ÛÛÛÛÛÛÛÛÛÛÛ   ÛÛÛÛÛ ÛÛÛÛÛ ÛÛÛÛÛ  ÛÛÛÛÛ
°°ÛÛÛ°°°°°ÛÛÛ °°ÛÛÛ °°ÛÛÛ °°ÛÛÛ  °°ÛÛÛ
°ÛÛÛ    °ÛÛÛ  °°ÛÛÛ ÛÛÛ   °ÛÛÛ   °ÛÛÛ
°ÛÛÛÛÛÛÛÛÛÛ    °°ÛÛÛÛÛ    °ÛÛÛ   °ÛÛÛ
°ÛÛÛ°°°°°ÛÛÛ    °°ÛÛÛ     °ÛÛÛ   °ÛÛÛ
°ÛÛÛ    °ÛÛÛ     °ÛÛÛ     °ÛÛÛ   °ÛÛÛ
ÛÛÛÛÛ   ÛÛÛÛÛ    ÛÛÛÛÛ    °°ÛÛÛÛÛÛÛÛ
°°°°°   °°°°°    °°°°°      °°°°°°°°

MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher <[email protected]>
version 1.3
Dec. 8, 1999

this faq is copyright 1999-2000 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Nobody, and I mean NOBODY uses Ryu in an MVC game without using a fireball
 at least ten times per match, and this just sickens me. There will only
 be two kinds of Ryu opponents if you use this strategy: One that wouldn't
 be able to do anything about it and consider you cheap, and another
 that would be able to punish you with a combo that ends with a super
 before you could even say the "-douken!" part. I wrote this faq to offer
 a different strategy, one that would not make use of ANY of his infamous
 MVC specials, namely the MVC versions of the Hadouken, Shoryuken, and
 the Tatsumaki Senpuu Kyaku. Many of you, at this point, would be asking,
 "Why then, should I bother using Ryu?" and I reply:


1. Ryu's Shinkuu Hadouken crosses out the Mech Zangief types from those
  who have a possibility to beat you.
2. Ryu's Shinkuu Tatsumaki crosses out the Wolverine types from those
  who have a possibility to beat you.
3. Ryu can change his fighting style to that of Ken and Akuma, giving
  him the ability to do THEIR supers.
4. Ryu can be a great confuser.
5. Ryu can make you look totally COOL if you win using him WITHOUT the
  specials.

Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Supers
  V. Combos
 VI. Vs. Computer
VII. Vs. Human
VIII. Ending
 IX. Credits
  X. Revision History
 XI. Final Words

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt      - press select
call helper- MP+MK
tag super  - D,DF,F+HP+HK
team work  - D,DB,B+HP+HK

* let me explain a few things about some of the general moves:
* first of all, in the PSX version, you'll have to choose only ONE partner,
 either one of the conventional characters ("partner heroes") or one of
 the helpers ("special heroes").

call helper - your helper is the character you choose after you have chosen
             the special heroes option. He/she basically, when called,
             just enters the screen, does an attack, and leaves. Fighters
             available in the character select screen are not available
             as helpers and vice versa. In the PSX version, choosing a
             helper does not require much effort since the cursor is at
             your command. Beware of the time limit though, and be sure
             of who you'll choose before you enter that menu. Oh, and
             even the secret helpers are no secret no more---just press
             down on Iceman to select Shadow and down on Colossus to
             select Sentinel. One last reminder, helpers in the PSX version
             are no longer limited to a certain number of strikes so,
             in my opinion, rammers will RULE.


tag super - common to crossover fans, this move needs at least two levels
           of super charged up. It will allow both fighters to execute
           their respective supers at the same time, though the resting
           one, in the PSX version, will no longer be left behind as if
           they already "tagged"

team work - a clone of your opponent enters the screen, and after that
           you can control both your fighters at the same time! (they'll
           both respond to your controls.) What's more, your super gauge
           is set to infinite. Yeah! This state is timed though, so use
           it wisely. The length of time you stay in this state is determined
           by the amount of super you have charged up when you did it.
           Oh and I did say you can choose a helper as a partner right?
           Well if you do, and use this move, he/she'll just enter the
           screen, do his/her thing, exit, and repeat the whole process
           over and over while you do YOUR thing and until the time runs
           out---again one of the reasons why rammers would RULE. (cause
           they'll be the ones repeating their entrances most before
           time runs out).

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1. LP - Ryu's jabs, like any other shoto's, are one of the few that
       live up to the name; a simple, weak, but quick punch.

  a) standing - he throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a D+LK-> HP-> air combo.

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP. This time you use it to
                 confuse opponents to block low when you decide to do
                 an overhead.

  c) jumping - still as useless as it was during the earlier SF games.
               You can use it to start an air combo, but other than that
               I don't see any reason to do it.

