EEEEEEEEEEE   VVV       VVV   IIIIIII   LLLL
Capcom Vs. SNK:   EEEEEEEEEEE    VVV     VVV      III     LLLL
                 EEEE            VVV   VVV       III     LLLL
Millennium Fight  EEEEEEE          VVV VVV        III     LLLL       FAQ
    2000         EEEE              VVVVV         III     LLLL
                 EEEEEEEEEEE        VVV          III     LLLLLLLLLL
                 EEEEEEEEEEE         V         IIIIIII   LLLLLLLLLL

                      RRRRRRRRRR    YYYY   YYYY  UUUU   UUUU
                      RRRR   RRRR   YYYY   YYYY  UUUU   UUUU
                      RRRR   RRRR    YYYY YYYY   UUUU   UUUU
                      RRRRRRRRRR      YYYYYYY    UUUU   UUUU
                      RRRR   RRRR      YYYYY     UUUU   UUUU
                      RRRR   RRRR      YYYYY     UUUUUUUUUUU
                      RRRR   RRRR      YYYYY      UUUUUUUUU

                       @@@@    @@@@     @@@@@      @@@@@@@@@
                        @@@@    @@@@     @@@@@     @@@@@@@@@@@
                         @@@@    @@@@     @@@@@     @@@@   @@@@
                           @@@@@@@@@@     @@@@@@@    @@@@   @@@@
                            @@@@   @@@@   @@@@ @@@@   @@@@   @@@@
                             @@@    @@@@  @@@@   @@@@  @@@@   @@@@
                              @@@@@@@@@@   @@@@   @@@@  @@@@   @@@@

                        @@@@@@@@@@@         @         @@@@@@@   @@@@@@@@@@
                         @@@@@@@@@@@        @@@          @@@     @@@@@@@@@@
                          @@@@               @@@@@        @@@     @@@@
                           @@@@@@@           @@@ @@@       @@@     @@@@
                            @@@@              @@@  @@@      @@@     @@@@
                             @@@@@@@@@@@       @@@   @@@     @@@     @@@@
                              @@@@@@@@@@@       @@@    @@@  @@@@@@@   @@@@

written by ReCharredSigh

e-mail me at [email protected]
(and title all your messages as "CVS Evil Ryu FAQ comments", else i will ignore
them)

version 1.3  Man, it's incredible, this thing takes up 222 KBs!

August 4, 2001

Copyright 2001 ReCharredSigh

First of all, lemme sum the legal mumbo jumbo regarding this FAQ in the simplest
terms, please don't be like those snobby lawyers that twist every word to their
own benefit, it's really degrading of you:

===================================================================================
1. I am not responsible for harm to you due to something in this FAQ, whether it
was in the computer sense(i.e. your computer crashed while you tried to save this
FAQ) or in the arcade playing sense(lost/won and got beat up due to some technique
in this FAQ).

2. This FAQ is free.  Plain and simple.  You can find it free at the websites I
listed.

3. Give me credit if you want to use anything from this FAQ, you don't need to
quote me on everything, just give me credit at the beginning/end of your work, and
I will have no beefs against you.  If you want to post this FAQ on your website,
please e-mail me first asking permission, else I will be pissed off.

4. And lastly, if you don't want to obey the above, please just ignore this FAQ,
and read some other.

5. What characters SNK has created, is of their entire copyright.  And what
characters Capcom has created, is of their entire copyright.  I have in no effort
tried to take one of their works as my own.

6. You can find this FAQ at the following sites:
Gamefaqs.com, Fighters.net, http://www.gameadvice.com, http://www.neoseeker.com

If you didn't find it there, chances are it isn't in the latest version.
===================================================================================

WHAT TO EXPECT IN THIS FAQ

0.CREDITS
I.INTRO
  A.Storyline of Evil Ryu
  B.Why choose Evil Ryu
  C.What's the reasons to read this FAQ
II.MOVE COMMANDS
  A.General Move Commands
  B.Evil Ryu's Normal Attacks
  C.Evil Ryu's Special Attacks
  D.Evil Ryu's Super Combos
III.TEAMS
  How to partner Evil Ryu up well
IV.COMBOS
  A.Intro to Evil Ryu's Combos
  B.How To Do Combos
  C.Essential Combos
  D.Harder Combos
V.STRATS
  A.General Strategy
    a.Defense
    b.Offense
    c.Capcom or SNK?
  B.Computer Strategy
    a.General Patterns
    b.Geese:SNK Boss
    c.Balrog/Bison:Capcom Bosses
    d.Akuma:The ultimate Boss
    e.SNK Ending
    f.Capcom Ending
    g.Akuma Ending
  C.Arcade Challengers Strategy
    1.Benimaru
    2.Blanka
    3.Cammy
    4.Dhalsim
    5.King
    6.Sakura
    7.Vice
    8.Yuri
    9.Balrog
    10.Chun-Li
    11.E.Honda
    12.Guile
    13.Iori
    14.Ken
    15.Kim
    16.Kyo
    17.Mai
    18.Morrigan
    19.Nakoruru
    20.Raiden
    21.Ryo
    22.Ryu
    23.Terry
    24.Zangief
    25.Geese
    26.M.Bison
    27.Rugal
    28.Sagat
    29.Yamazaki
    30.Vega
    31.Akuma
    32.Evil Ryu
    33.Riot Iori
VI.MISC
  A.DC Color-Edit Costumes
  B.Quotes and Intros
VII.REVISIONS
VIII.IN CLOSING


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| 000    CCC  RRRR  EEEEE DDDD  III TTT  SSSS |
|0  00  C   C R   R E     D   D  I   T  SSS  S|
|0 0 0  C     RRRR  EEE   D   D  I   T    SS  |
|00  0  C   C R   R E     D   D  I   T  S  SSS|
| 000 o  CCC  R   R EEEEE DDDD  III  T   SSSS |
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Capcom (www.capcom.com)
-For making such a fun 2D fighting game.

SNK
-For creating some of the coolest fighting characters ever to grace a 2D game.
 Oh, and allowing Capcom to use your characters to create the impossible; a
 fighting game co-created by 2 different video game companies.

Shoryuken.com
-For being such a great site for SFers.

Gamefaqs.com
-For providing a place to put this FAQ.

James Chen(www.geocities.com/TimesSquare/Arcade/6645)
-Providing the awesome combo notation, and the awesome combo movies.  He is
 America's Capcom Combomaster, no doubt about it!  I also want to thank him for
 just being such a great help answering people's questions about CvS at
 Shoryuken.com.

Migs Rustia(www.geocities.com/mvcthesite/)
-I had to use your JChensor modified combo symbols yet again.

JChristopher([email protected])
-He didn't directly influence my faq-writing for this faq, but nevertheless, his
 MVC2 FAQ convinced me how to use Ryu without firing off projectiles over and over
 Besides, I still had to use my Ryu FAQ format from last time, and that one was
 pretty similar to his.

Vash The Stampede([email protected])
-Ahh, gotta give him credit.  In the cases where I needed to look at move names
 for reference, his FAQ did a nice job.

Silent J([email protected])
-Of course, my online capcom game chatting buddy.  Check out his Yamazaki and Vega
 FAQ.

psx2000
-This is this guy's Shoryuken.com forum name.  I used what he said in a forum
 about level damage when trying to explain something about Capcom and SNK Grooves.

mopreme and Kamui
-Dude, these guys created one of the most amazing combo videos for CvS, it looked
 almost like "vs. style" combos!  I put in one of their combos that they performed
 for Evil Ryu.

The True Warrior([email protected] or [email protected])
-I had to use this guy's speech FAQ for some of Evil Ryu's translations.

kaseijin
-He gave me some of the speech translations as well.  This guy's name is what
 Shoryuken.com forum name is.

Patrick Cauthen([email protected])
-For correcting me on Ryu's storyline.

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| 11   III NN    N TTT RRRR   OOO  |
|  1    I  NNN   N  T  R   R O   O |
|  1    I  N NN  N  T  RRRR  O   O |
|  1    I  N   NNN  T  R   R O   O |
| 111o III N    NN  T  R   R  OOO  |
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===========
A.Storyline
===========
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here's the ever-so-useless Capcom based Evil Ryu storyline!  Note this is a direct
paste of my CvS Ryu Faq version, after all, Ryu is Evil Ryu, just evil, and you
knew that, right?  Right?

Ryu was an orphaned Japanese boy, and he was adopted by Gouken, a shotokan master.
Growing up under him, he was taught the Shotokan Karate by Gouken, alongside with
an American boy named Ken.  For 10 years, both trained, and became best friends.
Ryu constantly was able to beat Ken, because he fought while calculating
everything, remaining cool, calm, and precise.

After 10 years, Gouken took the two up onto a cliff and prepared to teach them the
advanced and possibly deadly ways of the Shotokan Karate.  But before he could
do that, Akuma, Gouken's evil brother appeared and the two fought, the battle
ending when Akuma threw Gouken over a cliff, thus killing him.  Ryu and Ken being
still inexperienced couldn't save Gouken, and later swore that if they saw Akuma
again, they would avenge their master.  Gouken's body was never found.

Ryu and Ken departed, Ken for the U.S., where he eventually became the U.S. Karate
Champ, and Ryu with his red sweatband from Ken and duffel bag, set out to
challenge whoever could give him a good fight in Asia.  When the Street Fighting
Tournament came around, Ryu was able to defeat the champion(Sagat) with the
Shoryuken, his most powerful attack, leaving a huge scar in his chest.  This
humiliating act caused Sagat to seek to kill Ryu in order to reclaim his title.

Ryu's entire life is committed to the "way of the warrior," by which he travels
around the world seeking the best and only using what techniques he has learned
by fighting.  After Sagat met Ryu for the 2nd time, he was ambitious to reclaim
his Street Fighting champion title and the two clashed, but Ryu could see that
Sagat was fighting for the wrong reasons and quit fighting.  This act humiliated
Sagat, and from then on, Sagat would pay more close attention to the "meaning of
the fight" as Ryu had.  Ryu later confronted Akuma on an island and fought him,
defeating him.  Akuma stated that when he managed to tap into his evil potential,
he would challenge Ryu again, this time to the death.  The island began to collapse
into the water, carrying Akuma with it, and leaving Ryu with an evil feeling.  Over
time, Ryu's short temper would constantly tempt him to become evil, but his will
power was able to resist it.  But eventually he came across M.Bison.  M.Bison had
constantly been looking for Ryu sensing that if he could augment him with his Psycho
Power and mind-control him, he would have the most powerful Shadowloo soldier ever.
He attempted to force his Psycho Power into Ryu, and Ryu could no longer resist his
evil side, and thus his evil intent was brought out.  However, his strong will kept
him from bending to the will of M.Bison and so Ryu escaped.  Later Ryu would enter
the 2nd Street Fighting tournament and won against M.Bison.  He refused to take
part in the winning ceremony and walked off.

Ryu would later shake out of his evil intent when he was able to withstand his
short temper, and continued to travel around the world, challenging any good
fighter.  Occasionally his anger would overtake him, and then he would become Evil
Ryu for a short time.  He's recently been followed by Sakura, who wants to be like
him and sometimes Sean, Ken's student who wants to defeat Ryu.  In the CvS
storyline, he gains a new rival, Vice.

According to the Capcom storyline, Evil Ryu has lost only about once or twice, and
could possibly be the strongest fighter if he taps into his full potential.  He is
2nd to Gen the only person who can challenge the immortal Akuma(and possibly Shin
Akuma).  His greatest challenge yet is now to take on the powerful SNK fighters,
and test his strength against Geese.  If he gets lucky, he may be able to finally
confront Akuma.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=====================
B.Why Choose Evil Ryu
=====================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Well, first of all, this is the first time you'll get to use Evil Ryu in an arcade
SF style game without codes!  That's cool.  But what's even better is that they
make Evil Ryu very distinctively different than Ryu in this game, a lot different!
Anyways, Evil Ryu is one of the best characters in the game.  His offense is
top-notch, and his defense is great, though not as good as his offense.  His
main weakness is being a ratio 4 character, but I cover that later.  And he is
very cool to use and play as.  What's more, using him well commands respect.
Usually a lot of people are quick to jump on you when you're using a shoto(even
if the shoto himself is really good, like Ryu).  But people will actually be awed
when you consistently win with Evil Ryu, cause he is totally handicapped teamwise.
In other words, consistently winning with him means you have skill.

SPEED-Evil Ryu is Ryu with a steroid boost.  He is overall much faster, and can
swarm over opponents, plus, all his attacks have been boosted in speed.  Rush
that s**t down!
POWER-Again, Evil Ryu is just Ryu boosted over in this area.  Basically, if you
get hit by Evil Ryu at all, it just hurts.  His combo abilities have been
jacked over, and he has the most powerful attack in the entire game.  All his
attacks, especially his super combos overpower the opponent in no time.
PRIORITY-Evil Ryu has the priority.  His dragon punch is tops, and his hurricane
kick can beat out many attacks.  He also has really good pokes, and his Shun
Goku Satsu can actually outbeat many attacks, as well as his Messatsu Gou
Shoryu.
VITALITY-You have to look at it two ways.  First of all, Evil Ryu can't have
any teammates at all to help him.  This is his main weakness, and a big one.
This means overall team life for Evil Ryu is atrociously short, you must go for
the quick kill to gain as much life back as possible(more on this later).  But
if you look at it per person, Evil Ryu has the longest lifebar in the game.  He
can take a full-blown Shin Shoryuken and suffer only around 40% damage, wheras
a ratio 2 taking it full in the face would lose 60% life.  Some ratio 1 attacks
seem like block damage to him.
OFFENSE-Evil Ryu's offense is much better than Ryu's.  He is a total combo
maniac and his speed and power increase, as well as his increased mobility mean
one thing; stay offensive.  Well, at least, a lot more than Ryu.  He is also
a master at okizeme and wake-up games; in short, go for the quick kill.
DEFENSE-Despite opinion, I think Evil Ryu has worse defense than Ryu.  Sure,
Shun Goku Satsu outprioritizes everything, but it's mainly an offensive attack.
And Messasu Gou Shoryu is also more offensive than defensive.  Not to mention
because you shouldn't take too many hits with Evil Ryu, it's best to end the
match as soon as possible, meaning go offensive.  That said, Evil Ryu is good
at defense, just not as good as Ryu.  His shoryuken is invincible going up, and
his teleports can bring him out of trouble.  If your opponent whiffs an attack
slightly in front of you, your Messatsu Gou Shoryu is a good move to punish it.
AIR DOMINANCE-I know, CvS is not a game of air-to-air like MVC2, but in the rare
occasion that Evil Ryu meets his opponent in the air, his hurricane kick has high
priority.  Your J.Short also has insanely high priority.  Enough said.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=====================================
C.What's the reasons to read this FAQ
=====================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Why did I bother go to the trouble of writing such a massive FAQ combinining ideas
from everyone from GameFAQs.com to Shoryuken.com?  To be able to teach or at least
aid you, the reader in order to master Evil Ryu to a certain degree of
kick-@$$ness.  Once you are done reading this FAQ, you will;

-Know how to pull off all of Evil Ryu's moves
-Know how to pull some of the most kick@$$ combos that Evil Ryu has(Yes, he does
 have some!) and if you're a newbie, how to pull off combos at all
-Know how you should beat all opponents(emphasize on the "should" part)
-And be able to do it all without abusing the fireball(emphasis on abuse, not use)

Do note though, that I will not tell you how to unlock Evil Ryu in this FAQ, there
are other very nice FAQs for that, and besides, it's not that hard to figure out
either.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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|  222   MM MM  OOO  V      V EEEEE  SSSS |
| 2  22  M M M O   O VV    VV E     SS   S|
|   22   M M M O   O  VV  VV  EEEEE   SS  |
|  22    M M M O   O   VVVV   E     S   SS|
| 22222o M M M  OOO     VV    EEEEE  SSSS |
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=======================
A.General Move Commands
=======================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dash: Tap for, for or Tap back, back
Notes: Evil Ryu's dash has acceptable speed, and covers a good distance, learn to
use it, but don't abuse it.  Do not use it like in MVC2, because Evil Ryu can't
cancel his dash, so if you try this, and the opponent does a Shun Goku Satsu,
you're outta luck.  Mainly use the backdash to get away, and never use the forward
dash unless if you are full screen away.
If you are playing the DC version and have unlocked run mode, you can hold the
second forward when doing a forward dash to run, and then let the forward go to
stop running.  My suggestion is that if you are playing the DC version, always use
the run feature, not only makes forward movement more controlable, but enables you
to create fun pressure games that usually only Guile could do(i.e. jab red hadoken
then chase after it and attempt a cross-up).  You can also cancel the run into a
jump, which will always be a super jump.

Super Jump: Tap any direction down, then tap any direction up
Notes: Another staple general move, learn to use it, if you haven't so far.
Useful for elusive purposes, and jumping in.  It is not like the mile-high MVC2
super jump, rather, it's a slightly faster, longer/higher jump with trailing
shadows.

Roll: Press both light attacks when standing/crouching
Notes: Nice job, Capcom!  Considering that Capcom took out the air block system
in this game, you though Guile would then be ranked #1, right?  Wrong!  The roll
corrects that.  During this move, Ryu tucks into a ball and rolls forward, then
stands up.  During the beginning of the roll and the end, Evil Ryu can be hit, but
can't block, and during the roll itself, Evil Ryu can be thrown, but that's not the
important stuff.  What's important is that during the roll, Evil Ryu is invincible
to ALL physical attack!  This is very important to learn, because it will save you
from being corner trapped, and set up genuine combo oppurtunities!  It will also
become important to learn how to counter this, because that will enable Evil Ryu to
corner the opponent and pressure them into getting hit.  Evil Ryu has a moderate
length and average speed for his roll, so it is good to use often, but not abuse.

Extra Meter Charge: Hold both heavy attacks when standing/crouching
Notes: This only applies if you decided to use SNK groove.  When doing this, Evil
Ryu will do a karate horse stance and spaz while a light-red circle glows around
his feet.  His super combo meter will charge up quickly this way.  Once the meter
maxes it will begin to slowly drain.  Evil Ryu can do ex-specials and his attacks
will be slightly more powerful for as long as the meter is draining.  He can also
do 1 level 1 super combo while it is draining, but then it will automatically
drain whatever meter Evil Ryu had left.  Evil Ryu is considered a standing
non-blocker during the charge, but Evil Ryu goes into and out of his "charge
stance" quickly.  If you do this when Evil Ryu's lifebar flashes red, when the
meter maxes, Ryu can now do level 3 super combos in place of level 1s.  The main
advantage of SNK groove is that you get many more level 1 super combos.  However,
you must have your lifebar really low to do level 3s.  To stop charging, simply
release the 2 heavy attacks.

Delayed Get Up: Hold both punches when knocked down
Notes: This makes Evil Ryu stay on the ground a little bit longer before getting up.
If you do this right, Evil Ryu will have trailing shadows as he gets up.  This is
mainly used to mess up your opponent's okizeme traps(i.e., sweep, Shun Goku Satsu
as you get up).  Mix up your regular get ups with delayed get ups to really
screw em up.

Taunt: Press Start (Hold Light Kick, Press Start for the DC)
Notes: Evil Ryu goes into his horse stance and mutters "korosu"(I'll kill you).
You of course, can be hit while the move is going on, and unless if the move
actually builds up your meter, I can find no use for this for Evil Ryu, except to
heckle your opponent.  But if you like taunting, you can totally abuse it with
Evil Ryu!  This is cause his taunt starts and ends so quickly, it's almost
incredible!  The first time I did his taunt, I wondered if I really was
taunting.  If your opponent doesn't know about this, you can use this to bait
them into attacking, and then counter.

Guard Crush: Aggressive attacking on a blocking opponent
Less of a move command, and more of a technique.  Notice that when you hit a
blocking opponent, a light blue circular spark will appear.  Keep hitting them
with any attack and if he/she keeps blocking, the color of the spark will begin
to change to a dull red.  At this point, their outline of their lifebar will begin
to flash red wildly, and if they continue to block attacks, they will go into a
slow, 1 second reel stun by which they can't block.  Take advantage of this reel
to stuff a combo into super combo into their face.

Don't forget that you can tech hit universal throws by performing a throw of your
own as you are being grappled.  You can't block in the air in this game.  You
can't avoid OTGs in this game.  And believe it or not, there are missed throw
animation frames in this game.

Another thing; if you perform a special attack or super combo immediately after
blocking an attack or getting off the ground(or possibly immediately after being
struck), you will flash white.  During that flash you are invincible to attacks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

===========================
B.Evil Ryu's Normal Attacks
===========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Because of the new configuration of CvS, you need to read this section to
understand how to do Evil Ryu's medium attacks, because they aren't like the ones
in MVC2(i.e.press jab twice).

Evil Ryu's normal attacks are, in general, meant to be used like the way they are.
His attacks are way cooler than Ryu's, because you'll notice that Evil Ryu grits
his teeth in an enraged fashion everytime he attacks, and occasionally, when you
hear him grunt, he sounds totally pissed.  His attacks also come out slightly
faster than Ryu's.

                             -----Light Punch-----
Standing: Evil Ryu does the typical standing jab.  Good priority and speed, low
range.  Don't use it too much, since many people can duck it.  Use it as a combo
starter on standing opponents, but usually your kicks are better for that.  Also
use it to play mind games, so that you set up a low kick string.

Standing(close): Evil Ryu elbows the opponent.  This is just as useful as the
regular standing jab, and so, only use it to combo into other good stuff.

Hold For+Light Punch(Standing): Evil Ryu rears back, then punches downward,
hitting twice.  This is Evil Ryu's overhead.  Slow on startup, it is easily seen,
but does good damage and must be blocked high.  Don't abuse this move, though.
Only use it to hit the extremest of turtlers.  This move though, can be used to
set up a Shun Goku Satsu(move on this later)!

Crouching: Evil Ryu does the typical crouching jab.  Like the standing jab, only
this time it should be used to confuse the opponent into trying to block low your
overhead.  Like the standing jab too though, your crouching light kick is much
better.

Air: Occasionally, useful as a jump-in combo starter, but the Light Kick is
generally better.  It's a jab.  You don't need to use this at all.

                              -----Heavy Punch-----
Standing: Evil Ryu lunges forward with his frontal hand and does a powerful
straight punch.  Whether this is better than Ryu's version is yet to be argued
for.  It does have much longer range, but it is slower coming out, and slower
retracting, and if you want a long ranged standing poke, the roundhouse would be
better.  But if you are good at cancelling, it may be good to cancel this into the
Shun Goku Satsu.  Else, don't use this attack at all.

Standing(close): Evil Ryu does a side uppercut.  Useful only in combos, you
generally won't use this a lot alone, but it does combo into a bunch of stuff.  It
can also be comboed into, so it is a good followup to your light attacks or your
jump-in.

Crouching: Evil Ryu does a standing uppercut.  Again, useful in combos, as it
combos into just about anything in Evil Ryu's repetoire.  It can be used as an
anti-air if you predict the opponent's jump dead on.  If that happens, then dash
forward as they are landing and proceed to do Evil Ryu's confusing offensive pokes.

Air: Evil Ryu straight punches diagonally downward.  First of all, it has good
priority, and does good damage, a lot of times his most reliable jump-in attack,
because you can combo ANY command attack that Evil Ryu has afterward.

Throw: Evil Ryu throws the opponent over his shoulder away into the ground.  Does
great damage, but Evil Ryu can't follow up, and doesn't have good range, so don't
abuse this.  Counter rollers with this.  Or turtlers.

