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°°°°° °°°°° °°°°° °°°°°°°°
MARVEL VS. CAPCOM 2 FAQ
by Joseph Christopher <
[email protected]>
version 3.2
July 18, 2000
this faq is copyright 2000-2001 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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|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
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|| most likely misuse of yet another technique found in this faq. ||
|| ||
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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 "-doken!" part. I wrote this faq to offer
a different strategy, one that would not make use of ANY of his infamous
MVC2 specials, namely the MVC2 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, unlike in MvC, now has a BETTER combo ability. (comboing a Shinkuu
Hadouken is now already one of the easiest things in the game!)
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
N - neutral
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
A - partner A
B - partner B
/ - 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+HP (while blocking)
taunt - press start
call partner A - A
call partner B - B
tag partner A - LP+LK
tag partner B - HP+HK
snapback - D,DF,F+A/B
tag super - A+B
* let me explain a few things about some of the general moves:
call partner - Depending on which partner you called he/she will basically
just enter the screen, do an attack, and leave. Each fighter
has three kinds of help to offer, and you'll have to select
and see each of these helps to believe them.
tag partner - your partner will enter the screen, attacking anything in
front of him or her, but you probably already know that by
now, don't you?
snapback - what looks like SFEX's guard crush is actually a move that's
new to us fighting game lovers. What does it do? Knock the
current opponent out of the game preventing him from re-entering
for a span of a few seconds---sounds cool, but I don't use it
much mostly cause it's blockable.
tag super - common to crossover fans, this move no longer needs at least
two levels of super charged up. Also unlike in previous crossover
games, this super does not leave you with a new character
under your control, rather, you still end up in control of
the character that started the super.
* one last note : supers can now be cancelled into yet another one! Don't
get it? Think: Ryu does a Shinkuu Hadouken, and while
the opponent is getting the brunt of it, Ryu stops, out
comes Akuma, and continues the torture with his Messatsu
Gou Shoryuu---cool! This makes combos a lot more rewarding,
but damage buffering should still be taken under consideration.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ____ _ _ _____ ____ __ __ __ __
(_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( )
_)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__
(____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
note: medium attacks are now only accessible after executing their weak
(low) versions. (eg. in combos) since the buttons used for medium
attacks no longer exist.
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?
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.
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.)
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 (requires 3 levels of energy)
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.
Many have boasted of their favorite characters' level 3 supers
being the best, even if the disadvantages the come with those supers
are too obvious to ignore. Dan's Otoko Michi, for instance, may be
the single most damaging move in the game, but I really wouldn't care
even if it took 100% of an opponent's HP away, considering it's side
effect and the fact that he IS Dan, things would just become a little
bit fair for him. Zangief's Ultra Final Atomic Buster, on the other
hand, may be the most damaging super that comes without side effects,
but it has Ultra Short Range! Even shorter than a Spinning Pile Driver!
Akuma's and Dark Sakura's Shun Goku Satsu is just way too predictable,
and Hayato's "Black Hayato" is not at all that damaging (it can, however,
be comboed from normal moves, but that further decreases the damage
it deals!). Shuma Gorath's Chaos Dimension and Spiral's Metamorphosis
are one of the better level 3 supers in the game since besides dealing
major damage they can be chained from normal combos, but still, they
have their disadvantages (eg. being forced to stay on the offensive
whenever activated).
So what can I say about Ryu and his Shin Shoryuken? Oh, nothing
much, except that it's first variant is the MOST DAMAGING super that
can be COMBOED to, and, more importantly, FROM at least one of EVERY
other character's SUPERS!!! And while nailing an opponent with a another
character's super in a corner usually means a free Shin Shoryuken
for you (if you're all charged up), there are a number of instances
when you could do it ANYWHERE, even when it is YOU who are cornered!
Below is a list of those instances: (if you find any more, email me,
ok?)
______________________________________________________________________
Character_________|_Linker Super____________|_Best Timing____________|
| | |
Akuma | Messatsu Gou Shoryuu | 2nd hit of the 3rd |
| | Shoryuken |
| | |
| Messatsu Gou Rasen | After first hit |
| | |
Amingo | Taiyou No Megumi | Before it shrinks to |
| | normal size |
| | |
Anakaris | Pharoah Cobra Blow | (if close enough) |
| | After the third wave |
| | of cobras |
| | |
B.B. Hood | Beautiful Memory | After the third wave |
| | of tears |
| | |
| Hyper Apple for You | Before she jumps for |
| | the apple drops |
| | |
Blackheart | Armageddon | (if close enough) |
| | After the opponent's |
| | feet aligns with |
| | Blackheart's knees |
| | |
| Heart of Darkness | (if close enough) |
| | After the opponent's |
| | feet aligns with |
| | Blackheart's knees |
| | |
Bison | Psycho Explosion | After opponent is |
| | sucked and gets close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Psycho Crusher | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Knee Press Nightmare | After 2nd wave of |
| | Knee Presses |
| | |
Cammy | Spin Drive Smasher | Before the multi-hit |
| | Cannon Spike |
| | |
| Reverse Shaft Breaker | After first hit |
| | |
Captain America | Final Justice | Before opponent is |
| | launched a 2nd time |
| | |
| Hyper Stars and Stripes | 2nd hit of the 3rd |
| | Stars and Stripes |
| | |
| Hyper Charging Star | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Captain Commando | Captain Sword | (if close enough) |
| | Before it reaches a 30 |
| | degree angle |
| | |
| Captain Storm | After the Captain |
| | Corridor |
| | |
Charlie | Sonic Break | (if close enough) |
| | After 1st wave of |
| | projectiles |
| | |
| Somersault Justice | 1st hit of the 3rd |
| | Somersault Kick |
| | |
| Crossfire Blitz | Before the flying kick |
| | |
Chunli | Senretsu Kyaku | Before the flying kick |
| | |
| Hazantenshou Kyaku | After first hit |
| | |
Colossus | Super Dive | Almost simultaneously |
| | with the first hit but |
| | a little after that |
| | |
Dan | Kouryuu Rekka | After first hit |
| | |
| Hisshou Buraiken | Before the Kouryuken |
| | |
| Otoko Michi | none, just kidding |
| | |
Dr. Doom | Electric Cage | After opponent is |
| | sucked and gets close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Sphere Flame | After first hit |
| | |
Felicia | Dancing Flash | Before the opponent is |
| | launched for the rest |
| | of the combo |
| | |
| Please Help Me | After 30th hit |
| | |
Gambit | Royal Flush | (if close enough) |
| | When opponent is in |
| | stun frame after the |
| | barrage of cards ends |
| | |
| Cajun Explosion | (if close enough) |
| | After first hit |
| | |
Guile | Sonic Hurricane | After opponent is |