2. MP - it's his basic combo filler. Has its varieties, but still mainly
       used to increase the number of hits of your every combo.

  a) standing - Ryu does a side uppercut that's just so dam useless
                except for combos but what did I just say about MPs?

  b) crouching - another combo filler but this time you can also use
                 it as a poker since the D+MK is too slow and the D+LP/
                 D+LK is too short.

  c) jumping - the best combo filler in my opinion but can only be used
               as such. You do a hit uppercut that launches the opponent
               a little higher in mid-air during an air combo and can
               be followed up with a Shinkuu Hadouken---nice!

3) HP - tons of uses and therefore is the most important in Ryu's array
       of normal moves. Besides being a good combo ender, also has high
       priority and does some pretty respectable damage.

  a) standing - a straight forward punch to the, well, it depends on your
                opponent's height cause height differences in MVC vary
                too greatly. You can also follow this move up with a
                Shinkuu Hadouken---cool!

  b) crouching - this is what every MVC character has---a launcher. From
                 a kneeling position, Ryu sends forth a powerful uppercut
                 (of course, not as powerful as the Shoryuken but a hundred
                 times more useful) that looks much like uppercuts in
                 the Mortal Kombat series.

  c) jumping - now this is the high priority move I was talking about.
               You just punch downward, (diagonally forward, not straight down)
               and hit hard, giving you enough time to follow it up with
               ANY move---normal, special, or super if you use it as a
               jump-in combo starter. You can super jump and charge your
               super bar by repeatedly doing this move as an alternative
               to the multitude of fireballs you were probably thinking.
               If an opponent's air-borne, you can also super jump and
               do it as you propell yourself to give him a knock down
               surprise.

4) LK - at some point may be better than the LPs but not always. I'll
       show you why...

  a) standing - useless, actually. You just deliver a kick to the shin
                Comes out slower than the standing LP so can't be used
                as a poker but can still serve as a combo filler.

  b) crouching - ahh...yes, the short kick that used to rule during the
                 SFII series. I think you can do about 5-7 hit combos
                 with this move before but not any more. It's a good
                 combo starter, that's what it is. And it can also be
                 a good confuser.

  c) jumping - it can counter a few things the opponent has in mind because
               of its priority but I think the jumping HP is much, much
               better

5) MK - just like the MPs, a basic combo filler that has its varieties
       but is mainly used to increase the number of hits of your every
       combo.

  a) standing - Ryu does a high side kick that's just so dam useless
                except for combos but what did I just say about MKs?

* Ken version is a high kick that makes use of the front side of his foot
 to hit. A little slower than the original standing HK but reaches further
 and looks cooler.

  b) crouching - a long-reaching low kick that used to be famous for
                 being forever linked to the fireball---and that impression,
                 by writing this faq, I hope to change.

  c) jumping - remember how flying kicks look like in the movies? Well,
               this move looks just like that---one leg is foldled while
               the other is extended horizontally with a little downward
               tilt. Don't use this move because the jumping HK version
               looks identical yet does more damage and the U+MK is a
               better combo filler.

  d) up - you do an axe kick that hits on the way up, but not on the way
          down (maybe it shouldn't be called such but I don't know what
          else to call it) As I've said, this move is a better combo
          filler than the jumping MK.

6) HK - being a combo ender is the only use I can think for this move so
       far. Not much on the priority side, but reaches further while
       just as damaging as the HPs.

  a) standing - your basic roundhouse kick to the head, or chest, or,
                well, as I've said, height differences in MVC vary too
                greatly.

* Ken version is a low kick that makes use of the front side of his foot
 to hit. A little slower than the original standing HK but reaches further
 and looks cooler.

  b) crouching - a sweep, what else? another combo ender, but if you're
                 fast enough, can be comboed into the Shinkuu Tatsumaki
                 ---cool huh?

  c) jumping - looks just like the MK version but of course will come
               out slower yet is more damaging. Also like the MK, I'd
               prefer the U+HK version as a combo ender because it
               comes out faster.

  d) up - Ryu just extends one of his legs as if doing a Tatsumaki but
          the foot is a little aimed to a lower spot. Comes out faster
          than the jumping HK and knocks the opponent further into the
          corner.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  __  __  ____  ____  ____  ___
(_  _)( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
_)(_  \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
(____)  \/  ()  (___/(______)(__)  (____)(_)\_)(___/


(notice I skipped the Special moves section because you simply won't
need it.)

RYU MODE: (accessed by the code : D,DB,B+LP)

1) Shinkuu Hadouken - D,DF,F+2P

       Ryu summons all his chi and pours it all out on his opponent in
  the form of a beam of pure energy. It does a minimum of 20+ hits (as
  far as I've seen) and that can be increased to 30+ if you mash the buttons
  while he's at it. You can also do this in mid-air. See anyone who can't
  move for the moment? DO IT NOW!!!

2) Shinkuu Tatsumaki Senpuu Kyaku - D,DB,B+2K

       Lasts just about as long as the time it takes to pronounce its
  whole name. Sucks your opponent in, counters dash moves as well as dashing
  supers, and can't be guard pushed if done close enough. Quite hard to
  combo from a sweep which, as of now, is the only way I know to connect
  it for sure. I'd rather use it as a surprise move and abuse it if the
  opponent has no projectile supers.