                               -----Light Kick-----
Standing: Evil Ryu does a high light kick.  Pretty much like the standing jab, but
slightly more range in place for some speed.  It can be ducked.  Best used for
interrupting an opponent if you are fast enough.

Standing(close): Evil Ryu does a knee into the average person's groin(ugh).  It
comes out slower than a Light Punch, but can hit low, enabling you more advantage in
combo games.  It still has good priority, like the Light Punch.  If you were close
enough to do this, whip out the up-close S.Fierce to combo into a command attack.

Hold For+Light Kick(Standing): Evil Ryu hops forward and does a 1-hit Tatsumaki
Senpuukyaku that doesn't knock the opponent away.  Don't brush this move off.  It
has deceptively slow startup and recovery, but actually recovers and starts faster
than thought.  Recovery is near zero, whereas startup while not instant like
light kicks, is decent(faster than his overhead).  Use it to beat offensive
rushes, as he can hurdle over low kicks while this move is done.  It also moves
him closer to the opponent, so that means this move is good for your offensive
pressure when confusing.  You shouldn't be abusing this move, but it should play
a major role in your footsie games.  Beware that it will miss against shorter
crouching opponents.  Evil Ryu can actually use this attack to set up the Shun
Goku Satsu, read more about it in the combos section.

Crouching: Evil Ryu does a crouching short ranged kick.  It also comes out fast,
has good priority and speed.  The best follow-ups are anything that leads into a
special attack or super combo.  While not his longest poke, it is his best
combination of speed and range(range is semi-medium), and useful for just pressing
rapidly right out of range of your opponent to tempt them to do something risky,
by which the priority will stuff close to whatever they do.  You will use this
a lot.

Air: Evil Ryu does a knee in the air.  More useful than the Light Punch as a jump-in,
since it has more priority, in fact, it has insane priority, so if you like weak-hit
jump-ins, start with this.  Very fast execution, but extremely short range.  Sadly,
it can't cross the opponent up.  Also a great attack to beat out your opponent when
both of you are in the air.

                                -----Heavy Kick-----
Standing: Evil Ryu does a roundhouse kick.  Useless in combos, since your combo
basically stops here, if you attempted one.  Useful for a long counter poke, think
of it as your standing Fierce, with more speed.  Or as your standing Short, with
more range and less speed.

Standing(close): Evil Ryu does a 2-hit kick, hitting first upward with a high groin
kick, then downward with an axe kick.  Pretty much useless outside of comboing it
into something else.  That is, until I recently found out that if you get both
hits blocked, if you are using Capcom Groove, it fills your meter insanely quickly!
How quickly?  If you do this 9 times in a row, you will go from an emptiless meter
to a full level 3(or 3 times in a row fills 1 level, go figure)!  So this is an
alterative against your typical turtler, if they keep blocking, your alternative
instead of throwing is to just get up close, release the joystick, and do this!

Crouching: Evil Ryu does a sweep kick.  This has quickly becoming his best ground
move in this game, because of the numerous damaging follow-ups you can do!  The
best one is to link into a light hurricane kick, and then go from there, since it
either sets up another special, or 2 different super combos.

Crouching(down/back+Heavy Kick): Evil Ryu does a long-ranged low kick that has a
semi-slow recovery.  This is Evil Ryu's best poke, given that it reaches as far as
the sweep, but comes out faster, besides comboing into any of Evil Ryu's attacks.
The main ones you want to concentrate on are the 3 different fireballs, or the
hurricane kicks.  This used to be Ryu's crouching forward.

Air: Evil Ryu does what looks like his Medium Kick, but with more power.  As a
jump-in, it is useful when your Heavy Punch can't reach the opponent, and you can
tag on a Shinkuu Hadoken afterwards for cheesy damage.  This is the attack you want
to use if you're going for cross-up oppurtunites, otherwise, the Heavy Punch serves
you better.

Dive Kick(down+Heavy Kick): Evil Ryu pauses, then dives downward at a 60 degree
angle with his leg sticking outward.  This can only be done when Evil Ryu has
reached the peak of his forward jump.  This is a very useful attack for him.  Not
only can it combo into other attacks, but combined with the air roundhouse kick to
cross the opponent up, one will have to figure out which way he is going to attack.
Also, because of the sharp angle, Evil Ryu may sometimes be left in good positioning
to begin a fireball game.

Throw: Evil Ryu leg tosses the opponent to the other side of the screen.  It does
the same amount of damage as the punch throw, but give it a pass due to the
the low range, and no follow-ups.  Use it to counter rollers.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

============================
C.Evil Ryu's Special Attacks
============================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Well, Evil Ryu's special attacks are all useful and have their times to be used.
Because Evil Ryu is powerful, most of these attacks floor the opponent on contact.
And compared to Ryu's special attacks, his come out faster and do more damage.
They are also more combo-friendly.

                             ****Hadoken AKA Fireball****
                         Motion down, down/for, for+any punch
Evil Ryu rears back, shouts "Hadoken" then thrusts his palms forward and throws
a purple fireball.  The projectile itself is quite good.  Excellant speed, great
damage, good size, and goes the entire screen.  Strength of punch determines
speed.
Telling you to completely not use this move is pretty darned ridiculous, but
telling you to use it like heck is also stupid.  While it does do wonders as a
combo ender, your hurricane kick and dragon punch do more damage.  Here's
when to use it: 1)Pressuring: when you're aiming to just poke your opponent
repeatedly.  In that case, crouching forward-->fireball does wonders.  Or
think of it as a long poke, the optimal distance to do this is about the range
of your sweep.  Just throw out fast hadokens repeatedly until you sense the
opponent is going to punish you for throwing the fireball.  Then just fake
a fireball(do the hand motion and don't press the punch or fake the hand motion
and just jab) and counter the opponent.  Very, very effective.
2)Catching your opponent out of the air: since you can't block in the air, if
your opponent is too far for you to hit them with another attack and you have
not enough meter to Shinkuu Hadoken them, the fireball will work good.
Otherwise, don't use it.  Nothing screams scrub like doing, hadoken, hadoken,
hadoken...

                    ****Shakunetsu Hadoken AKA Flaming Fireball****
                 Motion back, down/back, down, down/for, for+any punch
Evil Ryu rears back, shouts "Hadoken" then thrusts his palms forward and throws
a red fireball.  Excellant speed, great damage, good size, and goes the entire
screen.
Strength of punch determines speed.  It comes out slower than the regular
hadoken, but has a nice flame effect if it hits.  Up close, it will floor the
opponent.
See the hadoken section above for info.  In reality, it isn't much more use
than the regular hadoken, since it does the same damage and comes out slower.
However, it works better as a combo ender, because the fact that it knocks
down the opponent gives them less of an oppurtunity to counter.  For countering
jumps though, stick to the regular hadoken.  I have noticed something, that Evil
Ryu's red fireball is much larger and longer than Ryu's version though, which
makes it harder to jump over.  I'm not too sure about this, but it may be
possible that this fireball has a longer stun compared to the regular fireball.

                  ****Tatsumaki Senpuukyaku AKA Hurricane Kick****
                         Motion down, down/back, back+any kick
Evil Ryu spins toward his opponent, shouting the ancient words written above.
If he connects, the attack always knocks down the opponent.  Strength of kick
determines distance, and number of hits.
It has good priority and good damage, and can be done in the air.  One huge
difference between Ryu's and Evil Ryu's air version though, is that Evil Ryu's
travels like the SF2:HF version, i.e. directly horizontally!  This is bad, so
never, ever use the air version abusively, only when close to the ground to get
away, or air encounters.  It is ok sometimes to use to charge meter, if you do the
air hurricane kick near the ground away from the opponent.
Anywhere you can combo the fireball or play footsie, this move works great.  Try
not to pull this outta nowhere.  With some luck, you can also use this to counter
jump-ins.  To do this, time the hurricane kick so that you kick the opponent
behind you as he's landing.  Just beware of the fact that the ground hurricane
kick can be ducked, and then Ryu can be hit as he's recovering.
Compared to Ryu's hurricane kick, Evil Ryu's ground hurricane kick rules!  This is
cause the short version is very combo-friendly, and it sets up a ton of juggle
combos or okizeme games!  To give an example of what can connect next, another
hurricane kick, a dragon punch, and even his Messatsu Gou Shoryu can be tagged
onto that. This attack pretty much is key to Evil Ryu, the thing sets up so many
possibilities!  The roundhouse version, while it doesn't set up as many other
attacks as easily, still leaves Evil Ryu in good positioning for okizeme games.

                          ****Shoryuken AKA Dragon Punch****
                         Motion for, down, down/for+any punch
Evil Ryu shouts Shoryuken and jumps, doing this spiraling uppercut.  It always
knocks down the opponent and does the most damage of his special attacks.  Strength
of punch determines height.  Unlike Ryu's, Evil Ryu's attack can hit multiple
times.
They gave him some of his SF2 Dragon Punch priority back.  As far as I know, he
is invincible during the dragon punch except for these exceptions: 1)He is only
invincible during the ascent of the punch, 2)His head seems to be vulnerable no
matter whether he is rising or falling, 3)Evil Ryu can be hit out with a certain
array of super combos.  This move has become the pinnacle of his defense.  Anytime
you guess the opponent is going for some attack other than a super combo that aims
for the body and below, do this and you will come out on top.  It also works great
as an anti-air attack, as long as you do the move as late as possible to get all
the maximum hits in.  In combos though, you want to beware, since he still has the
least horizontal range in his dragon punch than the other shotos.  Only do it when
you connect an up-close punch.  It also works great as a getting up move.  Pull it
off as you are getting up from a knock down if you think the opponent will attempt
to hit you.
This attack is also beefed up compared to Ryu's.  It can now juggle.  It will
connect after so many attacks.  What's even better, you can link the Messatsu
Gou Shoryu after this attack, if you feel like adding even more damage!  Very
important attack to Evil Ryu's arsenal, you will use it.

                            ****Ashura Warp AKA Teleport****
                              Motion for, down, down/for or
                                  back, down, down/back
                                   +2 punch or 2 kick
Evil Ryu grunts, while doing his horse stance, then glides forward or backward on
one leg, trailed by afterimages.  The direction of the motion determines which
way he will glide, and the punch version travels farther than the kick version.
Pretty important addition to Evil Ryu.  This is great for Evil Ryu's defense, as
it enables him to get out of corner traps easily.  It also enables him to position
himself.  Best way to think of this is like a slower, longer roll, except he can't
be attacked at the beginning, only near the end, and he can't be thrown during
the movement.  Don't abuse this too much, but it can be followed after a knockdown
to position for a okizeme game, or like I said, to escape traps.  If you need to
just run away when the timer is really close to being ended, this also works.  Do
note that if you teleport into the corner, Evil Ryu instantly stops once he
touches the corner.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=========================
D.Evil Ryu's Super Combos
=========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Evil Ryu's super combos are totally not the same as regular Ryu's.  All of them
do a lot more damage, and the ones that are combo-friendly are ten times more
combo-friendly than Ryu's.  You of course, will need to use Evil Ryu's super
combos because they are all very great.  Most of these super combos are meant to
supplement his offense, not his defense.  It kinda sucks how they got rid of his
Shinkuu Tatsumaki Senpuukyaku(in previous games, Evil Ryu had this wonderful
super combo); if Evil Ryu had this attack, his defense against footsie games would
almost triple.  But anyways, bottom line, use the super combos!  Without them,
Evil Ryu's just playing at 50% of his full potential.
If you are using a Capcom groove Evil Ryu, press the light attack for the super
combo to get a level 1 super combo, hard for a level 2 super combo, and both for a
level 3 super combo.  This doesn't apply to the Shun Goku Satsu, which always
needs to use up 3 levels.  The higher the cost of level, the stronger the attack.
In SNK groove, as long as the lifebar isn't flashing, the super combo will always
be level 1.  When it does flash, level 1s can be done without meter, or level 3s
can be done with a charged meter.

                               ****Shinkuu Hadoken****
       Motion (for, down/for, down, down/back, back)twice+any/both punch(es)
Evil Ryu rears back like he is going to throw a hadoken, but an electric ball
gathers in his hands, and he shouts "Shinkuu....Hadoken" then thrusts his hands
forward to shoot a beefed up version of his red fireball.  The fireball will
always knock down, but will not burn the opponent.
Everyone knows it, Evil Ryu's Shinkuu Hadoken, while not his most powerful attack,
is definitely his most useful one.  Fast startup and recovery, and the fireball
itself can do up to around 40% damage on a ratio 2 character.  The fireball moves
at a pretty fast pace across the screen, and can nullify regular projectiles.
It is really useless to nullify super combo projectiles with this, since it can
only do up to 5 hits, whereas some characters have super combo projectiles that do
8 hits.  This attack combos off of close to any light/medium/heavy attack he has.
You want to use this whenever your opponent is far away and either whiffed their
attack, or threw a regular projectile at you.  If you decide to do this attack in
the corner, the opponent can be juggled.  The fireball though, is a bad idea for a
wake-up attack or a counterattack, because Evil Ryu isn't invincible and
well-timed attacks can keep him from throwing the fireball, while wasting whatever
meter he needed to use it.  Keep this move ready for punishing whiffed moves that
are semi-far away, and you'll never go wrong.
Compared to Ryu's attack, this attack actually is pretty much the same thing,
but the fireball is slightly larger and faster, because the projectile is his
red fireball.  It is harder to get out for some people due to the fact that the
motions have changed.  Otherwise, it may be better for Evil Ryu than Ryu, cause
he has more options to follow up with in the corner after this connects, like
hurricane kicks, dragon punches, or even do that AND add a Messatsu Gou Shoryu!

                            ****Messatsu Gou Shoryu****
          Motion down, down/for, for, down, down/for+any/both punch(es)
Evil Ryu crouches down, and gathers his energy, then dashes forward, performing a
jab shoryuken, and then a fierce shoryuken, grunting with each dragon punch.  At
level 3, he adds another jab shoryuken just before the whole combo.  This always
knocks down.  Basically, the higher the level, the more hits are added, and the
further the horizontal range of the attack.
First of all, despite what you may think, unless if you are going for a level 3
version, this pretty much has good priority, but not great priority.  I've
actually traded hits with light kicks during the startup of this attack.  This may
not apply to level 2 though.  Anyways, also be sure you don't whiff this attack,
the recovery is pretty bad.  Those things aside, this attack does more damage than
the previously mentioned super combo, is easier to combo, comes out faster, and
has better priority.
It is a good mistake punisher if the opponent is just slightly away and missed
an attack.  It can do up to 50% damage on a ratio 2 character.  And it works
wonders in juggle combos, more on this later.  At level 3, the attack is
invincible at startup, and can go through a number of attacks.  While you are not
invincible at levels 1 and 2, you can override any projectile at any level,
although timing is a LOT more stricter at weaker levels(at level 1, you almost need
to do it right as you're about to get hit).  I think that combowise you will be
using this over the Shinkuu Hadoken a lot more.  Basically, save this super combo
for up-close uses.  A weird tidbit is that this attack has less range than Ken's
Shoryureppa, but that the reduced range helps make juggle combos more consistent.

                    ****Shun Goku Satsu AKA The Raging Demon!****
                Tap light punch twice, for, light kick+heavy punch
Evil Ryu lifts his frontal leg up and grunts "Korosu"(I'll kill you) and then
glides forward much like his Ashura Warp fashion.  He then grabs the opponent,
and the screen goes black, while only the hits of Evil Ryu beating his opponent
15 times can be seen and heard.  Then, the screen flashes back with Evil Ryu
on top of his fallen opponent saying "Are you scared?" in japanese.  If you manage
to K.O. the opponent with this attack, a scream is heard, and a white kanji
saying Metsu(destroy) can be seen in the black background, while Evil Ryu says
"I've mastered my fists" in japanese.
Those of us Dark Shotokan fans related this attack to a slow, unblockable grab
that took massive life.  It took massive amounts of skill to connect such an
attack in a serious match.  Well, this still unblockable throw has been beefed so
much in this game, you'd think you were doing Cyber Akuma's Raging Demon!  First of
all, the damage is beefed incredibly.  This is the most powerful attack in the
entire game, if you connect this on a ratio 2 character, they lose 70% of their
life, period.  2nd of all, the gliding speed of Evil Ryu is now much, much faster.
If you start this attack at about a jab's range from your opponent, he will be on
top of them before they can jump away.  3rd, this attack can now cancel normal
attacks!  Beforehand, if people saw Evil Ryu start jabbing really quickly while
standing, they almost knew he was going to do the Raging Demon, and they would
jump away.  But now, you can do something like stick out a standing roundhouse to
get the opponent to crouch, and immediately cancel it into a Raging Demon, and
boom, they get hit.  4th of all(this is the most amazing), the attack is now
INVINCIBLE AT STARTUP!  And the invincibility seems a lot longer than most other
level 3 super combos.  I've actually grabbed Ken out of his Shoryureppa, and
Geese outta his Raising Storm!  Bottom line is, this move is to Evil Ryu what the
Shin Shoryuken is to Ryu.  Use it!  I think the main trouble with getting this
attack out is that one has to release the "for" motion before pressing the light
kick.  The light kick and heavy punch can be slightly blurred together though.
Practice at tapping the motions out as fast as you can so that you can get it out
without accidently hitting the opponent before cancelling it.  Also practice
cancelling any attack that Evil Ryu has into this attack.  Remember that this
attack is a throw, so you can only perform it on a person who is on the ground,
not in block stun, not in hit stun, or knocked down.  I will cover how to land
this attack later.  Massive style points if you manage to get this attack in(and
K.O. the opponent in the process).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


***********************************
|333333  TTT EEE  AAA  MM MM  SSS |
|   33    T  E   A   A M M M SS  S|
|  33     T  EEE AAAAA M M M  SS  |
|33  33   T  E   A   A M M M S  SS|
| 3333 o  T  EEE A   A M M M  SSS |
***********************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Sadly, Evil Ryu is a ratio 4 character, in other words, he's a one-man team.
You'll have to tough it out on your own.  Of course, if you were playing the
Pair Match Mode, this doesn't apply.  I will tell you this though; keep an
eye on the timer; the amount of time left before the round ends determines how
much life you'll gain back before the next round.

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

******************************************
|  4    CCC   OOO  MM MM BBB   OOO   SSS |
| 44   C   C O   O M M M B  B O   O SS  S|
|4 4   C     O   O M M M BBB  O   O   SS |
|4444  C   C O   O M M M B  B O   O S  SS|
|  4 o  CCC   OOO  M M M BBB   OOO   SSS |
******************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

============================
A.Intro to Evil Ryu's combos
============================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, technically, CvS is not a game of combos.  But Evil Ryu is the one exception.
He has the most painful, longest lasting, flashiest combos you are ever going to
see in CvS, and here's the cool part; many of them are very applicable in a
serious match!  Sometimes, the juggle combos that he pulls off do as much damage
as a super combo by itself!  Juggle combos, combos involving specials, combos
involving super combos are all quite powerful and necessary for you to get good
at Evil Ryu.  The only person who even comes close to such combo power is Akuma.
The combo possibilities with Evil Ryu are just too numerable to count!  But even
if you're a newbie, Evil Ryu's short and simple combos also do great damage.
Well, what else is there to say?  Let's get it on!

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

Before you dive into the combos section, if you are a newbie, then read this
little tidbit of information to help you pull off combos right.
Know how to use all 4 buttons and the joystick well to your advantage.
Here is the methods I will suggest you hold the joystick to further enhance your
game, in other words, pick one:

1)THUMB AND FINGERTIPS
Very much the same as you would hold an eyedropper.  It gives somewhat firm
control for the diagonal movements.  Good response for taps in any direction
using thumb or fingertips.  Recommended technique.
2)ENGULFING
The ball on the stick is completely grasped into a fist.  This is not recommended
though some have found this technique comfortable for the motions.  Usually only
mashers will grasp the joystick like this, and by doing so also ruins your
ease of tapping the joystick.
3)IN-BETWEEN
The stick is in-between the middle finger and the ring finger with palm facing
upwards.  Great control over up, down, forward and back motions but lends poor
control over diagonal taps.  But since Capcom games almost never use diagonal taps
like Namco, or Sega, I personally prefer this the best.  You might have problems
with dashing like I do, though.
4)SITUATIONAL
Use a combination of the three above techniques to suit your needs.  Enough said.

As for the buttons, here's how I would cover the buttons:

Light Punch:Index finger
Light Kick:Index finger/Left side of thumb
Heavy Punch:Middle finger
Heavy Kick:Middle finger

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

Here's the legend that I will use in my combos.  It's James Chen's combo notation,
modified slightly by Migs Rustia to make it easier to read.

, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS
[air] This move can be done on the ground or in the air
[air only] This move can be done only while jumping]
P any punch can be used
Jab the light punch button must be used
Fierce the heavy punch button must be used
Short the light kick button must be used
C.Forward the heavy kick button must be used with the joystick held diagonally
        down/away
Roundhouse the heavy kick button must be used
2P both punch buttons must be used
2K both kick buttons must be pushed

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==================
B.How To Do Combos
==================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you already know how to combo with Evil Ryu, don't read this, this is only
meant to help those who can't really do combos, and lists how to do combos, but
not any specific combos.
Keep this in mind; there are basically 3 types of combos in CvS; Chains,
Cancelling, and Juggle.  Ok, here's a really short low-down of each;

Chain Combos: Linking your normal attacks to each other.  You can usually link
2-3 of these attacks into one combo.  Of course, the "weaker-to-stronger" rule
still applies.  To do these simple combos, just tap a normal attack, then wait
til the animation ends, and tap another attack.  Keep in mind what attacks of
Evil Ryu start up slow, and thus don't try tagging these on in later hits.

Cancelling: Linking a normal attack into a special/super combo.  Perhaps the most
essential type of combo you need to know.  Basically, tap a normal attack.
Immediately after tapping the attack, begin doing the motions for the special/
super combo, and of course, finish them.  The ultimate goal for Evil Ryu players
in terms of comboing is getting the super combos or short hurricane kick to combo
by this type of combo.

Juggle Combos: Ok, CvS's juggle combo system is really complex.  But it can be
simplified to this: an attack will only juggle, or hit the opponent out of the air
if 1)it has "juggle potential" and 2)the number of "juggle potential" hits still
exceed the number of times the opponent has already been hit in the air.
Ok.  If you still don't get that, read JChensor's great FAQ explaining this at
Shoryuken.com.  With juggle combos, you must have a good idea of how soon to pull
off the move in order to get it to juggle.  This concept is very important for
Evil Ryu, because he has 4 attacks that either set up juggles or juggle by
themselves.

I'm really sorry if I couldn't really help you by the above directions.  Comboing
in CvS is really simplistic.  Just spend a few minutes and you'll get how to do
it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==================
C.Essential Combos
==================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The combos listed here are the ones you must learn.  All of them the most well
rounded combos.  They are not the most damaging, or the longest combos, but they
are for the most part, very applicable when in serious play.  In short, they're
what I consider as "retaliation combos," combos that can be pulled off to punish
a recovering opponent.

Jump-ins: Of course, you won't always get a chance to pull off a jump-in to lead
in your combo.  But in the times that you do, here's what's most applicable.

  J.Fierce--> This is in most cases, your most applicable starter.  Has high
  priority, and stuns the opponent long enough to combo near anything after.

