into
oblivium.

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VIII.Combos
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1) (in air) --> D+MK --> QCB+LK --> F,D,DF+LP

2) Jumping in HP --> HCB HCB +P --> QCB+HK

3) D+LK x 2 --> QCB+LK --> QCF QCF +p

4) (in air)  QCB+LK --> QCF QCF +P

5) (In  air NEAR corner)--> jumping HK -->  F,D,DF+LP --> F,D,DF+LP -->F,D,DF+LP


more combos to come yet and some A groove combos too look for them next week.

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IX. Move translations
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Japanese name               English name

Tenma Kuujin Kyaku -----------Dive kick
Hadoken ------------------------Fireball
Shakunetsu hadoken ---------- Flame fireball
Shoryuken ------------------ Dragon punch
Tatsumaki senpuu kyaku ------- hurricane kick
Ashura Senkuu --------------- Teleport
Shinkuu Hadoken ------------- super fireball
Messatsu Gou shoryu ----------- Destructive Dragon punch
Shun Goku Satsu ---------------- Imprisoning death flash (AKA Raging Demon)
Denjin Hadouken ---------------- great Fireball

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X.Poses and taunt
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Evil Ryu intro he stands with his back to you and says Zetsu which means Death or my
fist beckons your blood in Japanese

in his pose he turns his back and says I will stop your heart beat in Japanese

taunt -he crouches and  says i will Kill you in Japanese.

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XI. Ver info and credits
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3/10/01 -very first FAQ lots to be added yet -more combos and A combos / groove strats
/using Evil Ryu in battle
        costumes /and a groove analysis with him.

thsi guide will have its first update up next week with some of the above added

credits

myself fr writing the FAQ

gamefaqs for showing this

shoryuken .com for some of the names

Doc Holiday and D hazzard for telling me how to write these FAQS.


by srwilson 2001

END OF FAQ