| | sucked and gets close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Somersault Strike | 1st hit of the 3rd |
| | Somersault Kick |
| | |
| Crossfire Assault | Before the Air |
| | Somersault Kick |
| | |
Hayato | Engetsu | After first hit |
| | |
| Rasetsu Zan | Before the hard slash |
| | |
| Plasma Field | Almost simultaneously |
| | with the first hit but |
| | a little after that |
| | |
Hulk | Gamma Crush | After fourth hit with |
| | the meteorite |
| | |
| Gamma Wave | (if close enough) |
| | After first hit |
| | |
| Gamma Quake | After first hit |
| | |
Iceman | Arctic Attack | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
Jill | Kinsetsu Sentou A+ | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Jin | Blodia Punch | Before his Blodia's |
| | hand abruptly extends |
| | to the edge of the |
| | screen |
| | |
Juggernaut | Juggernaut Headcrush | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Ken | Shoryureppa | 2nd hit of the 3rd |
| | Shoryuken |
| | |
| Shippu Jinrai Kyaku | Before the rising |
| | Hurricane Kick |
| | |
| Shinryuken | After third hit |
| | |
Kobun | King Kobun | (if close enough) |
| | After fifth hit |
| | |
Magneto | Magentic Shockwave | After first hit |
| | |
| Magnetic Tempest | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
Marrow | Bone Burst | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
Megaman | Beat Plane | After getting close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Rush Drill | After getting close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Morrigan | Darkness Illusion | Before opponent is |
| | launched for the rest |
| | of the combo |
| | |
| Silhouette Blade | After first hit |
| | |
Omega Red | Carbonadium Smasher | Before the Carbonadium |
| | Coil Slam |
| | |
Psylocke | Psi-Thrust | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Kochou Gakure | Before projectiles are |
| | sent forth in opposite |
| | directions |
| | |
| Psi-Maelstorm | After first 180 degree |
| | spin (when already |
| | facing the other side) |
| | |
Rogue | Good Night Sugar | Before opponent is |
| | launched for the kiss |
| | |
Roll | Beat Plane | After getting close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Rush Drill | After getting close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Ruby Heart | Flan Mer | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Sabretooth | Berserker Claw X | Almost simultaneously |
| | with the last hit but |
| | a little after that |
| | |
| Weapon X | Before the "X" attack |
| | |
Sakura | Midare Zakura | During the Shououken |
| | |
| Haru Ichiban | After first hit |
| | |
Sentinel | Plasma Storm | After opponent is |
| | sucked and gets close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
| Hyper Sentinel Force | (if close enough) |
| | After 1st wave of |
| | projectiles |
| | |
| Hard Drive | When opponent is close |
| | enough (within Shin |
| | Shoryuken range) |
| | |
Shuma Gorath | Hyper Mystic Smash | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
Silver Samurai | Raimeiken | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
| Hyougaken | (if close enough) |
| | Almost simultaneously |
| | with the first hit but |
| | a little after that |
| | |
| Homuraken | After first hit |
| | |
Sonson | En Ou | (if close enough) |
| | Almost simultaneously |
| | with the any first hit |
| | but a little after that|
| | |
Spiderman | Crawler Assault | Before the flying kick |
| | |
Spiral | Stampede Sword | (if close enough) |
| | After 1st wave of |
| | projectiles |
| | |
Storm | Lightning Storm | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
| Ice Storm | (if close enough) |
| | Before opponent rises |
| | too high (same level |
| | with Storm) |
| | |
Strider Hiryu | Ragnarok | After the grab (makes |
| | this super deal zero |
| | damage, but WILL combo |
| | into a Shin Shoryuken) |
| | |
| Legion | After opponent has |
| | taken the brunt of the |
| | super's damage |
| | |
Thanos | Gauntlet Power | (if close enough) |
| | After fifth hit |
| | |
| Gauntlet Space | After opponent has |
| | taken the brunt of the |
| | second wave of rocks |
| | |
Tron Bonne | King Kobun | (if close enough) |
| | After fifth hit |
| | |
| Lunch Rush | (if close enough) |
| | After 30+ hits |
| | |
Venom | Venom Web | Before the Venom Fang |
| | |
| Death Bite | After 1st wave of |
| | Venom Bites |
| | |
War Machine | War Destroyer | (if close enough) |
| | After the opponent's |
| | feet aligns with War |
| | Machine's knees |
| | |
Wolverine | Berserker Barrage X | Before the hard punch |
| | |
| Weapon X | Before the "X" attack |
| | |
| Fatal Claw | After the third burst |
| | of energy |
| | |
Wolverine II | Berserker Barrage X | Before the hard punch |
| | |
| Weapon X | Before the "X" attack |
| | |
Zangief | Siberian Blizzard | After first hit |
| | |
----------------------------------------------------------------------
* And in addition to that, the Shin Shoryuken's 2nd variant (multi-hitting
Shoryuken) can be comboed FROM any super that is either done in mid-air
or in any other way hurls the opponent upwards. Don't do this though,
since it's sheer waste of 3 levels of super energy, not to mention
giving your opponent a chance, slim as it may be, to block the rest
of your assault.
* The Shin Shoryuken can also be comboed FROM projectile supers, but your
opponent has to be really close and has only suffered around one-fourth
of the total number of hits that particular projectile super could bring.
* Dashing supers, like those of Jill, Ruby Heart, and Juggernaut, as well
as vacuum supers like those of Bison, Guile, and Dr. Doom, can also
be comboed into the Shin Shoryuken provided the opponent is close enough
to get hit, otherwise kiss 3 of your super bars goodbye. A good way
to make sure this will work is to do it only when the other character's
super was done in a combo. This way you are at least sure that the
opponent is within a normal move's range.
* As for supers like Spiderman's Maximum Spider and Cammy's Killer Bee
Assault, it is necessary (though sometimes impossible) for you to time
it right so as to cancel into the Shin Shoryuken at the moment when
the opponent is very close to the ground in order to maximize the awesome
damage of the super. Otherwise, only the second variant will come out.
* Also for supers like Colossus' Super Dive, Hulk's Gamma Crush, Guile's
Crossfire Assault, Omega Red's Omega Smasher and Venom's Venom Web,
it is necessary (yet sometimes very risky) for you to time it right
so as to execute these supers WHILE the opponent is on the ground or
just a little above it, making him only slightly afloat when you decide
to cancel into the Shin Shoryuken and maximize its awesome damage.
Otherwise, only the second variant will come out.
* And finally for supers like Dhalsim's Yoga Strike and Zangief's Final
Atomic Buster, where the last hit is always a slam, it is also necessary
(this time always possible yet most of the time improbable) for you
to TIME IT RIGHT so as to cancel into the Shin Shoryuken at the moment
when the opponent hits the ground and gets all the damage he should
from the super in order to maximize the awesome damage of both the
setup and the Shin Shoryuken itself. Your goal here is to OTG the
opponent, and as with all OTGs, there is a high risk of you messing
up. At least in this OTG you're guaranteed one hit.
* Did you know that the Shin Shoryuken has a split-second invinsibility
feature that lets you go through even projectile supers if you time
it right? Yup! I did this once against an Iceman player, and boy was</pre><pre id="faqspan-2">
he surprised to witness the Shin Shoryuken go through his Arctic Attack!
Of course, I assume you already know that the Shin Shoryuken is the
best way to counter an incoming dashing super. You did know that even
before I mentioned it here, didn't you? Didn't You!?
