Marvel Super Heroes vs. Street Fighter (Saturn version)
Mech-Gouki (Cyber Akuma) FAQ v. 1.3 (1/4/99)
by J-Boogie AKA Justin Golden (WHolden535 (at) aol.com)
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Revisions:
V. 1.0 (10/24/98):
The start of it all!
V. 1.1 (10/25/98):
This is what happens when you write something at 4 in the morning.
I left out two moves, so I just added them in.
V. 1.2 (10/26/98):
I need to get my eyes checked... just noticed I put the motion for
the Shining Gou Shock wrong. So, I corrected it.
V. 1.3 (1/4/99):
Got a bit bored after updating my SNK vs. Capcom: Match of the
Millenium FAQ (Plug! Plug!) So decided to go back and update
this a little bit. If I get the urge, I may even rewrite the
thing.
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Hello people! I've just gotten a Saturn and this game and...
I'm just stunned. I can't believe how perfect this game is...
And what's more: Capcom put in a code to play as Mech-Gouki!
This FAQ is to help everybody utilize him to his full potential.
Disclaimer:
I did not find this code myself. I go to Gouki's Page of Whatever
regularly, and lo and behold, one day this code was there. Oh, how
happy I was... Anyway, PLEASE go to this site, because you can learn
mostly everything about Capcom games.
Gouki's Page of Whatever -
http://www.gpow.com
And do NOT copy this FAQ word for word. Tis a 1998-2000 copyright (C) of me,
Justin Golden, and I would like to keep it as such. You want to use
in one of you FAQS, on a web page, or you wish to post it someplace, please
ask. If you just want to use it to learn the glory that is Mech-Gouki, please
do! That's why I wrote it in the first place.
And now, onto the FAQ!
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FAQ Key:
JP = Jab Punch SP = Strong Punch FP = Fierce Punch
SK = Short Kick FK = Forward Kick RK = Roundhouse Kick
PP = Any two punches KK = Any two Kicks
PPP = Any three punches KKK = Any three Kicks
B = Back
F = Forward
D = Down
U = Up
Diagonals will be written with slashes. (IE: Up Forward = U/F)
QCF = Quarter Circle Forward (D, DF, F)
QCB = Quarter Circle Back (D, DB, B)
DP = Dragon Punch Motion (F, D, DF)
RDP = Reverse Dragon Punch Motion (B, D, DB)
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Well, I can't tell you the moves if I don't give you the code to use
them, now can I? Well, here we go!
First off, you have to beat Arcade mode once. Done that? Good. Next, you
have to beat Survival mode once. That's 14 battles straight through every
character, with Mech-Gouki at the end. Can you handle it? Well, if you want
to use him, you'll have to!
Now with that done, at the start up screen where you select Arcade, Survival,
etc...Highlight Survival and press either L or R. Mech-Gouki Now!! should
replace Survival Mode. Select that, pick two people, and you'll fight him
again! He seemed slightly harder to me but... eh. Anyway, beat him on that and
the hard part is over.
And finally, go to either Arcade and VS. mode. Go to Gouki, hold start and
press any button. Then, make sure Gouki is highlighted again, hold start, and
press any button once more. There! You have your very own cybernetic Shotokan
warrior! One note, though. Just like when you face him, he's your only
fighter. But who cares! He takes the LEAST damage out of all of the
characters, and deals out the most!
Colors according to button pressed when picking the second Gouki:
JP: Black Gi, Blue Armor, Red Hair. FP: Purple Gi, Gold Armor, Red Hair.
SK: Red Gi, Gray Armor, Red Hair. RK: Brown Gi, Light Brown Armor, Gold Hair.
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Reasons to use Mech-Gouki in the first place:
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1) You've got a bet going that you can beat the game in less than 10 minutes
and you need a good character to do so.
2) You don't care about your friends' feelings and wish to totally dominate
them.
3) You really really suck at fighting games and want at least a good chance of
winning THIS one.
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Moves Description
Regular Moves
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JP:
Ground - Simple Jab, just like regular Gouki's.