3) Shin Shoryuken - F,D,DF,2P

       Has two variants: in the first one, when you do it up close, Ryu
  delivers a hard hitting punch to the midsection, followed by a two hit
  Shoryuken with the other hand. Large amounts of energy, much like Chunli's
  Kikoshou, burst from his punches but sadly they don't damage the opponent,
  just emphasize on the power that is Ryu. The second form, by the way,
  is a multi hitting Shoryuken that's activated if you don't do the super
  real close. If your opponent's in the corner and he/she's got no air
  dash, you'll surely connect with this move.

KEN MODE: (accessed by the code: D,DB,B+MP)

1) Shoryureppa - D,DF,F+2P

       One of the main reasons to consider accessing this mode, it's composed
  of three Shoryukens, the last one inflicting the most damage. Best comboed
  from a dash-in D+LK-> D+MK which, in turn, is very easy to connect if
  you have well confused your opponent with different ways of attacking.
  Akuma mode also has this super but his dash is quite slow and a little
  harder to use to catch his opponent off guard.

2) Shinryuken - D,DF,F+2K

       If you liked the second variant of the Shin Shoryuken, you'll
  love this: the true Dragon Punch! One Shoryuken that spins so fast it
  carries Ryu a little higher in the air than usual. Tap the K buttons
  rapidly to increase the number of hits.

3) Shipuujinrai Kyaku - D,DB,B+2K

       Good combo ender but I really prefer the Shoryureppa. Looks cool,
  though. It's made up of a bunch of HKs (Ken mode's) finished off by
  a rising Tatsumaki---imagine that!

AKUMA MODE: (accessed by the code: D,DB,B+HP)

1) Messatsu Gou Hadou - D,DB,B+2P

       Ryu summons all his chi and pours it all out on his opponent in
  the form of a beam of pure energy. Don't even think of accessing the
  Akuma mode just for this super alone. Rather use Ryu mode's version.
  It's just as damaging, but the Shinkuu lasts longer and can still hit
  opponents who super jumped a little too early for it.

2) Tenma Gou Zankuu - UB/U/UF,D,DF,F+2P

       One of the main reasons to consider accessing this mode, it's
  composed of a multitude of fireballs that rain on an unsuspecting
  opponent. A good chipper and should also be abused in match-ups that
  involve characters who can't block like Mech Zangief.

3) Messatsu Goushoryuu - D,DF,F+2P

       It's composed of three Shoryukens, the last one inflicting the
  most damage. Best comboed from a dash-in D+LK-> D+MK which, in turn,
  is very easy to connect if you have well confused your opponent with
  different ways of attacking. Ken mode also has this super and I'd prefer
  that one because Ken mode's dash-in D+LK-> D+MK combo is a little easier
  to connect.

4) Shun Goku Satsu - LP,LP,F,LK,HP

       Don't use this super, ok? Besides eating up ALL three super bars,
  it's very hard to connect with this super even on average players.
  Don't use this super even if your opponent is wide open because there's
  always that chance you might miss so if I were you, I'd do a team work
  super and make him/her pay for his/her mistake.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _       ___  _____  __  __  ____  _____  ___
( \/ )     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  ()   \___)(_____)(_/\/\_)(____/(_____)(___/


* Ryu is not one of the best combo people in MVC so you'll just have to
 tone down on number of hits and concentrate on damage. You really have
 to know this by heart if you hate to lose via missed opportunities. I
 know I do. I'll be concentrating on combos that end with a super. You
 can add fillers to the combo, but they'll decrease the super's damage
 all the more.

Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                       combo. You may want to do a LK-> MK-> HK combo
                       to start a jump-in but, can the LK really hit
                       the opponent before he does something else?

* a jump-in you MAY add while a dash-in you MUST add to any of these combos:

RYU MODE: (may be accessed by replacing the super in any of the ground
         combos (those without D+HP-> U) below)

1. LK-> HP-> Shinkuu Hadouken
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> Shinkuu Hadouken
3. D+LK-> D+MK-> D+HK-> Shinkuu Tatsumaki Senpuu Kyaku
4. D+LK-> D+HP-> Shin Shoryuken
5. Shin Shoryuken after jump-in

* Ryu can link his Shin Shoryuken to his Shinkuu Tatsumaki Senpuu Kyaku
 and follow up with an air Shinkuu Hadouken! What's more, after this,
 if your opponent is cornered, you can do a D+LK-> D+HP-> air combo for
 major number of hits!

KEN MODE: (may be accessed by replacing the super in any of the ground
         combos (those without D+HP-> U) below)

1. D+LK-> D+MK-> Shoryureppa
2. LK-> HP-> Shipuujinrai Kyaku
3. D+LK-> D+HP-> Shinryuken

* Ken can link his Shipuujinrai Kyaku to his Shoryureppa and follow up
 with a Shinryuken! What's more, during a team work move, the Shoryureppa
 done after the Shipuujinrai Kyaku can be re-linked to the said move
 and vice versa until the timer ends for MAJOR number of hits!

