~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<>
CAPCOM VS. SNK: MILLENIUM FIGHT 2000
The Evil Ryu and Gouki Servant - n - Master Files v. 4
By: Shin Starmie (
[email protected])
(Note: As always, the version history's at the bottom!)
(Note 2: Eeveelution no ikimasu...Eeveelution no ikimasu!)
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You know the drill: you can't use this without permission from me. If you
want said permission, then just drop me a line and ask. NO using this for
any profit, period. CvS is (c) Capcom, ditto for all the Capcom side
characters. Them SNK characters are all (c) SNK. Dreamcast is (c) Sega,
like you didn't know. This document is (c) me, John "Shin Starmie" Evans.
And another thing, the Rock says take a note, jabroni:
[email protected] is the email to send comments and the like to
the Rock if you want a chance at a fairly quick response! If ya
smell...ell-ell-ell-ell...what the Rock...is...cookin'! ^_~
This beast can be found at GameFAQs, and is usually updated there first.
On the other hand, it can also be found at my website, Ken -n- Chun-Li's
Smackdown Shack, at
http://www.geocities.com/metsu_gou_shouryuu/index.html
Any other places will be noted in the future, in the credits section. And
that's *pounds a gavel* FINAL!!! Have a nice day! (WWF-Mode Off) Why?
Eeveelution no ikimasu, that's why!!!
Intro to Kombat...Again?!
-------------------------
Well, now, this here is a guide to two of the cooler, but somewhat
molested kombatants of CvS: Evil Ryu and Gouki. (I refuse to do a Morrigan
FAQ. After what Capcom did to her in this game, I simply will NOT use her
in CvS. Ever.) As far as the title, well, my significant other and I had a
lil' twisted storyline that dates back to when I had Super SF2 on the
Snes; where I'm Ken (the GAME), and she's Chun-Li (my Queen). SFZ2 on Snes
added to it, you see: I'd power up and become Gouki if I got angry. SFZ2'
in SF Collection (on the Saturn) adds in Evil Ryu as my loyal flunkie. He
wasn't around by technical standards in XvSF, but Ryu's kick color was
black...Evil Ryu's STANDARD color...so, with Gouki's punch color (also
black), that was that. My loyal servant would soften her up, and I'd swoop
in for that bootylicious finish.
Evil Ryu's more of a powerhouse of sorts in this game. Well, what do
you expect...he IS my humble warrior of darkness, after all, as well as a
Ratio 4 character. Such power for him carries a pretty steep price,
however. His supers aren't as easy to use anymore. Capcom even went as far
as changing his lineup. This is enough to throw SFZ-faithful Evil Ryu
playas and playettes for a loop. The SNK art is pathetic: it's just regular
Ryu in a black outfit. No distinction in skin tone whatsoever. But
in spite of all the changes, he's still a considerably better fighter than
he has been.
Gouki doesn't take damage poorly these days. (Well it's about time!)
Now, I may be wrong, but my observations indicate that I've been slowed
down a lot. I'm talkin' SSF2 Ryu speed here. If you're used to so much as
SSF2X, then the CvS form will initially feel wrong. (According to C.
Washington's MvSF FAQ, Cap'n America players had this same problem in
adjusting from MSH to MvSF.) Word has it that them fireballs are slower,
too, but I haven't noticed...though I did notice that the crappy air
fireball from SF3 is in there. Also, and this is specifically for
importheads who got CvS Pro: as Ratio 4s, we do a LOT more in terms of
smackdown to lower-ranked peeps. Meaning those once-almighty Ratio 1s just
aren't so kosher anymore...nosireebob...not as prudent as they used t'be.
*Bush mode off* Overall, I'm still solid...and probably the best weapon
against that cheap bastard Geese next to Kurt Angle - uh - Kim Kaphwan. No
offense...but, just LOOK at Kim's Capcom-style art!!!
Anyway, in either case, your best bet if you've NEVER fought Geese before
(meaning he literally raped you in this game), is to try to get
Vega (Bison!!) as your final boss. He's a fierce foe here, but his basic
AI pattern is still as lame and easy to swat with Shotos as ever.
Normal Moves of Pain
--------------------
Lp: Standing and ducking are the same ol' Jabs with the same uses. They've
still got great speed and with the old ways of play, have their nice
priority. They're also great for combos. Jumping's still the same ol'
worthless garbage. I doubt that Shoto Jabs will ever change.
Fw+Lp: Sakotsu-wari/Zugai-hassatsu. Overhead dual-hitter that's a punch
for Evil Ryu, and a karate chop for Gouki.