* Other special notes about the mighty Shin Shoryuken:
1. It can be comboed from yet another level 3 super, namely, Hayato's
Black Hayato. HOW??? Simple. Nail your opponent with Hayato's Plasma
Field (which in turn can be comboed from a normal air combo) then
catch him off guard with a Black Hayato (which again in turn can
be comboed, this time with a ground combo) just as your infinite
supply of chi wears off. And if your super meter's got at least 3
full bars left, cancel into the Shin Shoryuken!
2. With Ruby Heart's power-up aiding Ryu in his endeavors, the Shin
Shoryuken (non-damage buffered of course) can take well over 80%
of an opponent's life away, and in some arcades take even ALL of
an opponent's life away!
3. Rogue is one of the best characters to use for setting up Ryu's
Shin Shoryuken. For one thing, her "Good Night, Sugar" is such a
long super to complete that you've got all the time in the world
to cancel into a Shin Shoryuken. Captain America's Final Justice
may also be just as long, but still Rogue's is better. Why? Because
a simple LK->MK can open any opponent up for it! And another good
thing about her is her throw type assist. It is, in my opinion, one
of the more sure-fire ways to set an opponent up for a Shin Shoryuken,
that is, as long as YOU're cornered. How? By backing up, catching
your opponent off guard with her help, moving forward a bit while
she kisses the hell out of her opponent, and then preparing to execute
a Shin Shoryuken the other way around (since the opponent will fly
by, falling behind you).
4. A number of character assists require Ryu to dash in before executing
a Shin Shoryuken so as to combo, but nevertheless are also a good
setups for the said super. These assists involve those that momentarily
stun the opponent for an unusually longer period of time. To be more
specific, the Shin Shoryuken would usually connect on the capture
types, sometimes on the throw, the dash, and the projectile types,
seldom on the anti-air and the launcher types, and of course never
on the power-up types. Of course you can disregard all these if the
opponent is cornered, in which case almost ANY assist type can be
comboed into the mighty Shin Shoryuken!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ _____ __ __ ____ _____ ___
( \/ ) / __)( _ )( \/ )( _ \( _ )/ __)
\ / ( (__ )(_)( ) ( ) _ < )(_)( \__ \
\/ () \___)(_____)(_/\/\_)(____/(_____)(___/
* Ryu is not one of the best combo people in MVC2 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:
1. LK-> HP-> Shinkuu Hadouken
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> MK-> 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
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ _ _ ___
( \/ )(_ _) ( \/ )/ __)
\ / _)(_ \ / \__ \
\/ (____)() \/ (___/()
___ _____ __ __ ____ __ __ ____ ____ ____
/ __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \
( (__ )(_)( ) ( )___/ )(__)( )( )__) ) /
\___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_)
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 Abyss:
First, dumb-looking form: all you have to do is block low and release
a multitude of crouching LPs whenever he's
finished doing a special move.
Second, green form: jump and HP his face until you're all charged up for
for a super then Shinkuu Hadouken his face and make
his neck crack! Block right after your every move to
avoid his arm beams.
Third, cheap@$$ form: block, block, block! same strategies for the second
form, but this time the target, a black orb within
the opponent's body, is harder to spot. Still, your
Shinkuu Hadouken will prove most useful.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ _ _ ___ _ _ __ __ __ __ __ _ _
( \/ )(_ _)(_ _) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( )
\ / _)(_ _)(_ \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) (
\/ (____)(____)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
*This section is my main reason for writing an MVC2 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. 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-> LP-> LK-> 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-> LP-> LK-> Shinkuu Hadouken
a.3) Shin Shoryuken
b) D+LK - 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+HP - 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+HP - remove the D+LK 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+LK 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) call helper - only when guard pushed because your opponent will
usually dash afterwards. Connect with a Shinkuu Hadouken
for major damage.
2. 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!
3. 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.
4. Know your openings:
With MvC, any player's opening was limited to four things: instant
super, instant combo, block, super jump. Any other opening, while
may not be as risky, would also not be as effective. With MvC2 however,
the inclusion of helpers, and two of them, has dramatically increased
the number of sensible things you can do (and more specifically, follow
up) as soon as the round starts, namely,
a) LP - catches people off guard because of its high level of priority.
Specifically for those who try use a jump as an opening.
a.1) HP-> Shinkuu Hadouken - ouch. Almost half his life is already
gone if you pull this off.
a.2) D+HP-> - only if he jumps and gets nailed by the jab. Launches
him in mid-air.
a.2.1) U-> LP-> LK-> LP-> LK-> Shinkuu Hadouken
a.2.2) Dash-> D+HP - will confuse him into blocking the wrong way when
he falls back to the ground. Proceed with my
D+HP mix-up strategies.
a.3) call projectile helper - only if he blocks. Just for some chipping
and combo set-up if he blocks the wrong
way.
a.4) call anti-air helper - only if he jumps. Well, of course the
anti-air helper will nail him since any
decent player would always try something
as they land.
b) LK - catches even more people off guard because of its high level of
priority. Specifically for those who try use a super as an opening.
b.1) HP-> Shinkuu Hadouken - ouch. Almost half his life is already
gone if you pull this off.
b.1.1) LK-> HK-> call projectile helper - only if he blocks. Just for
chipping and combo set-up
if he blocks the wrong way.
b.1.2) LK-> HK-> call anti-air helper - only if he doesn't block. Adds
to your combo and launches
the opponent in mid-air. No
air combos guaranteed, but
opens the opponent up for
confusion tactics.
b.2) call projectile helper - only if he blocks. Just for some chipping
and combo set-up if he blocks the wrong
way.
b.3) call anti-air helper - only if he jumps. Well, of course the
anti-air helper will nail him since any
decent player would always try something
as they land.
c) D+LK - catches the most people off guard because of its high level
of priority. Specifically for those who try use a combo as
an opening.
c.1) HP-> Shinkuu Hadouken - ouch. Almost half his life is already
gone if you pull this off.
c.2) D+HP-> - the famous Ryu bread and butter combo in the crossover
series. Launches the opponent in mid-air.
c.2.1) U-> LP-> LK-> LP-> LK-> Shinkuu Hadouken
c.2.2) Dash-> D+HP - will confuse him into blocking the wrong way when
he falls back to the ground. Proceed with my
D+HP mix-up strategies.
c.3) call projectile helper - only if he blocks. Just for some chipping
and combo set-up if he blocks the wrong
way.
c.4) call anti-air helper - only if he jumps. Well, of course the
anti-air helper will nail him since any
decent player would always try something
as they land.
c.5) D+LK - may be done even if he blocks or doesn't block. Added
combo filler.
c.6) F+HP - may be done after or as a replacement to the D+LK to
further confuse. It's an overhead done to confuse your
opponents while blocking low.
d) jump - a combo freak should fear this type of opening, because
if he combos right at the very beginning of the match, it's
HE who'll get punished afterwards.
d.1) HP-> LK-> HP-> Shinkuu Hadouken
d.2) HP-> D+LK-> D+HP - Launches the opponent in mid-air.
d.2.1) U-> LP-> LK-> LP-> LK-> Shinkuu Hadouken
d.2.2) Dash-> D+HP - will confuse him into blocking the wrong way when
he falls back to the ground. Proceed with my
D+HP mix-up strategies.
