Marvel Vs Capcom 2: New Age of Heroes
Gouki (Akuma) FAQ
V1.0 


=---Legal Stuff-------------------------------------------------------------=
This FAQ is Copyright 2000 Isao (William Chiang)

Capcom characters are Copyright 2000 Capcom Co., LTD.
Marvel characters TM are Copyright 2000 Marvel Characters, Inc.

United States and International Copyright laws protect this FAQ.

No part of this document may be reproduced without the expressed consent of 
Isao (William Chiang) (Isao4Ever@aol.com)

=---------------------------------------------------------------------------=


============TABLE OF CONTENTS===========

I.    Revision History and Introduction

II.   Marvel Vs Capcom 2 Game System

III.  Character Specifics and Move List

IV.   Strategies (Specific and General)

V.    Arcade Etiquette

VI.   Last Thoughts and Thanks

=========================================


=---------------------------------------------------------------------------=

I. REVISION HISTORY AND INTRODUCTION

------------------------
====Revision History====
------------------------


V1.0  (6-21-00): First Version of FAQ.  Everything is new.


-------------------
====Introdution====
-------------------

The Vs series has been Capcom's bread and butter in the arcades these past 
few years, and even between the ludicrous two and a half year wait between 
MvC 1 and MvC 2, mindless drones have been dumping in quarters like no 
tomorrow.  My personal opinion about the Vs series is rather mixed.  It's fun 
and entertaining, but I have to admit that the gameplay isn't too great.  Of 
course Capcom has fixed the horrendous balance problems since X-men Vs Street 
Fighter, Marvel Vs Street Fighter (the absolute low point in the Vs series), 
and Marvel Vs Capcom 1. But in the extraction of some problems, and in the 
quest to make an even more entertaining game, Capcom has allowed some glaring 
problems in Marvel Vs Capcom 2.  Almost every character has a 100% combo, and 
an Infinite.  Personally, I prefer games with more gameplay than flash (Like 
King of Fighters).  However I also prefer playing against a human opponent 
rather than the computer, so I have committed myself to learning and becoming 
a master of Marvel Vs Capcom 2.  
This FAQ about Gouki (Akuma) is for the educated reader and player only.  I 
know it is long, but if you take your time to peruse the whole FAQ (including 
the Legal Stuff ^_^), you will learn lots.  I will try to stress fairness in 
gameplay (i.e. stay away from throws), however even I have my cheap 
inclinations sometimes, so I will not deny the reader of SOME cheap info.  
But please, PLEASE do not play like a scrub.  It just makes you seem like an 
ass.  In the Strategies Section, I will go into more depth about cheapness 
and cheap characters, and how not to be one and how to stop one.  Have fun, 
and thanks for reading.  (Note: An asterisk * beside a title means that there 
are current plans to update that section.)


=---------------------------------------------------------------------------=

II. Marvel Vs Capcom 2 Game System


-----------------------------------------
====Control Abbreviations and Symbols====
-----------------------------------------

Do not, I repeat, DO NOT pay attention to the button labels on the Arcade 
Board.  They are wrong, and are labeled for MvC 1.  Do not get confused when 
I say Roundhouse (HK) and press the button labeled Roundhouse, which is 
actually the Assist 2 (A2) button!


     ==Button Abbreviations==

     LP:  Light Punch   (Jab)
     MP:  Medium Punch  (Strong)
     HP:  Hard Punch    (Fierce)
     P:   Any Punch
     2P:  Two Punches   (LP + HP)
     
     LK:  Light Kick    (Short)
     MK:  Medium Kick   (Forward)
     HK:  Hard Kick     (Roundhouse)
     K:   Any Kick
     2K:  Two Kicks     (LK + HK)

     A1:  Assist 1
     A2:  Assist 2


     ==Joystick Abbreviations==     

     F:   Forward
     D:   Down
     B:   Back
     U:   Up
     DF:  Down-Forward
     DB:  Down-Back
     UB:  Up-Back
     UF:  Up-Forward
     QCF: Quarter Circle Forward 
     QCB: Quarter Circle Back         
     HCF: Half Circle Forward    
     HCB: Half Circle Back
     270: Rotate Joystick 270 Degrees
     360: Rotate Joystick 360 Degrees

     +:  Denotes button or joystick movement that must be performed in
         conjunction with another button or joystick movement.
         (i.e. D + LP = Down and Light Punch at the same time)

     ,:  Denotes button or joystick movement that must be performed 
         immediately one after the previous button or joystick movement.      
         (i.e. D, DF, F = Down, then Down-Forward, and then Forward)




--------------------------------
====Basic or Universal Moves====
--------------------------------

For more info, please refer to other FAQs.