  J.Roundhouse--> This is also applicable, but should only be used when attempting
  to start a jump-in combo by crossing up the opponent.  To do this, walk up into
  your opponent's face until you are pushing them, then backdash once.  If you
  attempt a normal jump where you are towards your opponent and perform this, you
  will land on the opposite side while hitting them.  There are a couple of
  advantages to this move; 1) you are crossing them up, so if they forget to
  change blocking directions, they will get hit by the rest of the combo, 2) this
  actually places Evil Ryu right on top of the opponent, so you can add an extra
  hit or 2 to your combo, 3) this just has major style points.

  Dive Kick--> There are not many places where you can go for this, because this
  attack seems to be a bit trickier to lead into combos.  But it is possible.  The
  way to do it is to time the attack so that it touches the opponent at their
  lowest hittable part possible, so that you land while the opponent is still
  reeling.  At this distance, you usually can only follow up with middle or heavy
  kicks, but hey, at least it's something.  If you corner the opponent though you
  could probably combo into a light kick afterward.  The best way to see if you can
  combo an attack afterward is to look and see where you hit the opponent.  If you
  hit them by their lower leg(below the knee), you're good.  If you hit above that,
  it's better to try for a Raging Demon setup(see Shun Goku Satsu setups).

Universal combo:
1)C.Short-->Any special attack/super combo('cept for the Raging Demon)
This is, IMO, the combo you must learn.  Anything connects after a C.Short,
yet this attack will not push them too far away.  If you are tagging on a super
combo, be sure to start the motions of the super combo as soon as you start hitting
Short.

Hadoken/Shakunetsu Hadoken combos:
1)C.Forward-->Hadoken/Shakunetsu Hadoken
This is the old skool shoto combo.  Go for the red fireball if you know the forward
will hit, and it adds style points.  If you want to go for the red fireball, start
the motion from back, and as you roll through down/back, press roundhouse.

2)C.Short,C.Forward-->Hadoken/Shakunetsu Hadoken

3)S.Jab(close),S.Fierce(close)-->Hadoken/Shakunetsu Hadoken
I like this combo, cause it's kinda cool having an elbow-uppercut combo.  This
combo also positions you well to begin a fireball game.  You can substitute a C.Short
in place for the S.Jab.

Tatsumaki Senpuukyaku combos(as a general rule, a light hurricane kick can be
followed by a dragon punch, another light hurricane kick(if after a sweep), or a
Messatsu Gou Shoryu, you can also follow the 1st hurricane kick with another light
version or a light dragon punch, and then do the super combo):
1)C.Forward-->Tatsumaki Senpuukyaku
Just make sure that the opponent isn't crouching, else the hurricane kick will not
hit.

2)C.Short,C.Forward-->Tatsumaki Senpuukyaku

3)C.Fierce-->Tatsumaki Senpuukyaku

4)S.Fierce(close)-->Tatsumaki Senpuukyaku

5)J.Short-->Air Tatsumaki Senpuukyaku
An important combo to remember, as the J.Short has extremely high priority.  In the
rare case that you are right above the opponent and they try something, pull out the
J.Short, it beats out near everything they do, and then combo into the hurricane kick.
What's even stranger about this combo is that yes, you can link the J.Short off of a
jump-in!  How?  By rejumping as soon as you touch the ground!

6)C.Short,C.Short,C.Roundhouse-->Tatsumaki Senpuukyaku,Tatsumaki Senpuukyaku
This should in fact be in fact your Evil Ryu bread and butter combo.  Both hurricane
kicks must be the light kick version.  Sure, there are more damaging possibilities
with this combo.  But this sets up so many other attacks, it's unbelievable.  You
can go for the Messatsu Gou Shoryu, or you can start your okizeme game, given that
his hurricane kicks place the opponent right next to Evil Ryu.  Of course, skip
the 1st light attack if you're farther from the opponent.  If you are really good
at comboing, you can even add another C.Short before the entire combo.

Shoryuken combos(a light dragon punch can always be followed by a Messatsu Gou
Shoryu):
1)C.Fierce-->Shoryuken
Easily the most useable shoryuken combo.  Simple as that.

2)C.Jab-->Shoryuken

3)S.Fierce(close)-->Shoryuken

4)C.Roundhouse-->Shoryuken

5)C.Short,C.Roundhouse-->Tatsumaki Senpuukyaku,Shoryuken
The hurricane kick must be the light version.

6)C.Forward-->Tatsumaki Senpuukyaku,Shoryuken
The hurricane kick must be the light version.  It may be possible to add a C.Short
just before the C.Forward.  Or to substitute a light attack in place of the
Forward kick.  Difference between this combo and the previous one is that the
dragon punch will hit twice.

7)C.Short,S.Fierce(close)-->Tatsumaki Senpuukyaku,Shoryuken
This is a special juggle combo I discovered today.  Normally a light hurricane
kick is required to perform a juggle combo for Evil Ryu, or he wouldn't be able
to follow up.  However, in this case, the heavy hurricane kick must be used, since
the 2-hit link before it pushes the opponent too far for the light hurricane kick
to connect.  And because Evil Ryu is doing the heavy hurricane kick from a distance,
it is quite possible for him to recover first(just barely) and combo in a dragon
punch!  Being that the hurricane kick will hit twice, it does more damage than
attempting the shoryuken combos #5 or #6.

Shinkuu Hadoken combos(if near the corner, the Shinkuu Hadoken can be followed
with a hurricane kick, a dragon punch, or if those attacks were done with the
light version, they can also link into the Messatsu Gou Shoryu, or the super
combo can be done directly after the fireball super combo, plus, the light
hurricane kick can be followed with the light dragon punch, which is then
followed by the Messatsu Gou Shoryu!):
1)C.Short,C.Jab-->Shinkuu Hadoken
I do this occasionally when I buffer the command for the Shinkuu Hadoken.

2)C.Short,S.Fierce(close)-->Shinkuu Hadoken

3)C.Forward-->Shinkuu Hadoken

4)C.Short,C.Forward-->Shinkuu Hadoken

Messatsu Gou Shoryu combos(this super combo can juggle after a sweep, a light
hurricane kick(or a heavy one from far away), a light dragon punch, and the
Shinkuu Hadoken if in the corner):
1)C.Roundhouse-->Messatsu Gou Shoryu
Very easy to do for a beginner, and it does pretty easy damage.  You can add up
to 2 C.Shorts before the sweep, if you like.

2)C.Short,S.Fierce(close)-->Messatsu Gou Shoryu
If you aren't trying to add juggle hits before the super combo, you should just
combo the "SC" from the ground to get the maximum number of super combo hits,
this super combo does that nicely.  In fact, this simple combo at level 3 does
more damage than the Raging Demon!  Anyways, a variation is to use a C.Forward in
place of the S.Fierce, or another C.Short.  BTW, no matter how fast I try to
cancel, the level 1 super combo won't combo, the range is just too short it
whiffs long enough for the opponent to block.

3)C.Short,C.Short,C.Roundhouse-->Tatsumaki Senpuukyaku,Tatsumaki Senpuukyku,
  Messatsu Gou Shoryu
This is the Evil Ryu bread and butter combo with the super combo added on at the
end, and both hurricane kicks must be the light version.  Note that you can
substitute the 2nd hurricane kick for a light dragon punch, but you must have
really good timing and be able to chain the 1st 3 hits of the combo really
quickly or you'll miss.  And when you do use a dragon punch, you can't go for
the level 1 super combo, it'll whiff(maybe even the level 2?).  But if you are
next to the corner, by all means substitute a dragon punch in place of the 2nd
hurricane kick, you'll always be able to connect it.

4)C.Short,C.Roundhouse-->Tatsumaki Senpuukyaku,Shoryuken,Messatsu Gou Shoryu
Shoryuken combo #5, with a super combo, and the shoryuken must of course be the
light version, just like the hurricane kick.  As long as you are close enough,
the level 1 super combo can connect.

5)C.Forward-->Tatsumaki Senpuukyaku,Shoryuken,Messatsu Gou Shoryu
Shoryuken combo #6, with a super combo, using a light shoryuken and a light
hurricane kick.  As long as you are close enough, the level 1 super combo can
connect.

Shun Goku Satsu setups(notice the word setups, NOT combos):
Because the Raging Demon is not a throw, you can't combo it.  But here are a few
ways to connect it.  Note that I'm not going to list all possibilities, cause
some ways to land the super combo are by countering the opponent's movements or
attacks, which I cover later in the strategies.
1)Combo into a sweep.  Shun Goku Satsu the rising opponent.
This is probably the most used tactic.  The trick is to time the Raging Demon
so that it starts just when the opponent is about to have fully gotten up.

2)Do Evil Ryu's bread and butter combo.  Shun Goku Satsu the rising opponent.
This is another way to do it.  Again, time it to come out just as the opponent
is almost fully gotten up.

3)Light teleport behind fallen opponent, Shun Goku Satsu the rising opponent.
In this case, you can do the Raging Demon before they fully get up, cause they
have to turn around first.

4)Perform a normal attack, and then cancel it into the Shun Goku Satsu before
it connects.
Now, depending on your skill, you can use different types of normal attacks for
this.  You want to not hit them with the normal attack, if you do, the Shun
Goku Satsu can be jumped away from.  For novices, the overhead punch works quite
well, since it gives you a long time to cancel, and it works great against
people conditioned to block your overhead or try to counter it with a ground
based attack.  Intermediates should fool around with the standing heavy punch,
since it telegraphs well, but has some startup time to get down.  Experts should
try to master cancelling the standing roundhouse, sweep, or standing jab.  If
you can condition your opponent to crouch or block the 2 different roundhouses,
then cancelling right before impact totally screws them over.  And being able
to cancel the jab before it even comes out eliminates the telltale sign of the
Raging Demon coming out.  Actually, if you can cancel the overhead punch very,
very quickly, it's also acceptable, since even if you screw up, you have a
much less chance of accidently hitting them and then cancelling.

5)Perform a jump-in(J.Short, cross up roundhouse or early dive kick).  Wait til
the opponent comes out of hit stun, and then cancel the standing jab into the
Shun Goku Satsu.
I heard of this trick in tourneys for throws, and it really does do wonders.
Usually opponents immediately block after failed jumping combos, or try to hit
back, which is where the beauty of this tactic comes in.  It works even better
using the dive kick or J.Short, cause the hit stun is so short, you could almost
do the attack right away like you were comboing it.  This tactic though is
reserved for experts who can pull the Raging Demon out without the telltale
jabbing sign.  You can also use a J.Jab in place of the J.Short, and use that
J.Jab as the 1st input of the Raging Demon!

6)Dizzy an opponent.  Shun Goku Satsu the dizzied opponent.
This is probably the only way to combo the opponent into the Raging Demon and have
the combometer show it.  It's also probably close to impossible, since it's that
hard getting opponents to get dizzied by Evil Ryu, since it requires 2 jump-in
combos 1 right after the other.  But hey, this is a real combo, unlike the other
setups above, if that makes you feel happier.

7)Taunt, and then Shun Goku Satsu right as you come out.
Are you going "eh?" right now?  I wouldn't be surprised.  This one's mainly for
show.  I guess this is semi-effective considering how Evil Ryu's taunt recovers
quite quickly, setting up bait, but that's no excuse to throw out a taunt, Raging
Demon up close.  It's also hard considering how you need to reach all the way up
to press that start button and then quickly reach back to do the motions.  But it
is effective in keeping that jab from coming out.  Otherwise, this is mainly a
show-off setup.  Getting it to connect with this is as rare as a blue moon.  I
suggest that if you ever dizzy the opponent, then you should try this setup for
show.  Watch your opponent either get pissed off, or panic and start mashing as
they see you go "Korosu", "Ko-ro-suuuuuuuu...." as they can only watch their
dizzied character take insult AND hits. ;)

8)Perform an evasive maneuver.  Then Shun Goku Satsu right as you come out.
Ok, this one deserves some explaination.  By evasive maneuver, I mean one of Evil
Ryu's movement techniques.  So that would either mean dash, teleport, or roll,
and do the Raging Demon as you come out of the animation.  It hides your jabbing.
Now, each movement has a different purpose to be used.  First of all, if you
knock your opponent down with a dragon punch, or are a dash-distance from a
turtler, simply close the gap with a forward dash, and then pull out the super
combo.  You can also backdash against a jump-in so it whiffs, and immediately pull
out the Raging Demon.  This technique is kinda not that effective(especially
compared to SF3 where it is much effective how dashes are faster in that game),
cause since you are putting distance between you and your opponent before you do
the Raging Demon, you leave a higher chance that the invincibility runs out faster.
But if you can't master Raging Demon-ing jumping opponents yet, this may be good
against immediate opponents.  For the teleport, use it to close in, and if your
opponent doesn't budge, just pull it out as you come out.  Or if your opponent
tries to follow you and attack you as you come out of the teleport, this works
too.  Now the roll.  If you sense your opponent pulling out a move that you can
dodge and quickly punish(jump-in, projectile, etc), roll, and Raging Demon as you
come out.  Makes for a good evasive-offensive maneuver.  I have to admit, these
types of techniques aren't so effective as the others, cause anyone who lets you
complete a roll, dash or teleport towards them when you could launch a level 3
super combo as you come out may be the scrub type.  But hey, these techniques may
work, so if you ever get close using these attacks, why not try them?

9)Perform a hop kick.  Do the Shin Goku Satsu as you come out.
Well, why this is so good is that first of all, the hop kick can't be combo'd,
so if you perform any attack afterward, it is almost sure to connect on a
non-stunned opponent, so you could almost buffer the Raging Demon right afterward.
Next, this attack moves you closer, so you have a better chance of connecting the
super combo.  3rd, because it is the hop kick, it will avoid low attacks, while
possibly hitting the opponent as that is done.  So basically, as long as you can
pull out this attack without being hit back(that means either you hit, got it
blocked, or the opponent ducked it), you can Raging Demon right as you come out
and you will be able to connect it.  This beautiful type of setup can't be done
with Akuma, so utilize it well while you're using Evil Ryu, which shouldn't be
too hard, since he already uses his hop kick to stay at a certain range for his
ground game.

10)Get the opponent to crouch.  Then Shun Goku Satsu them.
Ok, this is kinda covered in the above setups, but I wanted to put it down as
a separate case, because the japanese utilized this type of throw setup amazingly
well.  Basically, if you go into a crouch, you have to deal with 1 extra frame
in order to jump(you need to get into a standing position first).  So if the
opponent crouches at all, afraid of getting combo'd by your juggle combos,
immediately pull out the Raging Demon.  You have that extra frame on your side,
making it that much harder to avoid the Raging Demon, especially when the opponent
is up close to you.  Which leads to an amusing side bonus; your S.Jab will whiff
in this case, so it doesn't matter if you miss the jabs, they won't touch the
opponent, just concentrate on speed in this setup.  Now how you set them up to
blocking low isn't that hard; get up close and mix up some C.Shorts and the
occasional S.Jabx2 here and there to blur the distinction between attacking and
whiffing.  And then when they stop getting jumpy and block low continuously(this
is when they've finally think you're not thinking about that Raging Demon),
*boom*!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

===============
D.Harder Combos
===============
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hah, harder combos, that's kinda funny, cause I covered a ton of lengthy Evil Ryu
combos in the previous section.  Ok, I meant either lengthier, not applicable in
a serious match, or just that, harder.

Shinkuu Hadoken combos:
1)J.Roundhouse\/C.Short,C.Jab,C.Short,C.Forward-->Shinkuu Hadoken
Damn!  How does JChensor do that?  Anyways, the J.Roundhouse must be a cross-up,
and then you must chain the attacks one after the other as soon as the animations
end for each.  The light attacks are chained really quickly, but then you must
pause slightly before chaining the C.Forward after the C.Short.  The Shinkuu
Hadoken will barely do any damage, but this is clearly a very hard combo to get
off, and one of the hardest combos for Evil Ryu so far!  And it doesn't help that
Evil Ryu's motion for the Shinkuu Hadoken has changed!

2)J.Fierce\/S.Fierce(close)-->Shinkuu Hadoken,Tatsumaki Senpuukyaku,Shoryuken
This combo can only be done if the opponent is cornered.  Anyways, the hurricane
kick must be the light version(although sometimes I'll use the heavy version for
show, or skip right to the dragon punch).

Messatsu Gou Shoryu combos:
1)J.Roundhouse\/C.Short,C.Jab,C.Short,C.Roundhouse-->Tatsumaki Senpuukyaku,
  Tatsumaki Senpuukyaku,Messatsu Gou Shoryu
This one was done by JChensor.  It's pretty hard to get this one down, but the
damage is well worth it(and the style points), like 80%.  Anyways, the
J.Roundhouse must be a cross-up, and while JChensor used a level 2 super combo,
you can go for any version.

2)J.Fierce\/C.Fierce-->Shinkuu Hadoken,Shoryuken,Messatsu Gou Shoryu
This one can only be done in the corner, and the dragon punch must be a light
version.  You can add a light hurricane kick before the shoryuken, or even
substitute for it if you want.  I think this combo works best if you are using
SNK Evil Ryu, so that the Shinkuu Hadoken can be a level 3, and the Messatsu
Gou Shoryu can be a level 1.  If the shoryuken only hits 1 time, you can add
another one.  Based off of JChensor's combo videos.

3)Shakunetsu Hadoken,D.SJ.Roundhouse\/S.Jab,S.Jab,C.Fierce-->Shinkuu Hadoken,
  Tatsumaki Senpuukyaku,Shoryuken,Messatsu Gou Shoryu
This one's straight off of mopreme and Kamui's combo movie at shoryuken.com.
They used SNK Groove for this combo, and it is doable on an arcade.  First of
all, the opponent must be cornered, Evil Ryu must be full screen, and his SNK
meter must be near full and in the red life zone, plus, this combo might work
best on Zangief.  Anyways, the setup is to first throw a level 1 Shinkuu Hadoken,
charge immediately til full, and then throw the jab red fireball.  The hurricane
kick must be light, and the shoryuken must be light.

4)Tatsumaki Senpuukyaku,Shoryuken,Messatsu Gou Shoryu
You may be wondering why this is in here, since it seems like an easy combo to
pull off.  Well, in this case, you must use the heavy hurricane kick!  To do this
combo right, you need to be 2 full dashes away from your opponent when you start
the hurricane kick, so that you recover before the opponent touches the ground.
Then add the light dragon punch, and it's all easy from there.  You can
substitute the dragon punch for a light hurricane kick if you want.  This combo
looks even cooler if you do it when the opponent is cornered, cause then you'll
switch sides after the shoryuken!  This is what I call the Akuma-wannabe combo,
since the CPU Akuma does this combo all the time(without the super combo).

5)Shoryuken,Shoryuken,Shoryuken,Messatsu Gou Shoryu
This is purely inapplicable, cause you need to corner your opponent and catch
them at the tip of their jump with just the tip of the light dragon punch so you
only get 1 hit.  Then follow up with 2 more light dragon punches, each hitting
at the tip for only 1 hit.  You can also substitute the 2nd and 3rd shoryukens
for light hurricane kicks if you want.  What's more, you can decide to screw
around and wait til the opponent falls further to get a 2-hit shoryuken
instead, although that means 1 less shoryuken to stick into the combo.  Overall,
a very flashy, but inapplicable combo.

6)J.Roundhouse\//\J.Short-->Air Tatsumaki Senpuukyaku\/Messatsu Gou Shoryu
This is really hard to get down.  The minute you land from the jump in,
immediately jump towards the opponent and do the light kick cancel into a heavy
hurricane kick.  You will hit the opponent 3 times and land on the opposite side.
And yeah, concerning the difficulty, this was taken off of JChensor's combo vids.
Insanely hard to get off(I think it's Evil Ryu's hardest combo), but considering
that the hurricane kick hits 3 times, this combo may well be worth it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


***************************************
|5555    SSS  TTT RRR   AAA  TTT  SSS |
|5      SS  S  T  R  R A   A  T  SS  S|
|555      SS   T  RRR  AAAAA  T    SS |
|  55   S  SS  T  R  R A   A  T  S  SS|
|555 o   SSS   T  R  R A   A  T   SSS |
***************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

==================
A.General Strategy
==================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are some general thoughts on how to play Evil Ryu.  If you want some really
in-depth flowcharts of how to play Evil Ryu, move on to the Defense or Offense
sections below.

GENERAL TIPS
-Don't(on purposely) kill your opponent with block damage.  I mean, if you know
 your special attack that you throw will K.O. the opponent and you know the
 opponent is going to block and not in any sort of recovery, then don't do it.
 I hate K.O.s by block damage.  You can easily tell if you won by block damage
 because the opponent will sort of sway back and forth slightly, then collapse
 on the ground instead of giving a cry of pain and falling to the ground.  This
 tip isn't really one to help you win more, but to gain more respect, winning
 by block damage makes you look like you are desperate to win.

-If you are comboing the opponent, go nuts.  Evil Ryu can chain nearly everything
 he's got together, and it will hurt like hell itself.  The only thing that
 should hold you back from going completely overboard is whether you are using
 Capcom Groove and want to conserve some meter to use in a Shun Goku Satsu.

-Only throw to counter rollers.  Throws do solid damage in this game, but winning
 solely by throws seems low-skill, unless if the opponent was rolling every 2
 seconds.  Throwing is also legit if the opponent was blocking, though.

-Go offensive as much as possible.  Evil Ryu is a lot more offensive than Ryu,
 and it shows, by his reduced defense and increased mobility, and combobility.
 Look to end the round as soon as possible, so you gain as much life back before
 the next round.

-Evil Ryu has a move for every situation.  Therefore, if you haven't already, go
 back to the move lists and see what type of move is best suited for what occasion.

-Take a note of what groove your opponent is using(boy, that sounds funny).  If
 they are using Capcom, remember that they can do a super combo at any time, so
 they will generally not waste their super combo, beware of this.  If they are
 using SNK, expect them to be more defensive, and yes, they will attempt to
 charge up a lot, so go aggressive on them to ensure they don't ever get the
 chance to charge.  They will become extremely predictable when in Desperation
 Mode(red lifebar) because you know they will go all out trying to super combo
 your ass.  Whenever your SNK Groove opponent has a meter charged, just run
 away til it goes away, then resume aggressive attacking.  Of course, you can
 ignore all that red lifebar SNK crud if you just do a combo ending in the Shin
 Shoryuken when they have about 50% life left. ;)

-Your style of play should depend on your fighting groove.  With that said, I
 decided to split this general strat section into 2 parts; Capcom and SNK.  If
 you want more elaboration about the 2 grooves, check out the "Capcom or SNK?"
 section as well.

CAPCOM GROOVE
-Relax and play pure defense, or pure offense as you see fit(although I would
 hope you go offensive, as this suits Evil Ryu's style better).  In this mode, Evil
 Ryu naturally gains meter if he gets hit, does a special attack, or connects with
 a normal attack.  You're the one who dictates which way the flow of the fight
 goes.

-Your main super combo should be the Shun Goku Satsu.  That's the main reason to
 use Capcom Groove.  The fact that you can have it ready to go at the beginning
 of a round, or whip it out at any time as long as you have meter to do it
 gives you a huge advantage.  The only exception is if you've landed the deadly
 Evil Ryu bread-and-butter combo and want to tag on a level 2 Messatsu Gou Shoryu
 (2's probably best, don't bother with 1 or 3).  Or if you sense a level 1 or 2
 super combo will K.O. the opponent.  Messatsu Gou Shoryu should be reserved to
 combos.  It can also be used for interrupting, but I suggest to go easy on it.
 Shinkuu Hadoken should be reserved for countering an opponent from mid to long
 range.