d.3) call any helper - whatever the helper will do, (unless it's a
lame life gainer) it'll surely stuff any of
the opponent's combo attempts. Note: this must
be done AS your character is jumping, otherwise
it won't work.
e) block - sounds lame, but wait till you hear what you can do next...
e.1) D+HP-> - only if he jumps and expects something else. In this
case, your bound to have higher priority. Launches the
opponent in mid-air.
e.1.1) U-> LP-> LK-> LP-> LK-> Shinkuu Hadouken
e.1.2) Dash-> D+HP - will confuse him into blocking the wrong way when
he falls back to the ground. Proceed with my
D+HP mix-up strategies.
e.2) guard push - only when he tries to combo you.
e.2.1) Dash-> D+LK - now it's your turn to attack. Finish this off
with any combo of your choice. But make sure it's
linked to a super, ok?
e.2.2) Shinkuu Hadouken - only if he tries to dash back at you. In
his face!
e.2.3) call projectile helper - done if he either blocks or dashes
back at you. His only escape would
be to jump. But you know what to do
then...
e.2.4) call anti-air helper - yup, if he jumps, nail him back to the
ground or even higher in mid-air with
this type of helper. Also recommended
if he dashes back at you since anti-airs
pretty much stuff dash-in combos.
e.3) call projectile helper - this is what makes Wolvie-Strider users
loose a little luster. Just bring your
helper out while blocking his combos
and boom! He's stuffed. Combo afterwards
if you're fast enough.
e.4) call anti-air helper - same as with the projectile helper, but
as more effective in terms of saving the
helper's own hide since a long range attack
can still stuff a projectile helper but
not an anti-air one.
f) Shinkuu Tatsumaki Senpuu Kyaku - requires a nimble set of fingers,
and some luck, to pull off. Very
risky, in my opinion, but if you
succeed in execution, the battle
is already half-won.
* but of course, you may walk toward or away from the opponent even before
the round starts, but make sure you stick to him, for added unpredictability.
5. Character-specific strategies:
Akuma - 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 charge up
your super and Shinkuu Hadouken his fireball wherever he may be.
Yep, fight him like you would fight Ryu, but with these in mind:
Akuma's air fireballs are thrown downwards, he has a dive kick,
a teleport, and most impt. an inability to trade hits with people
like your Ryu, cause he takes more damage than normal.
Amingo - What looks like nuthin but a joke at first could prove to be
one of the most serious opponents in the game. Such is the perfect
description for this, well, whatever. He could summon a multitude
of his tiny helpers at a time, and while this tactic keeps Amingo
opponents airborne, Amingo himself can utilize a lot of ramming
and anti-air moves that'd chip hard, if not catch opponents
off-guard. Of course, abusing the priority of your air HP will
again prove its usefulness in this situation. Just try to keep
an eye out for his Shinryuken type of super.
Anakaris - just like in the Darkstalker series, an opponent that is never
to be underestimated. Looks big and slow, but contrary to
common first impressions, is one heck of a combo freak. His
moves are kinda awkward, but instead of putting him at a dis-
advantage, they actually add up to his overall unpredictability.
His supers come out of nowhere, and are especially useful
for helper-happy players (like me, ughh). And if he nails
you with that "morpher" projectile, you'll end up looking
like a puny creature that can do nothing but worship your new
master. (And yes, if you try to press anything, you WILL bow
down and worship the pharoah!) To beat him, playing hard-to-
get (super jumping a lot) is the key.
B.B. Hood - Size DOES matter, and in B.B. Hood's case it's the one thing
her opponents must have for her to defeat them with ease.
Good thing Ryu ain't no six footer, or he would've been food
for the dogs. This is because B.B. Hood, like Roll, is just
too small to eat most of the projectiles in the game, while
most her opponents are too big to avoid her lethal throws,
her short-range but eveready combos, and of course her military
weaponry. B.B. Hood, despite or rather BECAUSE of her size,
is very good at keep away especially with two helpers just
waiting for the right time to strike. She even has an air
HP that nails opponents while it's real range remains unseen.
An experienced B.B. Hood player would probably crouch a lot
to better exploit the advantages of her size, so your best
bet would be a mix-up game, examples of which include calling
your helper to execute something distracting while walking
toward the opponent to give her a loving overhead punch.
Blackheart - mediums are what makes a good Blackheart player, but since
they only come out in combos now, traditional Blackheart
strategies no longer apply. Yet he still is a good chipper,
thus should still not be taken so lightly. Take note that
though his goblins as normal moves don't deal any block damage,
they charge him up real fast, and so again will give him
the chance to chip well with a goblin-based super. As keep
awayer he can also give even decent players a serious headache,
so keep on dashing in to prevent him from starting that type
of strategy in the first place.
Bison - Ha! Bison never was that good in the versus series, and this
installment is no different. He's got weak air combos, easily
escapable supers, and an all-too-slow array of ground moves.
He can chip well, but that's not enough for him to be worthy of
some serious attention. He's got cornering and other trapping
strategies as well, but since helpers are just around the corner,
he really is not much of a threat anymore. But come to think of
it, Bison never was a threat! Perhaps maybe only when he deals
insane damage as an SF boss, but here? No way.
Cable - the KING of keep-away. If you thought Strider was cheap because
of his long-reaching sword and Megaman because of his screen-filling
projectiles, then you must think "highly" of this man. He's
got a gun for Pete's sake, and uses it all too frequently
(at least as far as my experience tells me). He can even link
his gun's shots from a hand-to-hand combo (even if blocked)
to further take advantage of it's keep away abilities so,
well, beware. Try super jumping a lot and always keep yourself
from getting more than half a screen's distance from him since
he'll surely take advantage and nail you tons of chipping beam
(and explosive) moves and supers. And one more thing, don't use
your helpers against him. He just eats 'em all up with that viper
beam thingy.
Cammy - She's back, along with that stupid-looking tie, and the ability
to combo her supers like crazy. Watch out, ground combos will
lead to the drill super, while the air ones will, yes, be linked
to her own version of the Maximum Spider. On the down side, she
won't be using any range to her advantage at all, not to mention
her specials which come out and recover in a painfully slow manner.
Lure her into a blocked special and it's pretty much Shin Shoryuken
time for you.
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.
Charlie - will fight almost exactly like Guile without the aerial super,
but with a real projectile one. Both their normal and special
moves are quite identical, but as I've said, it's their supers
that pull their styles further and further apart. Anyway, Charlie---
and Guile---should just be one of the more average players in
the game. But, unlikely as it may seem, you must learn to execute
a tech hit with relative ease if you're gonna challenge a
decent Charlie/Guile user. Why? Cause their air throws CAN
be linked to air combos, which in turn can again be linked
into air throws. You have been warned...
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 your dash to low combo to Shinkuu Hadouken
to match Chunli's, and so we're back to a fair match. It's just
a matter of "sleight of wrist" now...
