~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<>
CAPCOM VS. SNK: MILLENIUM FIGHT 2000
The Evil Ryu and Gouki Servant - n - Master Files v.3
By: Shin Starmie 
(shinkuu_hadouken@hotmail.com or xvmon@world-of-nintendo.com)
(Note: As always, the version history's at the bottom!)
(Note 2: Eeveelution no ikimasu...Eeveelution no ikimasu!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<>

You know the drill: you can't use this without permission from me. If you
want said permission, then just drop me a line and ask. NO using this for 
any profit, period. CvS is (c) Capcom, ditto for all the Capcom side 
characters. Them SNK characters are all (c) SNK. Dreamcast is (c) Sega, 
like you didn't know. This document is (c) me, John "Shin Starmie" Evans. 

And another thing, the Rock says take a note, jabroni: 
shinkuu_hadouken@hotmail.com is the email to send comments and the like to
the Rock if you want a chance at a fairly quick response! If ya smell...ell-
ell-ell-ell...what the Rock...is...cookin'! ^_~ 

This beast can be found at GameFAQs, and is usually updated there first. On
the other hand, it can also be found at my website, Ken -n- Chun-Li's
Smackdown Shack, at http://www.geocities.com/metsu_gou_shouryuu/index.html
Any other places will be noted in the future, in the credits section. And
that's *pounds a gavel* FINAL!!! Have a nice day! (WWF-Mode Off) Why? 
Eeveelution no ikimasu, that's why!!!

Also, you may've seen that additional email addy. Well, now, hold it. Send
your questions and all to the Hotmail addy first. I do check that most, you
know.

Intro to Kombat...Again?!
-------------------------
   Well, now, this here is a guide to two of the cooler, but seriously
molested kombatants of CvS: Evil Ryu and Gouki. (I refuse to do a Morrigan
FAQ. After what Capcom did to her in this game, I simply will NOT use her in
CvS. Ever.) As far as the title, well, my significant other and I had a lil'
twisted storyline that dates back to when I had Super SF2 on the Snes, where
I'm Ken (the GAME), and she's Chun-Li (my Queen). SFZ2 on Snes added to it,
you see: I'd power up and become Gouki if I got angry. SFZ2' in SF Collection
(on the Saturn) adds in Evil Ryu as my loyal flunkie. He wasn't around by
technical standards in XvSF, but Ryu's kick color was black...Evil Ryu's
STANDARD color...so, with Gouki's punch color (also black), that was that.
My loyal servant would soften her up, and I'd swoop in for that bootylicious
finish. 
   Evil Ryu's more of a powerhouse of sorts in this game. Well, what do you
expect...he IS my humble warrior of darkness, after all, as well as a Ratio
4 character. Such power for him carries a pretty steep price, however. His
supers aren't as easy to use anymore. Capcom even went as far as changing
his lineup. This is enough to throw SFZ-faithful Evil Ryu playas and
playettes for a loop. The SNK art is pathetic: it's just regular Ryu in a
black outfit. No distinction in skin tone whatsoever. But in spite of all
the changes, he's still a considerably better fighter than he has been.
   Gouki doesn't take damage poorly these days. (Well it's about time!) Now,
I may be wrong, but my observations indicate that I've been slowed down a
lot. I'm talkin' SSF2 Ryu speed here. If you're used to so much as SSF2X,
then the CvS form will initially feel wrong. (According to C. Washington's
MvSF FAQ, Cap'n America players had this same problem in adjusting from MSH
to MvSF.) Word has it that them fireballs are slower, too, but I haven't
noticed...though I did notice that the crappy air fireball from SF3 is in
there. Overall, I'm still solid...and probably the best weapon against that
cheap bastard Geese next to Kurt Angle - uh - Kim Kaphwan. No offense...but
just LOOK at Kim's Capcom-style art!!!


Normal Moves of Pain
--------------------
Lp: Standing and ducking are the same ol' Jabs with the same uses. They've
    still got great speed and with the old ways of play, have their nice
    priority. They're also great for combos. Jumping's still the same ol'
    worthless garbage. I doubt that Shoto Jabs will ever change.

Fw+Lp: Sakotsu-wari/Zugai-hassatsu. Overhead dual-hitter that's a punch
       for Evil Ryu, and a karate chop for Gouki.

