Evil Ryu FAQ-Capcom Vs SNK:Millennium Fight 2000

Platform:Arcade and Dreamcast
Version:1.2(2000)
By:Yang Yang "hebretto" He
Comments to:hebretto@hotmail.com

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Legal Stuff
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This document is in no way allowed to be copied or modified unless from
the consent of the author nor is it allowed to be used for profit
gains.Capcom Vs SNK:Millennium Fight 2000 is copyright 2000 by
Capcom.Any names mentioned in this are copyright 2000 by the respectably
companies(ie Capcom and SNK).This document is copyright 2000 by Yang
Yang "hebretto" He

Further more this document should only be found available at
http://www.gamefaqs.com
http://vgstrategies.about.com

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Prelude
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Ah yes,the part of Ryu that we thought must have exsited. Evil Ryu made
his debut appearance on Street Fighter Alpha/Zero II(first edition) as a
well kepted secret character along with the original Dhalsim and
Zangief. He then made a come back on Street Fighter Zero 2 Alpha(second
edition of SFZ2 on the arcade, SFZ2 Gold on the PSX and Saturn for the
NTSC version and SFA2 Dash for the pal version),Street Fighter EX +Alpha
for the PSX  and Street Fighter Alpha/Zero 3.Now,he's back to deem
champion in this battle between the two ultimate fighting series as a
ratio 4 character.

And for those who don't have the secret characters on their CvS
machine,this is how to unlock them the easy way:

You will need to gain access to the game configuration menu (ask the
arcade engineer).
Go to "Game Test Mode"
Go to "Password"
Enter the following:

-0H2DK0EI (zero,H,two,D,K,zero,E,I)
Allow you to fight Akuma in the final stage if conditions were met

-SNIBD6IO
Allow you to fight Morrigan or Nakoruru and unlock all 4 extra colour
for each character

-KNOIRGON
Unlock all ratio 1 extra characters

-MTOMHMNA
Unlock all ratio 2 and 4 extra characters

-ASTUERUP
Unlock all ratio 3 extra characters

-OIASHCBR
Unlock all extra characters

Note: In order to use Akuma, Morrigan and Nakoruru. You have to beat
them first


NB.This FAQ _only_ covers Satsui no Hadou Mezameta(Evil) Ryu


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Contents
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1.Controls
2.Normal moves
3.Command moves
4.Special moves
5.Super moves/Desperation moves
6.Combos
7.Miscellaneous
8.Credit
9.History


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1.Controls
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All the motions are performed on the first player side

ub   u   uf        Light Punch(LP) Hard Punch(HP)
 \   |   /               ()              ()
b -- o -- f
 /   |   \          Light Kick(LK)  Hard Kick(HK)
db   d   df              ()              ()


qcf-down,down-forward,forward

qcb-down,down-back,back

dp-forward,down,down-forward

rdp-back,down,down-back

hcf-back,down-back,down,down-forward,forward

hcb-forward,down-forward,down,down-back,back

360-rotate the joystick in a circle motion*

720-rotate the joystick in a circle motion twice

*=the shortcut for the 360 degree motion is hcb,up-back/hcf,up-forward

P-Press any punch button

PP-Press both punch buttons

K-Press any kick button

KK-Press both kick buttons

xx-Press the two indicated buttons(ie LP + LK)

Charge-Hold a certain direction for 2 seconds(ie charge down)

>Basic commands<
Roll(LP + LK)
-Yep,your average roll which allows you a short moment of invincibility

Run(with code enabled,on the Dreamcast)(Forward,Forward[hold Forward to
continue running])
-SNK's faster method of travelling across the stage

Dash/Hop(Forward,Forward)
-Capcom's faster method of travelling across the stage(try to do this
only if your opponent is knocked down since you are vulnerable and can't
do anything until you stop from the dash/hop)

Back hop(Back,Back)
-Same as above but you are retreating

Power-Up(SNK Groove)(HP + HK)
-In SNK Groove,you get a bar at the bottom of the screen in which when
fully charged you are able to do more damage and perform a super/DM

Super jump(Down,Up/qcf,uf/run then jump)
-SNK style "super" jump in which you will a shadow behind you as if you
were doing a super/DM

Throw(near opponent,forward or back + HP/HK)
-Everybody loves throws,that's why just about every fight game has one

Taunt(Start on arcade,LK + Start on Dreamcast)
-A little feature added just to annoy your opponent.You can't get out of
it any time you want like in the KOF series