Colossus - the one thing I noticed bout most the people in MVC2 making
a comeback from much older games---like Colossus from X-men
COTA---is that they don't have anything new to them! Sure,
they got new combos and stuff, damage and speed settings were
tweaked a bit, but in the end you'll play them like you did
in their previous appearance. Colossus in particular wasn't
given a new super or even just a new special move. The monotony
of his fighting style was a great drawback in his X-men COTA
days, and while his high damage and priority made up for it
then, it cannot possibly do the same now that everyone else
has been beefed up in terms of speed and comboability.
Cyclops - His show-offness is back, and still is quite a threat mainly
because of what else but his long range optic blasts, not to
mention a combo ability that rivals that of Spiderman himself.
His throws also deal kick-@$$ damage, not to mention open the
opponent up for juggles. Not much variety though, so you don't
have to worry much bout mind games and confuser's strategies
when dealing with the proud leader of the X-men, since he's
pretty much just your everyday challenger---super offensive
at times, yet super defensive on others.
Dan - uhhh, well, ummm...just taunt and get it over with, ok? =p Seriously
though, anyone who challenges you and chooses Dan as a member of
his team is one of two things: an overconfident scrub or a fighting
game newbie. The strategies I will include here are not for dealing
with Dan, as many already can do that without even using half the
arcade's buttons. Instead I will advice on how to deal with the
persons themselves who choose Dan. First of all, if Dan is his first
character, then he's probably a newbie. And this you can easily
confirm if the first thing he does is a jump or normal attack that
misses by a mile. In cases like this, treat the opponent with compassion
and BEAT THE CRAP OUT OF DAN but allow his other characters to
last a little longer than expected. If, however, Dan is a reserve
and the other two are among the more popular cheapazoids like
Strider Hiryu, Wolverine, and you know the rest, then you're probably
up against an overconfident fool. You'll confirm this if he puts
Dan out just to taunt or even super taunt when you miss your super.
For these situations, refer to my other character strategies to
deal with his other members then BEAT THE CRAP OUT OF DAN and give
your opponent a wicked wink ;p
Dhalsim - a bit slow at first sight, but if you look a little closer,
well, he really IS slow! The only thing that keeps Dhalsim
users from total annihilation is his unbelievable range which
obviously outranks the rest by a distant mark. Not only that,
Dhalsim's lack of speed sometimes actually helps improve his
cornering abilities. Take for instance his LP Yoga Fire. It's
so slow he can actually catch up with it as it travels across
the screen! What does this imply? That he can use his fireballs
protect himself from any manual combos the opponent has in mind.
And one more thing: he can cancel these fireballs from normal
moves, further improving his cornering skills. What to do? Block
and guard push a lot and retaliate with dash-in combos of your
own or more preferably with your helpers.
Dr. Doom - Another keep awayer, Dr. Doom requires a little patience to
get used to, but once you do, he's dust. From a Dr. Doom user
you should expect a projectile-based game, and so it's all
about acquiring a well-placed Shinkuu Hadouken. Like, if he
tries a super-jump-to-multitude-of-downward-projectiles strategy,
you can dash under him and give a nice hard Shin Shoryuken
in the midsection. You may also give him a D+HP instead to
air combo and Shinkuu Hadouken. Or you can just dash back,
super jump, and again Shinkuu Hadouken! The possibilities are
endless. IF, however, he doesn't use any projectile-based
strategies, then you're in for a combo game. Just block and
hit hard after he does his launcher. It still leaves him wide
open for any type of assault, just like in MSH.
Felicia - this gal ALREADY had MvC type skills way back in the Dark Stalkers
series, I even wondered how good she could be if situated alongside
Morrigan in a Vs. game of her own. Well, I wonder no more!
As expected, Felicia is one heck of a combo freak, and with
moves that cover major distance, is bound to get to you no
matter how fast you think you are. Try keeping her on the defensive,
since you won't have much chance of blocking her every move
otherwise. She can be a very good confuser, so keeping your
encounters airborne should be the key. Then try summoning
your helpers as she lands...
Gambit - 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 Shinkuu Hadouken.
Guile - they have put the old army man back, and have boosted his ground-
breaking abilities as well. He'd basically be just like Charlie,
with a projectile of a flash kick, a sonic boom as pathetic as
before, and air combos that very much mimic Ryu's. But what
this soldier has that the other doesn't is a new super, projectile
in nature yet becomes stationary as soon as it gets out and
continues to exist by acting like a vacuum (think Ryu's Shinkuu
Tatsumaki, though it CANNOT be stomped!). Except for some of his
moves and a few of his supers, this guy does not have much range
to start with. And compared to Ryu, who has a little more speed
to compensate for his lack of range, Guile doesn't stand a chance,
not to mention his moves being in a back-forward, down-up interface.
Hayato - Packs a lot o' unique things, but still not as great a threat
as he was in his world, especially with people like Strider just
around the corner. Now about those "uniques", a few of them
include the Star Gladiator / Plasma Sword combo system that
may be started by a simple tap. Such combos make up a lethal
ground game, but Hayato's not to be left out in airborne ones.
His air combos also deal some nice damage, not to mention having
a range and speed close, but not quite, like those of Strider
himself. Another "unique" to be feared is his infinity super
which, upon successful execution (meaning it hits), will give
him, for a limited amount of time, the ability to execute supers
like there's no tomorrow. Makes him a cheap chipper, but ya
got no time to complain bout that, do you? Just concentrate
on avoiding the super. Overall, Hayato still just isn't one of
the more feared contestants in this contest.
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-> F+HP->
Shinkuu Hadouken. Air combos will also work on him fine, just remember
to hit him once before launching otherwise he won't budge. Hulk
is big, but remember that all your supers('cept the Shin Shoryuken)
make bigger look dumber rather than stronger.
Iceman - With this cool dude you DEFINITELY have to use my Ryu strategies
or you'll lose. Why? Because all energy based attacks (even your
lovely Shinkuu Hadouken) will not deal a strand of damage on
him if blocked. You must rely on something else, and the only
other plausible way of winning is through what I have been preaching
throughout this faq: combos, mix-ups, and absolute denial of
special moves, especially those dreaded projectiles. And hey,
don't get caught with a ground throw, or you'll be sorry...
Ironman - He'll probably be an easier foe than War Machine since he's
got only one super in his bag o' tricks, but still strategies
in dealing with him would just be the same: block his ground
combos, D+LK to combo his throw attemps, and do a dash in to
jump and HP if he abuses his mid-air smart bombs. 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 Shinkuu Hadouken. If your opponent doesn't
make flaws like this, then you better stick to your good 'ol
jumping HP to do the trick.
Jill - whatever is the idea Capcom!? Putting Jill in this game is just
about as far fetched as putting Jin in, but at least you were
able to whip up a few good moves for our hero pilot. With Jill's
case, however, special moves are one of two things: weapon-based
or helper-based. It's amusing to see RE's zombies walk a fighting
game's arena like they do now, but still the idea is too far fetched.
And the Tyrant super!? Oh please... Well anyway, on the technical
side, Jill is pretty good with combos, especially low ones, so
better keep an eye on that. Otherwise, just keep her away and
nothing, absolutely nothing can go wrong!
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 a ground combo to Shinkuu Hadouken. Use the same
strategies you would on a Hulk user, and watch out for that hurricane
super whenever you jump!