-Pull off your super combos only when you know they will K.O. or connect.  You
 don't get free meter like in SNK Groove.

-What gains super meter the most are special attacks or normal attacks that hit.
 Keep this in mind.

SNK GROOVE
-Play defensive until you get the oppurtunity to use a super combo, then play
 offensively.  Part of SNK Groove strategy is charging the meter whenever you can.
 Evil Ryu simply doesn't gain good amounts of meter by attacking.  Go for the
 quick knockdown through combos into special attacks, then charge until the
 opponent can get up again.  And because you are generally pressed for time when
 you want to do a super combo...

-Learn to combo your super combos, or master the art of poking to guard crush your
 opponent, leaving them vulnerable to a super combo.  And learn to play
 aggressively to set that up.

-Use the fact that you need to charge your meter in order to use a super combo to
 lure the opponent.  Fact is, the starting and ending animations of the charge are
 much faster than assumed.  The perfect way to disguise a Shoryuken.

-Charge your meter until it is near MAX.  That way, when you actually WANT to use
 your super combo, you can just TAP the command instead of holding it.  Just
 imagine; your opponent jumps back, you tap both heavy buttons, and pull out the
 Shinkuu Hadoken and it knocks the opponent out of the air just before they land.

-When Evil Ryu's meter is maxed, he seems to do more damage per normal attacks.
 Use that to your advantage.

-Your main super combo should be the Shinkuu Hadoken.  Face it; you are not going
 to want to die halfway as part of your strategy, so scratch that Shun Goku Satsu.
 It still is nice, but it still will not come into play unless you are near dead.
 The Messatsu Gou Shoryu does more damage than the Shinkuu Hadoken, but it is better
 used in a combo, and is not nearly as abusive as the other super combo because if
 it is blocked, you will pay for it.  The Shinkuu Hadoken, however, is primed for
 punishing projectile throwing people, and jumping people.  And if you hit it in the
 corner, you can follow up with a Tatsumaki Senpuukyaku, Shoryuken juggle combo.

-When your lifebar is flashing, charge the meter so that it almost maxes.  Then
 stand full screen and repeatedly toss Shinkuu Hadokens.  If they keep blocking,
 toss them as the 2nd blocked hit is occuring.  Eventually they will get close to
 being Guard Crushed, and in that case, throw 2 more, then charge and throw a
 level 3 Shinkuu Hadoken to guard crush them.  If they decide somewhere between
 then to jump at you, charge and Shoryuken, Messatsu Gou Shoryu combo them(or if you
 are good, hit them with the Raging Demon so they go through you and land).  If the
 jump is too short of reaching you, then charge and throw a level 3 Shinkuu Hadoken.

-I also suggest when Evil Ryu's life is flashing, that you get about a sweep's
 distance from the opponent and proceed to do the fireball game, except you
 substitute the Shinkuu Hadoken for the Hadoken and the Messatsu Gou Shoryu for
 the Shoryuken.  But before that, charge the meter til it is near MAX.  If the
 opponent never bites and jumps or rolls, then chances are they will keep getting
 closer to being guard crushed.  When you sense they will be guard crushed, poke
 with a few jabs til they are.  From here, you can either charge and then cancel
 and overhead punch into the Shun Goku Satsu to catch them just as they finish
 reeling, or go into the bread-and-butter combo and end with the Messatsu Gou
 Shoryu.

Remember that I will use the same notation as the notation I used in combos.

***********
*a.Defense*
***********
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
As usual, offensive characters rely on either jumps, or dashes/rolls to get to
Evil Ryu and kill him.  But you're lucky, his defense is really good.

Assuming that your opponent is attempting to dash/roll/walk towards you, here's
what you can do.

1)--> Air Tatsumaki Senpuukyaku,Air Tatsumaki Senpuukyaku, etc.
If you're wondering why the heck I put that in, think about this: Motion down,
down/back,back,up/back+kick.  This causes a jump back and immediately a backwards
hurricane kick.  This is main geared towards Capcom Groove, because you repeatedly
jump back while charging up meter and deciding what to do next.  Just don't get
carried away with abusing this, because this move isn't as good as Ryu's.  This
should be substituted for the Extra Meter Charge of SNK Groove.  I think you
should never do the heavy version, as your hangtime is much too long and way too
easily punishable.  But the light version is acceptable.  Remember never to do
this more than three times in a row, because, like I said, it's not as abusable
as Ryu's air hurricane kick.

2)--> Extra Meter Charge
This is for the SNK Groove people.  If you don't know what to do, just sit back
and charge your meter til it is near full.  Use this to bait your opponent into
attacking you, while you decide how to defend.

3)--> Ashura Warp
This evasion movement really benefits Evil Ryu.  What's even better is that you
can do this regardless of whether your opponent is crossing you up, and it'll
still come out, since it can be done in both directions.  Use it to escape
corner traps, crossups, traps of any sort, or if you think you are losing
momentum on your side, do this and you'll reset momentum back to zero.  IMO it is
much better to use the longer version of the teleport if you want to remain in
a defensive fighting style.  But it is better to use the shorter teleport if you
want to try to switch to a offensive style.  I'll leave it up to you to decide
whether to teleport behind or away from the opponent.  One thing's for sure though,
don't short teleport towards your opponent if you are very close to them.  This
movement is also useful if you think you want to just run away from the opponent.

4)--> C.Short
The high speed and priority of this attack ensures that you can beat many attacks
that come towards you.  You of course, can combo into many things afterward.  I
won't list them all, just skip to the combos/offense section to figure them out.
Also useful for countering throw attempts.

5)--> C.Forward
Even better than the C.Short, this attack sacrifices speed for even more priority
and range.  And yes, you can combo afterward, just like the C.Short.  You can
throw this attack by itself or comboed after the C.Short.  Useful for countering
throw attempts.

6)--> C.Roundhouse
Now you have even less priority than the two above kicks, but insane range.
Cancel your sweep into...

6.1)--> Tatsumaki Senpuukyaku,Tatsumaki Senpuukyaku
Of course, doing the double hurricane kick combo is one of the options you should
always consider when you sweep the opponent.  I'll leave it up to you to decide
whether to go for the Messatsu Gou Shoryu juggle or the okizeme games.

6.1a)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

6.1b)--> Shinkuu Hadoken
If your life bar is flashing in SNK Groove, that means your level 1s are free, so
fire one on the downed opponent as they get up before you get away.

6.2)--> Jab Hadoken
Only for tick damage and to push them slightly away.  Don't abuse it, or you will
pay for the fireball's recovery time.

7)--> T.Short
Evil Ryu's spin kick is extremely useful for countering people who consistently
attempt to attack you with low kicks while moving close to them.  Just watch out
for the startup.

8)--> Tatsumaki Senpuukyaku
I think you can counter some projectiles with this.  Make sure you only attempt
to use this if the opponent is standing, or in the middle of a dash/roll, else you
will pay for the recovery time.  Of course, you connect it at all, and you can
go for your typical juggles or okizeme games.

8.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

8.1a)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

9)--> Shoryuken
Useful as ever, and great as a wake-up move too.  Always use the jab version, and
make sure you let the opponent get as close as possible before attacking, since
your shoryuken is very short-ranged.  Use it to counter normal attacks, and even
projectiles(in this case, use the fierce version).  Great for the fact that you
only need 1 hit to knock them down and away.  Of course, if the jab version hits,
you have the luxury of choosing to link the Messatsu Gou Shoryu.

9.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

9.1a)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

10)--> Messatsu Gou Shoryu
IMO, this option isn't as useful as you think for beating pokes, since you need
to use the level 3 version if you want consistent results of beating out their
footsie game(and if you're using Capcom Groove, you should be saving those 3
levels for a juggle combo or a Raging Demon).  But for the sake of informing you
of a possible option, I'll put it here.  If you really like countering with the
Messatsu Gou Shoryu, it's much better to counter with a shoryuken, and then link
the super combo onto it.  I think the only place you should use this is if your
vulnerable opponent is slightly in range for nothing else but a level 2 Messatsu
Gou Shoryu and the opponent is around the 40% life mark.

10.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

10.1a)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

11)--> Shun Goku Satsu
High reward for a high risk, high priority attack.  Only do this if you can
consistently cancel a normal attack into the super combo so that it doesn't hit.
If you are right next to the opponent and you see an opening, go for this
immediately.  Another good place to do this attack is if you're blocking an
attack that has a lot of block stun or takes a long time to completely block and
places your opponent right next to you right after it.  Buffer this during the
block stun(don't worry about getting hit when tapping in the commands, you're in
block stun, so if the 1st hit is blocked, any followup hits that would normally
combo also will connect in block stun) so that it comes out right as you're done
blocking.  Boom, you've got them.  And right after connecting the Raging Demon in
any circumstance, if they are still alive, you can begin your okizeme games.

11.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

11.1a)--> Shinkuu Hadoken
Since you were able to do the Raging Demon in SNK Groove, that means your level
1s are free, so fire one before you get away.

11.2)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

12)--> Shinkuu Hadoken
Only one instance where you should use this; and that is to counter your
opponent's scrubby projectile lobbing if they are far away.

12.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

12.1a)--> Jab Hadoken
Only for tick damage as they get up.  Don't abuse it, or you will pay for the
fireball's recovery time.

13)--> Roll
The reason you use this is quite simple.  If you anticipate a slow attack coming
towards you, and think you can capitalize on the recovery, but don't have any
fast, invincible, long-ranged attacks ready on mind, do this, get behind the
opponent, then decide how to combo the crud outta them.  But be sure to buffer
in a tech hit in case your opponent tries to throw.

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Jumpers, ah yes.  Jumping opponents are rather easy to take care of in CvS.
Here's what you can do.

1)--> Ashura Warp
This evasion movement really benefits Evil Ryu.  What's even better is that you
can do this regardless of whether your opponent is crossing you up, and it'll
still come out, since it can be done in both directions.  Use it to escape
corner traps, crossups, traps of any sort, or if you think you are losing
momentum on your side, do this and you'll reset momentum back to zero.  IMO it is
much better to use the longer version of the teleport if you want to remain in
a defensive fighting style.  But it is better to use the shorter teleport if you
want to try to switch to a offensive style.  I'll leave it up to you to decide
whether to teleport behind or away from the opponent.  One thing's for sure though,
don't short teleport towards your opponent if you are very close to them.  This
movement is also useful if you think you want to just run away from the opponent.

2)--> Extra Meter Charge
This is for the SNK Groove people.  If you don't know what to do, just sit back
and charge your meter til it is near full.  Use this to bait your opponent into
attacking you, while you decide how to defend.

3)--> Shoryuken
Useful as ever, and great as a wake-up move too.  Always use the jab version, and
make sure you hit the opponent as early as possible when they're jumping, since
your shoryuken is a single hit.  Great for the fact that you only need 1 hit to
knock them down and away.  Beware of air projectiles though.  Of course, if you
do nail the light version, you have the option of linking the Messatsu Gou Shoryu.

3.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

3.1a)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

3.1b)--> Shinkuu Hadoken
If your lifebar is flashing in SNK Groove, that means your level 1s are free, so
fire one before you get away.

3.2)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

4)--> C.Fierce
Alternative to the shoryuken if you can predict the opponent dead on.  If it hits,
you have to follow with a dash and then begin Evil Ryu's offensive confusing pokes.

5)--> Shun Goku Satsu
Yeah, true, I could have put the Messatsu Gou Shoryu.  But that attack always
loses hits if done on an airborne opponent and in that specific case, adding a
shoryuken beforehand makes the money's worth a lot better.  But anyways, if you
can get this super combo out with almost no delay, the jumping opponent will go
right through you, land, and get grabbed.  It's beautiful if you can do it, but
only if you've mastered cancelling into the Raging Demon.

5.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

5.1a)--> Shinkuu Hadoken
Since you were able to do the Raging Demon in SNK Groove, that means your level
1s are free, so fire one before you get away.

5.2)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

6)--> Roll under jumping opponent, then throw.
Cheesy yes?  True, true.  But it's an effective old skool SF technique that works.
Useful if your opponent's jump carries them right above you.  Try not to do this
more than twice per round, it screams of cheapness.

7)--> Shinkuu Hadoken
Only one instance where you should use this; and that is to counter your
opponent's jump if their jump is short of you(i.e. Mai's, Ryo's, Iori's, etc).

7.1)--> Extra Meter Charge
Only applies if you are using SNK Groove.  Take advantage to charge up anytime
you knockdown the opponent, but stop once they start to get up.

7.1a)--> Jab Hadoken
Only for tick damage as the opponent gets up.  Don't abuse it, or you will
pay for the fireball's recovery time.

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The one last thing to cover in defense is getting up from a knockdown with the
opponent right above you.

1)--> Delayed Get Up
If your opponent was aiming to set a trap for you, like Raging Demon you as you
get up, jack up their timing with this, but mix this up with your regular get ups,
else he'll catch onto your pattern.

2)--> Ashura Warp
If you are just darn tired of your opponent's okizeme games against you, just do
this as you are getting up, and you will not have to deal with them at all.
Not to mention you go through everything in the game.  And use the longer
teleport.  This in fact pretty much resets the momentum of the game.

3)--> Throw
Waking characters have waking priority, so this will give you a good oppurtunity
to throw, but don't do it too often, or your opponent will tech hit everytime you
get up.

4)--> Shoryuken
Of course, this attack is high in priority, so why not use it?  Always use the
jab version, but wait a little after you get up to lure the opponent to try to
attack you first.  And of course, you nail the light version, you can follow up.

5)--> Messatsu Gou Shoryu
It is better reserved for higher levels, and only if you are 100% sure that you
will hit them out of a poke.  Try to reserve this only if you know it will K.O.
them.

6)--> Shun Goku Satsu
One of the best oppurtunities to land a Raging Demon is if the opponent is right
next to you as you get up.  If they are so intent on poking at you once you get
up, just do this.  Doing the Raging Demon as you get up is particularity nasty
because unless if the opponent was watching/hearing you tap out the commands, the
super combo looks instant, with no whiffing jab animation.  But even if you can't
land this attack, another option is to fake the Raging Demon by tapping out the
commands but leaving out the heavy punch.  That may get your opponents to back
off and give you some breathing room and thinking time as you get up.  And of
course, simple advice, DON'T WHIFF THIS ATTACK PLEASE!  Only use it if you are
sure it will connect, else it will be a damn waste.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

***********
*b.Offense*
***********
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Evil Ryu's offense is much more pumped up than Ryu's, like I've been emphasizing
this entire time.  Basically, with that increased speed and combobility, you know
he is dangerous.  You still have to sometimes play defensively offensive by
tricking your opponents to make a mistake so you punish them, but mistakes against
an offensive Evil Ryu are much more dangerous, given the painful returns.  Still,
don't blindly attack the opponent.  I won't list combos here, but you should know
what links into what.  This section is really just telling you how to play a
good footsie game with Evil Ryu.  And one more thing; only dash and walk for
ground movement; after knockdowns, dash, anywhere else, walk.

You have a couple of ways of getting in close:

1)--> Ashura Warp
If you are full screen, this is one way to get in.  Use only the short teleport,
so that you end up about a sweep's distance from the opponent, good positioning
to begin a fireball game.

2)--> Roll
When you see a weakness in your opponent's offense(i.e. anticipated fireball) and
are pretty up close, roll as a defensive maneuver, then start your offense.

3)--> T.Short
Moves forward slightly, goes above low kicks, and hits the opponent.  A great
way to get close, but has some startup, so only use if slightly distanced.

4)--> Jump-in attack
You have the option of doing a cross-up J.Roundhouse or a J.Fierce.
Cross-ups are trickier to land in, but are harder to defend.  But don't rely too
much on jump-ins for starters, due to some characters' anti-air special attacks/
super combos.  Another option open to Evil Ryu is to use his dive kick, especially
if the opponent was expecting a cross up attack, since the distances are similar.
Note that it is very hard to combo right after the attack, but use it to set up
your next offense.

Once you get in, you have to start confusing them.  Here's what you do.  Make
sure to read all of these, then just flow em all together using each move when
it is best suited.

1)--> T.Short
A VERY, VERY, important part of your offense.  Against most people, this move
not only advances, it avoids low attacks, has almost no recovery delay, and
can even hit crouching opponents(except for the likes of Yuri).  When you get
too far from the opponent, just throw a couple of these to get back into range.
Also rules if you sense the opponent is throwing a low kick, do this and you'll
get in close, dodge them AND hit them.  Don't get too predictable with this move,
but mix it in a lot with your low kicks and hadoken.  Your usage of this attack
should depend on how your opponent is playing.  If they are playing extremely
defensive, use this a lot, if not, then don't use it as much.

2)--> Fierce Hadoken
Stop thinking of this move as a range weapon.  Why it is so good is as a long
unhittable poke/shield/frustration attack.  When you use this, it should either
be: 1:chained after your max-ranged C.Forward or C.Roundhouse, making it an
effective shield, or 2:as a poke on its own, but ONLY IF YOU ARE ABOUT MAX
C.Roundhouse DISTANCE(this makes it able to beat the majority of pokes and
shield most space controlling attacks from your opponent)!  The reason why this
is so good is that you can probably easily trick your opponents.  Many players
will immediately upon seeing this think, "I'll roll/jump to punish the
fireball!"  When you sense the opponent thinking this(telltale signs are their
gameplan totally changing or ground game going to hell by them just waiting for
your next action), fake a fireball, and then if they bite the bait, punish
them, or if they don't that's actually great, because that means they haven't
tuned themselves to reacting to your fireball fast enough.  And to be honest,
up close at this distance, the only way the opponent will ever avoid the
fireball to punish you is if they move FIRST before you throw the fireball.
Another thing; the fireball is a defensive poke.  What does this mean?  It means
if you are playing against a more offensive opponent, you should use this more
in your footsie games.  This should be a main part of your footsie game, so
remember that.

3)--> Fierce Shakunetsu Hadoken
This move is distinctively different from his regular fireball, especially for
Evil Ryu.  For Ryu it wouldn't matter.  But for Evil Ryu, his red fireball,
while it comes out slower, it much larger, and harder to jump over.  So while
I don't think you should use this attack exclusively, it should still play a
good role, given how you can probably use this slightly outside of sweep range
and still have good success nailing jumpers with it.  But use it in the same
way as the fierce hadoken, just at a slightly larger range.

4)--> C.Forward
An important piece of Evil Ryu's offense, if you are slightly farther from
C.Short distance, this works.  Useful as much as the C.Short except for slightly
farther distances, but this time, if you are at the highest range, you can go for
a buffer into fierce hadoken.  And if you are closer, of course, you can combo
the opponent.

5)--> C.Short
This is an important move to use if: 1:you are on top of the opponent, as it is
fast, guarenteeing you many interrupts.  2:you want to whiff something safe.
3:you want to throw this out regardless to keep them thinking of how to block
this while you think of your own strategy.  3:Ryu's cross-up trap.  Read the
wake-up offensive strats for Ryu below for more on this.  4:if you want to combo
into your bread and butter combo, this also plays a large part.  And of course,
if you land the combo, you can choose between a okizeme game or to add a super
combo.

6)--> S.Jab
This attack is used mainly for confusion.  Use it to fake your opponents when
they think you are throwing a fireball, and do it with a lot of hand motion, they
will fall for it, and you recover fast enough to punish them.  If your opponent
reacts really slowly to overheads, mix this in with the overhead and then as
they block high, low kick them into a combo.

7)--> C.Roundhouse
If you sense that the opponent(at its max range of course) whiffed something,
just do this.  Fairly ok to throw out if the opponent screws up doing something,
but it's still not like Kim's sweep.  If it is blocked, cancel into the
Fierce Hadoken.  And of course, if it connects, combo into the double hurricane
kicks.

8)--> S.Roundhouse
I included this to punish your opponents if they try to poke you.  This is
a "counter poke," used only to beat out your opponents' pokes.  This should be
at the max distance, ensuring that Evil Ryu has higher priority over his
opponents.

9)--> S.Short
I included this to punish your opponents if they try to poke you.  This is
a "counter poke," used only to beat out your opponents' pokes, but doesn't push
the opponent away as much, leaving you in range to continue your offense.

10)--> Jab Shoryuken
Use this by the "Alex Valle Psychic DP" concept; set them up into doing
something you want, then nail 'em for it.  This also has a psychological edge,
as most likely your opponent will be thinking something like "I just got nailed
for sticking out a C.Short!" and will just sit there, which is basically a
prime time to walk up and combo/throw.  Not to mention you can choose to link
into the super combo.

11)--> Messatsu Gou Shoryu
If you do this attack at level 3, given at the startup you will beat out pretty
much all pokes.  Try not to use it at level 1.  It's best used at level 2, but
only if you think it will K.O. the opponent.  It should turn momentum back to
you, but don't try to use this a lot, it should be considered to be used once
per match(not round) though.

12)--> Shun Goku Satsu
This attack is easily set up if you just have a solid fireball game.  Why?  The
Shun Goku Satsu can grab people out of rolls.  So when you jab during your
fireball game, if the opponent rolls on reaction, finish the command, and it's
curtains for your opponent.  Other times, if you sense any hint of hesitation
in your opponent's defense, do this NOW!  And if you can condition your
opponent to throw out an attack that leaves them on the ground, not in the air,
do this on reaction and you will win.  Look in the combos section for more
ways to set up this attack.

13)--> J.Roundhouse
This should mainly be used for crossing up.  2 ways to land it; 1)After 1 or 2
C.Shorts next to the opponent, just jump at them.  2)After knocking the opponent
down; read the offensive wake-up section below to get an idea how to use this.
Distance and timing are very important in getting this to cross-up or hit at all.
You can hit them from when Evil Ryu starts to fall when right on top of the
opponent (you haven't crossed them up yet, in this, case, I recommend going for
the J.Fierce or J.Short) to about 45 degree relation of your opponent behind you.
Get good at distances, and then you can switch your timings to make the opponent
guess as to whether to block left or right.  Mixed up with the J.Short and its
combo into the air hurricane kick, you will make Evil Ryu very annoying and
powerful.  JChensor also says, "Also, learn both the regular jumping AND Super
Jumping distances. Because Super Jump makes you come down faster from your jump,
it's MUCH easier to hit high and still combo after you land."

13)--> J.Short
High priority.  If you are extremely up close and the opponent is so into the
ground game, use this, if they don't have an anti-air, chances are you'll win.
Read the offensive wake-up section below to get an idea how to use this.

14)--> Dive kick
An option that Evil Ryu can go for, this is particularily insidious if you have
the distancing right.  That's cause at a certain distance you can either go for
this attack or the cross-up Roundhouse, and they'll have to guess between you
hitting in front(dive kick) or behind(roundhouse).  Another thing to try; if
your opponent is particularily slow at reacting, jump way over them, then dive
kick down, or get the positioning so your dive kick crosses them up.  Also
note that since it is harder to combo off of this attack, you can try to go
for the Raging Demon instead if you end up hitting the opponent early, not late.
Done right, you will land and go right into the Raging Demon just as they finish
reeling.  That's beautiful.

14)--> Throw
Either your opponent will 1:turtle like a b***h or 2:roll attempting to avoid
your fireball, in either case, this is the prime time to use this.

15)--> S.Roundhouse(close)
I've said it before, an alternative to throwing, esp. if you've got a near
emptiless meter, as if it is blocked, you gain a lot of meter!  Note that to gain
a lot of meter, you NEED to have it blocked, not hit, else you only gain a
pathetic amount.