Hp: Not sure about far off. It should be Ryu's grill buster from either
    SF2 or SFZ3. Gouki's may be his grill buster from SFZ2 or his totally
    WIERD punch from SF3. Up close, however, is a nice combo-lovin' side
    upper. Ducking is your combo-lovin', anti air uppercut. Jumping's the
    same ol' neighborhood combo-opener. Nothing new here.

Lk: I'm not too familiar with the standing Shorts of the SF3 Shotos. (Some
    help here, please?!) Ducking is still the same poke kick that's combo
    and ticking friendly. Jumping's still the same worthless knee garbage.

Fw+Lk: Senpuu-kyaku. It's still no overhead, so watch it. Unlike SFZ and
       the vs. series, and more like SSF2X, Gouki doesn't have this.

Hk: The far one should be the same ol' crescent kick, with the close one
    being the same ol' axe kick...assuming that's where it is in SF3.
    Ducking is still the sweep, and jumping is still a jumpkick, but it
    also permits you to cross up the opponent. Wow...I haven't even seen a
    Roundhouse that can cross up since SSF2. That is, excluding MvC2.

Db/df + Hk: The would-be low Mk. Low Forwards aren't so combo-friendly these
            days, given the motion. But I DO have a hunch about a Ryu/Evil
            Ryu combo I came up with back in SSF2X and SFZ3...if it works,
            then it'll be in the next revision.

Hp + Hk: Eeveelution no ikimasu.


Special Move Smack Down
-----------------------
Note: The moves are primarily the same, so I won't list the Japanese terms.

Fireball: down, down-forward, forward + punch
   Yadda, yadda, yadda. Same quick recovery, same uses as before. Gouki can
do this in midair, BUT, it's got pathetic range like in SF3. 

Red fireball: back, down-back, down, down-forward, forward + punch (ryu)
              forward, down-forward, down, down-back, back + punch (gouki)
   Evil Ryu's comes out faster, making it THE fireball to use. Stuns from
afar, knocks down up close. In exchange for starup lag, mine comes out with
the power to hit up to three times. Not to mention it ALWAYS knocks down.

Dragon Punch: forward, down, down-forward + punch
   Minimal range with up to three hits. Fierce for combos, Jab for anti air.
Jab uppercuts can, however, lead into some NASTY things...yes.

Hurricane kick: down, down-back, back + kick
   It hits up to three times and knocks down all in one fell swoop. Like Jab
uppercuts, Short hurricanes can lead into some NASTY things as well...yes.

Dive kick: jump, down + Heavy kick (Roundhouse)
   WHAAAAAT?! Ryu, my loyal slave, you are learning well, grasshopper! Fresh
from his Gouki Mode in MvC1, comes my nifty little way of opening up combos.
This can lead into more of them NASTY things, but just don't do it too much.
It still carries a minor startup lag that's got anti air bait written all
over it. And trust me, since there's no air blocking, that's a DANGEROUS
proposition.

Teleport: dp + both punches/kicks or rdp + both punches/kicks
   The 2p teleports go long, the 2k ones go short. At least, they have when
I've done'em. I've heard that it's gone back to the opposite way like in
SFZ. Anyone care to clear up the air here? Anyway, it has the same flaws as
rolling, but goes a lot farther. And you can't be thrown in mid-teleport.
Use these to irritate your prey. Hmph...Reppuu-ken THAT, Geese. >)


Hyper Combos: How to Proceedeth to Layeth the Smacketh Down on your Prey
-------------------------------------------------------------------------
Messatsu Gou-hadou: (forward, down-forward, down, down-back, back) x2 + p
   WHAT?! Can someone tell me WHY they did this to Evil Ryu?! His works the
EXACT same way as Normal Ryu's Shinkuu Hadou-ken, up to five hits! Mine gets
up to eight hits, torching the victim and knocking'em down at ANY level! So
why burden him with this insanely difficult motion?!

Messatsu Gou-shouryuu: down, down-forward, forward, down, down-forward + p
   As you can see, Evil Ryu's is no longer done with a kick button. It's all
good, though. It's extremely combo-friendly, which is great. Combo this in
for supreme results. That's the best way to use any advancing uppercut super.
Hopefully, though, MY Lv3 one isn't that gawdawful crap from SF3 that they
stuck me with in MvC2. It's packin' a good deal of might like a Flareon
against a Venusaur, so use this super the most.

