Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition

Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition

14.10.2013 19:02:48
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MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher sirlordjoseph@icqmail.com
version 1.0
Nov. 17, 1999

this faq is copyright 1999-2000 Joseph Christopher

by reading this faq you agree that I, the author, am not in any way
liable for any harm that anybody thinks came from reading this faq

* 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
MVC specials, namely the MVC versions of the Hadouken, Shoryuken, and
the Tatsumaki Senpuu Kyaku. Many of you, at this point, would be asking,
"Why then, should I bother using Ryu?" and I reply:


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

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

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


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

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


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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

Dash-> D+LK, after that,...

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

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

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

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

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

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

a.3) Shin Shoryuken

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

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

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

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

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

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

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

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

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

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

3. Abuse the priority of your Jumping HP

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

4. Know which super to use

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

5. Character-specific strategies:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


6. Strategies on secret characters:

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

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

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

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

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

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


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

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


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

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


Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
arts

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

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

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


none yet. suggestions, anyone?

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


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.

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








 
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