     Jump:        Simply tap up on the joystick.

     Super Jump:  Quickly tap Down, and then up.  Or you may just press up 
     from a crouching (down) position.  Or you may press two kicks (LK + HK)
     for most characters (excluding Zangeif).

     Dash:        Simply tap forward twice.  Or you may press two punches
     (LP + HP) for most characters (excluding Zangeif.)

     Roll:        When falling from a knock down attack, quickly roll the 
     Joystick Back, Down-Back, and then Down plus any punch button.

     Force Block: When blocking a multi-hit attack, such as a beam super,
     Press two punches (LP + HP).

     Switch Characters: To switch out to Character 1, simply press Jab and
     Short buttons (LP + LK) at the same time.  To switch out to Character 2,
     press Fierce and Roundhouse (HP + HK) at the same time.  Switching out
     causes the character jumping in to lose all RED LIFE (The red life bar
     behind the main life bar).  So use smarts, and don't switch out every 
     three seconds, like some idiots do.

     Assist: To call out an Assist, simply press the Assist 1 (A1) for the
     second character, and Assist 2 button (A2) for the third character in 
     the team.

     Snapback: Move the joystick Down, Down-Forward, and then Forward (QCF)
     and press either Assist button (A1 or A2).  The opponent will be knocked
     out of the screen, forcing another opponent team member to jump in.
     Uses 1 Hyper Combo Level.

     Team Counter:  To counter an attack by the opponent, simply press the 
     Assist 1 or Assist 2 (A1 or A2) button whilst blocking the attack made.
     Either the second or third character will jump out accordingly and 
     attack the opponent.  The characters will switch out at this point.
     Uses 1 Hyper Combo Level.

     Triple Delay Hyper Combo: Simply ram on both Assist buttons at the same
     time (A1 + A2) and all three characters will appear on screen to perform
     their according HC.  Rather worthless if you ask me.  Uses 3 Hyper
     Combo Levels.



=---------------------------------------------------------------------------=

III. Character Specifics and Move List

Gouki (Akuma) is an overused, over abused, and incorrectly implemented 
character.  The strength of Gouki is in his pure offense.  He's like a pumped 
up version of Ken in some respects.  He isn't the best character in the game; 
he isn't even the best Shoto in the whole game (Ryu is the best)!  I 
basically wrote this FAQ so that people will finally learn how to CORRECTLY 
use Gouki, instead of play a scrubby masher Version.  I have plans to write 
FAQs about all three Shotokan characters (Ryu, Gouki, and Ken), so look out 
for them.  Gouki requires at least a little strategy, because without it, you 
will easily get torn apart by a decent player.  (My rating system goes from 
1: Really Crappy or worst to 10: Totally Overpowered or best.  5 is the 
median rating, duh.)    


------------------------
====Character Rating====
------------------------


Strength: 7.5.  While Gouki's offense is pumped up, hit for hit, his attacks 
create excellent but sometimes minor damage.  In his combos and multi-hit 
attacks, each hit is worth little damage, but once the hits add up, the 
opponent will be in pain.  

Vitality: 1.0.  Gouki takes damage the worst in the whole game.  This limits 
his game very much.  Two Aerial Raves and a Hyper Combo will kill him twice 
over.  This is his Achilles Heel, and it is quite a large one.

Speed:    8.5.  Gouki is very quick in both execution and lag.  Many of his 
moves are fast enough to beat out other characters from countering you.  This 
adds to his Offensive ability.  You'll have to use this to your advantage 
against characters like the Hulk.