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2.Normal moves
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>Light Punch<

Far/Standing
-A quick jab about neck height

Close
-A quick strike with his elbow about face height

Crouching
-A quick jab about waist height

Neutral Jump(just tap up)
-A down arced punch.If you do this at the peak of the jump.It will still
hit until you reach the ground

Travel Jump(up-back/up-forward jump)
-Same as the neutral jump

>Light Kick<

Far/Standing
-Quick kick about head height

Close
-Quick kick to the ankles.Can't be followed by anything

Crouching
-Low kick.Can do up to 3 times on regular characters

Neutral Jump(just tap up)
-A kick high in the air.Has the same properties as the neutral jump and
travel jump of LP

Travel Jump(up-back/up-forward jump)
-A knee attack.Same properties as the neutral jump and travel jump of LP

>Hard Punch<

Far/Standing
-A straight punch,slower but longer reaching than Ryu's

Close
-A high arc punch

Crouching
-An upwards punch.Has great reach

Neutral Jump(just tap up)
-A 45 degrees down angle punch.Don't do this too early

Travel Jump(up-back/up-forward jump)
-Same as above

>Hard Kick<

Far/Standing
-A roundhouse kick(he has to run around to do this)

Close
-A top to bottom kick.Hits twice(top and the middle)

Crouching
-Your standard trip over kick

Neutral Jump(just tap up)
-He swings one of his legs straight.Don't do this too early

Travel Jump(up-back/up-forward jump)
-A kick in which one leg is extended longer than the other.Best to use
this in combos,also don't do this too early(don't do at the start of the
jump unless someone is jumping towards you)

>Others<

Medium kick(down-back + HK)
-His medium kick which doesn't trip you opponent over

*Note*-The far HK(the roundhouse version)can be connected into a
super/special move if linked from a light attack(eg crouching LK,far HK)


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3.Command moves
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Take note that most command moves can't be connected into a
super/special move

Arc Punch(Forward + LP)
-A down arc punch that does 2 hits but slow.Must be blocked high and can
be followed by the Raging Demon

Hop Kick(Forward + LK)
-A hop kick with the same animation of a neutral jump HK.Must be blocked
high and can be followed by the Raging Demon

Dive Kick(at peak of a jump and near opponent,Down + HK)
-A straight down dive kick.Must be blocked high and can be followed with
anything but throws and LP/LK


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4.Special moves
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Get to know these moves because you will be needing and using them a lot

Hadouken(qcf + P)
Other words-Fireball
-Your standard porjectile/fireball

Shakunetsu Hadouken(hcf + P)
Other words-Flamed fireball
-A flamed coloured fireball which does slightly more damage than the
normal one,this is a knockdown attack if done close

Shoryuken(dp + P)
Other words-Dragon Punch/Anti-air
-One of the first and best known anti-air attacks.Evil Ryu's Shoryuken
does 3 hits rather than 1 like normal Ryu's

Tatsumaki Senpuu Kyaku(qcb + K,can be done in the air)
Other words-Hurricane kick
-A mid-air spinning kick that travels across the screen.When done in the
air,he will travel across the screen horizontally unlike
Ryu's/Ken's/Akuma's.The ground LP version of this _can_ be connected by
a Dragon Punch

Ashura Senkuu(dp + PP/KK _or_ rdp + PP/KK)
Other words-Teleport
-Where about on the screen you teleport to depends on which motion(dp
travels forward,rdp travels back)and which buttons(PP travels full
screen and fast,KK travels half screen and slow)used


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5.Super moves/ Desperaton moves
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Not a lot of super moves/DMs do a lot of damage in this game,but none of
Evil Ryu's are like that. Pending on what level button you used(LP for
level 1,HP for level 2 etc)or what state your in(SNK Groove-life bar is
flashing),the amount of hits and damage varies.I have listed how many
hits it does and how much damage(estimation) it causes(on a ratio 2
character) for each level.Note that a level two super/DM can _only_ be
done in Capcom Groove

Shinkuu Hadouken(hcbx2 + LP/HP/PP)
Other words-Super fireball
-A fireball not a not bigger than a normal fireball which does more
damages and hits.
Level 1- 3 hits, 19 percent damage
Level 2- 4 hits, 27 percent damage
Level 3- 5 hits, 42 percent damage