16)--> T.Jab
Not to be used that much.  But if your opponent really is slow on reaction and
continues crouching low, then do this, they will get hit.  I will tell you though,
you can cancel this attack into the Raging Demon!  For people who don't know this
tactic, the overhead punch either gets them blocking high or attempting to
interrupt your overhead punch.  Cancel and watch their surprise as they are
grabbed and mauled.

17)--> short Ashura Warp
Sometimes, just for confusion, against the more turtlish opponents, you may just
want to teleport back out or behind them to confuse them, or to try to get them
to hit you.  Otherwise, don't use this too much.  And if you sense yourself
losing the tide, you can also use the long teleport, get yourself out of there
to rethink and gain time.

18)--> Taunt
No, I'm not stupid.  Because Evil Ryu's taunt is so friggin fast in recovery and
startup, at about sweep range, if your opponent was expecting something else or
turtles so much, hit the taunt button.  People who don't know about this taunt's
speed may be thrown for a loop and immediately try a jump-in.  So just shoryuken
them.  But of course, don't do this too often.  The last thing you want to do is
condition your opponent to immediately super combo you as you taunt them.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

The one last thing to cover in offense is what to do if your opponent is getting
up from a knock down.  Japanese call this "okizeme," and it is a quite important
issue in your game, as mastery will keep opponents on the ground forever.

1)--> T.Jab
The perfect oppurtunity to land your overhead, most people are expecting low
attacks, so surprise them with this.  Not to be used too often, but maybe
once per round if they weren't expecting it.  Immediately upon knockdown, do
this, and the startup will be covered.  And of course, against the more touchy
opponents, or people who don't try to jump upon wakeup, go for the Raging Demon,
and you will win.

2)--> C.Forward
Of course, many are also expecting overheads, but also expecting C.Shorts, so
this works.  Why not the C.Short?  Since that has less range, that leaves you
with more chances of being super comboed or thrown, since you will almost be
on top of the opponent.  C.Forward has more range so you can poke from farther
away.  Go with that and follow up into a combo or start confusing.

3)--> J.Roundhouse
Usually, your opponent is moving around like heck whenever you play, making it
near impossible to cross him up.  However, once he is downed, you have a few
precious milliseconds to get up close, backdash to the right distance, and
attempt one.  Sure, they may attempt an anti-air.  But since you are doing a
cross-up, that means either they eat a large combo, or you trade hits.  You
have NOTHING to lose, this is great for your money's worth, unless if they have a
super combo like the Shin Shoryuken, but sometimes, you've gotta take the
risk, right?  "In fact, one of Ryu's best tricks is a repeated Cross-up trap that
really confuses people on which way to block(get the enemy in C. Short x 3,
Link into C.Roundhouse. SJ.Roundhouse(perfect Cross-up distance) and repeat),"
is what JChensor adds.  Learn the distances that set up this to cross-up
perfectly, for instance the jab Dragon Punch: After connecting it, dash forward,
take a half step back, and then jump forward, you are in prime position to cross
the opponent up.  If you are going for this after the bread and butter combo,
take a small step back before regular jumping.

4)--> J.Short-->Air Tatsumaki Senpuukyaku
Works in place of option 3.  Pretend that you are going for the J.Roundhouse
crossup and jump to the other side doing this.  If you oscillate between this and
option 3 a lot, the opponent will not know which way to block, and will start
taking hits slowly to their death.  Even better, add just doing a J.Short as a
crossup to the 2 crossups and your opponent will be confused as heck as how to
fend you off.  In reality, the J.Short has no cross-up potential, but if you can
snag the opponent's tip of their head with it, that'll be good enough.  Oh, and
one more tidbit; don't ever pull out the hurricane kick unless the light kick
connects!

5)--> Dive kick
Well, sometimes your positioning to get the J.Roundhouse off as a crossup also
presents you with an oppurtunity to do a dive kick and land in front of the
opponent while hitting them.  For confusion, if you cycle between this and the
cross up, and then use the J.Short at times you think you need to win out, you
can really confuse the opponent.  And then, you can confuse them even more by
attempting a dive kick towards the other side.  What's more, you can also use
the dive kick to set up the Raging Demon!

6)--> Shoryuken
Oh yeah, we all know waking characters will go for the throw, so why not show
them you were expecting that in the first place?  I was gonna put down the
Messatsu Gou Shoryu, but it's too risky to do it by itself when the opponent is
getting up.  But you can try to link it onto the shoryuken.

7)--> T.Short
You are in the air, so they can't throw you.  They also can't low kick you.  And
if you started it just as they got up, they can't capitalize on the startup.  Not
to mention you just moved in close to start your confusing game all over again.
Just watch out for super combos.  Even if you do miss their low kick, you may
recover in time to do a C.Short,C.Roundhouse combo.  And if they don't do anything
then just throw them.

8)--> Shun Goku Satsu
Sometimes, your best oppurtunity to land the Raging Demon is when the opponent
is getting up.  Time it to come out when you're right on top of the opponent and
it comes out just as the opponent is fully gotten up.  If you can't get this
exact timing down, then you can try doing it slightly away(like maybe a tiny step
or so) from the opponent, so you can be slightly early.

9)--> Ashura Warp
This is another way to set up the Raging Demon.  Upon knockdown from the bread
and butter combo or a sweep, immediately teleport behind using the short version,
and then Raging Demon upon their get-up.  They will have to turn around first,
and then you will grab them.  Not only that, you can time the teleport late, in
order to screw up your opponent's wake-up attacks.

10)--> Taunt
At about sweep range, you can try to do this just as the opponent's getting up.
People who don't know about Evil Ryu's insanely fast taunt will immediately try
an anti-air or some combo as they see this as they're getting up.  Simply dodge/
block and get in your free damage.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

******************
*c.Capcom or SNK?*
******************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

There is often a common question for CvSers to ask, and that is, which fighting
groove best suits the character I am using?

Let's start by looking at how each groove works.

Capcom Groove
-Builds by performing attacks, blocking attacks, or getting hit
-Builds meter at a moderate pace
-Intensity and quantity of super combo dependent on amount of meter built
-Intensity of super combo controllable by number or strength of buttons used
-Meter drains only when super combo is executed

SNK Groove
-Builds by performing attacks, blocking attacks, getting hit, or the Extra Meter
 Charge command
-Meter speed building dependent on which method.  Insanely high charging speed
 when using the Extra Meter Charge, moderate speed when blocking attacks or
 getting hit, and slow speed when performing attacks.
-Intensity of super combo dependent on amount of life remaining.  If the
 character has 33% life left(it will look more like 25%), their lifebar will
 flash red.  In this stage, a charged super combo will be a level 3.  In all
 other cases, the super combo will be a level 1 intensity.
-Quantity of super combo also dependent on life remaining.  If the character
 has 33% life left, they can execute level 1 super combos nonstop without
 charging.  If they have more life, they need to charge in order to perform
 a super combo at all.
-Meter slowly drains after being charged full.  Once it is empty, it will need
 to be recharged in order to do a super combo(unless down to less than 33% life).
 Using a super combo while it is still draining will completely drain the bar.

Now looking at each groove, you can tell right away, that Capcom Groove is
best suited for characters that need to stay in the opponent's face and not
let up(i.e. Guile), whereas SNK Groove is best suited for characters that need to
stay as far away as possible(i.e. EX Sagat) or have excellant level 1 super combos.
SNK Groove is poorly suited for characters that are highly dependent on super
combos that can only be executed as level 3 intensity.  Capcom Groove is poorly
suited for super combo abusing, because it does take an extremely long time to
build up the meter to level 3.  Capcom Groove is more team-oriented, because
it does take an extremely long time to build up the meter, so it's better to have
a battery/user type of team, whereas this doesn't really matter to SNK Groove.

My opinion is while Evil Ryu can excel at both grooves, he does do better in
Capcom Groove.  The main reason ties down to the Shun Goku Satsu.  If you
want to use this super combo(and I'm pretty darn sure you do), then it's best
to use Capcom Groove.  Of course, you can't have a partner go before Evil Ryu,
so you're wondering why Capcom Groove?  Well, haven't you heard of the idea that
the threat of the super combo is just about as powerful as the super combo?  Once
the Raging Demon is ready to go, you can use the threat of it to play mind games
with your opponent, which obviously tricks them into making mistakes.  Only use
SNK Groove if you want to abuse his other super combos.  A problem with SNK Groove
is that its main advantage doesn't come into play until the character has 33%
life left.  SNK players also tend to concentrate too much on charging the meter
and wasting the super combos, which leads to a good offensive player owning them.
Part of what makes Capcom Groove better, despite the potentially less usage of
super combos is that sometimes the "threat of a super combo is as useful as the
super combo itself."  Less usage=more cautious usage=more unpredictability.  What
does this mean?  This means that due to the less potential gaining of super meter,
that you can only use the Shun Goku Satsu once in a game.  And that in turn makes
you more cautious, and sets up a gameplan about how to connect it in your head,
instead of "I'm just gonna keep throwing it out until the opponent gets hit by
it."  Setting up a gameplan for the super combo can mean only one thing; you need
to confuse your opponent in order to do it.  And that further means, because you
are attempting to play the confusing game with your opponent(which looks very
similar to the footsie game) and then "psychic DPing" your opponent out of a
move with the Shun Goku Satsu, you can easily win a crowd over by doing that,
because it really looks cool!  Not to mention you will want to use the Messatsu
Gou Shoryu in a combo, where the level 2 version is best suited for this case,
and of course, only Capcom Groove lets you use a level 2 super combo.  And Capcom
Groove's style reflects Evil Ryu's, as his inclination is stay offensive, thus
gaining meter quite quickly.

Now this is not to say that SNK Groove sucks.  But if you want to use it, forget
using the Shun Goku Satsu, and stick to using his other 2 super combos.  SNK
Groove Evil Ryu is much better for playing fireball games due to the ability to
abuse the Shinkuu Hadoken.  He is also better for guard crushing in this groove.
But above all, remember not to get "super-happy," this is the main reason why
SNK players lose a lot.  Your opponent will attempt to toy with you the notion
that "I've got to fire off the super combo before the meter runs out" mentality,
and thus make you lose.  If you can learn to get over this, and not get all
jumpy when you can use a super combo(unless if you are at 33% life) then
SNK Groove may suit your Evil Ryu better.

Here's something to note: the amount of damage you inflict is due to your
ability to perform super combos;

Capcom Groove:
No super combo potential: regular damage(100%)
Level 1: 106% damage
Level 2: 112% damage
Level 3: 118% damage

Note: performing a level 1 super combo when 3 levels are stored will do 12% more
damage than a level 1 super combo in SNK Groove(level 1 super combo done at level
2), and likewise, performing a level 1 super combo when 2 levels are stored will
do 6% more damage than a level 1 super combo in SNK Groove.

SNK Groove:
No super combo potential: regular damage(100%)
Level 1: 120% damage
Less than 33% life: 105% damage
Level 3: 120% damage

Note: level 3 super combos in SNK Groove are 5% more powerful than a level 3
super combo in Capcom Groove(level 3 super combo done when less than 33% life)
and likewise, level 1 super combos when less than 33% life do 5% more damage
than a level 1 Capcom Groove super combo.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

===================
B.Computer Strategy
===================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As it turns out, the computer plays like crud, just like it always does.  I dunno
how many sets of characters you must play against until you face a boss.  If you
want to face Morrigan or Nakoruru as a mid boss, then you must K.O. 5 fighters
you meet with super combos before the 4th battle set.  You must also gain up to
65,000 Groove Points before the 4th battle set.  Depending on what groove you
chose, if you did it right, you should get challenged before you say your winning
quote like someone just put in 2 quarters and pressed start.

********************
*a.General Patterns*
********************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Basically, the computer ATTEMPTS to play the characters like they should be
played.  I said that because in general, the computer will play the fighters
like the style they should be used.  In other words, the computer will play Ryu
by occasionally sitting back, then occasionally jumping in to do a combo.  Whereas
CPU Ken is played rather aggressively repeatedly doing dragon punches to get in.
There are of course, some exceptions, the CPU Zangief doesn't do jack and justs
sits there waiting to be comboed.  Basically, the computer will usually resort
to a very specific pattern with each different type of opponent, it's not too hard
to learn them.  If they play in SNK Groove, expect them to sometimes go haywire
firing off super combos one after the other when in the red lifebar.  Only thing
I don't like about the Groove System is that you get more points for
counterattacking than landing a good combo.  Or basically, doing a good combo
earns you nearly 0 points it seems.  Considering how sorry the cpu opponent is,
you should learn to improve your game through it.  3 ways to beat the cpu
opponent:

Easy, scrub way:
Get on the other side of the screen and throw fast/slow blue/red hadokens.  That's
it.  The computer is very stupid and thus tries to counterattack(?) your fireballs
with jabs it seems.  This is very stupid, cause the Groove Point system
makes you look like a pro, when all you did was skill-less throwing.  Don't do
this, unless if you want to fight Akuma at the end and can't consistently gain
points.

Intermediate way:
Practice your combos and your special attacks, as well as your super combos.  Hone
each down to perfection.  Master the art of Evil Ryu's defense and offense.  Probably
what I would do, but there is a downside: the cpu a lot of times just sits there
without blocking.  You won't gain a lot of groove points this way, but this is
best for learning.

Expert way:
Ok, not really expert, but it's still the most challenging.  Master the act of
counterattacking.  Basically, just sit there and wait for the cpu to make a move.
Learn to counter your opponent's attacks with the right poke and follow up.  Master
the art of sitting still and letting the opponent do a light attack, only to get
it counterattacked by a shoryuken/Shun Goku Satsu.  Learn when to pull off the
level 1 super combos.  And of course, perfect your Finest K.O. against the cpu.
The easiest way is to make sure you K.O. the opponent by counterattacking them
with your Shun Goku Satsu.

In reality, the computer is not a hard match.  Just use it to warm up, or to
perfect your combos, and your counterattacking.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

******************
*b.Geese:SNK Boss*
******************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Should you most of the game use Capcom characters(like Evil Ryu), then your boss
will be Geese.  (Should you have Bison or Terry as your main character(only in
Pair Match Mode), you will have different quotes from Geese.)

Scene starts with the camera going through many japanese doors.  At the end, you
see Evil Ryu and Geese.  Evil Ryu does his usual intro, but Geese is kneeling on
the ground, and says, "You cannot escape for long death."  Then he stands up and
talks.

Geese: You are either very lucky or very strong to have come this far.
Geese: Well you better hope you are strong, because your luck just ran out.
Geese: Now let only the strong survive!

Geese's patterns are quite simple.  If he jumps back, he's going to do a
Shinpuuken.  If he rolls forward, he will attempt a throw.  If he jumps in, he
will attempt a jump-in combo.  If you miss your attacks, he will do a short combo
ending in a sweep.  If he justs sits back, he's waiting to use his reversals.
And if he can, he will counter jump-ins with a Raising Storm as well as missed
attacks.  If Geese does a standing roundhouse, he will always follow it up with
a sweep.  And if you knock him down and stand right next to him, expect a throw.

You can either attempt to beat him by sitting back and waiting until he attempts
to jump/roll towards you.  If he rolls, throw him out of his roll.  If he jumps,
do a shoryuken.  If he does a S.Roundhouse(either the 2-hit version or the
advancing version) expect a sweep, so shoryuken out of the sweep.  If you wish
to go offensive, occasionally jump-in, but don't hit.  The cpu Geese will
immediately go for the high reversal, so hit low into a hurricane kick.
Occasionally, just walk up to Geese, but don't attack.  He'll attempt a reversal,
so counter with a low attack into hurricane kick again.  Do this until you pin
him into a corner, and then sometimes he'll attempt a Shinpuuken, so do a
shoryuken.

If you manage to beat him, you face him again.

Geese: You went too far this time!
Geese: I underestimated you, but you're dead meat this time!

Basically do the same thing as above.  But when he gets to about 50% health,
crouch down and wait, and wait until he goes for the jump-in, then Messatsu Gou
Shoryu him and end the game!  Or, you can knock him down, wait til he gets up,
and then Shun Goku Satsu him.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

******************************
*c.Balrog/Bison:Capcom Bosses*
******************************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Should you most of the game use SNK characters(like Kyo), then your bosses will
be Balrog, then Bison.  (Should you have Geese or Chun-Li as your main character
(only in Pair Match Mode), you will have different quotes from Bison.)

The stage starts out with the camera training on the Shadowloo computer, then
it zooms back to view Evil Ryu and Balrog.  Both of them do their respective
intros.

Bison: Welcome to Shadowloo headquarters.  I'm glad you could make it here.
Bison: Now you will be allowed to experiance my psycho power.
Bison: Let's begin with a light warm-up, shall we?

Balrog is pretty predictable.  He tends to go offensive, doing 1 charging punch,
and then immediately following it up with another that hits at another level.
Occasionally he will defend jump-ins with his Buffalo Headbutt.

The easiest way to beat Balrog is just go offensive repeatedly doing jump-in
combos.  Or, you can afford to sit back and counter his dashes with C.Forward
and jab shoryukens.

Beat him, and the stage will change.  This time the computer in the center of
the room will be gone, and the room will occasionally flicker with Psycho Power.
Bison will stand with his cape on, saying some stuff in japanese(I think he's
saying "I will cut your throat" according to the True Warrior's FAQ) then flings
it off.

Bison: Hmmm, this looks interesting.
Bison: It appears that Balrog is not worthy.
Bison: You will soon feel the wrath of my Psycho Power!

Bison's natural inclination is to attack offensively.  Bison tends to either do
his dive attacks or get up close and do 2-3 light attacks into the Psycho Impact
or the Knee Press Nightmare.  If you stand still too long, he rolls forward and
attempts to throw you.

Easiest way to defeat this opponent is to utilize the shoryuken.  Hit Bison out
of his dive attacks with them.  He will also be bait as he does his Psycho Impact
or the Knee Press Nightmare.  Don't sit too still though.  Occasionally jump in
with the dive kick or lure him to move with a jab hadoken.  Sometimes, meet him
in the air with your air hurricane kick.  Of course, once you get his life down to
50%, start crouching into the corner, and wait for Bison to do the Psycho Impact.
Once he does, it's Shun Goku Satsu time!
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

***************************
*d.Akuma:The ultimate Boss*
***************************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

If you managed to earn 85,000 Groove Points before you got to Bison(Akuma will not
appear on Geese's stage, although Capcom or SNK fighters can fight against Akuma
on the Shadowloo stage), you will fight Akuma.

The stage is set in Shadowloo like before(sometimes you will fight Akuma in a
jungle).  Except you notice as Bison uncrosses his arms and prepares to fight
you, Akuma drops down from above and does his fist strike (that split apart Ayer's
Rock) on Bison, cutting him in two, with a nice slice effect.  Bison then sways
back and forth and collapses to the floor, while Akuma mutters "Shoosh(pathetic)"
doing a horse stance.

Akuma: I want to know...
Akuma: Whether you are a worthy match for me.
Akuma: You must prove yourself at the risk of your life and soul!

Akuma is the only boss who actually, to say the least is more challenging.  If
he is far away, expect him to either throw his gou-hado, shunkunetsu gou-hado,
or his air gou-hado.  He never rolls, and instead uses his teleport like mad.
If you jump on him, he will do a gou-shoryu, and if up close, he will interrupt
your attacks with a tatsumaki zankuu kyaku and follow up with a gou-shoryu.
Occasionally he jumps and uses air gou-hado while jumping in.  Should you turtle
too much, he will walk up and throw, and he does this a lot.  He may attempt the
raging demon if you are not moving around, so remember that.

Keep moving.  Remember that whenever he does a fireball, that's a prime
oppurtunity to roll/jump past him and combo him, else you could attempt to use
the Shinkuu Hadoken to nullify it.  Don't give him an oppurtunity to throw you by
poking when he gets close or using your teleport, and following any connected
pokes with a special attack.  Attempt cross-ups into combos.  Don't try to show
off with your Shun Goku Satsu, because if you're in Capcom Groove, you'll barely
be able to build up to level 3 before you K.O. Akuma, unless you were playing Pair
Match, and your other fighters went first and you dicked around.  And in SNK
Groove, I doubt you would have got enough time to charge.  Besides, didn't you
notice you only have to fight Akuma once?
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

**************
*e.SNK Ending*
**************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Note: I can't guarentee this is the exact wording that the ending is.  But here
it is.

Geese: What?  You are weak and stupid.
(Geese is down on one knee, wincing and clutching his stomach)
Geese: You best me, but you won't finish me off?
Geese: This is the code of the street fighters?  How touching.
(Zooms to shot of Geese's eye)
Geese: But...
(Wood splinters, with Geese raising both his hands)
Geese: Hah hah hah!
Geese: I will never accept that!
(Picture of Geese outside his building with wood splinters)
Geese: The next time we meet, I will!
Geese: Hahahahahha...
(Geese free-falls down the building backward)
(Far shot of building exploding in the middle)

(Scene changes to a japanese woman news reporter with a News Combo 7 logo)
Woman: This is News Combo 7.
(Picture of Capcom Vs. SNK logo)
Woman: The Capcom Vs. SNK: Millenium Fight 2000 took place in the central dome
today.
(Picture of Joe and Dan holding up hands in victory in a ring)
Woman: The winners of the tournament are the team of Mr. Joe Hagashi and Mr. Dan
Hibiki.
(Pictures of Joe and Dan smiling(Dan is crying, heh heh))
Woman: Their faces brimming with smiles, they are already thinking of plans for
their next victory.
(Picture of the building, with camera shaking)
Woman: And now, we go live to an explosion.
Woman: Geese Tower located at XX in OO exploded today.  Luckily no one was in
the building at the time and there are no casualities so far.
(Picture of Geese Howard)
Woman: The owner of the building, Geese Howard, has been missing since the
explosion.
Woman: New weather forecast...
(Fades to white)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

*****************
*f.Capcom Ending*
*****************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Note: I can't guarentee this is the exact wording that the ending is.  But here
it is.

(Pic of rumbling volcano, pans downward to show Bison with rocks falling)
Bison: Hmmm...you are much stronger than I thought.
Bison: That is why I'm so interested in street fighters.  They have the will and
potential to become stronger and more powerful.
(Pic of Bison smiling)
Bison: That will do for today.
Bison: The next time we meet, I will absorb all your potential power into my
psycho power!
(Lava begins seeping into Shadowloo)
Bison: Hahahahahaha....
(The big globe above Bison falls down, and lava gushes into Shadowloo and covers
the entire room)

(Scene changes to a japanese woman news reporter with a News Combo 7 logo)
Woman: This is News Combo 7.
(Picture of Capcom Vs. SNK logo)
Woman: The Capcom Vs. SNK: Millenium Fight 2000 took place in the central dome
today.
(Picture of Joe and Dan holding up hands in victory in a ring)
Woman: The winners of the tournament are the team of Mr. Joe Hagashi and Mr. Dan
Hibiki.
(Pictures of Joe and Dan smiling(Dan is crying, heh heh))
Woman: Their faces brimming with smiles, they are already thinking of plans for
their next victory.
(Picture of the volcano, with camera shaking)
Woman: There was an earthquake earlier today.
(Picture of map with "hit radius")
Woman: The earthquake registered a 6.2 on the scale today and affected various
parts of the world.
Woman: The earthquake also triggered an ancient volcano, causing it to erupt.
Woman: No casualities have been reported so far, and it was reported that no
one was near the volcano at the time.
Woman: New weather forecast...
(Fades to white)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

****************
*g.Akuma Ending*
****************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Note: I can't guarentee this is the exact wording that the ending is.  But here
it is.