Attack:   10.0.  The difference between Attack and Strength is the 
character's ability to go on the offensive.  Someone may be powerful, but his 
or her offense can completely suck (i.e. Hulk).  Gouki should be on the 
offensive 4/5ths of the time he is the main character.  He should not really 
ever play a defensive game unless time is running out.  He has massive jump 
ins, excellent combos, and very good speed to aid him in attacking the 
opponent.  The mixture of such attributes makes him one of the most offensive 
minded and powered characters in the whole game.

Defense:  5.0.  The difference between Defense and Vitality is the 
character's ability to sit back and go on the defensive.  Someone may have 
high Vitality, but their defense can totally suck (i.e. Silver Samurai).  
Gouki seems to have problems defending against aggressive attackers.  His 
Crouching Fierce is an excellent Anti-Air, and his Go Shoryuken is decent.  
However, he can't really play keep away and due to his extremely low 
Vitality, one mistake can mean losing a whole match.  

Overall:  8.0.  The overall score is independent from the rest of the scores.  
It depends on the overall effectiveness of the character when played at 
maximum ability.  While Akuma is very far from the worst, he definitely isn't 
close to the best either.  Akuma just takes damage too poorly to be 
considered a truly powerful character.  Everyone makes at least one mistake 
in a match, and against a half-conscious, semi-intelligent opponent, he will 
not be forgiven easily.  Two mistakes in a match and you'll have to switch 
characters.  For the amount of time in which he is in the battle, he can 
inflict heavy damage.  But then again, in some cases, against a decent 
opponent, it will not be very long before he's knocked out.



==------------Assist Options------------==

Every character has three variations of assists.  Your choice is extremely 
important, as it decides whether you lose or win.  Gouki is a decent Assist 
option, but he lacks usefulness outside of setting up combos.

Alpha Assist/Projectile Type: Gou Hadouken.   Gouki jumps in and throws out a 
Go Hadou.  I basically think that Fireball assists are worthless most of the 
time.  Use this only if your opponent is another Shoto-esque character.  It 
doesn't really help in a keep away game.  This isn't too bad, but since he 
has better options, I tend to stay away from this Type.  Rating: 6.5

Beta Assist/Anti-Air Type: Gou Shoryuken.  It's a solid Anti-Air, but there 
are better out there.  The lag time is really bad.  I suggest only using this 
Assist Type if your other characters have trouble defending and keeping 
opponents away.  Rating: 7.0

Gamma Assist/Variable Type: Tatsumaki Zankuu Kyaku. The all purpose Assist.  
Gouki jumps in and immediately does a Tatsumaki Zankuu Kyaku.  This sets the 
opponent up for combos very well.  It also does good damage.  The only bad 
thing about this would be the priority and lag.  Gouki is totally open to 
projectiles during the whole assist.  If you use this intelligently, and only 
when an opponent is reasonably close (not all the way across the screen), you 
won't get punished.  His best assist I think.  Rating: 8.0 


Recommended Assist: Gamma most of the time.  Its ability to set up combos is 
priceless.



==------------Normal Moves-----------==

All Shotokan Normal Moves aren't very spectacular.  They have no special 
qualities that make them stand out.  Basically what makes a Shotokan so 
strong (in most cases) is the overall effect.  They have no worthless attack 
in their arsenal.  Each move has a purpose, so learn them.


-------------------
====Light Punch====
-------------------

To perform a Light Punch, press the "Jab" button once.


Standing:  Gouki sticks his hand out in a quick fashion.  The execution is 
very good, but the range and priority aren't.  Use it to poke and to start 
combos.   Rating: 6.0


Crouching: Gouki sticks his arm out exactly like the Standing Version.  Same 
attributes and uses as the Standing Version.  Rating: 6.0


Jumping:   Gouki sticks his arm downward at a 35-degree angle.  Okay for 
poking, but Gouki's normal moves lack real range.  Don't use this liberally 
for anything except combo starting.  You can actually use this to start his 
Shun Goku Satsu if you're skilled enough.  I'll explain how to in the 
Strategies Section.   Rating: 7.5


--------------------
====Medium Punch====
--------------------

To perform a Medium Punch, press the "Jab" button a second time.