Hp: Not sure about far off. It should be Ryu's grill buster from either
SF2 or SFZ3. Gouki's may be his grill buster from SFZ2 or his totally
WIERD punch from SF3. Up close, however, is a nice combo-lovin' side
upper. Ducking is your combo-lovin', anti air uppercut. Jumping's the
same ol' neighborhood combo-opener. Nothing new here.
Lk: I'm not too familiar with the standing Shorts of the SF3 Shotos. (Some
help here, please?!) Ducking is still the same poke kick that's combo
and ticking friendly. Jumping's still the same worthless knee garbage.
Fw+Lk: Senpuu-kyaku. It's still no overhead, so watch it. Unlike SFZ and
the vs. series, and more like SSF2X, Gouki doesn't have this.
Hk: The far one should be the same ol' crescent kick, with the close one
being the same ol' axe kick...assuming that's where it is in SF3.
Ducking is still the sweep, and jumping is still a jumpkick, but it
also permits you to cross up the opponent. Wow...I haven't even seen a
Roundhouse that can cross up since SSF2. That is, excluding MvC2.
Db/df + Hk: The would-be low Mk. Low Forwards aren't so combo-friendly
these days, given the motion. But I DO have a hunch about a
Ryu/Evil Ryu combo I came up with back in SSF2X and SFZ3...if
it works, then it'll be in the next revision.
Hp + Hk: Eeveelution no ikimasu. Eeveelution no ikimasu...konna toko da
ne!
Special Move Smack Down
-----------------------
Note: The moves are primarily the same, so I won't list the Japanese
terms.
Fireball: down, down-forward, forward + punch
Yadda, yadda, yadda. Same quick recovery, same uses as before. Gouki
can do this in midair, BUT, it's got pathetic range like in SF3.
Red fireball: back, down-back, down, down-forward, forward + punch (ryu)
forward, down-forward, down, down-back, back + punch (gouki)
Evil Ryu's comes out faster, making it THE fireball to use. Stuns from
afar, knocks down up close. In exchange for starup lag, mine comes out
with the power to hit up to three times. Not to mention it ALWAYS knocks
down. Still, given the startup, you don't wanna use my version too often.
Dragon Punch: forward, down, down-forward + punch
It's a minimal range uppercut with up to three hits. Fierce for combos,
Jab for anti air. Jab uppercuts can, however, lead into some NASTY
things...yes. OH! Did I mention that Evil Ryu's jab upper can dole out TWO
hits?!
Hurricane kick: down, down-back, back + kick
It hits up to three times and knocks down all in one fell swoop. Like
Jab uppercuts, Short hurricanes can lead into some NASTY things as
well...yes. Don't use these carelessly against people like Geese or Terry.
Their supers can stuff'em cold. And as any Fatal Fury/KoF playa or
playette knows...the Rising Storm and the Power Geyser HURT.
Dive kick: jump, down + Heavy kick (Roundhouse)
WHAAAAAT?! Ryu, my loyal slave, you are learning well, grasshopper!
Fresh from his Gouki Mode in MvC1, comes my nifty little way of opening up
combos. This can lead into more of them NASTY things, but just don't do it
too much. It still carries a minor startup lag that's got anti air bait
written all over it. And trust me, since there's no air blocking, that's a
DANGEROUS proposition.
Teleport: dp + both punches/kicks or rdp + both punches/kicks
The 2p teleports go long, the 2k ones go short. At least, they have
when I've done'em. I've heard that it's gone back to the opposite way like
in SFZ. Anyone care to clear up the air here? Anyway, it has the same
flaws as rolling, but goes a lot farther. And you can't be thrown in mid-
teleport Use these to irritate your prey. Hmph...Reppuu-ken THAT, Geese.
Hyper Combos: How to Proceedeth to Layeth the Smacketh Down on your Prey
------------------------------------------------------------------------
Messatsu Gou-hadou: (forward, down-forward, down, down-back, back) x2 + p
WHAT?! Can someone tell me WHY they did this to Evil Ryu?! His works
the EXACT same way as Normal Ryu's Shinkuu Hadou-ken, up to five hits!
Mine gets up to eight hits, torching the victim and knocking'em down at
ANY level! So why burden him with this insanely difficult motion?!
Messatsu Gou-shouryuu: down, down-forward, forward, down, down-forward + p
As you can see, Evil Ryu's is no longer done with a kick button. It's
all good, though. It's extremely combo-friendly, which is great. Combo
this in for supreme results. That's the best way to use any advancing
uppercut super. Hopefully, though, MY Lv3 one isn't that gawdawful crap from
SF3 that they stuck me with in MvC2. It's packin' a good deal of
might like a Flareon against a Venusaur, (or a Vaporeon against a
Charizard) so use this super the most.