Akuma: Heh heh heh!
(Akuma lands on 2 feet)
Akuma: At last, I've found the man whom I will land the ultimate fist on.
(Camera zooms up close to Akuma's grinning face)
Akuma: With all of our strength
(Camera zooms into Akuma's bloodshot right eye)
Akuma: We can begin the battle for as long as we live.
(Fades to red)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=============================
C.Arcade Challengers Strategy
=============================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This section analyzes how to use Evil Ryu against specific characters to defeat
them if you are playing against humans.  I can't guarentee that everything I say
here will ensure you a victory, but it will help.  Notice that when I wrote this
section, you will notice that the EX character strats are much shorter(except for
Riot Iori).  That's because most EX characters are very similar to their regular
versions.  In order to get how to beat the EX versions, you probably need to also
read how to deal with the regular version.  Remember: find their weakness, then
use it against them.  That's how Evil Ryu wins.  Remember this too: the amount of
time remaining on the timer after a round determines how much life the surviving
character gains back; use this knowledge to determine how to fight certain ratio
numbered characters.

+---------------------------------------------------------------------------------
|Ratio 1 characters are characters that usually have a very short lifebar.  Most
|of them don't aim to do the most damage of the game by themselves; they are there
|as an annoyance factor.  It doesn't matter if they end up losing 90% of their
|life, their main objective is to whittle down your Evil Ryu so that the next
|will kill you.  By all means go for the K.O. as soon as possible to ensure that
|you gain as much life back before continuing the fight, but remember not to
|necessarily do blind attacking, as that always leads to you losing more life than
|necessary.
+---------------------------------------------------------------------------------

************
*1.Benimaru*
************
Of all things, let's first start with this guy's ratio.  He's a ratio 1 character
so that means that he dies quickly.  However, he actually can do the damage of a
ratio 2 character, so beware.  He seems to be rather quick in movement and has
good priority in many normals.  Expect the Lightning Fist to be used a lot, but
remember that it has some delay in startup, especially the fierce version, and
that up close, it is possible to duck it, even the super combo version.  The
Shinkuu Katategoma is slow in startup and recovery, but can be cancelled.  Expect
a lot of Drill Kicks, so keep a shoryuken ready, or a C.Fierce if you prefer.  If
you want, during the block stun of this move, buffer in a Raging Demon and kill him.
The Dennei Spark is extremely fast, so it can counter some of your vulnerable
attacks, but has an EXTREMELY long recovery if blocked, you are usually free to
tag on a Hadoken right after blocking it to punish him, or even Raging Demon him if
he ends up right next to you.  Lastly, if your opponent keeps trying to execute
level 1 Blast Flashes and repeatedly gets hit, he may be trying to use the Benimaru
glitch to his advantage.  What it does is after he gets hit out of the Blast Flash,
Benimaru can now use the Blast Flash in 1 frame.  However, in order to reuse the
Blast Flash, he needs to whiff a Shinkuu Katategoma or Drill Kick, so be ready with
a Shinkuu Hadoken.  Benimaru seems to have problems with defense, so stay offensive.
Also remember that Benimaru will stay in the sky a lot, cause he has a really good
jump, so know how to deal with his air time.

The EX version is much more deadlier.  You need to beware that Benimaru can
anti-air you out of the sky because he can do upward Lightning Fists or Blast
Flashes.  Pretty much expect the same as above, only that now Benimaru has
special throws, so don't ever stay still.  Beware of his glitch too.  You should
play well-rounded against this Benimaru.  Beware of the jump attack, throw trap,
when you see any jump attack and you block it, immediately go for a jumping towards
short.  And also don't forget to use your teleports if you think they may help you.


**********
*2.Blanka*
**********
He is ratio 1, but does ratio 2 damage.  Blanka is in short, underestimated.
Many of his attacks have long range and come out quickly, helping him poke.  His
rolls CAN go through projectiles, but since you'll never pull them out when he's
grounded, you won't have a problem with that, as anything well-timed can knock
Blanka out of a roll.  Just don't get too carried away with your fireball game,
make sure you fake him out so you can shoryuken him out of his roll.  His Direct
Lightning also shares the projectile-invincibility characteristic, so opt for a
shoryuken (or Messatsu Gou Shoryu if you prefer) to silence him.  One thing
though; save for his Direct Lightning, all of Blanka's rolls don't knock the
opponent down if they are grounded; so sometimes if they execute a roll and it
doesn't knock you down, punish Blanka.  2 last notes; beware of his Surprise
Forward, as it is a faster roll, and his 2 lightning attacks are good for jumpers,
but bad for projectiles.  Play slightly defensive, but if Blanka hunkers down and
proceeds to just charge, it's time you go offensive with cross-ups and confusing
tactics to ruin his charge in order to block.  You can also destroy his charge
by teleporting past him, which won't present you with combo oppurtunities, but
make it so he has to recharge again.  If he makes you block a "heavy" attack,
beware of a throw, as that follow up ensures Blanka gains a lot of meter.

As for his EX version, sorry to say, but it is really pathetic.  Ground Shave
Rolling is a toned down version of Direct Lightning, but can still go through
projectiles, but it has a huge startup delay, so you know what to do.  He also
loses so many anti-air attacks except for his lightning attack.  You can play
offensive against EX Blanka if you like.

*********
*3.Cammy*
*********
Cammy deals out insanely tiny damage, and seems to get K.O.ed so easily.  But
she can be argued as the fastest character in the game.  Almost all her attacks
are "anti-fireball," as they can counter your Hadoken, mainly the Spiral Arrow,
Hooligan Combo, and the Spin Drive Smasher.  However, first of all, you aren't
going to use the fireball like a scrub.  2nd, the Spiral Arrow has a massive
recovery, while the Hooligan Combo can be seen easily coming, and while it can be
canceled, you can always use a shoryuken(or Messatsu Gou Shoryu) to beat it out so
that you don't have to wonder whether she's trying for a throw or the low slide.
Her Spin Drive Smasher at level 3 has a slight invincibility at startup, so
beware.  Her Cannon Spike is an anti-air, but has huge recovery if blocked.
Spinning Knuckle can go through fireballs, but has a huge startup, and you can
capitalize on it.  Cammy's normals are what makes her extremely dangerous, as they
seem to come out faster than anything else in the game, making her an excellant
poking character.  However, her defense really is crud, so get up in her face and
proceed to use confusing techniques to lure her to counter with a Cannon Spike,
which will probably be blocked and countered by what else by a super combo.  I
wanna add though; only counter the Spiral Arrow IF she ends up right next to you
after it is blocked!  Else she can attempt to use her Cannon Spike and it'll beat
out most of your followups!

EX Cammy is less offensive and more defensive.  In place of the Spiral Arrow
(a huge minus for Cammy's offense) she gets the Reverse Shaft Breaker, and
gets a Cannon Strike, but it has a startup, as she is seen pausing in the
air, so it's a good time for a shoryuken.  The Reverse Shaft Breaker is what
makes or breaks EX Cammy.  You shouldn't jump onto Cammy for this reason, and
beware of poking EX Cammy.  However, she still either has long recovery, or
long startup, so in this case, proceed to play slightly more defensive, so
that Cammy will have to initiate the first attack, not you.  But if you want, go
offensive, in fact, if you want, use the fireball game a lot, since she has no
effective way of countering it.  Her roll is so slow that you can pretty much
throw a fireball, then throw her as she's rolling.  Lure her into a blocked
anti-air, and combo away.

***********
*4.Dhalsim*
***********
Dhalsim dies quickly, is weak, and on top of that, extremely slow.  But you'd be
surprised to find that he still possesses one of the highest threats in the game.
It is due to his dominance of range.  His normal attacks all reach the other side
of the screen near instantly, and coupled with his slow Yoga Fire and teleport,
he can pin you on the other side of the screen and slowly take life away.  Ok,
first of all, you must go on the offense fully 100% in order to win.  But never
attempt to close the gap with jump-ins; Dhalsim has the Yoga Vulcan and Yoga Blast
to handle that.  Instead, roll/teleport past his Yoga Fire and aim to slowly
advance up to Dhalsim.  He'll try to push you back with his limbs, but bam,
shoryuken comes out and he's down some.  Then attempt to cross him up as he gets
up, he will only be able to defend by teleporting(his B.Fierce attack will be too
slow to come out to beat you since you attacked first), by which you anticipate
and hadoken him as he comes out, or if he appeared in front of you, just
combo him.  His only(reliable) way of attacking you up close would reside in
throwing or his Yoga Stream; all other attacks come out too slow to be useful.
Make sure to not get caught in his Yoga Noogie throw, as it can build up large
amounts of meter due to the glitch(like Blanka's).  His Yoga Stream hits low, so
either block low, teleport, jump-in attack and do a Raging Demon setup, or counter
with a Mesatsu Gou Shoryu(level 2 or above).  If you're right on top of Dhalsim,
expect him to teleport, so of course, anticipate and counter.  I think it is safe
to say play offense and confuse a lot, and you will win.

EX Dhalsim is much less of a threat.  He has no anti-air flames, none at all, and
his Yoga Stream has been scraped for Yoga Tempest, so go on offense like Dhalsim
with this guy, but ignoring what I said about avoiding to jump in.  In fact, go
crazy attempting to cross up this guy if you want to have fun, especially if they
don't use the B.Fierce attack early to defend against your jump-ins.

********
*5.King*
********
Again, being a ratio 1 character, King is weak and dies fast, but is a really
good fighter.  First of all, her Double Strike is slow.  What does that mean?
That means not only can you not attempt to counter it with your hadoken(which
would really be dumb), but you can't afford to roll under it, since it does cover
a large amount of horizontal space.  Although, you can go for a teleport.  However,
like her Venom Strike, you should opt to punish King if she does this attack with
a jump-in into a combo.  You can opt to roll against her Venom Strike though.  Watch
out for King's anti-air attacks though, as they are pretty good.  And be careful
playing footsie with her, as she can use her Tornado Kick to beat it out, but if
you trick her into using it when you were blocking it, immediately counter.
Surprise Rose is one of the ways to win against her; trick her into using it, then
punish her as she's in the air.  Illusion Dance comes out slow due to the backwards
jump, so counterattack it when she jumps FORWARD(never backward) with a super combo.
Silent Flash is the one to beware, but if you block it, it's a free combo.  The main
way to play against King is to trick her into whiffing, and then combo.  Play
offensive not to overwhelm King with your pokes, but to lure her to using an attack
that misses.  Stay on the ground.  If you want, you can play defensive and lure her
to hit you as you interrupt with a shoryuken, but that will only work if she
doesn't sit back firing you with Double Strikes.

With EX King, you can forget about her Silent Flash; it's not there.  You can
also forget about the Double Strike as a normal attack, but remember; now it
is a super combo, which while doing OK damage, will override even your level 3
Shinkuu Hadoken, although it is still slow as heck, so use the oppurtunity to
jump it into a combo.  She now has a Moshu Kyaku, which enables her to move
forward quickly and safely, until you realize you can shoryuken her out of that.
She still has great anti-airs, so beware of that.  All in all, play just about
the same against this King, as she hasn't really gotten any worse.

**********
*6.Sakura*
**********
Sakura still shares the same characteristics as before; low stamina, low power,
high speed.  She can no longer play range because her Hadoshou is now like a
Dan-type projectile no matter what, so she will attempt to play up in your face.
She has a special type of jump in similar to a dive kick, so when you see her
pause slightly in the air, just pull out a shoryuken.  She has terrible defense,
as her Kououken can't leave the ground high enough, but it is high in juggle
possibilities, so beware combos.  Once you start blocking it, key in the Raging
Demon, so you catch her right out of the blocking, and boom, match is over.  Her
Oukakyaku is rather safe for her to repeatedly throw out against you(unless if
you try to Raging Demon her right out as soon as you block it, heh), but if she
adds the 3rd hit, and it's blocked, she is vulnerable, but just remember that
the 3rd hit will either come out high or low, depending on how your opponent is
trying to confuse you, so just be prepared for that.  Her Shinkuu Hadoken is
laughable; slow, weak, and shrinks in size and damage as it travels the screen.
In some cases, I have been able to get hit by it, and still recover to block the
remaining hits, due to the slow speed.  The perfect oppurtunity to do a jump-in
combo.  If your opponent really knows how to use it, he would combo into it by
the Kououken.  But you should beware the Haru Ichiban.  While not invincible, it
has the fastest startup of any super combo, and the fastest recovery, not to
mention it does good damage.  But like I said, it's not invincible, so earn your
Finest K.O. when she does this with your Shun Goku Satsu!  Play mostly offensive,
and lastly, do watch out for her throws, as like Blanka, she can glitch to gain
major meter.  Opt to go for a LOT of cross ups because she can't defend against
them at all.  Beware of her taunt, because it can damage you physically and
mentally. ;)

EX Sakura is the Alpha Sakura.  Because of this, she can play range, and
defense.  A lot more defensive than the regular Sakura actually.  Her Hadoken
has a large startup, so roll past her and combo.  Her other 2 special attacks
leave her vulnerable if detected/blocked.  She gains her Midarezakura super combo,
but you only need to beware the Haru Ichiban like before, because all other super
combos of hers are slow to start/end.  You can still play offensive like before,
but a little more cautiously in this case.  Don't do as much jump in combos
against this Sakura.

********
*7.Vice*
********
I'm not gonna outline her weaknesses, you should know that by now based off of the
fact that she is a ratio 1.  But main goal is; play slightly more defensive than
offensive.  Vice is a grappler, and has tons of grabs that she can do on you.  Of
course, occasionally, get up close and use your evasive movements to lure her to
try to grab you, which of course, leads to a missed throw animation, and then you
smack her with something of your choice.  If you want to do that, play at a
distance where Vice can't do her unblockable throws, or her DaCide to grab you.
If she does do the DaCide, and you already know it was coming, give a shoryuken to
her.  Never try to jump in on her, because she can anti-air throw you out of the
air.  Her Outrage or Rave Fest has a slight startup, so decide if you want to
use a shoryuken or Messatsu Gou Shoryu.  And finally, of course, beware the Negative
Gain, because she can only connect it by standing right on top of you, which means
it will beat out a ton of attacks you have, unless if you are in the air, or doing
a Shun Goku Satsu at that exact moment.  Her Withering Force has some startup due to
the jump, so just give her a shoryuken or if you're good, Raging Demon as she's
jumping towards you.  Beware of the jump attack, throw trap, when you see any jump
attack and you block it, immediately go for a jumping towards short.

EX-Vice is pretty much the same, except now she can do a shoulder charge from
full screen.  Beware of this, because it is very fast, but should you see it coming,
once again resort to the shoryuken.  She doesn't have an anti-air throw, but an
anti-air DaCide, but don't worry, if she still misses it, punish her, cause like her
anti-air throw, if you are grounded as she attempts it, you can hit her, as she
whiffs.  But play her the same way.

********
*8.Yuri*
********
She has much to master before she can be like her brother.  Anyways, her Tiger
Flame Punch is like a Dan's imitation of a fireball, you know what to do.  Her
Yuri Super Upper is an anti-air uppercut that goes slightly more forward than
most anti-airs, but if she still whiffs/gets it blocked, punish away.  Her Rai
Oh Ken is an overhead, but it is slow, so punish accordingly.  Might want to
beware the 100 Blows, since Yuri dashes across the screen rather quickly.  Her
Haoh Sho Koh Ken is what makes her dangerous though; it is a rather large, fast
super fireball.  Just block it, unless if you think you're already high in a super
jump towards her and proceed with a jump-in, Raging Demon trap.  Her other super
combo, the Scalding Steam Blast is rather fast in startup.  Might even be slightly
invincible on startup.  Anyways, best thing to do is block all the hits, then
retaliate with a bread and butter combo ending in the Messatsu Gou Shoryu.  I
recommend just staying in Yuri's face playing offensive, or trying the cross-ups,
because Yuri has almost no defense.

EX-Yuri's Tiger Flame Punches are actual projectiles, which means you actually
have to beware of her at a distance.  I don't get why a person would use her
Saiha, as it is a close-range attack which can't hit jumpers, if I am right.  Her
Flying Phoenix Kick doesn't really seem to be that dangerous, since the only way
to connect it besides combos is by Evil Ryu leaving himself wide open.  But what
makes this Yuri extremely dangerous is her Rai Oh Ken, which is an air fireball.
Ever heard of the EX-Yuri trap?  It involves a C.Short,C.Roundhouse-->Rai Oh Ken.
You can't roll against this trap, and done right, it will build tons of meter.  It
is also very hard to counter, because you can't attempt a shoryuken(the fireball
will hit his head, meaning a trading of hits).  Best thing to do is do a
Delayed-Get-Up, which jacks off her timing, but then afterward, mix up your
get-ups, and then try your teleport as a wake-up move, and you won't have to worry
about that trap anymore!  EX-Yuri actually has really bad defense, so attempt a
TON of cross-ups, and stay totally offensive, because she can't defend against
jumps at all(well, do keep in mind her normal attack that functions as an
anti-air, but you can always go for a J.Short).  Otherwise, all her other moves
share the same properties as Yuri.

+---------------------------------------------------------------------------------
|Ratio 2 characters take an average amount of damage.  Here is where the bulk
|of your concerns lie, since most of the characters in the game are situated
|in here.  Don't try to let time run out as much as possible, just play normally
|(normally for Evil Ryu is slightly faster-paced compared to other characters).
+---------------------------------------------------------------------------------

**********
*9.Balrog*
**********
This is Balrog, the boxer, so you obviously know what to expect.  An extremely
mad rushing offensive opponent with almost no defense.  Basically, your opponent
is going to try all those different types of rushing punches.  You can duck the
standing ones(esp. the uppercut) to some extent, but know that Balrog will also
mix it up with some of the low rushes.  The best way around all this?  The
shoryuken.  Then, the Turn Punch.  If Balrog gets around to charging this attack
until about 50% of the game time has elapsed before releasing it, he can drain
about 40% of your life.  This is extremely bad for Evil Ryu since there is no
one to back him up.  Luckily, the move still has a slow startup, so you know what
to do.  His super combos are basically like his rushing punches, except much
faster, so beware of going too offensive on Balrog.  And lastly, do beware his
Buffalo Head Butt, because of it, Balrog can defend against jumpers easily.  What
you want to do is play defensive/offensive, in other words, play defensive until
Balrog shows an opening in his aggressive attacks, and then combo him.  Don't play
aggressive on him when you know he can let a super combo loose.  He is still a
charge character, so once he attempts a "charging" attack, go for a cross-up, and
you will stuff not only his offensive game, but his defensive one as well(because
he can't charge fast enough for the headbutt, and he's gonna get crossed up, which
ruins his charge for his super combos).  You can also long teleport past him to
destroy his charge.

EX Balrog is even worse.  He's lost all his ability to defend against jump-ins,
so if you want, go totally postal attempting cross-ups on him.  He is pretty
much the same as Balrog which means he is still a great offensive character,
except for the defensive problems and the fact that yes, his headbutt throw is
back, meaning he can glitch like mad to build his meter(see Blanka).

************
*10.Chun-Li*
************
Well, Chun-Li is fast, high priority, extreme combobility, and air dominance.
One thing you will notice though is that she is weak, and needs to be almost
on top of Evil Ryu in order to win.  If she is in the air, expect a lot of head
stomps or wall jumps.  So keep your shoryuken handy.  If she is on the ground,
never turtle.  She still has huge throwing range, and many anti-turtle attacks.
Now, lets start tackling down her attacks.  Her Kikoken is a poor excuse of
a projectile; if she throws one from far away, take it as an oppurtunity to
start a jump-in combo.  Her Spinning Bird Kick has good priority, but has a slow
startup, and like your hurricane kick, which means not only can you duck it,
but Chun-Li is vulnerable as she's landing.  You can even hadoken her as a
counter to this move.  Her Lightning Kick isn't as good as you think, as the
only safe way to land it is in a combo, otherwise, a nice jump-in combo will
counter it.  Her Tenshou Kyaku is the main reason you don't jump onto Chun-Li;
it has nice priority.  However, it can't be comboed, and if she misses/gets it
blocked, you can easily punish her as she's coming down.  Of course, all of her
super combos have very high priority the higher the level.  They are all very
combo-friendly; if they are linked into combos, there's not much you can do, as
all of Chun-Li's super combos do high amounts of damage, especially in combos.
Both the Kikoshou and the Setretsu Kyaku have fast recoveries; the best way to
beat the 2nd super combo is to block and Raging Demon(Chun-Li will be right
next to you, this is a huge oppurtunity to knock her out for good), the 1st one
can be prioritized a lot easier with a shoryuken or even Messatsu Gou Shoryu if
you do it right, otherwise, don't bother.  The Hazan Tenshou Kyaku has extremely
high anti-air priorities, but again, if you block it, you are free to do
whatever you want with Chun-Li, as she spends eternity in the skies.  Mainly
play defensive against Chun-Li, but don't ever stay still, and try not to get
into the air.  Also, avoid being stuck down into the corner, because then
Chun-Li can unleash her massively damaging corner juggle combos, if you do,
teleport out.  You want to play offensive when you sense Chun-Li has just
performed an attack that "let go of her charge", especially by crossing her up,
or doing a long teleport will do the trick.

EX Chun-Li is pretty much the same, but loses her Kikoken, but it's not like she
needed that sorry excuse of a fireball.  She also loses the super combo version
of that move, as well as the normal and super combo versions of her Tenshou
Kyaku.  In that place, she can now do an air Spinning Bird Kick as an anti-air,
but it's still not as good, as while the recovery is not as bad(but still bad),
it's the fact that she is extremely easy to shoryuken if you are on the ground.
She however, gains a Spinning Hornet Kick super combo, whose properties are most
similar to Ryu's Shinkuu Tatsumaki Senpuukyaku, so beware of footsie games.
All in all, she is worse than Chun-Li, but pretty much the same.  You can play
slightly more offensive against this Chun-Li, because she has less defensive
measures to use against you.

************
*11.E.Honda*
************
E.Honda can do a lot of damage very quickly.  He has a nice pressure game and
can grapple Evil Ryu should you hesitate too much.  E.Honda, on the other hand,
is slow, and his main strength lies in his roll and his special attacks games.  He
can't play footsie, or more correctly, doesn't depend on it.  Not to mention his
combos are limited and poor in variety.  So expect a lot of rolls to occur.
Whenever you see them, just throw him right out of it.  Just don't get too
aggressive on these; he has the fastest roll in the game, it's not uncommon for
Honda's opponents to whiff their throw attempts on him.  His 100 Hands are great
for his pressure game, and don't really have any ending delays, so just make sure
you never give him the oppurtunity to use them by playing offensively.  Lesse,
his Sumo Torpedo if you are good at it can be punished with projectiles.  His
Super Hyakkan Otoshi is invincible to projectiles when E.Honda is rising, and
maybe some other attacks, and it is an overhead.  As he comes down from it, use
your shoryuken.  You don't want to sit still or throwing out rash moves up close
against E.Honda, because he has 2 great grabs, one a special attack, the other a
level 3 super combo.  His Onimusou is the same as his Sumo Torpedo, only it can
be invincible at level 3 startup.  And if I am right, he can also glitch just
like Blanka to build meter.  How to deal with him... well, you certainly don't
want to be pressured to death by him, so go with playing offensively against
him.  Also try to cross him up and do add overheads and hop kicks to your
repetoire in fighting him in order to destroy his charge.  You can also use your
teleport to do this.  Beware of the jump attack, throw trap, when you see any
jump attack and you block it, immediately go for a jumping towards short(or a
teleport, if you want).