Juggernaut - 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-> F+HP-> Shinkuu Hadouken. Air combos will
also work on him fine, just remember to hit him once before
launching otherwise he won't budge. Sounds like my Hulk
strategies? Well it does! And like Hulk, Juggernaut is big,
but remember that all your supers('cept the Shin Shoryuken)
make bigger look dumber rather than stronger. Using keep
away with Shinkuu Hadoukens and your helpers is good, just
don't find yourself doing something dumb that leaves you
or your helper open, cause his Headcrush takes some serious
life, EVEN if it has already been damage-buffered!
Ken - If he's using strategies found in this faq, then may the best
confuser win! If he's not, then you're in for a lousy match. Ken
can't win the cheappy fireball's way, since his fireballs are crap.
My Ryu strategies are the only ones also applicable for a Ken player,
so if he decides to ignore it, he'll be in great trouble. I personally
won't choose Ken unless I plan to use an all-shoto team :p
Kobun - The only effective strategy I've encountered with a Kobun user
is that which involves using him only as bait, while his helpers,
both fellow Kobun and the other two characters in the team, finish
the task of retaliation. Good thing he takes much more and deals
much less damage than most, if not all of the characters in
the game. He shouldn't be much of a threat, just enage him in
a good ground mix-up game and he's toast. He's actually a joke
character, in case you didn't know.
Magneto - his Magnetic Shockwave has OTGs written all over it, and that's
just what this X-men opponent has in store for his unsuspecting
victims. Using this super as a follow-up to his D+HK is extremely
lethal, so what you'd wanna do is keep yourself airborne, or
just lure him into blocked slide. It's Shin Shoryuken time!
However, if you chose the first strategy, you still have to
be alert. His D+HP is just as lethal since, besides a high
priority rate, leads to an air combo that does a lot more than
others'. His Hyper Gravs are as good as useless, but beware
if they are used as helpers when it's Magneto who's in the
background. They'll pretty much open you up to anything, anything
at all!
Marrow - She's a pretty well-balanced character to say the least. Lots
of keep away tactics, but if none of them work, can still resort
to fighting "contact sport" style and win. She's a pretty bony
chick, so be careful touching her sharp edges. Her bone projectiles
look intimidating, but as with all the other characters in the
game, you must concentrate on what they can do rather than how
cool they'd look. As far as I know they are all easily blocked
and don't deal much chip damage at that so you're pretty safe
alone if you're fighting a non-combo freak. Otherwise you'll
need a helper, but either way you're still pretty safe.
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</pre><pre id="faqspan-3">
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,
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 summon his helper, 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
Shin Shoryuken or make use of my D+HP strategy if you don't
have the extra charged super bars.
Omega Red - Whoa, this guy's tough! Almost every above average player
who uses him gives me a serious headache. Why? Because
he's got one strategy so easy to pull off yet so hard to
counter it's almost cheap: his flying kicks. I previously
thought these double kicks are the last things an Omega
Red player would do, since they leave him wide open for
supers. How wrong was I, since when people started learning
more about this monster, so they started learning how to
be safe while chipping away with those dreaded kicks. And
that way is to retreat just a tenth of a second after the
moment of impact. I must admit even I find it hard to
counter a move like that unless I have anticipated it.
Otherwise, it's a free chip. Beware of this strategy, super
jump a lot, but also beware of his ground super, which can
nail you pretty good if you're landing on or beside him.
Psylocke - in a hardcore capcom gamer's thoughts, the first thing that
comes to mind upon hearing the word "Psylocke" is....."PSI
BLAST!" Yup, that's what this top-heavy ninja was known for
in her first fighting game appearance, and that can still very
well be her infamous image in games to come. Her projectile
is still given much less recovery time than most the others
and coupled with the fact that an air version is launched downwards,
is once again scrub-prone. Good thing there are many, many
ways to counter this type of strategy. For starters, you can
dash under her and give a nice hard Shin Shoryuken in the midsection.
You may also give her a D+HP instead to air combo and Shinkuu
Hadouken. Or you can just dash back, super jump, and again
Shinkuu Hadouken! The possibilities are endless.
Rogue - the main reason I used Rogue before was to see her mimic her
opponent's moves, (especially Zangief's Pile Driver on Juggernaut)
since it's the one thing no other player in the history of crossover
games has ever done. But now Capcom has found it too much a task
to program a specific move Rogue would take from the opponents
she kissed, and that's why they resorted to giving her an "upgrade"
depending on the character she kissed (eg. Ryu gives her Power-up
Wolverine gives Speed-up, etc.) Rogue does not have much to offer
in this game, but at least she can combo a super much easier than
before, so watch out for those ground traps. Rogue also has a
good confuser's strategy before her, concentrating mostly on
her dive kicks and kiss attempts. Learn to jump back from these
and you can either guard push, super, or call a helper afterwards
to retaliate. Piece o' cake.
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.
Ruby Heart - this gal has one of the wildest supers in the game, very
much like Jin's Blodia Punch super, but this time makes
use of a ship! But anyway, you can easily block that, thus
wasting one full bar of Ms. Heart's energy. Her dashing
super is probably what most experts will use on you, since
it's extremely easy to pop out of a combo. Not much of a
threat in my opinion, though as a helper she CAN do a lot,
especially if the help she gives is in the form of a juggler!
This type of help opens you up to just about anything the
opponent has in mind so beware, and if blocked this help
can also prove to be one of the most deadly mix-up set-ups.
All in all, she ain't no ordinary pirate ;)
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 charge up
your super and Shinkuu Hadouken his fireball wherever he may be.
Sabretooth - Of course, no more throws that can be linked to supers. But
now he's equiped with a lot more damage than usual, combo-
buffered or not. One meaty Sabretooth air combo can turn
the tables in the opponent's favor even if it is you who
has more characters still in the game. He also has a lot
of range in his attacks, not to mention a speed that rivals
that of Wolverine himself. Sabretooth really is a tough
character to face, but everyone, even this guy, has his/her
own weaknesses. For one thing, he can't offer his users
anything useful in mid-air, and that's what you should take
advantage of immediately. Abuse the priority of your HP,
but watch out for airborne HKs, which are just about the
only attacks that can out-prioritize yours.
Sakura - shoto-wannabees still have a lot to learn before they become
at par with their self-proclaimed "masters", and Sakura is no
different. Her moves still show obvious signs of lack of training
and definite absence of discipline. However, in the gaming world,
Capcom programmed it so Sakura fans could still give everyone
else a headache. The fact that her moves are awkward and unorthodox,
surprise, surprise, actually ADDS to her overall unpredictability!
She now also has a "Dark" mode in which, of course, she can do
more damaging moves, not to mention the infamous Shun Goku Satsu.
This mode costs three super bars to access though, so it can
even give you the opportunity to cripple your opponent's gaming
style if he doesn't time it right. Changing back to the normal
mode also requires three super levels, so if you see someone
changing modes time and again during the entire match, then you'll
more or less have an idea on how much he sucks at the lady shoto.