Messatsu Goushouken(qcf,d,df + LP/HP/PP)
Other words-Super Dragon Punch
-One or two(level 3/SDM) LP versions of the Shoryuken and finishes off
with a HP version.The damage data was done when near the opponent
Level 1- 4 hits, 25 percent damage
Level 2- 6 hits, 40 percent damage
Level 3- 7 hits, 50 percent damage

Shun Goku Satsu(LP,LP,Forward,LK,HP-Level 3/SDM only)
Other words-Raging Demon
-A teleport animation frame travelling about one-third of the screen,if
he grabs the opponent the screen will black out and he will do a series
of hits(15).Since this is a grab move,you have a higher priority over
anything _but_ projectiles and early trip moves(eg most crouching HKs)
Level 3/SDM- 15 hits, 65 percent damage


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6.Combos
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Since this game allows you to connect certain supers/DMs after a trip
move or a special move,the combos goes on and on,so try and
experiment.To save your time from reading all the Japanese names I'll
put the move names down in English.

(Feel free to send me an email with some of your excellent combos in
which I might have missed out and I'll post it up-hebretto@hotmail.com)

1.Jump HK*, Close HP, LK Hurricane kick(qcb + LK), Dragon Punch(dp + P)

2.Cross over HK, Close HP, HK Hurricane kick(qcb + HK), LP Dragon
Punch(dp + LP)

3.Jump HP/HK, Crouching LK, Crouching LK, Crouching HK, LK Hurricane
Kick(qcb + LK), LK Hurricane Kick(qcb + LK)*, Level 3/SDM Super Dragon
Punch(qcf,d,df + PP)(recommened)
4.From the start of combo 3 to the first Hurricane kick, LP Dragon
Punch, Level 3/SDM Super Dragon Punch

5.Conditions-SNK Groove only,powered-up life flashing red _or_ Capcom
Groove only,have unlimited power bars(for the Dreamcast version).AND in
the corner
Jump HK, HP(hcb + HP), Level 1/2/3 Super fireball(hcbx2 + LP/HP/PP), LP
Dragon Punch(dp + LP)*, Level 1/2/3 Super Dragon Punch(qcf,d,df +
LP,HP,PP).Try to experiment with this one(in Capcom Groove)

eg- Level 3 Super fireball->Level 1 Super Dragon Punch
    Level 1 Super fireball->Level 3 Super Dragon Punch
    Level 2 Super fireball->Level 2 Super Dragon Punch

*=Optional


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9.Miscellaneous
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Minor Tidbits on Evil Ryu

1.To unlock secret number 61(to be able to purchase Evil Ryu),simply
beat the game on any difficulty with normal Ryu with Capcom
Groove.You'll need 7000 vs. points to purchase him(for Dreamcast)

2.Evil Ryu too has a cool looking ending like Akuma if you finished your
opponent with a Raging Demon.But the Asian symbol on the background is
different from Akuma's

3.Custom colour-I feel as if I have already taken too much from this guy
so,if you would like to have a normal Ryu looking Evil Ryu,go to Sailor
Bacon's FAQ(on GameFAQs)and look under Edit Colour Characters

4.Seeing Evil Ryu's a ratio 4 character,you do more damage and take less
damage than any other(unless your fighting against another ratio 4
character).Use this to your advantage(especially against those puny
ratio 1 characters(what I find most useful are his normal throws)


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8.Credit
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The following people help in the process of me making this FAQ
avaliable(in no particular order)

Stefan Heap
-Evil Ryu's appearances on the games.

Allen (Sailor Bacon) Tyner                  http://come.to/SailorBacon/
-For writing a great Capcom Vs Snk FAQ,check it up at where this FAQ was
found which should be www.gamefaqs.com plus the move names for Evil Ryu

CJayC                                           http://www.gamefaqs.com
-For posting my FAQ up(on GameFAQs)

Shoryuken.com                                   http://www.shoryuken.com
-Excellent site about Capcom fighting games

Gaming Matrix                          http://www.gamingmatrixonline.com
-I got the codes for unlocking all the secret characters from this site

James Chen
-The king of combos.Watch some of his combo videos(of which where I got
the ideas for my combos)at Shoryuken.com

"Winstar"                                     http://www.white-tower.net
-Another combo king.If only he would do one for Evil Ryu...

You
-For taking your time in reading my FAQ


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9.History
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20th November,2000(ver 1.0) - Everything but a lot of combos
22nd November,2000(ver 1.1) - Little bits and pieces added
11th December,2000(ver 1.2) - Added how to unlock all the codes for the
game