EX-Honda is actually much worse.  He's lost so many moves, ruining his ability
to handle turtlers.  Unless if he's gained something that E.Honda doesn't have,
I see that he's actually worse compared to the regular version, so just play
this guy the same way.

**********
*12.Guile*
**********
Guile easily makes for one of CvS' best opponents.  His ability to guard crush
the opponent is easily the best, and he is nearly unbeatable, having close to
no weakness.  The key to all of it is the sonic boom of his.  It is the fastest
recovery and startup of all regular projectiles, and that means you can't abuse
your hadoken against him.  His flash kick too is invincible at startup, and has
more range than your dragon punch, which explains why it looks like the flash
kick can beat out your shoryuken so many times.  What else...oh yeah, his J.Short
has extremely short range, but has so much priority and cross-up power, only
super combos will stop it.  Other things; his sobat is like your overhead and
hop kick rolled into one, and all his kicks have huge range.  His Total Wipeout
also starts up and ends quickly, and his Somersault Strike has great juggle
potential and can anti-air.  Ok, here's how you beat Guile; keep the pressure
on.  You should be constantly be playing your offense.  The biggest mistake
against Guile is to play defensive, especially in the corner, so also, make sure
to NEVER get caught in the corner, Guile will just kill you.  Teleport out if you
must.  Instead, you should carefully advance towards Guile, but not roll or jump,
as that's what Guile players want you to do in order to counterattack you.  Once
you can get close enough, then start confusing.  His Sonic Boom plays a major role
in his attacks, but your Hop Kick, Hurricane Kick, Dragon Punch, Ashura Warp, and
Shun Goku Satsu can all go right through it, so keep this in mind.  Many of
these attacks are also great for keeping Guile from implementing his footsie
game, so use them.  Believe it or not, you can determine how much of a novice
your Guile opponent is by how many times they go for a flash kick.  If they
go for it a lot, then they aren't so good.  Lastly, his Total Wipeout has near
zero recovery.  This means that Guile will pull this out in order to gain
momentum back to him.  A common mistake for Evil Ryu players to do in this case is
think, "I'll block his Total Wipeout then shoryuken him."  This usually results
in them being flash kicked out of the shoryuken.  No rather, go for the Shun Goku
Satsu right after you block the attack.  You will run right past any counterattack
he was planning and since he is right next to you, you will almost grab him
instantly.  This will be one of the main places where you can turn the tide.  His
Somersault Strike is invincible at level 3, so watch out for that.  But then again,
if it's blocked, hit him.  Masters won't use the sonic boom as extensively as
other attacks to trap you, but novices will always keep charging, and since
charging takes about 2 seconds, you have some advantage there, in fact, against
these types of people, you can try to long teleport past them a lot to destroy
their charge.  Easily one of Evil Ryu's toughest matches, so keep calm, stay
offensive, and be ready to Shun Goku Satsu him whenever he makes a mistake.  If you
start losing initiative, teleport right out, and start anew.

EX-Guile loses the Total Wipeout and the Sobat, which totally changes his style.
He also gains his C.Strong and his upside-down kick.  Basically this guy is as
dangerous as the regular Guile, it's just that he can't be as abusive.  Keep in
mind this; he can't do a C.Fierce, Sonic Boom tactic on you if you jump.  All
in all, just as dangerous as Guile, but slightly worse.

*********
*13.Iori*
*********
Ok, what to cover.  This guy is extremely strong, but also very slow, and a very
large target.  Most SNK ground projectiles are slow, so if you see him chuck a
Dark Thrust, go for the combo punishment.  Then again, beware of his Fireball, it
is a good anti-air, but like all anti-airs, if he screws up, punish him.  His
Deadly Flower's 3rd hit is an overhead, so block high.  However, if you block the
1st and 2nd hits, the 3rd hit takes some time to come out, so hit him with your
shoryuken.  If you see him run across the screen, just shoryuken him out(this is
his Dark Crescent Slice).  Don't stay too long up close, as he can break your
block into a combo.  What else; his One-For-The-Road Blast.  This super combo
covers a large amount of space.  However, it is so slow, just back up when you
see him try it until it dissapates; you'll be surprised you didn't get hit by
it at all.  SNK scrubs tend to abuse this move, and then hit you with a Maiden
Masher when you're trapped, but it's actually quite a slow move like I said,
a more gutsy alternative is to simply get up close whenever he's charging, and
proceed to time your roll so it goes through the energy waves, and him.  If you
don't feel like trying risks, your short teleport will work fine in this case.  His
Maiden Masher is much more effective.  At startup, it is invincible to projectiles
no matter what level it was activated in(invincibility to other things, on the
other hand, depends on the level).  So beware of poking too much with your
fireballs.  On the other hand, the recovery of the attack isn't too good if it's
blocked, feel free to counter with a good juggle combo into Messatsu Gou Shoryu or
into a Raging Demon okizeme game if you block it.  As for his normal attacks, I'd
like to caution you that he does have a slow overhead up close, a jumping attack
that can cross you up, and an insanely long-ranged sweep.  But then again, he is
slow.  In short, your best bet is to try to get in as close as you can and play
the offensive game.  And go easy on the fireballs if you see that he has a level 1
or more.

EX Iori is actually Riot Iori; I cover tactics against him in the ratio 4
characters' section below.

********
*14.Ken*
********
What to say?  Ken is pretty much the opposite shoto of Ryu.  He is fast, but
slightly weaker.  Ken in short has a better offense due to his speed, even if
Ryu has a larger assortment of tools to work with.  But anyways, why am I
comparing Ken to Ryu?  I should be comparing him to Evil Ryu.  So Evil Ryu is
still stronger than Ken, and has better offense, but Ken still has better
speed.  I also think in terms of defense, Evil Ryu has it better, although this
mainly is dependent on the player's ability to cancel a Raging Demon almost
instantly, else, Ken probably has it better due to his Shinryuken.  Do NOT get
abusive with the roll; a good Ken player will shoryuken you out of it; for the
same token, beware of your fireball games with Ken.  Try not to roll or jump
unless necessary.  That said, if you want to blow meter, throw out a Shinkuu
Hadoken to beat out Ken's fireball.  If you are close enough, go for the Shun
Goku Satsu instead, if you can cancel a jab, or make the Ken player think you
were trying to bait them with a fake fireball attempt, so they try to fireball
you out for trying.  If Ken decides to chuck fireballs like a scrub, you can jump
if you are about a super jump's distance away go for the combo.  His hurricane
kick is actually a pitfall; it doesn't knock down, and there is that small chance
that you can actually hit him before he recovers, even if he combos into it and
all the hits get you.  Just to be safe, go for a bread and butter combo attempt.
Another alternative is to Shun Goku Satsu him right as you come out of hit or
standing block stun.  His Dragon Punch has a farther arc than Evil Ryu's.  However,
sometimes if combos, the fierce version won't knock Evil Ryu down!  Again, your
bread and butter combo can be used.  His new 2-hit somersault kick is slow,
so you can shoryuken him out of it.  Beware of his overhead.  His super combos are
all fast(except for the Shippu Jinrai Kyaku), but if blocked, all of them can be
punished.  Other than that, if he combos you, expect an exhibition.  What to say?
He's faster, and while you have better offense, you should be playing defensively,
and tempt him to make a mistake.  Once momentum starts building on your side, then
you can afford to start getting in there.

EX Ken loses 2 of his super combos, and gains a ton of kick special attacks that are
slow and in short, not worth trading for the Shinryuken and Shippu Jinrai Kyaku.
Some of them are overheads, but so what?  Anyways, if you want, you can afford to
be a little more offensive on this Ken, but still beware, since he didn't lose the
jab shoryuken.

********
*15.Kim*
********
This guy's pokes are incredible.  They are fast, long-ranged, high in priority.
With that said, this guy can be played like a turtle, or up in your face.  Add the
overhead and you have one heck of an opponent.  Crescent Moon Slice will be used
to get up in your face; even if you block, Kim's still got the initiative(block high
it is an overhead).  Shoryuken-ing it is tough, but if you can go for it, go for it.
Flying Kick recovers fast and does good block damage, but it does have some startup;
if you see it coming, don't hesitate to use the shoryuken.  His Flying Slice is a
good anti-air, but like all of them, if blocked, combo away.  His Spirit of Conquest
Kick shouldn't be a problem; it has slow startup.  Phoenix Flatterer is incredible;
don't be too projectile-happy if he can use it.  However, at higher levels, you can
block and retaliate.  Don't try this at level 1; the recovery is way too fast, but
you should be able to either throw him or better yet, Shun Goku Satsu him(or do the
bread and butter combo into a level 2 Messatsu Gou Shoryu if it's at a higher level,
it's up to you).  This works very well, esp. when pitted against those SNK scrubs who
abuse this move.  His Super Phoenix Kick can beat out your dragon punch.  But if
blocked, a Shinkuu Hadoken can be thrown.  As for how to play against him, realize
that Kim is an up-close type of character.  It is better to play defensively against
him, using your fireball pokes, but don't get too predictable esp. when he can do his
Phoenix Flatterer.  His C.Fierce can be used as an anti-air, beware of jumping onto
him.  Either play him extremely up-close and extremely carefully, or farther than his
sweep's range.  Also beware of mind games in him crossing up and/or cancelling into
the Flying Kick or the Super Phoenix Kick.  You can of course, avoid dealing with
the crossups by the teleport.

EX-Kim doesn't have the Flying Slice or the Super Phoenix Kick, so that ruins part
of his offensive and defensive capabilities.  He does combo a bit harder, due to
his Phoenix Kick Tornado.  The thing has a semi slow startup(compared to most super
combos anyhow) but has invincibility if timed right, making it great for anti-air
purposes.  It also enables him to do some pretty flashy combos.  However, against
this Kim, you can afford to do more crossups(no Flying Slice) or use the shoryuken
whenever he jumps, since he doesn't have the Super Phoenix Kick.  BTW, you can also
duck the Phoenix Kick Tornado, which should be kept in mind.

********
*16.Kyo*
********
This guy's been toned down, but is still dangerous.  First of all, he has a good
anti-air attack that can beat out a ton of pokes, but like all anti-airs, leaves
him vulnerable if he misses.  His R.E.D. Kick isn't nearly as good as it used to be,
if you sense it coming, shoryuken him, don't fireball him.  Pretty much his other
special attacks can only be used in combos, else they will be seen coming easily and
countered.  His Final Showdown has a huge recovery, so throw him out as he recovers.
Serpent Wave has anti-air properties at level 3, but has some startup overall.  If
you block it, go for your Shun Goku Satsu, and make him pay for throwing out a move
leaving him close to you.  And lastly, beware of his footsie games.  His
double-handed hammer in the air can beat out a lot of things, and has an axe kick.
His S.Roundhouse, sweep, and 2-hit low kick all have huge range for aiding in his
footsie games.  In general, look for the mistakes to punish him by by playing
slightly defensive.

EX-Kyo can't use his ground combo punches.  Instead he has a Serpent Wave, but it is
like most SNK ground projectiles; slow in startup, and speed.  You know what to do.
He also has no Final Showdown, so he has no quick-starting super combo.  However, his
ground combos are much more better because he has the New Wave Smash and the Spinning
Kick.  Beware of getting caught in Kyo's combos.  However, the Spinning Kick leaves
Kyo vulnerable if blocked, and the New Wave Smash has a slow startup unless comboed.
Anyways, play him the same way as regular Kyo.

********
*17.Mai*
********
Mai is more of an offensive fighter due to her fast dash, roll, and just overall her
speed.  She is very fast and in addition has that “hynotic bounce in her step,” sorry
I just had to say that. :)  Her Kacho Sen is a bad projectile because it has a slow
recovery; you know what to do.  The Ryu En Bu can nullify projectiles, beware of that.
It also has a slow recovery, you know what to do.  The Flying Squirrel Dance would
never be used offensively, it is a slow startup, if you ever see it coming, throw out
your shoryuken.  Mai may even try triangle jumping beforehand to get away from you.
In that case, use a fireball.  Her Deadly Ninja Bees does good damage, range and even
slightly invincible at startup.  However, block it, and you can do to Mai whatever
you want.  The Crimson Firebird Diver isn't as highly prioritized as you think, but
is fast, so beware of it, but it does have some startup and recovery.  Beware of her
Super Deadly Ninja Bees though.  At all levels it has no recovery, as long as it is
blocked.  At level 1 it does the highest damage for that level's worth, like around
1/3 of a ratio 2's life.  At level 3, it starts out amazingly fast and has insanely
high invincibility.  In any level, it is easily comboed.  If you can dodge it, do it,
and then combo Mai.  Mai's footsie game isn't as good as you think, but do beware
her C.Jab, C.Roundhouse, and T.Fierce.  The T.Fierce can only beat out jump-ins that
aren't directly on top of Mai.  In short, play offensively against Mai, and go for
the crossups.  Mai has a weak defense against cross-ups.  She also has a fast roll,
so be prepared to throw.  Watch out for her crossup ability and the ability to make
you block the wrong way by doing J.Roundhouse-->Crimson Firebird Diver when crossing
you up.  If you find her being too offensive on you, you can afford to teleport out
of there to get yourself some breathing room.

EX Mai can actually play distance.  She has the Sun Fire Samba in place of the
Flying Squirrel Dance, which can counter jumpers and rollers, it is like Blanka's
Direct Lightning, so just sweep her.  In place of her Crimson Firebird Diver, she
has the Swan's Fandango, which is an excellant super combo, since it covers a huge
amount of space.  It does however, have a huge recovery, if you sense it super jump
or long teleport past her and proceed to combo.  In short, play a little more rounded
against this Mai, because she has more options open to her, but still lacks good
defensive measures.

*************
*18.Morrigan*
*************
Morrigan is NOT really good in this game at all.  First of all, she is fast, and
combos like heck, but has the main weakness of being that weak.  She needs to
combo 3 of her normal attacks to do as much damage as the equivalent of 1/2 of one
of Evil Ryu's Fierces.  That said, she is fast.  The Soul Fist is large and can be
thrown diagonally downward in the air, but has a HUGE startup.  Take your
oppurtunity to dodge it and combo.  Soul Fist has good priority, but isn't
invincible and has a huge recovery, you know what to do.  When she attempts to poke
at you, if you turtle too long, she may take the oppurtunity to land the Vector
Drain on you, as it is unblockable, but it has really small range, so don’t ever
stay still.  Valkarie Turn, while invincible no matter what at startup, has
insanely slow startup and needs to get the positioning right in order to hit all
the hits and still combo afterward.  Just jump up and around, teleport, or
shoryuken her.  Don’t stand still and block it, you will take a lot of guard crush
meter.  But if you feel like it, you can possibly block it, and Shun Goku Satsu
her just as she recovers, just make sure you've got the positioning right.
Cardinal Blade is your main super combo to beware; combo-friendly, invincible at
higher levels, great anti-air.  But it still has a slow recovery.  At level 3,
Darkness Illusion is the main one to beware; it cancels off of anything Morrigan
does, does the most damage, and is invincible during the whole glide.  But if you
should block it, she bounces right off and is vulnerable to some hadokens.  She
also has some good pokes with her Fierces.  But I honestly think Morrigan does
such little damage, even less than Cammy it seems at some times.  Play offensively
against Morrigan, and don’t give her the oppurtunity to combo you.  If you do this,
she’ll panic, get back, and try to Soul Fist you, which obviously is a bad idea,
giving you initiative.

*************
*19.Nakoruru*
*************
Nak is probably the best character in this game.  That said, you are going to
face most of your problems against her.  She is fast, powerful(through her
bread and butter combo), and is probably the best confuser in the game, besides
not needing to use her super meter AT ALL.  First of all, lemme start with this;
don't give her the oppurtunity to combo you or trap you in the corner!  If you do
get trapped, then long teleport out immediately.  Also, don't let her cross you up.
One way is to jump forward after getting up.  But don't try to shoryuken it, chances
are that you'll miss.  Teleport is fine though.  If you see her using her Anna
Mutsube and it is blocked, DON'T try to retaliate, it recovers too fast, best bet
is to throw, or pull out the Shun Goku Satsu, and make her eat it.  Speaking of
which, because of that one move, don't get too caught up in throwing fireballs.
Also, don't attempt to jump in yourself, she has arguably the best anti-air.  But
you'll find most of your problems stemming from her Mamahaha Grab, which leads to
the most painful guessing game.  If she attempts a Kumai Mamahaha on the bird, do a
standing jab.  Else, if you block the jab version, don't retaliate, go instead for
a throw.  Beware of her dropping down and throwing the bird, or just dropping down.
Those two "bird moves" look so close alike, which is where most of your problems will
stem.  Remember this though; the bird needs to be directly above Nak for her to use
any attacks using it.  Else, remember that the grounded bird attacks are pretty bad,
if Nak goes for them at all, move forward and take the oppurtunity to put pressure
on her while she can't use the bird.  You are best off playing against Nak if you
turtle, but extremely carefully.  Remember that Nak's roll is the worst in the game;
if you see the opponent go for it, punish them.  And both her super combos either
have a huge startup(bird/healing) or recovery(healing).  And remember this; the
Kumai Mamahaha is an overhead, and the Anna Mutsube hits low.

***********
*20.Raiden*
***********
Hah, do you really need strats against this guy?  He's powerful, but slow(and corny
and downright annoying I might add).  Anyways, being a grappler you shouldn't sit
still too long, or you'll get nailed by one of his throws.  Other than that, most
his other attacks should have a slow startup or slow recovery, I'll leave it up to
you to figure it out.  Just take into consideration how skilled your opponent is
and I'll leave it up to you to figure out how to fight him.  Do note that he is
slightly wider and taller than the average person, so try some extended combos on
him if you have the time.  Beware of the jump attack, throw trap, when you see any
jump attack and you block it, immediately go for a jumping towards short, or
teleport out.  Any blocked attacks that leave him right next to you are prime
oppurtunities for you to Shun Goku Satsu him.

EX Raiden pretty much is the same, only this time he has the Crazy Train, which is
a better super combo, since it has a good priority.  But anyways, if you block it,
you can let him eat a combo.

********
*21.Ryo*
********
Sadly, this guy isn't as good as he was in KOF.  Sucks, huh?  Anyways, he has power.
His fireball is rather small, and the air version travels at a steep angle, so
it isn't that big of a deal.  His Koho isn't invincible going up, and has a terrible
horizontal range and recovery.  Do beware of his Zan Retsu Ken, it's a good move
with good priority.  No need to beware of the Lightning Legs Knockout Kick, since it
needs to be charged.  Haoh Sho Koh Ken is probably the best fireball in the game
though, so don't get too fireball-happy if you're too far away, and beware of jumping
from far too much.  Ryuko Ranbu is invincible at startup, but if blocked, has a huge
recovery.  I think the best idea is to play balanced, but slightly more offensive
than defensive.

EX Ryo IMO is NOT as good as the regular Ryo.  Sure, he gains the Tenchi Haohken, but
that thing has terrible recovery.  His fireballs are now pitiful, they don't travel
the screen, so that kills his range game.  No more lightning punches attacks, instead
he has the Kyoku Gen Kick Dance, which is a poor substitute.  He does gain an
overhead which looks like a jumping chop though.  All in all, plays much like the
regular Ryo, but worse, play him the same way.

********
*22.Ryu*
********
You are essentially facing yourself.  Ryu is probably nothing like Evil Ryu.  You
are stronger than him, faster than him, and have a higher lifebar.  You also have
more attacks to use, more mobility, and have a much better offense.  However, Ryu has
a much better defense than you do.  And while you are still overall stronger than
him, he is still very strong, simple combos can take out about 50% of your lifebar.
And of course, being Ryu, I have to say that he really has no real weakness.
Most of his attacks that are specials or super combos knock the opponent down on 1
hit.  That said, his hurricane kick is slower than yours, and of course, if you duck
it, you can just sweep him into a combo.  But unlike you, his hurricane kick done in
the air is much better than yours, as it follows his arc, and so can be used as an
effective, fast jump-in or a way to move quickly across the screen.  But if you
see it, just go right for the shoryuken or hadoken.  His shoryuken is just like
yours in terms of priority, vertical, and horizontal range, except he can't combo
as well into and out of it.  Don't ever get too jump/roll happy against Ryu because
of this single attack.  And of course beware if he does it in the corner and connects
it(if you don't know why, go read the combos section of my CvS Ryu FAQ).  Of course,
like yours, if he screws up using it, you are free to do whatever you want.  His
fireballs, while slower in speed(plus the red fireball comes out slower and is
smaller than Evil Ryu's), are just as useful in a fireball game.  His Shinkuu
Hadoken is comparable to yours, except slightly smaller in height.  If he keeps using
it up close(and I mean closer than sweep range), stuff it with light attacks.  Of
course, like yours, it can override projectiles, so beware of fireball games.  In
footsie games, his Shinkuu Tatsumaki Senpuukyaku can beat out ALL low attacks, and
even your Shun Goku Satsu!  But after you block it, you can immediately go for a
Shun Goku Satsu, and you'll have a good chance of hitting him.  Or, if you time it
well, the Messatsu Gou Shoryu can beat out this super combo.  But what you have to
beware most is the Shin Shoryuken.  It's combobility is incredible in this game,
and its power is simply unmatched.  If you get hit by a light attack, don't be
surprised if you find it linking into this super combo, and losing 50% life.  If
you block it though, go for any punishment you choose, and try not to stay
completely on top of Ryu, because this attack still requires pretty close range in
order to maximize the damage it does.  Other than that, his normal attacks are
pretty similar to yours, so you'd expect the hop kick to be thrown every once in
a while to get close.  But as for how to play against him is to play offensive,
and play the fireball game, look for the oppurtunity to screw him up and land a
devastating combo or the Shun Goku Satsu.

Do I have to cover EX Ryu here?  He's basically you!  I'll cover him later.

**********
*23.Terry*
**********
This guy is really good.  He has one of the best rolls and dashes in the game.
Let's start off with his power wave; it's a terrible projectile; slow startup, and
if I am right, Evil Ryu can actually Hop Kick over it.  Burning Knuckles not only
has a slow startup, but a slow recovery and can be ducked.  Crack Shoot though, is
an excellant move with great priority.  Your only best bet is to try to shoryuken
it if you can anticipate it.  Sometimes he'll use this move mixed in with other
attacks to pressure you, so if you can't use the shoryuken, try teleporting out.
Else don't bother.  If your opponent rolls a lot, then he's attempting to charge
up for the Rising Tackle.  So either expect a roll and something else, or another
roll.  If it's a heavy punch Rising Tackle though, punish him.  Maybe you should
try to throw him out of the roll, but that's only if you can anticipate it right
from the start, since it is so fast.  Other than that, Terry has one of the best
sweeps of the game; beware of screwing up.  Finally, his okizeme game against you
is evil, beware of that, try a delayed get-up, or even a long teleport.  Both
his super combos start up semi slow.  Ok, to beat him, you should play defensive
and look for the breaks then go for them, since Terry is aggressive.  Expect a LOT
of rolls to occur.  If sometimes the pressuring that he does on you is too much,
just teleport right out.

EX Terry is a LOT better than Terry, mainly cause his anti-air doesn't require
charging, enabling him to mix it up more.  The power wave is even more pitiful in
this case though.  Otherwise, expect the same things; dangerous wake-up game,
powerful footsie game.  I will say this; if the 1st hit of the Power Dunk is blocked
or whiffs, immediately go for your anti-air.  You should mix it up more against
this Terry, but all in all, like I said, expect the same stuff, only mixed up more.