Tenma Gou-Zankuu: perform the M. Gou-shouryuu in midair
Sorry, Toonami faithful...this one's Gouki-only. It's the old one from
SFZ. Don't get careless with this. Otherwise, you'll be finding that
Eeveelution no ikimasu!!! And it WILL get you. >)
Shun-goku-satsu: Lp - Lp - forward + Lk - Hp (Lv3/MAX only)
This actually works a little easier than in previous games, unlike some
other Lv3s which are kinda hard to pull consistently. (I've NEVER had any
problem with Ken's Shippuu-jinrai-kyaku...) It's a LOT more powerful than
ever before. At about 75% damage, it easily rivals Mech-Gouki's Shining
Gou Shock in MvSF. I've been told - personally confirmed thoroughly - that
it's not blockable. And, in spite of previous thought, it isn't. But still,
pulling this out of the blue is a surefire way to waste super and
get killed.
Combos: The Ways of Messatsu
----------------------------
1.) j.Hk - s.Hp > qcb + Hk
This puppy yields nice damage and six hits of knockdown. Just don't be
so fast to try it out on Geese. Anyway, this combo is for all you true
old-schoolers out there.
2.) j.Hk - s.Lp > dp + Hp
It's a variant on an old Ken klassic. You're lookin' at five hits of
fatal fury which MUST connect. Too bad we can't do like Yuri and whip
out two uppercuts in one combo. With the standing strike being a Jab,
even the NORMAL Ryu should be able to bust this combo with ease.
3.) j.Hk - d.Lp - Lk > qcf + Hp
Now just HOW old-school can you get? This here is your bread and
butter Shoto and Sakazaki combo. (Okay, so Robert has to do it Guile
style) It should very well be THE first combo you learn how to do.
It's that helpful for some quick damage. If blocked, it pushes your
prey away so they can't really do jack to you. Just watch out for them
peeps who possess them D A S H I N G type supers...heeheeheehee. Did I
mention that any sort of fireball combo actually HURTS in this game?!
4.) j.Hk - d.Lp - Lk > qcb + Hk > dp + Hp
That's more like it. Vintage Gouki, since SFZ1. The beauty here is
that Evil Ryu can do it as well. If this gets blocked, though, switch
the button on your uppercut to Jab. You have a one-in-three shot of
being able to counter your prey.
5.) j.Hp - s.Lp > dp + Lp > qcf - dn - df + Lp > qcf - dn - df + Hp
Whoa! This nifty lil' combo can only be done in Capcom groove, but it
works for Ken, Gouki, and Evil Ryu! This is a korner kombo, so keep
that in mind. Hyper Cancels? Dead? We think not! Heehee...moetaro!
BUT, in CvS Pro, this and almost every other "cancel" of this nature
has been raped to the brink of nonexistence. I'll find a way
somehow...
6.) j.Hp - d.Lp - Lk > qcb + Lk > dp + Lp > qcf - dn - df + Hp
Another Capcom-only kombo, this is something we wouldn't have dared to
try in SFZ. Any way you crunch it, this works best in the corner. If
you ask me, prey is best caught when it is trapped and must fight
with its full might in order to attempt survival. Again, combos like
this are said to no longer exist in CvS Pro. Guess I'll just see about
that...
7.) j.Hk > qcf - dn - df + 2p
This Gouki-only combo rocks. It can be done in Capcom and in SNK
grooves, and dates all the way back to SFZ. Needless to say, you've
gotta be FAST in pulling this off. My personal recommendations: either
save this for large foes or stick out that roundhouse so that it hits
earlier (read as: higher) than normal.
8.) e.Ev - e.El - ut > ion + no > iki - mas + u
Eeveelution no ikimasu... >)
Strategies: Eeveelution no ikimasu...
-------------------------------------
If you've read my Yuri/Sakura FAQ, then you already know the drill
here, Toonami faithful. Still, let's go over this for the new people.
1.) Know your ranges. Well, this is clearly THE most important tactic for
any character in any fighting game. Most MvC2 shoto users are already
accustomed to the lack of the middle attack buttons, but for those who
aren't, you'd better adapt. This may be old-school, but it's a new
ball game. Aha: word has it that in CvS2, Strongs and Forwards have
come home. Heeheeheehee...
2.) Again, if all else fails, throw. They do decent damage this time.
Just ask that rat Geese...I'm sure he'd gladly demonstrate just what
manner of power that throws pack these days.