AKUMA MODE: (may be accessed by replacing the super in any of the ground
           combos (those without D+HP-> U) below)

1. LK-> HP-> Messatsu Gou Hadou
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> LK-> Tenma Gou Zankuu
3. Tenma Gou Zankuu after jump-in
4. D+LK-> D+MK-> Messatsu Gou Shoryuu

* Akuma can link his Messatsu Gou Shoryuu to his Messatsu Gou Hadou and
 vice versa! What's more, during a team work move, the Messatsu Gou Hadou
 done after the Messatsu Gou Shoryuu can be re-linked to the said move
 and vice versa until the timer ends for MAJOR number of hits!


*   *   *   *   *   *   *   *   *   *   *   *   *   *
 F   L   A   S   H   Y       C   O   M   B   O   S
*   *   *   *   *   *   *   *   *   *   *   *   *   *

I added these only for the fun of it, they really aren't practical unless
you want to finish off an opponent by adding as many hits as possible.
(not to mention these combos make use of Ryu's specials, which I DEFINITELY
advise against!) Remember that the more hits, the less damage a super
will bring and these combos incidentally rely on the PSX's super-linking
features. By the way, all these combos require you to first be in the
mode stated, have the opponent cornered, and be charged up to three super
bars.

1. Ryu Mode: 45-50 hits

  Jump-> MK-> HP-> D+LP-> Hadouken-> Shin Shoryuken->
  Shinkuu Tatsumaki Senpuu Kyaku-> Shinkuu Hadouken

notes: cancel the Hadouken to the Shin Shoryuken
      cancel the second hit of the Shin Shoryuken into the Shinkuu
        Tatsumaki Senpuu Kyaku
      cancel the last hit of the Shinkuu Tatsumaki Senpuu Kyaku into
        an air Shinkuu Hadouken

2. Akuma Mode: 35-40 hits

  Jump-> MK-> Tatsumaki Senpuu Kyaku-> D+LK-> D+MK-> Gou Hadouken->
  Messatsu Gou Shoryuu-> Messatsu Gou Hadou-> Messatsu Gou Shoryuu

notes: cancel the Gou Hadouken to the Messatsu Gou Shoryuu
      cancel the eight hit or the second uppercut of the Messatsu Gou
        Shoryuu into the Messatsu Gou Hadou
      cancel the fifteenth to twentieth hit of the Messatsu Gou Hadou
        into the Messatsu Gou Shoryuu

3. Ken Mode: 40-45 hits

  Jump-> MK-> Tatsumaki Senpuu Kyaku-> LK-> HP-> Shipuujinrai Kyaku->
  Shoryureppa-> Shinryuken-> LK-> MK(two-hit)

notes: cancel the seventh hit of the Shipuujinrai Kyaku into the Shoryureppa
      cancel the eight hit or the second uppercut of the Shoryureppa
        into the Shinryuken
      the LK-> MK(two-hit) is done as the opponent falls back to the
        ground and is an off the ground combo

4. Ryu Mode: 30-35 hits
  Jump-> MK-> HP-> D+LP-> Hadouken-> Shin Shoryuken-> Ken Mode->
  D+LK-> D+HP-> Shinryuken-> LK-> MK(two-hit)

notes: cancel the Hadouken to the Shin Shoryuken
      cancel the second hit of the Shin Shoryuken into the Ken Mode
      the D+LK-> D+HP-> Shinryuken is done as the opponent falls back
        to the ground and is an off the ground combo
      the LK-> MK(two-hit) is done as the opponent falls back to the
        ground and is an off the ground combo
      this combo is composed of the least number of hits in this section
         but in my opinion is THE flashiest!!!

5. Akuma Mode: 35-40 hits
  Jump-> MK-> Tatsumaki Senpuu Kyaku-> D+LK-> D+MK-> Gou Hadouken->
  Messatsu Gou Shoryuu-> Ken Mode-> D+LK-> D+HP-> Shinryuken->
  LK-> MK(two-hit)

notes: cancel the Gou Hadouken to the Messatsu Gou Shoryuu
      cancel the eighth hit or the second uppercut of the Messatsu Gou
        Shoryuu into the Ken Mode
      the LK-> MK(two-hit) is done as the opponent falls back to the
        ground and is an off the ground combo

6. Double Ryu: 75-80 hits

  Jump-> MK-> HP-> LK-> HP-> Hadouken-> Shinkuu Hadouken-> Tag Super

notes: cancel the Hadouken into the Shinkuu Hadouken
      cancel the Shinkuu Hadouken into the Tag Super (Double Shinkuu Hadouken)
      reaching 75+ hits is possible if and ONLY IF you mash the buttons
        effectively.

7. Ryu vs. Ryu: 99+ hits

  Jump-> MK-> HP-> LK-> HP-> Team Work Super-> Shinkuu Hadouken

notes: the Shinkuu Hadouken would make the second Ryu change modes if he
        landed behind the opponent so just change back to Ryu mode and
        execute another Shinkuu Hadouken before your teammate finishes
        his. Then control the first Ryu(while the second is busy) and
        execute a third Shinkuu Hadouken just before the second one ends.
        Repeat this strategy over and over until super time runs out.
      as long as your opponent has a beam super, you can still reach
        99+ hits with this combo. Otherwise, hits may be lessened but
        strategies remain the same.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      _  _  ___
( \/ )(_  _)    ( \/ )/ __)
\  /  _)(_      \  / \__ \
 \/  (____)()    \/  (___/()
      ___  _____  __  __  ____  __  __  ____  ____  ____
     / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
    ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
     \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?

Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block low and release
                         a multitude of crouching MPs whenever he's
                         finished doing a special move.

Second, cheap@$$ form: jump and HP his face until you're all charged up
                      for a super then Shinkuu Hadouken his face and
                      make his neck crack! Block right after your every
                      move to avoid his eye beams.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


*This section is my main reason for writing an MVC Ryu faq so I hope you
find it worthy to follow. I'll be starting with general strategies then
move on to specific techniques for each character...enjoy!

*Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers.

*Ryu is an honorable man. Everyone, at least in the Capcom world, respect
him. Do not tarnish this image simply by using him to win in a cheap way. I
know most Ryu players wouldn't care, but I just had to add this strategy
for those who, like me, love to use Ryu but hate to be called a cheap@$$
If you follow these strictly, anyone who calls you a cheap@$$ even before
he saw you fight will take back what he said and moreso applaud you for
a well-played game.

*Dam, I've been talking too much already! On with the strategies! (finally)

1. Use Psylocke as a helper - You may replace her, but make sure the
                             replacement pretty much does the same thing---
                             RAM the opponent! You can always do a
                             Shinkuu Hadouken for major damage afterwards.

2. Play a mix-up game - Ryu can't just combo and hope that his opponent
                       opens up somewhere during his moves because he
                       can only do short combos and they don't even
                       confuse that much. Here's what you can do:

   Dash-> D+LK, after that,...

   a) D+HP - only if he doesn't block. Launches him in mid-air.

   a.1) U-> LP-> LK-> MP-> Shinkuu Hadouken

   a.2) Dash-> D+HP - will confuse him into blocking the wrong way when
                      he falls back to the ground

   a.2.1) Dash-> D+HP - will again confuse him into blocking the wrong
                        way when he falls back to the ground

   a.2.2) D+HP - will confuse him into blocking the wrong way when
                 he falls back to the ground in case he's already got
                 the hang of your strategy.

   a.2.3) U-> LP-> LK-> MP-> Shinkuu Hadouken

   a.3) Shin Shoryuken

   b) D+MK - may be done even if he blocks or doesn't block. Added combo
             filler.

   b.1) D+HK-> Shinkuu Tatsumaki Senpuu Kyaku - only if he doesn't block
                                                or when he blocks in corner.

   b.2) F+MP - an overhead to confuse your opponents while blocking low

   b.3) throw - used to confuse opponents who block all day. Not to be
                used much as it can be considered cheap if you win almost
                entirely by it.

   b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.

   c) F+MP - remove the D+MK part to further confuse. It's an overhead
             done to confuse your opponents while blocking low.

   d) walk forward - make him guess what you'll be doing next and if
                     you predict right, either:

   d.1) throw - remove the D+MK part to further confuse. It's used to
                confuse opponents who block all day. Not to be used much
                as it can be considered cheap if you win almost entirely
                by it.

   d.2) D+LK - start the whole strategy all over again for those who
               are already keen observers and can retaliate when they
               see a throw coming. Adding this to your options would
               give 'em a sure fire headache.

   e) summon Psylocke/any rammer - only when guard pushed because your
                                   opponent will usually dash afterwards.
                                   Connect with a Shinkuu Hadouken for
                                   major damage.

3. Abuse the priority of your Jumping HP

       Whenever you just don't know what to do, or whenever every attack
  of yours ends up being countered, pull yourself together while buying
  time using a ton of HPs while repeatedly super jumping. Not only will
  your supers get charged up in no time, you'll also be quite sure it'll
  take some time before he could think of a way to stop you, and by that
  time you've already thought of a way to stop HIM!

4. Know which super to use

       Don't always rely on the Shinkuu Hadouken to retaliate on the
  mistakes of an opponent. It's slow execution time can make you regret
  doing it because most likely the opponent can still save his own hide
  by blocking. Use the Shinkuu Hadouken only if your opponent did a super
  that's so far from you and have 1% chance of ever landing a hit. The
  Shinkuu Hadouken is also applicable in times when you have super jumped
  from the opponent's beam super and landed behind him/her. Otherwise,
  on situations that enabled you to block a super or better yet a tag
  move, use the Shinkuu Tatsumaki Senpuu Kyaku which definitely comes
  out faster. Use the Shin Shoryuken whenever you detect a dashing super
  come your way.

5. Character-specific strategies:

Captain America - if there's anyone who could match your air HP priority,
                 it's him. His jumping HP does a lot more damage, reaches
                 further, and all that without having to sacrifice
                 execution time. Don't be the first one to super jump,
                 as he would most likely meet you in the air with the
                 accursed HP. Stay on the ground, dash forward and back
                 and lure him to miss a standing HP cause that's when
                 you pour out your Shinkuu Hadouken. Use a confuser's
                 strategy and counter his dashing supers with a Shin
                 Shoryuken to the face!