Tenma Gou-Zankuu: perform the M. Gou-shouryuu in midair
   Sorry, Toonami faithful...this one's Gouki-only. I'm not too sure on how
this one functions as I haven't used it yet. Rumor has it it's the 
"XvSF-to-SF3" one, but I think it's the SFZ one. Some clarity would be much
appreciated. Either way, don't get careless with this. Otherwise, you'll be
finding that Eeveelution no ikimasu!!!

Shun-goku-satsu: Lp - Lp - forward + Lk - Hp (Lv3/MAX only)
   This actually works a little easier than in previous games, unlike some
other Lv3s which are kinda hard to pull consistently. (I've NEVER had any
problem with Ken's Shippuu-jinrai-kyaku...) It's a LOT more powerful than
ever before. At about 75% damage, it easily rivals Mech-Gouki's Shining
Gou Shock in MvSF. I've been told - personally confirmed thoroughly - that 
it's not blockable. And, in spite of previous thought, it isn't. But still, pulling this out of the blue is a surefire way to waste super and get 
killed.


Combos: The Ways of Messatsu
----------------------------
1.) j.Hk - s.Hp > qcb + Hk
    This puppy yields nice damage and six hits of knockdown. Just don't be
    so fast to try it out on Geese. Anyway, this combo is for all you true
    old-schoolers out there.

2.) j.Hk - s.Lp > dp + Hp
    It's a variant on an old Ken klassic. You're lookin' at five hits of
    fatal fury which MUST connect. Too bad we can't do like Yuri and whip
    out two uppercuts in one combo. With the standing strike being a Jab,
    even the NORMAL Ryu should be able to bust this combo with ease.

3.) j.Hk - d.Lp - Lk > qcf + Hp
    Now just HOW old-school can you get? This here is your bread and butter
    Shoto and Sakazaki combo. (Okay, so Robert has to do it Guile style) It
    should very well be THE first combo you learn how to do. It's that help-
    ful for some quick damage. If blocked, it pushes your prey away so they
    can't really do jack to you. Just watch out for them peeps who possess
    them D A S H I N G type supers...heeheeheehee.

4.) j.Hk - d.Lp - Lk > qcb + Hk > dp + Hp
    That's more like it. Vintage Gouki, since SFZ1. The beauty here is that 
    Evil Ryu can do it as well. If this gets blocked, though, switch the
    button on your uppercut to Jab. You have a one-in-three shot of being
    able to counter your prey.

5.) j.Hp - s.Lp > dp + Lp > qcf - dn - df + Lp > qcf - dn - df + Hp
    Whoa! This nifty lil' combo can only be done in Capcom groove, but it
    works for Ken, Gouki, and Evil Ryu! This is a korner kombo, so keep that
    in mind. Hyper Cancels? Dead? We think not! Heehee...moetaro!

6.) j.Hp - d.Lp - Lk > qcb + Lk > dp + Lp > qcf - dn - df + Hp
    Another Capcom-only kombo, this is something we wouldn't have dared to
    try in SFZ. Any way you crunch it, this works best in the corner. Hmph,
    if you ask me, prey is best caught when it is trapped and must fight
    with its full might in order to attempt survival.

7.) j.Hk > qcf - dn - df + 2p
    This Gouki-only combo rocks. It can be done in Capcom and in SNK grooves,
    and dates all the way back to SFZ. Needless to say, you've gotta be FAST
    in pulling this off. My personal recommendations: either save this for
    large foes or stick out that roundhouse so that it hits earlier (read as:
    higher) than normal.

8.) e.Ev - e.El - ut > ion + no > iki - mas + u
    Eeveelution no ikimasu... >)

Strategies: Eeveelution no ikimasu...
-------------------------------------
   If you've read my Yuri/Sakura FAQ, then you already know the drill here,
Toonami faithful. Still, let's go over this for the new people.

1.) Know your ranges. Well, this is clearly THE most important tactic for
    any character in any fighting game. Most MvC2 shoto users are already
    accustomed to the lack of the middle attack buttons, but for those who
    aren't, you'd better adapt. This may be old-school, but it's a whole new
    ball game.

2.) Again, if all else fails, throw. They do decent damage this time around.
    Just ask that rat Geese...I'm sure he'd gladly demonstrate just what 
    manner of power that throws pack these days.