Standing: Gouki punches in a sort of upward uppercut.  The range isn't too 
hot.  The speed and priority are good though.  You can use this to poke and 
combo with.  Rating: 6.5


Crouching: Gouki punches forward on the ground.  Good execution and lag time.  
The range is decent too.  You can use it to poke, combo, and set up Hyper 
Combos.  Rating: 7.5


*Jumping: Gouki punches downward in the air.  I think it's like his Jumping 
Jab, I'm not sure.  Whatever it is, I don't use too much of it, so it can't 
be that good ^_^.  Mostly poking and combo filler.  I'll be back with more 
info later.    Rating: 6.0




------------------
====Hard Punch====
------------------

To perform a Hard Punch, press the button that is labeled "Strong" on the 
arcade board.  This is incorrect, due to the new button setup that MvC 2 has 
introduced.  Pressing the "Strong" button will result in a Hard Punch 
(Fierce) to come out.


Standing: Gouki punches straight outward.  The range is nice and so is the 
priority and speed.  This is a main part of his ground combos.  This can 
cancel into most of his supers, so make sure you get to know it well.  Use it 
to poke and for nice combo starting.  Rating: 8.0


Crouching:  This is Gouki's Launcher.  He punches straight up in a big 
uppercut.  The Horizontal range is pretty decent, and the priority his high.  
It's pretty fast for a Launcher, and there are only a handful of jump ins 
that beat it.  I recommend using this as a defensive measure, or an Anti-Air 
measure.  One of the best Launchers in the game, due to its mix of speed and 
priority.  Rating: 9.0


Jumping:   Gouki punches downward at a 60-degree angle.  Not only does this 
have good execution time and damage, but also it has VERY good priority for 
such a short punch.  The range isn't very good though, so you'll have to 
measure distances correctly.  This is my preferred jump in.  Rating: 8.5



------------------
====Light Kick====
------------------

To perform a Light Kick, simply press the "Short" button once.


Standing:  Gouki does a short little kick at knee level.  The speed is good, 
and the range is alright.  Mix this up with the Standing Jab to start ground 
combos.  It's safe for poking.  Rating: 6.5


Crouching: Gouki sticks his foot out in traditional Shotokan fashion.  The 
speed and range is actually very good.  It's totally safe for poking and 
combo starting.  Rating: 8.5


Jumping:   He sticks his knee out at a downward angle.  The range is pretty 
pathetic on this, so I tend to use it as a poke.  The priority is good 
though, so you can use it when there's an annoying Jill or something coming 
at you.  Aerial Rave filler.  Rating: 6.0




-------------------
====Medium Kick====
-------------------

To perform a Medium Kick, press the "Short" button as second time.


Standing:   Gouki does a medium ranged kick that has decent speed.  The range 
is alright, but I still don't seem to use this much.  It's okay for poking 
and combos.  Rating: 6.5


Crouching:  Gouki kicks forward at a long distance by pushing off with his 
hand a little.  The range is excellent for the size of Gouki, and it doesn't 
even have much execution or lag time.  This is great for poking, and good for 
ground combos.  Rating: 8.0


Jumping:   Gouki kicks out at a 10-degree angle.  The execution and range 
isn't bad, but the damage and priority could use some work.  I mainly use 
this for Aerial Raves, but I guess you could also use it as a poke.  Rating: 
6.0



-----------------
====Hard Kick====
-----------------

To perform a Hard Kick, press the button that is labeled "Forward" on the 
arcade board.  This is incorrect, due to the new button setup that MvC 2 has 
introduced.  Pressing the "Forward" button will result in a Hard Kick 
(Roundhouse) to come out.


Standing:  Gouki does a spin kick to the upper area of an opponent.  The 
speed is good (once again), and the priority is good (once again).  The 
overall range isn't too good though (once again), so you'll have to make sure 
your opponent is in range to get hit.  Rating: 7.0



Crouching:  Gouki sweeps the ground in a spin kick.  The range and speed is 
nice.  There is no punishable lag-time whatsoever.  You can use this as combo 
filler if you'd like.  I usually cancel this into a Tatsumaki Zankuu Kyaku or 
something.  You can even play keep away with this.  It's an excellent 
Roundhouse.  Rating: 9.0