Captain Commando - ahh...this captain must be dealt with in a rather
                  opposite manner than the first one. With this captain,
                  ALWAYS super jump and air block to avoid getting hit
                  by the heavily damaging Captain Corridor or the Captain
                  Sword super. Being able to block these would mean a
                  free Shinkuu Hadouken for you. DON'T use a confuser's
                  game with this captain because he'll just Captain Corridor
                  you out of it.

Chunli - two problems: avoiding her launcher when you're air-borne and
        avoiding her low combo to Lightning K super when you're on dry
        land. Two solutions: never be the first to super jump and if
        you ever will, hit the HP button rapidly during the whole air
        trip. Second, use Ken Mode. His dash to low combo to Shoryureppa
        will match Chunli's, and so we're back to a fair match. It's
        just a matter of "sleight of wrist" now...

Gambit - just avoid his cheappy infinite and you'll be fine. That's the
        only thing he can do to beat you so if you've mastered the art
        of avoiding it, and everything he can do set you up for it,
        (like a launcher, a ramming helper, or a throw in the corner)
        then you'll be fine. He can be a good confuser but has his options
        limited to low attacks and throws so show-off YOUR confusing
        skills and win! He may use a rain of Kinetic Cards as a chip
        away strategy but that can easily be countered: Just dash right
        below him, super jump, and meet him in mid-air with a U+MP->
        Shinkuu Hadouken combo.

Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
      Then attack, attack, attack! He'll be wide open after just about
      ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
      Messatsu Goushoryuu. Yep, that's right; use Akuma Mode. Why not
      Ken? Because you'll need the Tenma Gou Zankuu to chip away some
      nice damage in case it turns out your opponent is a lot more patient
      than you are. Hulk is big, but Akuma makes bigger look dumber rather
      than stronger.

Jin - obviously cannot even dream of having Hulk's reach, but would definitely
     be faster. Other than that, Jin would have all of Hulk's advantages
     and disadvantages as well. He'll pack power with his attacks, especially
     if he's all yellow! That doesn't give him much of an upperhand,
     though, as his attacks have a lame recovery time and could easily
     be punished by an aerial combo to Shinkuu Hadouken. Use the same
     strategies you would on a Hulk user, but use the Ryu Mode because
     it's his supers that can retaliate on Jin's

Megaman - two words: Keep Away. No, that's not how to beat him, I told
         you never to use Ryu's specials! That's the NES freak's cheapy
         strategy! Let him use his X buster all he wants, while you constantly
         super jump and HP all the way. There'll be four kinds of Megaman
         users, and only two will you find challenging. The first one
         just hammers away with a stream of X busters that's easy to
         jump over and punish with a combo. The second one will always
         charge up his X buster and use it as part of an air combo. Just
         dash back and forth to confuse him into giving up that hold
         then welcome his fireball with a dash back to Shinkuu Hadouken!
         The third Megaman user would be using a rammer as a helper,</pre><pre id="faqspan-2">
         slide kick you, and hope that you'll retaliate with a combo
         as he summons his helper afterwards. He'll surely get hit,
         but you'll be punished by his helper as well, giving him enough
         time for a Hyper Megaman super. Just don't counter the slide
         kick and wait for him to run out of helpers, THEN attack! The
         fourth, most challenging one would be a Megaman that X busters
         low, then X busters high, then low, then high, then you lose
         your sanity---WRONG!! Fight on! Block his low X busters and
         dash forward when he does the high one. Eventually you'd be
         near him. Time to use your confusing skills. If he manages to
         escape, which would only be possible via super jump, wait for
         him on the ground and then juggle with my D+HP strategy! By
         the way, don't worry bout his supers, just block and Shinkuu
         Hadouken afterwards.

Morrigan - will fight like you do, being a good confuser and all that.
          She will, however, have her options limited to low attacks
          and throws so show-off YOUR confusing skills and win! If she
          does something you won't, namely raining you with air fireballs,
          Dash in and bury your hand in her...uh...midsection with a
          Shinryuken. Now, you know what mode you'd be using to gain
          access to that super, don't you?

Ryu - If he's using strategies found in this faq, then may the best
     confuser win! If he's not, you're in for a cheapy fireball game.
     Again, you'd be needing your invaluable jumping HP to chrage up
     your super and Shinkuu Hadouken his fireball wherever he may be.

Spiderman - Even his Maximum Spider has a high chance of getting countered
           by a Shinkuu Tatsumaki Senpuu Kyaku in progress so abuse that
           fact to your advantage. Master the art of rolling and you'll
           be avoiding his Crawler Assaults forever! His Ultimate Web
           Throw will be his only super that could counter a Shinkuu
           Tatsumaki Senpuu Kyaku but you can easily detect that. If
           he uses an air combo that knocks you down and falls right
           behind you as you get up, do the aformentioned super and
           make him savor the taste of a shotokan foot.

Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
               you to STAY in the corner when pitted against this teleport
               master. That way he wouldn't be able to use an Ouroboros-
               and-teleport-behind-you strategy. But with you in the
               corner, he'll try two things: combo you like crazy, wherein
               the guard push feature would prove most useful, and chip
               away some nice damage with his robo dog, which you should
               super jump to avoid and charge up your super meter. Use
               your helper whenever he jumps for you then Shinkuu Hadouken
               afterwards. If he doesn't have a single super charged
               up yet, hell, forget all I've just said about him and
               engage in a confuser's game instead.

Venom - Another big guy, another sucker for the Tenma Gou Zankuu. Akuma
       mode will keep Venom users blocking until they find an open spot
       to use their Venom fang on. Of course, you wouldn't give them
       this open spot, would you? Just super jump and HP all the way
       and as you land, choose from two landing sites: as far away from
       him as possible to be able to continue super jumping and charging
       up your meter, or a little behind him so your HP could out prioritize
       ANYTHING he whips up and give you an opportunity to do a LK->
       HP-> Messatsu Gou Hadou combo of if he doesn't block or a D+LK->
       D+MK-> Messatsu Gou Shoryuu if he just blocks high. If he's able
       to block all of it, engage in a confuser's game but beware, he
       may not have an overhead but his throw allows him to combo you
       afterwards so get ready for that.

War Machine - Not as big as the likes of the Hulk, but I'd be considering
             his physique as above average and would serve as a good
             receiver of your Tenma Gou Zankuu. Just use Akuma Mode,
             block his ground combos, D+LK to combo his throw attemps,
             and do a sudden super jump to Tenma Gou Zankuu if he abuses
             his mid-air smart bombs. If he's dumb enough not to include
             his War Destroyer super in a combo, dash and combo to super
             him one moment after all his missiles are launched from his
             armor. I guarantee you the missiles will drop where you WERE
             before you dashed but you have to time it right, though.
             The Proton Cannon, if not done as an ender to a helper attack,
             would be easily detected and therefore super jumped from
             and punished with what else but a Tenma Gou Zankuu. If your
             opponent doesn't make flaws like this, then you better stick
             to your good 'ol jumping HP to do the trick.

Wolverine - until recently have I thought that Wolvie users (including
           me, once) were just plain good at it but now I know Wolvie
           was just too advantaged to be defeated by a mere above average
           player. I hate to be called cheap, so now I have stopped
           using Wolverine, and started taking him as a challenge to
           defeat with my Ryu. There'll be two things any "challenging"
           Wolvie user would do: stomp you like crazy until you open
           up for a combo to super, or dash in like crazy also until
           you open up for a combo to super! With the first strategy
           you'll again have to utilize the priority that's in your HP.
           You can also opt to surprise him with a ramming helper as
           he stomps you to get a clear opportunity for a Shinkuu Hadouken.
           For the second strategy, you'll have to assess yourself. If
           you think you can pretty much predict what he's doing, then
           combo him if he tries to throw and use the guard push otherwise.
           If he doesn't give up and still dashes in like crazy, smile
           and surprise him with a Shinkuu Tatsumaki Senpuu Kyaku to
           turn his healing factor off for good!

Zangief - what have I been saying about big oafs like him? They're suckers
         for the Tenma Gou Zankuu! Just charge up the way I've been
         telling you since the beginning of this section and guard push
         all his attacks so that he couldn't link them to a grapple or
         worse, SUPER grapple! He'll be using blocks much, so you'll
         just have to play a risky confuser's game with him. Remember
         that in a confuser's game, you'll have to succeed over him in
         a LOT of times before you can be at an advantage. One successful
         confuser from him and you're back to where you started, a draw.
         Whenever you're charged up and can't land a combo, just chip
         away with your Tenma Gou Zankuu.


6. Strategies on secret characters:

Golden War Machine - Not as big as the likes of the Hulk, but I'd be considering
                    his physique as above average and would serve as a
                    good receiver of your Tenma Gou Zankuu. Just use
                    Akuma Mode, block his ground combos, super jump from
                    his throw attemps, and do a sudden super jump to
                    Tenma Gou Zankuu if he abuses his mid-air smart bombs.
                    If he's dumb enough not to include his War Destroyer
                    super in a combo, dash and combo to super him one
                    moment after all his missiles are launched from his
                    armor. I guarantee you the missiles will drop where
                    you WERE before you dashed but you have to time it
                    right, though. The Proton Cannon, if not done as
                    an ender to a helper attack, would be easily detected
                    and therefore super jumped from and punished with
                    what else but a Tenma Gou Zankuu. If your opponent
                    doesn't make flaws like this, then you better stick
                    to your good 'ol jumping HP to do the trick. Added
                    note: You CAN use Ryu Mode with this version of
                    War Machine if you like. Just meet him in the air
                    with a Shinkuu Hadouken!

Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                        dealt with in Ken Mode. This time she can't use
                        a rain of fireballs to annoy you because she'll
                        only have short range ones but still Ken Mode
                        is your best best because of his dash to D+LK->
                        D+MK-> Shoryureppa combo which you should do
                        often.