3.) Jab uppers = anti air, Fierce uppers = combos. Of course, them there
Jab uppers DO have their uses in combos. The low Fierce is also a nice
anti air assault. It'll blow the minds of any jumpers who had some
nasty tricks up their sleeve in the event they conned you into
a whiffed upper. Just remember, some attacks can blow through Fierces.
4.) This one's for DC owners: you'll wanna unlock Ratio Select ASAP.
Unless of course, you WANT to only have one character at your
disposal. Don't worry, though. You'll have that AND Evil Ryu unlocked
LONG before you get Gouki. I don't know how they're unlocked, just get
CvS Pro and have'em available from the get go.
5.) Combo when there's an opening. Say what?! Hey, we make our own
openings at EVERY opportunity!
6.) Maintaining a cool head is paramount. With old-school gameplay, it's
back to being all mind games. Who needs rolling?! Teleport and do so
often with stealth precision to annoy your prey and mess with their
heads...all while positioning yourself for victory.
7.) Eeveelution no ikimasu. You have been warned of its presence. Now
please chant: Nippon ichi!!!
8.) This is why DC peeps should get Ratio Select. Put together a team of
Evil Ryu or Gouki as an R2, with Chun-Li and Guile or Kim as R1s. I've
seen this team do some real damage. Personally, my typical Yuri, Ken,
and Sakura team got crushed like bugs three times before I beat this
team of killers. Oh yeah: in CvS Pro, the apparent "update", you
don't even have to sweat it - whatever was a secret in CvS is all
available from the start in CvS Pro. Pro, eh? Sheesh...this is NOT a
Gameshark, for cryin' out loud, Capcom...
9.) Evil Ryu players of SFZ had better be VERY proficient with Gouki.
You're GOING to need the Messatsu Gou-hadou.
10.) It seems Evil Ryu's Jab upper hits twice like his old Strong upper.
It's pretty neat, but I bet that it only swats jumpers once.
11.) Ryu, Ken, and even Gouki players must adapt a LOT to this form
of Gouki. Like the vs. series, the roll that Ken has isn't on Gouki's
list of weapons, and Ryu's hop kick is also gone from his ranks. A
lack of speed, also shows you just how much you'll need to retrain.
I know I do!!!
12.) Also, Evil Ryu's hurricane super is gone. So, except for the usual
Gouki additives, anyone who's decent with SF3 Ryu should adapt well
here. Any other Ryu/Evil Ryu fans may have to retrain in this arena.
13.) Any blocked uppercut type super is a very bad thing. Don't let it
happen to you. Trust me, you WILL regret it if you do. Especially if
the prey that you're facing has one, too. *grins with that sadistic
"if-you-can-do-it-then-so-can-I-and-mine-will-HIT" look* Yep, I'm
known for countering uppercut supers with uppercut supers. (At least
I don't have MvC1 EX anymore...I really made people upset. Push
block, nail'em with a Shouryuu-reppa, then go into a Shouryuu Shoryu-
reppa. You can guess who I was using...)
14.) Keep in mind that since DPs ain't invincible, Guile's Somersault Kick
(and possibly Kim's and Rugal's variants of it) can and usually WILL
beat it if you use them foolishly. So you should try to teleport when
you block ANYTHING he does to you.
15.) Nani?! Eeveelution no ikimasu?! Hai, Eeveelution no ikimasu. Daijobu?
Needless to say, Capcom is the groove of Champions. (*D3 activates*
Agumon, digivolve to...Greymon!!!) Sure, the SNK art looks GOOD for Gouki,
but it just ain't worth it. Stick to Capcom. You'll thank me for it.
What's Gotta Go in the Next Upgrade?!
-------------------------------------
- More clarity on whatever ain't clear.
- A really good color edit for these two!
- Some boss strategies would be GREATLY appreciated!
- Are there any Evil Ryu exclusive combos? Or any more Gouki-only combos?
Thanks -n- Shouts
-----------------
GameFAQs: posting this...
The KiD (
[email protected]): He should be called "The MaN"!
Combos...they're from his Combo FAQ. Again, get your buttcheeks over to
GameFAQs and read this guy's stuff...you WILL learn a lot from him. Want
Combos? He got'em.
Shin Articuno (
[email protected]): My bootylicious other half.
I'm tellin' you...she's dangerous with Shotos. Except for Gouki, she'll
play'em all like I do. This FAQ was written with her in mind, 'cuz I know
she's gonna wanna learn them first, just so she can try to beat me...and
believe me, my baby boo CAN get her fair share of wins against me these
days with the Shotos and Chun-Li. Just wait'll I bring the sexy lady
ninja, Ms. Mai if you're nasty, out to play. >) Or worse, CvS Pro's DAN.