Sentinel - can fly, chip, corner, poke, out-prioritize, and out-power
just about every other opponent in the game, and thus is one
serious threat to humans and mutants alike. But, fortunately
on the down side, is the biggest target there is. So just
remember to always have a handy super bar charged up since
you can very much nail him with a Shinkuu Hadouken after that
Rocket Punch, during that Sentinel Force, and even before
those supers.
Shuma Gorath - Multi-armed, (and eyed), this alien species has a lot to
offer its users, and a lot against it's foes. The fact
that its moves are done Guile-style (left->right+attack)
is a minus, but still it can, against most average players,
prove to be a great advantage both in terms of keep away
and chipping. So what's new? Well, for starters, Shuma
now has that "projectile" super where hundereds of ball-shaped
Shumas are launched at ya, whereas it only was accessible
as a tag super the first time it appeared, in MSHvsSF.
Second, the life-draining throw now only sucks life in the
red. This is a big, big, minus on our evil alien since
it has undoubtedly brought Shuma users tons of victories
in the past. Lastly (as far as I know), Shuma Gorath can
once again OTG-combo opponents AFTER a successful Chaos
Dimension super, so be especially careful when you see
outlines fading...
Silver Samurai - Yes! One of the better X-men COTA players is back, but
sadly he isn't as lethal as he was then. He's kind of
a hybrid between Strider and Storm, but without "his"
speed nor "her" limited flight. In the end, all you get
is a good sword wielding chipper with a super that covers
all angles. Still not to be underestimated though, since
when I say a good chipper, I really do mean, a good chipper.
He is rather slow so I recommend staying close to this
swordsman and keep on showing him what he leaves open
whenever he executes a blocked attack.
Sonson - ya can't make a monkey out of a monkey, can you? Well, to get
to the point, Sonson is a pretty tough opponent to beat, primarily
because she almost always gets away with her gorilla super, even
if it is blocked, because it renders her invincible even a few
seconds AFTER she's done. But notice I said almost, meaning you
can still nail her after that super if you just could time it
right. Her other super, the one with the giant pole dropping on
your head, works much like War Machine's War Destroyer super,
and the strategies against it are no different: Dash to Shin
Shoryuken her one moment after she raises her arms up high.
I guarantee you the pole will drop where you WERE before you
dashed but you have to time it right, though. As for her general
fighting style, think of her as a shrunk version of Gambit and
you'll pretty much know what to do.
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.
Spiral - Falling into the wrong hands (and believe me there are many),
Spiral can be a very cheap character. Her main tactics, as far
as her X-men appearance goes, include super jumping out of the
screen, summoning her circle of knives, and launching them all
towards a helpless opponent who can't even reach her. With these
moves she can force her opponents to sit back and just block
everything as their lives slowly come to an end. If, however,
Spiral is not used that way, she'll be a combo freak, tough even
her most experienced users themselves admit that her chipping
abilities are too great to ignore. Her natural enemies are those
with upward beam moves that can reach her wherever she may go,
but since Ryu DOESN'T have those kinds of moves, you'll have
to think of something else. It's mostly improvision, but here
are a few pointers: First of all, trying to chase her while she's
working her way up will do you no good. Stay on the ground and
wait for her to get to you. She can't fly, you know. Second,
choose only from these two locations when she's airborne---directly
under or as far away as possible. Anywhere in between will just
open you up for a chipping tactic. With those two, however,
life can be much easier. From under you can give her a nice,
hard Shoryuken or even Shin Shoryuken if you time it right,
while from far away you can jump to Shinkuu Hadouken if she's
trying to launch yet another batch. And finally, use your helpers
a lot. Her heat-seeking weapons can only target one opponent
at a time, so even if they succeed in nailing one of your men,
the other will easily carry on the fight.
Storm - another cheap chipper, Storm, besides her supers that cover all
angles, has in her arsenal a ton of moves that can just chip
like hell, but only for computer opponents and mere average players.
Better people can just jump over projectiles that move across
the screen, dash back (or more preferably forward) from those
that move vertically, super jump away from those that cover more
ground than expected, etc. In addition, you can just out-prioritize
just about anything she hurls at you with a Shinkuu Hadouken.
Not much challenge if ya ask me, but with the ability to descend
a little slower than the rest, and to link air combos from throws,
you better watch out a little. Never underestimate any opponent,
unless he's got .01% life left and you only sustained .01% damage.
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.
Thanos - The fact that this former boss is a big oaf that CAN run and
pull off combos like crazy never fails to impress me even here,
in his second appearance, where he was only given a measly pair
of moves to fight with. Thanos is still in opponent to be feared,
partly because he has in his arsenal a total of four supers,
which can all prove quite handy in certain situations, partly
because as a helper can REALLY catch people off guard, partly
because of his infinite, but mostly because, as I've already
said, he's a big oaf that can, and I repeat, CAN run and pull
off combos like there's no tomorrow. My advice for dealing with
him is to play some hard-to-get. Keep on jumping, abusing your
helpers, and blocking a lot. And don't get caught in that dreaded
bubble else you'll kiss one of your men goodbye. Once again,
I say to you, "You have been warned..."
Tron Bonne - hmmm...I don't know what to say, really. It seems she was
also intended for a joke (especially after seeing her lego
super), but I'm sure she has the potential to be lethal.
But as for now, all I can say is her moves are too slow,
and is either slow in execution time or slow in recovery.
Just super jump behind her if you detect a slow attack coming
your way or block if the attack is slow in recovery. Either
way, you'll have all the time in the world to retaliate
afterwards.
Venom - 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 D+LK-> F+HP-> Shinkuu Hadouken
combo whether he blocks it or not. 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 - Just block his ground combos, D+LK to combo his throw attemps,
and do a dash in to jump and HP if he abuses his mid-air
smart bombs. If he's dumb enough not to include his War Destroyer
super in a combo, dash to Shin Shoryuken 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 Shinkuu Hadouken. 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!
Wolverine II - ok, for lack of a better name, I called the Adamantium-less
Wolverine what I just did. Anyway, he really is just a
weaker version of the original, since first of all he
doesn't have a Fatal Claw super and second I think it
takes even less attacks to defeat this Wolvie, as if the
the first one wasn't weak enough. But an expert Wolvie
player won't take that as a setback, for what more can
he ask other than having two Wolverines at his disposal?
Surely, for Wolverine II, he'll be using a dash to low
combo to super strategy against you, since his dive kicks
are diagonal and won't work as well as the other Wolvie's.
How you deal with this Wolvie, therefore, is just like
how you'll deal with the other one's second strategy.
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 supposedly
"enhanced" and "revamped" healing factor off for good!
Zangief - 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 Shinkuu Hadoukens along with
your helpers if possible.
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none. none!? NONE!! MVC2 does not have any character-specific endings!