Orange Hulk - Block, block, block! Eventually he'll grow impatient and
             hit you. Then attack, attack, attack! He'll be wide open after
             just about ANYTHING he does so it's time to combo a dashing
             D+LK-> D+MK-> Messatsu Goushoryuu. Yep, that's right; use
             Akuma Mode. Why not Ken? Because you'll need the Tenma Gou
             Zankuu to chip away some nice damage in case it turns out
             your opponent is a lot more patient than you are. Orange
             Hulk is big, but Akuma makes bigger look dumber rather than
             stronger. Added note: You CAN use Ryu Mode with this version
             of the Hulk. Orange Hulk users are more aggressive and can
             easily be lured into a Shinkuu Tatsumaki Senpuu Kyaku.

Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
      MVC is survival of the fittest and Roll, as many would say, is
      not "fit". I'd choose her over Megaman anytime but I must admit
      I find the always-give-you-a-stupid-look boy much harder to defeat.
      Refer to my Megaman strategies for dealing with her and adjust
      them according to these added notes: One, Roll's X buster CAN chip
      some block damage but it would need a down to forward motion so
      it'll come out slow. Two, you can low block against her Hyper Roll
      and you wouldn't get a bruise. And three, all her other supers
      are easy to block and Shinkuu Hadouken afterwards.

Shadow Lady - Chunli minus the ability to combo a super but plus the
             ability to chip away with her butt missiles. Keep an eye
             out for your life bar cause these farts can cut it down
             to half without even you noticing. Don't super jump, as
             that would mean a free chip from those accursed butt bombs.
             If she's stupid enough to do it while you're on the ground,
             it's Shinkuu Hadouken time! Anticipate her missle super
             and again use your Shinkuu Hadouken to counter. She'll also
             be using a ramming helper to easily connect with her Big
             Bang Laser so you'll have to predict when she'll use it.
             Knowing all these, engage in a confuser's game and she'll
             definitely short-circuit.

Venom's Carnage Mode - I really am not very observant on who takes more
                      damage than who but I definitely noticed the Carnage
                      Mode's belief in the quote, "The best defense is
                      a strong offense." (did I say it right?) Anyway,
                      Carnage Mode concentrates on speed and power, but
                      gives up stamina in return. Don't try a confuser's
                      game for him cause he's already confused!(heh)
                      Seriously though, his tremendous speed just gives
                      him the ability to jab his way out of any confusing
                      strategy you may have in mind. Let him combo you
                      like crazy, (while you block, of course), abuse
                      your guard push, and make him feel he's just another
                      big sucker for the Tenma Gou Zankuu. You DO know
                      by now what mode you'd be using to gain access
                      to that super, don't you?


IN A @#$%^&* NUTSHELL, USE KEN MODE AGAINST THE SEXY GIRLS, AKUMA MODE
AGAINST THE MUSCLE-BOUND HUNKS, AND RYU MODE FOR THE REST OF THE CAST!!
(simple enough?)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      ____  _  _  ____   ____  _  _   ___
( \/ )(_  _)(_  _)(_  _)    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
\  /  _)(_  _)(_  _)(_      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
 \/  (____)(____)(____)()  (____)(_)\_)(____/ (____)(_)\_) \___/


Ryu trains himself as Ken and Sean watch in awe. They both comment on Ryu's
skills and Sean wonders if he could ever reach that level of mastery. He
then challenges Ryu after the latter finished his training. I'd bet a
hundred bucks what happened afterwards is similar to Sean's SFIII 2nd
Impact Ending, where he repeatedly tries to hit Ryu with a flying kick
that just gets countered over and over by a simple Hadouken---hehe.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _       ___  ____  ____  ____   ____  ____  ___
(_  _)( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
_)(_  )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(____)(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jim Chamberlin ([email protected]) for info on the whats and hows of ASCII
                                   arts

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
          _   _  ____  ___  ____  _____  ____  _  _
         ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
          ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
         (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v1.3 - added another flashy combo
v1.2 - added flashy combos section
v1.1 - added the starting in Akuma or Ken mode trick
      (which, quite proudly, I discovered on my own! Haha! I discovered
       my own trick! It's quite simple, but still, yes!)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      ____  ____  _  _    __    __
( \/ )(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                _    _  _____  ____  ____   ___
               ( \/\/ )(  _  )(  _ \(  _ \ / __)
                )    (  )(_)(  )   / )(_) )\__ \
               (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Ryu I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

Hey, wanna start as Ken or Akuma mode without having to use a super bar?
* I'm sure this'll work though not so sure if you HAVE to do all of these...

1. Highlight Ryu
2. Hold start for Akuma mode, and select for Ken mode
3. Hit a button to be able to choose Ryu
4. Continue holding start or select until the round starts
5. You'll be in Akuma or Ken mode even BEFORE the match begins!

* If you'd like to choose Ryu in Akuma or Ken mode only as a helper, or
 if you'd like to choose a double Ryu and the "reserved" Ryu is in another
 mode, then hold start or select only AFTER you have selected "Partner
 Heroes".


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

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