Ducking - Simple Jab once more.
Jumping - He Jabs yet again, this time while leaping!
MP:
Ground - (Neutral) Left handed uppercut.
- (F + MP) A *4* hit axe hand. This hits low blocking opponents.
Ducking - He punches with his cybernetic arm.
Jumping - He punches with his cybernetic arm... while jumping!
FP (HERE'S where it gets interesting.):
Ground - "Roketto Panch!" Starts as simple thrust punch... then his fist jets
off his arm and towards his opponent! Double hits if close enough.
Slightly tracks as well.
Ducking - You've got your ducking uppercut... but the fist rockets as well for
a 2 hit combo if you don't follow up with an air combo. This is his launcher.
Jumping - Just like the MP, but goes slower and dishes out more damage.
SK:
Ground - A kick to the knees with the left foot.
Ducking - Simply extends his foot and kicks them.
Jumping - He makes his opponent intimite friends with his knee.
FK:
Ground - (Neutral) A double hit axe kick.
(F + FK) A mini whirlwind kick.
Ducking - Crouches down a bit further to extend his reach and kicks.
Jumping - (Neutral) Your generic jump kick.
(U + FK) An upwards jump kick.
RK:
Ground - Low and behold... it's a roundhouse!
Ducking - A sweep.
Jumping - (Neutral) Same as FK, but more powerful, yet slower.
(U + RK) Same as F + MK on the ground.
Special Moves
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His Supers were renamed... so I found it suitable to rename his regulars
as well!
Mech Hadouken - QCF + P
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As big as Ken's, but these go full screen. What's more, his recovery time
after this is BLAZINGLY fast!
Jet Shouryuuken - DP + P
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The good ol' Dragon Punch. But new and improved. The number of hits varies at
times, especially depending if your opponent is in the corner and what
strength button you use. I've seen this do, at most, 9 hits.
Hyper Duo Zankuu Blast - Jump, QCF + P
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As big as his ground fireballs, and he throws TWO instead of one.
Tsunami Zankuu Kyaku - QCB + K
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Just like the original, but slightly faster and hurts a lot more.
The Roundhouse version hits, at most, 5 times and takes off about 25% to
30% off a life bar.
Mach Kuujin Kyaku - Jump, QCF + K
--------------------------------
This comes out VERY fast when you use it, and you can follow it up with ANY
special or super as soon as you land. Cheap? You betcha.
Ashuura Senkuu - DP + PPP/KKK, RDP + PPP/KKK
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His trusty teleport. Punches will go about 3/4ths of the screen, kicks about
1/4th. DP will make you go forward, and RDP will make you go backwards.
Super Moves
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High Mega Gou Beam - QCB + PP
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Lasts just as long as regular Gouki's, and only hits 16 times. Why doesn't
this matter? Because it takes off about a bit less than HALF a life bar.
Scramble Gou Punch - QCF + PP
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THE move that defines Mech-Gouki! Ten hits of pain that is INVINCIBLE at the
start up. He does this little slide before he initiates the move and during
this, he just can't be touched. Use this to your advantage! Oh yeah, if you
connect with this, your opponent can kiss 60% to 70% of their life bar bye bye.
Thunder Gou Shower - Jump, QCF + PP
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Mech-Gouki extends a hand, and then unleashes an INSANE barrage of big
fireballs down on his opponent. If you really connect with this, 50% of
their life bar gets taken off.
Shining Gou Shock - JP, JP, F, SK, FP
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Three things your opponent will hate about you having this move:
1) It only takes 1 super meter.
2) For costing only 1 meter, it's pretty damn powerful. Takes off about 75% of
a life bar. And he slides pretty quickly, as well as full screen.
3) It can be done in the air.
Well, that's the end of my FAQ. Maybe I'll include combos in my next revision
but... with this guy, who needs them! Seriously, any combos you used with
Gouki will work with Mech-Gouki... if not better. Hope you enjoyed this!
Written in only a half hour to boot. Jaa Na!
The one known as Justin Golden, J-Boogie, or just plain weird.
"This quote space for sale."