************
*24.Zangief*
************
Um, if you played SF enough, you should know about this guy; powerful but slow,
and has a huge throwing range, besides tonsa damaging throws.  So beware.  He's
obviously gonna try to be offensive on you to land a throw, or trick you to throw
out a move, and then throw you through the poke.  Anyways, that doesn't mean he's
got bad defense either.  He can throw jumpers, and/or Lariat them.  So I suggest
playing kickback with a good fireball game, and fake them into jumping onto you
or trying to roll past the fireball.  Then get your free damage.  You'll also get
your breaks when you see him do his Lariats, since they can be hit low.  Beware of
the jump attack, throw trap, when you see any jump attack and you block it,
immediately go for a jumping towards short.  Or teleport out.  And one last thing,
don't ever sit still.

EX Zangief is even worse than Zangief, except he has no anti-air throw!  That
doesn't mean you can just jump on him all day, he still can use his Lariats as
anti-airs, but that means you can look for the oppurtunity a bit more.  Else,
play him pretty much the same way as regular Zangief.

+---------------------------------------------------------------------------------
|Ratio 3 characters can take a beating and deal one out.  They are pretty tough,
|and so this time you must aim to try play them at normal pace.  You should still
|try to attempt to kill them off as soon as possible, given you are a ratio 4
|character, but you don't have to be as fast-paced as against the ratio 1 and 2s.
+---------------------------------------------------------------------------------

**********
*25.Geese*
**********
The master of the reversal.  Geese is darn slow, but he is really powerful.  Do
note that he isn't that good at footsie games, which is where you will dominate
against him.  I will note that this guy is mainly a defensive player, having 3
varieties of projectiles which either cancel attacks or fireballs.  They all kinda
startup slow though, so either dash forward or jump depending on which one you see
it's all common sense, or attempt a teleport if you want.  Don't attempt to jump
onto him if he can use his Raging Storm, you'll lose a ton of life.  But his Deadly
Rave has pitiful priority, a good shoryuken will beat it out.  If he does it at
a distance, God knows why, take it as a personal invitation to eat a Shun Goku
Satsu.  How do you play against him?  I'm gonna surprise you here, but yes, get up
in his face and proceed to mix up your attacks like nothing!  Sure he can reverse
most anything you've got, but he needs to match the hit level for hit level!  Get
him trying to figure out your low, high, high, low, special, etc pattern.  Another
thing is to alter your timings on your barrage of attacks!  This further leads him
to a missed reversal.  Fireballs and throws also can't be reversed, so that gives
you a good picture of how to beat his reversals.  But if he can do a Raging Storm,
you might want to play defensive a bit too.  Don't worry about his pokes, they don't
have as much speed as yours, and yours might even have more range.  And if you are
right on top of him when you are blocking his Raging Storm, time your Shun Goku
Satsu to come out right as you're done blocking.

EX Geese is like Geese, only a whole lot worse.  First of all, he can't throw any
air projectiles.  He also has no ground projectiles.  He also has...NO LOW REVERSAL!
Yippee!  Get up in his face and just pummel him with low attacks repeatedly!  He
gains in its place a dashing auto combo, but it's nothing, like a toned down
Deadly Rave.  All in all, play him like Geese, but put more emphasis on low attacks
and rush that bastard down!

************
*26.M.Bison*
************
Bison has finally been beefed up to the way he should be.  Note that he still
isn't overpowered like the SF2 days, but he is still much better.  He has power,
good speed, and good movement.  Psycho Vanish is an overhead, but can be seen
coming.  In place of his Psycho Crusher, he has this 2-hit dash.  If you can
anticipate it coming, then shoryuken him, but if you can just see it in time to
block, don't try to counter with anything but the Shun Goku Satsu.  If I am right,
you can block and counter his Double Knee Press, but I may be wrong.  Else, if you
doubt that, try to interrupt it at the beginning with a shoryuken.  Your main
problems though will stem from his Head Press, because it can go over your fireball
and is an overhead.  Note that if he goes for the followup hit afterward, hit him
out with a shoryuken.  And the Somersault Skull Diver isn't any better either, if
you see it coming, use the shoryuken.  If you ever block the level 1/2 Knee Press
Nightmare, try a throw.  Against the level 3 version, a fireball is better.
Heartbreak Despair is just like a Psycho Crusher, so treat it like it.  You might
want to go jump happy against Bison, since he has no effective anti-air to combat
your jump-ins.  Either do that or lure him to use his diving attacks and then use
your shoryuken.  Try cross up attacks, since about 90% of his specials require that
back,for motion.  Or, attempt long teleports.

EX Bison is probably better.  But first of all, he loses the Psycho Vanish, so don't
worry too much about overheads.  He also has no Psycho Impact.  He gains his
Psycho Crusher, but the block stun is so short, you can actually block the first hit
then just ram fierce punch or roundhouse kick and you'll hit him before he recovers.
And his dive attacks are about the same, except he can now control his Devil
Reverse's direction!  That means you shouldn't be so aggressive on the shoryuken
after he jumps above you, because he can cross you up while you whiff and then he
gets a free hit!  Make sure that you do some backdashing when you see him go for it,
so that you can hit him.  But the safest thing is to try a long teleport.  All in
all, he's just about the same, play him in a similar way, just be more sure of your
attacks.  BTW, he has no Heartbreak Despair move.

**********
*27.Rugal*
**********
Rugal is a master of keep away and has power.  His Wind Slice is pathetic for
a fireball, cause it's slow and can be jumped over.  But his Kaiser Wave, despite
its huge startup, covers nearly the entire part of the screen, overrides up to
2-hit projectiles and is a special move, not a super combo!  Your best bet is to
roll up and attack IF you're in range to do so.  If you're long range, try a
short teleport to get past it.  You can probably see the Super Press coming, if
far away, throw a fireball, if up close, just block and throw.  Dark Barrier can
reverse your fireballs, so don't get too projectile happy.  When it does come out
though, go for a jump-in combo.  And BTW, don't jump in too much, he has an
anti-air.  Gigantic Pressure is in all senses just like his Super Press, treat it
the same way.  And Total Annihilation has good priority so don't get too happy
poking at Rugal.  Ok, how to play against him.  Well, I think using your fireball
as a poke will probably be the best idea, and then fake him out to do a long
recovery move, and get your free damage.

EX Rugal.  Um, he shouldn't present you with as much of a problem.  Against his
Dark Smash, wait until he actually tries to dash at you with his fist, and then
shoryuken him.  If you try to attack him before, chances are you'll take hits.
Rugal Execution has a SLOOOOW startup.  Interrupt him first.  He also loses both
his projectile attacks.  All in all, you're playing him pretty much the same way,
but you can afford to go more aggressive on fireballing him, since he now has no
multi-hitting fireballs.

**********
*28.Sagat*
**********
King of keep-away, and insanely powerful.  Do I need to explain how the atypical
Sagat player will play?  He will use his fast and powerful Tiger Shots to keep
you at bay, and fake you out into jumping, that's when he Tiger Uppercuts you.
But when you get close, both his super combos are invincible at startup.  But of
course, if you block them, you should be able to punish Sagat.  A tough match.
Of course, your main job is to get in as close as possible.  Roll/super jump the
low tiger shot, but duck/roll the high one.  Or, time a short teleport.  Once you
get in as close as possible, begin a footsie game.  Try cross ups, I think done
right they may beat out Sagat's fireball game.  And make sure your footsie game
is quite careful, cause he can always use his high-priority super combos to put
himself back on top, controlling initiative.  Last thing to beware of is his
roundhouse attacks which have insanely far range.  In fact, beware all his
long-ranged attacks.

EX Sagat is even better than Sagat.  Now he's got in place of his two super combos
2 Tiger Cannons, high and low respectively!  Yikes!  Else, play him pretty much
the same way as regular Sagat, but go more aggressive when you're close up!  And
never, never try to nullify his projectiles with yours especially from far away,
or you'll pay for it when you eat a super combo!

*************
*29.Yamazaki*
*************
This is a really good character.  He has a great distance game.  First of all,
Hydra's Judgement is slow at startup.  His Serpent Slashes will make life hell
for you, since they all have different levels, and can be delayed, or cancelled!
I think when you see it you should super jump over his head while using the
jumping short.  Don't worry about his reversal, it can't catch low attacks, so
go crazy on those!  Double Return can counter your projectile but you can just
roll past it and sweep him.  Or if you're far away, try throwing a jab fireball,
letting him Double Return it, but as soon as you can move from the fireball,
long teleport in.  Poison Tentacles has a slow startup.  Flight of Tempering is
a slow overhead leg drop.  Super combos though are what make Yamazaki.  His
Guillotine can catch jumpers, and his Drill being a throw is unblockable and can
catch you out of your pokes!  But in addition to that, he'll use his standing and
crouching roundhouses, both have huge range.  Your best bet against Yamazaki is to
get in close, and then keep pestering him with low attacks, where your speed
should beat him out.  Of course, don't pressure him TOO much, his Drill can do a
lotta damage.  Also, try cross ups some, since then he won't be able to throw you.
Beware of the jump attack, throw trap, when you see any jump attack and you block
it, immediately go for a jumping towards short.  Or like I've said, try a
teleport.  Either play extremely up close or extremely far away, and you should
be good.

EX Yamazaki is much more powerful than regular Yamazaki.  First of all, he has no
slow overhead, and no Poison Tentacles.  In its place he has a special throw, and
Sand Scattering, which can link up to other attacks.  All in all, play him much the
same way as Yamazaki, since he's really identical to him, just beware of the
command throws more often.

*********
*30.Vega*
*********
This guy is fast, powerful, and darned tall.  If you can't interrupt Rolling
Crystal Flash, just block it.  Sky High Claw can be dragon punched, if you know
which wall and which level he's flying at you.  In fact, just shoryuken him if
he goes for the wall, but not immediately, wait until he's close enough.  Scarlet
Terror though is his anti-air.  And don't forget his backflips, if you can
anticipate them, hit em out of them.  His dive super combos are nothing to
worry, Vega needs to jump onto the opposite wall, by which the super start up
is a dead giveaway.  Scarlet Mirage should be feared though, since it has good
priority.  But if blocked, go for the counter.  Red Impact can be blocked.  All
in all, this guy's not going to sit back, he's most likely going to try to
confuse you, so you've got to play defensive and look for the breaks to shoryuken
him.  And if his pressuring on you is overwhelming you, teleport away to give
yourself room to breathe.

EX Vega plays pretty much the same, only I think this one's better.  Though he
has no Scarlet Mirage or Red Impact, his throw super combo doesn't kick in with
the startup until he actually grabs you!  But all in all, play him pretty much
the same way and never block his dives.

+---------------------------------------------------------------------------------
|Ratio 4 characters; heh, matches against these guys are so short!  That's cause
|Evil Ryu is a ratio 4 character himself, so matches like these pit high power,
|high speed, and high endurance against...itself.  These matches are strictly
|1 on 1 matches, so this is the place where you take your time and play as slow
|or as fast as you want to.
+---------------------------------------------------------------------------------

**********
*31.Akuma*
**********
Finally, Evil Ryu vs. Akuma, the match that everyone wants to see.  Your vitality
and his are equal.  Akuma is faster than you, and his juggle ability rivals yours.
In many cases, Akuma and Evil Ryu are equal in abilities, and it mainly depends
on the player for who wins.  Although some say Akuma is better, I think it's
Evil Ryu.  Anyways, Akuma is slightly better than Evil Ryu when it comes to air
abilities.  His hurricane kick follows his arc, AND can juggle!  So that means
he has better jump-in abilities than you, but if you can anticipate it, shoryuken
him out of it.  On the ground, his hurricane kick is easier to combo into, but
all in all, similar to yours, if you manage to duck it, immdiately go for your
combo.  He has an air fireball, but it really is pathetic.  It starts up
slow, and aims downward at a really sharp angle.  So if you ever see Akuma jump
straight up when up close or does this wavy motion in the air, roll immediately,
unlike Nakoruru, once Akuma commits to jumping, he can't cancel it, so get in
close and combo him on his way down.  His regular fireball is just like yours,
but his red fireball starts up WAAAY slower, but can nullify some of your
projectiles, so beware of that.  His shoryuken actually has more horizontal
range than yours, so beware that he can beat out things easier than you can.  But
combowise it's about the same in terms of what can be linked afterward.  And of
course, if blocked of whiffed, here is another prime combo oppurtunity.  He has
a teleport just like yours, btw.  It's nothing different, if you know where he's
going with it, try to hit him with a hadoken just as he comes out.  Compared to
your Shinkuu Hadoken, his Messatsu Gou Hado does the same amount of damage agaisnt
a ratio 2 character, but can nullify projectiles up to 8 hits!  And it also whips
out much faster than it used to.  But the Shinkuu Hadoken should still be
slightly faster.  Actually, Akuma's super fireball's travelling speed is
dependent on the used up meter(higher levels= faster speed), but in any case,
yours is faster.  Anyways, if he uses this up close, it has poor priority, so if
you're brave, you can stuff it with a light attack.  Messatsu Gou Shoryu is just
like yours, having good priority, good combobility.  And of course, if you block
it, go ahead and combo him.  His Tenma Gou Zankyu is a rather fast, huge and
hard to avoid red air fireball, but like the air fireball, it has a huge steep
angle, and it leaves Akuma way in the air, so you can throw out a hadoken as he
lands.  And his Shun Goku Satsu, is just like yours, only yours has slightly
longer invincibility at startup and goes slightly further.  But anyways, his
normal attacks are like yours, only faster, and he doesn't have the hop kick.
How you beat him is how you would play against yourself; beware of wake-up
games, and don't try to roll/jump past everything that much.  And of course,
don't keep doing the same thing over and over to the point where you are
predictable.  To mess up his Raging Demon okizeme games against you, try delayed
get-ups, and then hit him with a combo or your Raging Demon.  Your heavy
hurricane kick can override this attack, but only if you do it as late as
possible.  Play well-rounded, and if you sense the opponent tapping out buttons
really quickly, that's probably the Raging Demon, so teleport or jump.  I think
it all comes down to a 60/40 defense/offense game.  Take advantage that you are
better on the ground that Akuma is, and a better pressurer on the ground.  So
make sure to use that hop kick(remember, he doesn't have one, a huge
disadvantage), and whenever his pressure gets too much for you, teleport out.

*************
*32.Evil Ryu*
*************
Uh, you are playing against yourself.  So you should know how to play.  But
I do believe you should play a 60/40 defense/offense game.  Evil Ryu vs. Evil
Ryu is a pretty boring match, not because Evil Ryu is boring, but because this
is a 1 on 1, same character vs same character match.  Other than that witty
comment of mine(if you considered it witty), you should know how to deal with
yourself.

**************
*33.Riot Iori*
**************
This guy is actually worse than Iori.  First of all, he has no One-For-The-Road
-Blast, which most definitely, takes away much of his potential.  He also loses
his throw which does no damage, but causes the opponent to be left vulnerable
to a combo.  But that aside, he is still hell for you.  He takes just as much
damage as the regular Iori(the regular Iori takes huge damage, but it sucks
seeing how Riot Iori doesn't take MORE damage), has a larger lifebar, and...is
the fastest character in the game.  At times, you'll wonder if his attacks have
a recovery time at all.  But he is large.  Anyways, his Dark Thrust is faster
in recovery, but jump/roll at your discretion.  Fireball of course, blocked can
be punished, but it can beat out a lot of pokes.  The 3rd hit of the Deadly
Flower is an overhead, but if you block the 1st 2 hits, you can punish him
before he does the 3rd.  The Dark Crescent Slice can be shoryuken'd.  He still
has the Maiden Masher, which takes a lot of damage and has high priority/
invincibility.  But if you manage to block it, he's at your mercy.  Firewave is
just a series of fireballs thrown together, so that means it has high priority,
but, blocked you can do whatever you want.  I'm guessing most of the time you
play against this Iori he's going to be on top of you, using his speed to try
to land attacks.  In order to win, you need to wait patiently and look for your
breaks; this guy loses his space dominance in place for speed.  Play a careful
fireball game to lure this guy to making mistakes.  And of course, if his
speed becomes too much for you, teleport out.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


******************************
| 666   MM MM III  SSS   CCC |
|6      M M M  I  SS  S C   C|
|6666   M M M  I    SS  C    |
|6   6  M M M  I  S  SS C   C|
| 666 o M M M III  SSS   CCC |
******************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

========================
A.DC Color-Edit Costumes
========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I created this section solely for DC owners who don't have any creative costumes
for Evil Ryu, and want to know some that are created and look great.  There's
also one in SBacon's CvS FAQ, so check out that one too.

SF2:CE EVIL Ryu
28 28 28       28 28 28
22 14 14       22 14 14
20 12 10       20 12 10
16 08 08       16 08 08
10 02 00       10 02 00
06 02 00       06 02 00
00 00 31       00 20 00
00 00 26       00 15 00
16 00 00       16 00 00
08 08 08       08 08 08
06 04 04       06 04 04
04 04 04       04 04 04
00 00 00       00 00 00
00 00 00       00 00 00
00 00 00       00 00 00
This was created by me, and I still think this is the most phattest Evil Ryu
karate gi ever!  It's basically a dark gray gi with a dark blue band.  It's pretty
cool to look at, the funny thing though is that the coloring system colors Evil
Ryu's eyes the same as his headband, but you won't notice that, unless you pause
the game and look carefully.  BTW, the one on the right uses a dark green headband
in place of the dark blue headband which I just like using for fun.

SSF2T EVIL Ryu
28 28 28
24 16 16
22 14 12
18 10 10
14 06 04
10 06 02
30 00 00
22 00 00
16 00 00
28 30 25
22 28 22
17 24 27
14 19 21
00 00 00
00 00 00
This one is the light blue, red headband outfit that Ryu had in SSF2T.  It looks
pretty cool for Evil Ryu too as well.

SF3:DI EVIL Ryu
28 28 28
22 14 14
20 12 10
16 08 08
12 04 02
08 04 01
30 00 00
22 00 00
16 00 00
00 19 00
00 15 00
00 11 00
00 07 00
02 02 02
00 00 00
This is one based off of the olive green, red headband outfit that Ryu had in
SF3:DI.  Ok, so this isn't really olive green, but more of a bright green hue.
But still, it looks pretty cool.

Shin Ryu?
28 28 28
24 16 16
22 14 12
18 10 10
14 06 04
10 06 02
30 22 00
22 18 00
16 00 00
26 26 26
20 20 20
18 18 18
14 14 14
00 00 00
00 00 00
Anyways, this is a white karate gi with a yellow headband.  Since the game
automatically colors Evil Ryu's eyes the same as his headband, it kinda makes him
look like he's eternal or immortal.  But that's only if you look closely.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

===================
B.Quotes and Intros
===================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are some of Evil Ryu's translated quotes:
Intros(Evil Ryu has his back turned, then slightly raises his head):
-My fist beckons your blood!
-Die!
Winpose(Evil Ryu has his back turned, pacing up and down):
-I'll stop your heartbeat!
-....(^_^)

Evil Ryu has 2 special intros:
vs Kim:Kim has his back turned, and says(translated) "Evil can't be forgiven!"
       then turns around into a horse stance and says "HAH!!".  Evil Ryu just does
       his normal intro.
vs Vice:Vice has her back turned, and says(translated) "Let me hear you scream!"
        then turns around into her stance.  Evil Ryu just does his normal intro.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


***********************************************************
|777777 RRR   EEE  V     V III  SSS  III  OOO   N  N  SSS |
|   77  R  R  E    V     V  I  SS  S  I  O   O  NN N SS  S|
|   7   RRR   EEE   V   V   I    SS   I  O   O  N NN  SSS |
|  7    R  R  E      V V    I  S  SS  I  O   O  N  N S  SS|
| 7   o R  R  EEE     V    III  SSS  III  OOO   N  N  SSS |
***********************************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Version 0.1 July 9, 2001.
Started writing this FAQ.  Ended up finishing normal attacks.

Version 0.2 July 10, 2001.
Added special attacks and super combos.

Version 0.3 July 11, 2001.
Added the combos.  And the Misc stuff.

Version 0.4 July 12, 2001.
Covered up to the vs. part(humans).

Version 0.5 July 13, 2001.
Touched up on a few things that I didn't add before, like a new defensive tip to
landing the Raging Demon covered in the general tactics section.

Version 0.6 July 14, 2001.
Added some of the vs. strats, up to the ratio 1s.

Version 0.7 July 15, 2001.
Added more vs. strats, up to Iori.

Version 0.8 July 16, 2001.
Added more vs. strats, all the way up to Ryo.

Version 0.9 July 17, 2001.
Added more vs. strats, actually I'm done.

Version 1.0 July 18, 2001.
Added 1 more costume.

Version 1.1 July 19, 2001.
Added 1 new shoryuken combo.

Version 1.2 July 20, 2001.
Added a little tidbit about Akuma's Messatsu Gou Hado to his vs. section.
Added some tidbits about the Dive Kick to the combos section, and a new Shun Goku
Satsu setup.

Version 1.3 August 4, 2001.
Added something about the "white flash" in the general moves.  Also, some more
Shun Goku Satsu setups.

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


*********************************************************
|  888   III N  N    CCC  L    OOO   SSS  III N  N  GGG |
| 8   8   I  NN N   C   C L   O   O SS  S  I  NN N G    |
|  888    I  N NN   C     L   O   O   SS   I  N NN G  GG|
| 8   8   I  N  N   C   C L   O   O S  SS  I  N  N G   G|
|  888 o III N  N    CCC  LLL  OOO   SSS  III N  N  GGG |
*********************************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Beware, some of the below words may hurt some of your egos, especially you guys
that have fragile ones.  You have been warned.

To those of you who think Evil Ryu is cheap.
-Please!  The only reason you think he's cheap is cause you're probably getting
owned by him!  I've begun to realize people who call a game or character in a
fighting game cheap are only people that haven't figured out how to overcome
that strategy!  He is in no way cheap, because he has to fight it out alone.

To those of you who think CvS is a boring fighting game.
-These are the same people who play MVC2 so much and think that pretty long combos
are the way to winning.  What's the matter with you?  Some games don't rely on
combos to win, they rely thinking(gasp)!  Actually, if you're using Evil Ryu you
should be able to bang out pretty long combos, but if you keep losing when using
him and whining about it, reasess yourself.

To those of you who are simply tired of seeing everybody play shotos in a Capcom
game yet again.
-Please, stop complaining about that!  Some people are naturally better at using
shotos!  The only reason you're probably whining is cause you keep getting killed
by them.  Instead, why not pick a non-shoto character and dominate with them
and let actions speak for words?  If you are so tired of that, go play one
of the 3D fighting games that rock, like Soul Calibur, TTT, or VF4!  All of those
have no shoto characters in them!  "Oh, those games suck" you say?  Then shut your
mouth and quit whining!

Is this the last CvS FAQ I'm making?
-I don't think so, I have plans for some upcoming FAQs, cause I'm bored, so while
my work seems a tad late, expect more stuff to come!

To those of you who want to e-mail me.
-I need feedback, plain and simple!  Please do that!  Anything's helpful, from
criticisms(if you're polite about it) to tips, I'll accept it!  And of course,
bring on the combos!  If you contribute a combo, I'll either put it in the
contributed combos section, or if it's really good, I'll put it in the other
sections, and give you credit, no matter where I put it!

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"Yo!  Colonial soldier!  Whassap!" -Will Ferrell of SNL