3.) Jab uppers = anti air, Fierce uppers = combos. Of course, as I've said,
    them there Jab uppers DO have their uses in combos. The low Fierce is
    also a nice anti air assault. It'll blow the minds of any jumpers who
    had some nasty tricks up their sleeve in the event they conned you into
    a whiffed upper. Just remember, some attacks can blow through Fierces.

4.) This one's for DC owners: you'll wanna unlock Ratio Select ASAP. Unless
    of course, you WANT to only have one character at your disposal. Don't
    worry, though. You'll have that AND Evil Ryu unlocked LONG before you 
    get Gouki.

5.) Combo when there's an opening. Say what?! Hey, we make our own openings
    at EVERY opportunity!

6.) Maintaining a cool head is paramount. With old-school gameplay, it's
    back to being all mind games. Who needs rolling?! Teleport and do so
    often and with stealth precision to annoy your prey and mess with their
    heads...all while positioning yourself for victory.

7.) Eeveelution no ikimasu.

8.) This is why you DC peeps should get Ratio Select. Put together a tea of
    Evil Ryu or Gouki as an R2, with Chun-Li and Guile or Kim as R1s. I've
    seen this team do some real damage. Personally, my typical Yuri, Ken,
    and Sakura team got squashed like roaches three times before I beat this
    team of killers.

9.) Evil Ryu players of SFZ had better be VERY proficient with Gouki. You're
    GOING to need the Messatsu Gou-hadou.

10.) It seems Evil Ryu's Jab upper hits twice like his old Strong upper. 
     It's pretty neat, but I bet that it only swats jumpers once.

11.) Ryu, Ken, and even Gouki players will have to adapt a LOT to this form
     of Gouki. Like the vs. series, the roll that Ken has isn't on Gouki's
     list of weapons, and Ryu's hop kick is also gone from his ranks. Add in
     a lack of speed, and you can see just how much you'll need to retrain.
     I know I do!!!

12.) Similarly, Evil Ryu's hurricane super is gone. So, except for the usual
     Gouki additives, anyone who's proficient with SF3 Ryu should adapt well
     here. Any other Ryu/Evil Ryu fans may have to retrain in this arena.

13.) Any blocked uppercut type super is a very bad thing. Don't ever let it 
     happen to you. Trust me, you WILL regret it if you do. Especially if
     the prey that you're facing has one, too. *grins with that sadistic
     "if-you-can-do-it-then-so-can-I-and-mine-HIT" look* What...so I'm known
     for countering uppercut supers with uppercut supers. (At least I don't
     have MvC1 EX anymore...I really mad people upset. Push block, nail'em
     with a Shouryuu-reppa, then go into a Shouryuu Shoryu-reppa. You can
     guess who I was using...)

14.) Keep in mind that since DPs aren't invincible, Guile's Somersault Kick
     (and possibly Kim's and Rugal's variants of it) can and usually WILL
     beat it if you use them foolishly. So you'd better try to teleport when
     you block ANYTHING he does to you.

15.) Nani?! Eeveelution no ikimasu?! Hai, Eeveelution no ikimasu. Daijobu?

   Needless to say, Capcom is the groove of Champions. (*D3 activates*
Agumon, digivolve to...Greymon!!!) Sure, the SNK art looks SCHWEET for Gouki,
but it just ain't worth it. Stick to Capcom. You'll thank me for it.


What's Gotta Go in the Next Upgrade?!
-------------------------------------
- More clarity on whatever ain't clear.
- A really good color edit for these two!
- Some boss strategies would be GREATLY apppreciated!
- Are there any Evil Ryu exclusive combos?  Or any more Gouki-only combos?


Thanks -n- Shouts
-----------------
GameFAQs: posting this...

The KiD (oodzume@hotmail.com): He should be called "The MaN"! 
   Combos...they're from his Combo FAQ. Again, get your buttcheeks over to
GameFAQs and read this guy's stuff...you WILL learn a lot from him. Want
Combos? He got'em.