Yes, DAN. I remember when I first learned Dan in SFZ2 on Snes. Devastated
her Chun-Li like I had Ken!
A.Hazzard (
[email protected]): Aha...a fellow Ken!
Ken fans, this is your man for all things Ken in CvS. Sure, he's got a
Ryu FAQ, too, but his Ken FAQ makes it look...well...go to GameFAQs and
see the difference for yourself.
Shin Lugia (
[email protected]): The Xtreme Sakura Nut...
To think that my Yuri/Ken/EX Sakura team beat the snot outta her Mai/Ryu
team...it's funny. The Gouki aspects of this thing was her idea.
And even though she now uses either Yuri/Mai/Sakura (just cuz I beat the
game with that team) or Mai/Terry, she simply STILL can not beat me. Hmph,
my dear sweetheart could beat her...yes.
Harvey (
[email protected]): The Watchman...
This is the guy who pointed out my mistake about the Raging Demon.
Again I say, thanks for lookin' out!
Capcom and SNK: As if you didn't know.
Makers of the most electrifying game in Capcom and SNK entertainment!
Final Thoughts of Kombat
------------------------
Well, that's it for now. It's as big as the Yuri/Sakura one, as you can
see by now. So, if you're looking at it, do so with Courier New font at a
ten-point size. Also, there's 75 characters to a line. Eeveelution no
ikimasu! Ikuze...Shouryuu-reppa! Nurui-wa...Shin...Shouryuu-ken!
Heehee...moetaro.
It can still use some improvement, though. Not in terms of pages, but
enough so that the fans can be informed well. Since there's not much to
say, this probably won't get that much bigger. Still, whatever help from
the fans comes along...
Despite being watered down in terms of supers, Evil Ryu is still a real
powerhouse in this game. As a side note, some combos are in the Ken
section of The KiD's Combo FAQ. That speaks well for someone who, by
technical standards, is stronger than Ken. Keep in mind that if you're
doing it yourself and not using a Gameshark or the like to help, then you'll
have Evil Ryu LONG before most other goodies, including Gouki.
Except in CvS Pro, where everything's at your disposal off the break.
Gouki is still Gouki. Still, with the damage boost that having a Lv3
meter affords, do you really need the Rage aside from fighting Geese
(which is the RISKIEST thing to do)? Of course you don't. You shouldn't be
relying on it anyway. Just be wary of speedy combo freaks. They can make a
lot of damage as easily as you can. Kinda like an Xism person in SFZ3 vs.
a Zism or a Vism person. Said opponent can shell out a lot of pain to said
Xism user. Just not in CvS Pro, where a well-placed combo can put a full-
strength Ratio 1 person to death.
Version Upgrades
----------------
4 (07/19/01): Minor info added, format finally settled upon!!!
3.5 (07/06/01): Nothing really major. Just added info according to CvS
Pro.
3 (06/12/01): Corrected a massive blunder!!!
2 (05/16/01): Removed Orochi Iori. Hopefully, next time I'll know the
exact methods of unlocking these two on DC and the arcade.
(To my annoyance, I STILL don't know...)
1 (04/25/01): Originally an Evil Ryu/Gouki/Orochi Iori FAQ.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<>
"Sexy and a cop? I'm too much!" Chun-Li, SvC: MotM
"Eeveelution no ikimasu...Eeveelution no ikimasu!" me
Okay, okay, look: "Eeveelution no ikimasu" is a play on Athena's quote
from MotM, "Asamiya Athena no ikimasu", or, "Athena Asamiya is coming". My
team in Pokémon I've named The Eeveelution. (Articuno, Espeon, Flareon,
Jolteon, Vaporeon, and Umbreon) And so, that's our call to battle. To let
all foes know that the Eeveelution IS coming...and that it's GOING to get
you. >) So now you know. Eeveelution no ikimasu. Kurae...Shippuu...jinrai-
kyaku! And if you're wondering what inspired this sick running gag, head
on to GameFAQs and look at CreatureKeeper's Pokémon Gold/Silver Trainers'
Handbook. Read it thoroughly...you simply can NOT miss his running gag.
Also, the pokémon thing: Starmie's my favorite, period. (Of course, in
terms of the mystic birds, I'm Houou. (I *refuse* to call it "Ho-oh"!) My
lovely lady favors Articuno (which back when I had Red and she had Blue,
was initially MY bird anyway! Hmph...that's why MY Articuno can beat the
snot outta yours, honey! It's true...it's true!). And the resident Sakura
nut likes Lugia. It's also a Digidestined thing...but if you want the 411
on that, you'll have to email me. It's frankly WAY too twisted and insane
to explain here.
end