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(_ _)( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __)
_)(_ ) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \
(____)(_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/
Red Phoenix (
[email protected]) for info on the whats and hows
of ASCII arts
Messatsu (
[email protected]) for the overhead correction
Jeff Maxwell for some inference on the names of different supers
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
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( \/ ) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( )
) ( ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) (
(_/\_)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_)
_ _ ____ ___ ____ _____ ____ _ _
( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ )
) _ ( _)(_ \__ \ )( )(_)( ) / \ /
(_) (_)(____)(___/ (__) (_____)(_)\_) (__)
v3.2 - added strategies for the usage of the Shin Shoryuken
v3.1 - added vs Felicia, Kobun, Sentinel, and Thanos strategies (54!)
v3.0 - added vs Amingo, Blackheart, Bison, and Colossus strategies (50)
v2.9 - added vs Dhalsim and Sabretooth strategies (46)
v2.8 - composed yet another batch of team names
v2.7 - added vs Charlie and Spiral strategies (44)
v2.6 - added vs B.B. Hood, Dan, Silver Samurai, and Wolverine II strategies (42)
v2.5 - added vs Marrow and Sonson strategies (38)
v2.4 - composed yet another batch of team names
v2.3 - added vs Hayato and Rogue strategies (36)
v2.2 - added vs Ironman, Ruby Heart, Sakura and Shuma Gorath strategies (34)
v2.1 - added vs Anakaris and Dr. Doom strategies (32)
v2.0 - included openings in vs. human strategies section
v1.9 - added vs Juggernaut and Tron strategies (30)
v1.8 - added vs Cammy, Cyclops, Jill, Magneto, Storm, and Psylocke strategies (28)
v1.7 - added vs Akuma, Cable, Guile, Iceman, Ken, and Omega Red strategies (22)
v1.6 - added vs War Machine and Zangief strategies (16)
v1.5 - added vs Chunli, Gambit, Hulk, Jin, Morrigan, and Venom strategies (14)
v1.4 - added vs Spiderman, Strider Hiryu, Wolverine, and Roll strategies (8)
v1.3 - added vs Captain America, Captain Commando, Megaman, and Ryu strategies (4)
v1.2 - edited vs. human strategies
v1.1 - edited combos
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_ _ ____ ____ ____ _ _ __ __
( \/ )(_ _) ( ___)(_ _)( \( ) /__\ ( )
) ( _)(_ )__) _)(_ ) ( /(__)\ )(__
(_/\_)(____)() (__) (____)(_)\_)(__)(__)(____)
_ _ _____ ____ ____ ___
( \/\/ )( _ )( _ \( _ \ / __)
) ( )(_)( ) / )(_) )\__ \
(__/\__)(_____)(_)\_)(____/ (___/
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.
Ok, time for a little about my gaming life and personal picks! =p
current faves : Ryu -> anti-air help
Captain America -> anti-air help
Dr. Doom -> anti-air help
current strat : Ryu will duke it out with all three members of the
opposition, with Captain America as reinforcement when
on the defensive, and Dr. Doom as back-up when on the
offensive.
current fears : Omega Red -> human opponents
Amingo -> computer opponents
Iceman -> assist types
* There previously was a "current jokes section" here but, unfortunately,
a lot of people took it too seriously and got really offended since
their all-time favs were included. Sorry, you guys =p
current motto : "I can turn bulls into turtles, just like that!"
* There also previously was a "Team Names" section here but, fortunately,
I gave it a FAQ of its own, along with other "Crowd Pleasers". Give
that FAQ of mine a try if you wish, and by all means try submitting
your own comments and suggestions!! =p
* As of April 15, 2000, I have, on my own, discovered a new glitch in MVC2
which has just about the same effect as MVC's Venom-Spiderman freeze
trick. Here goes: Use Captain America and Ryu. Nail the opponent with
your Final Justice, and as his body goes down from the first ram, cancel
into Ryu's Shinkuu Hadouken---that's it! He's frozen til time runs out!
If anyone claims to have discovered this code first, you'll know he's
lying ^_~ HEY, DON'T USE THIS TRICK ON HUMAN OPPONENTS, K? JUST USE IT
AGAINST THE COMPUTER TO BUY YOU SOME TIME WHILE WAITING FOR CHALLENGERS
TO COME YOUR WAY, UNDERSTOOD?
* Did you know MVC2 is the first game I ever played where I was able to
pull-off a 99 hit combo in less than 10 seconds, without breaking a
sweat? Here's how: Use Ryu, Morrigan, and Cable. Charge up to level 3
then...(drum roll)...hit A+B!!! Yup, that's it!! 99-hit combo in a jiffy!
* My best win: I was using a bogus team with Ryu as my ONLY sound choice
(the other two being Dan and Roll!). I never intended to make fun of
anyone, rather just to have a good laugh playing against the computer.
Anyway, here comes a cheesy scrub who just can't resist the temptation
and challenged me without the slightest hint of hesitation. And what
did he choose? An ultra cheesy Cable->Dr.Doom->Megaman team! I immediately
lost all hope, but still continued to fight for my rights. I managed
to cut all his characters' HPs down to a little less than half, but
by that time Ryu was my only man left standing, and with a pixel of
life left. My opponent knew better than to just stand there, and of
course I knew that and something even better than he did. He foolishly
tried to finish me off with a flashy three-man super but...I WAS ABLE
TO ANTICIPATE AND SUPER JUMP FROM IT!!! I landed behind, gave his men
a serious taunt, made sure Megaman ain't no giant no more, and did an
ultra-flashy guess what?...(drum roll)...SHIN SHORYUKEN! The super
damaged all three characters, and knocked them all out simultaneously.
I won, and everyone there just stood, well, silent for the next couple
of minutes =p
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And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
By gaining access to this faq you agree to the following terms:
___________________________________________________________________________________
===================================================================================
|| ||
|| 1) I, Joseph Christopher, the author of this faq, is not in any way ||
|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
|| emotional ones, such as experiencing humiliation upon the use or ||
|| most likely misuse of yet another technique found in this faq. ||
|| ||
|| 2) If this faq was accessed from a source other than gamefaqs.com, nine ||
|| out of ten chances are it is not in its latest update. You must ||
|| therefore read the latest version of this faq first at the said web ||
|| site before sending in any comments, suggestions, and/or corrections. ||
|| As for webmasters, web page contibutors, and all similar personnel, ||
|| posting this faq on any other website requires every last sentence, ||
|| phrase, word, and character contained within this file included and ||
|| unaltered. Keeping this faq as updated as it is on gamefaqs.com is ||
|| preferable, though not required. ||
|| ||
|| 3) This faq is not to be profited from---directly, indirectly, or in ||
|| whatever other way possible. By directly I mean earning less than, ||
|| equal to, or greater than a cent's worth in cash, items, or services ||
|| in exchange for part of or all the contents of this faq. On the ||
|| other hand, by indirectly I mean using a part of or all the contents ||
|| of this faq as a convincing factor for the purchase of another product ||
|| thus directly or again indirectly yielding profit. ||
|| ||
|| 4) You will not use even a single phrase, sentence, or concept found ||
|| anywhere in this faq on your own work, even if you expressed it in ||
|| your own words, without at the very least giving me, Joseph Christopher, ||
|| the author of this faq, full credit for it. If you in any way ||
|| incorporated even a very minute part of the strategies found in this ||
|| faq with your own in your work, then you must at the very least give ||
|| me partial credit for it. ||
|| ||
|| 5) Ignorance of the law excuses no one, therefore if ever anything ||
|| unlawful is done to this faq and/or to me, its author, the appropriate ||
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|| ||
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