Shin Articuno (angelserenity@collegeclub.com): Again, my luscious other half.
   I'm tellin' you...she's dangerous with Shotos. Except for Gouki, she'll
play'em all like I do. This FAQ was written with her in mind, 'cuz I know
she's gonna wanna learn them first...oh, and if you're reading this, honey,
WHAT HAPPENED TO YOUR BLACKPLANET EMAIL ADDY?! It's like it doesn't work
very well. ^_^

A.Hazzard (agekrs1@hotmail.com): Aha...a fellow Ken!
   Ken fans, this is your man for all things Ken in CvS. Sure, he's got a
Ryu FAQ, too, but his Ken FAQ makes it look...well...go to GameFAQs and see
the difference for yourself.

Shin Lugia (sailorpluto21@hotmail.com): The Xtreme Sakura Nut...
   To think that my Yuri, Ken, Sakura team beat the snot outta her Mai/Ryu
team...it's funny. The Gouki aspects of this thing was her idea...which went
global when I learned that the Raging Demon's blockable now.

Harvey (harvchang@yahoo.com): The Watchman...
   This is the guy who pointed out my mistake about the Raging Demon. Again
I say, thanks for lookin' out!

Capcom and SNK: As if you didn't know.
   Makers of the most electrifying game in Capcom and SNK entertainment!


Final Thoughts of Kombat
------------------------
   Well, that's it for now. It's as big as the Yuri/Sakura one, as you can
see by now. So, if you're looking at it, or if I give you permission to use
it on your site, PLEASE check with the above header (y'know, the lil' 
pattern of Smoke's Spear that surrounds the title of this thing). I'll put 
it at the bottom, too. This shows that this thing should be viewed with
Courier New font at a nine-point (or ten-point!) size. Also, there's 77-78 
characters to a line. Eeveelution no ikimasu! Ikuze...Shouryuu-reppa! Nurui-
wa...Shin...Shouryuu-ken! Heehee...moetaro.

   It can still use some improvement, though. Not in terms of pages, but
enough so that the fans can be informed well. Since there's not much to
say, this probably won't get that much bigger. Still, whatever help from the
fans comes along...

   Despite being watered down in terms of supers, Evil Ryu is still a real
powerhouse in this game. As a side note, some combos are in the Ken section
of The KiD's Combo FAQ. That speaks well for someone who, by technical
standards, is stronger than Ken. Keep in mind that if you're doing it your-
self and not using a Gameshark or the like to help, then you'll have Evil
Ryu LONG before most other goodies, including Gouki.

   Gouki is still Gouki. Still, with the damage boost that having a Lv3
meter affords, do you really need the Rage aside from fighting Geese (which
is the RISKIEST thing to do)? Of course you don't. You shouldn't be relying
on it anyway. Just be wary of speedy combo freaks. They can make a lot of
damage as easily as you can. Kinda like an Xism person in SFZ3 vs. a Zism or
a Vism person. Said opponent can shell out a lot of pain to said Xism user.


Version Upgrades
----------------
3 (06/12/01): Corrected a massive blunder!!!
2 (05/16/01): Removed Orochi Iori. Hopefully, next time I'll know the exact
              methods of unlocking these two on both the DC and the arcade.
1 (04/25/01): Originally an Evil Ryu/Gouki/Orochi Iori FAQ.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--<>
"Sexy and a cop? I'm too much!" Chun-Li, SvC: MotM
"Eeveelution no ikimasu...Eeveelution no ikimasu!" me


Okay, okay, look: "Eeveelution no ikimasu" is a play on Athena's quote from
MotM, "Asamiya Athena no ikimasu", or, "Athena Asamiya is coming". My team
in Pokémon I've named The Eeveelution. (Articuno, Espeon, Flareon, Jolteon,
Vaporeon, and Umbreon) And so, that's our call to battle. To let all foes
know that the Eeveelution IS coming...and that it's GOING to get you. >)
So now you know. Eeveelution no ikimasu. Kurae...Shippuu...jinrai-kyaku!

Also, the pokémon thing: Starmie's my favorite, period. (Of course, in 
terms of the mystic birds, I'm Houou. (I *refuse* to call it "Ho-oh"!) My
lovely lady favors Articuno (which back when I had Red and she had Blue, 
was initially MY bird anyway! Hmph...that's why MY Articuno can beat the
snot outta yours, honey! It's true...it's true!). And the resident Sakura
nut likes Lugia. It's also a Digidestined thing...but if you want the 411
on that, you'll have to email me. It's frankly WAY too twisted and insane
to explain here.

end

    Source: geocities.com/metsu_gou_shouryuu