Jumping:   Gouki kicks in the same manner as the Jumping Medium Kick.  The 
priority and damage is improved, but it's a bit slower.  Basically, I use 
this for Air to Air battles and sometimes as a jump in.  The Vertical 
priority isn't too great, so you'll have to be careful.  Very good speed.  
Rating: 8.0



==------------Command Moves------------==


--------------
====Throws====
--------------

F + HP (Ground Version): Gouki grabs the opponent and flips them over his 
shoulder.  It's a basic throw.  Nothing to be excited about.  You shouldn't 
be throwing anyway, so don't even bother.  Rating: 5.5


F + HP (Air Version): Gouki grabs the opponent and rolls downward, slamming 
them onto the ground.  It's an air throw, so there's nothing special about 
it.  Don't use throws please.  Rating: 6.5


F + HK: Flips the opponent over his body, thrusting them away with his leg.  
Tosses the opponent to the opposite side of the screen.  Throws are cheap.  
Don't use them on purpose unless you're a scrub.  Rating: 6.5


-------------
====Other====
-------------

F + HP: Zugai Hasatsu.  An overhead punch that must be blocked high.  With 
limited use, this can always surprise an opponent.  I don't recommend 
performing this more than three times in a match, otherwise, a decent 
opponent will catch onto the game.  This will make the opponent second guess 
when they are getting up from a knock down.  Mix this up with a Crouching HK 
to make the opponent take hits.  It's excellent and adds to the confusion and 
intimidation factor of Gouki.  Rating: 9.0


*U + MK (Air Only): Mae Geri.  I don't know much about his move.  I have yet 
to pull it out consciously in a match.  In the upcoming revisions, I'll fill 
this in.  Sorry for my ignorance.  (No Rating for now)


F + HK (Ground Version): Senpuu Kyaku.  Gouki hops forward, doing one 
rotation of a Tatsumaki Zankuu Kyaku without the electricity.  The speed is 
alright, but I have yet to find an overly convincing reason to use this.    
You can use this to gain ground while attacking, since it has very little lag 
time.  You can stick this into combos if you'd like.  Rating: 6.5


U + HK (Air Version): Senpuu Kyaku.  Pretty much the same as the ground 
version, only done in the air this time.  There really isn't much use for it, 
since he has better moves at his disposal.  You can use it for Aerial Raves 
or for poking.  Rating: 6.0






==------------Special Moves------------==


--------------------
====Gou Hadouken====
--------------------

QCF + P (Ground Only):  
A medium sized Fireball that flies at a decent speed.  The Jab Version flies 
slower, while the Fierce Version flies faster.  Execution and Lag times are 
decent for both Versions.  It's like the standard Fireball that has been made 
obsolete by the Marvel Characters (like Ice Man).  Throw one out to play keep 
away and as part of a mind game, but you shouldn't really use it too much.  
It does good damage though.  Jab Version Rating: 6.0.  Fierce Version Rating: 
7.0 




---------------------
====Gou Shoryuken====
---------------------

F, D, DF + P:
Gouki does the ever so famous Dragon Punch, with a nice Purple flame around 
his arm.  The priority is excellent, but it is a Dragon Punch, after all.  
The lag time is horrendous for the Fierce Version, and passable for the Jab 
Version.  This is probably his most consistent Anti-Air, so use it in the 
right occasions.  The Fierce is mainly combo filler, so don't use it as an 
Anti-Air.  Only use the Jab Version to combat jump ins.  Jab Version Rating: 
7.5.  Fierce Version Rating: 6.5


------------------------------
====Tatsumaki Zankuu Kyaku====
------------------------------

QCB + K (Air or Ground):
Gouki begins to spin in mid air with one leg extended and covered with 
electricity.  This is his main combo tool.  It has excellent speed overall, 
and has good priority.  The only real bad thing is that it misses a lot of 
crouching opponents.  You can always cancel this into his Tenma Go Zankuu.  A 
lot of people tend to throw this out at random, but that's not too smart.  
The best thing to do is to combo into and out of it. In the Air, Gouki flies 
downward while performing it.  You can use this as combo filler and to lead 
into his Tenma Go Zankuu in Aerial Raves.  You can even use it to poke, since 
it has almost not startup.  The Vertical range needs work though, so I'd 
recommend using this as a jump in only occasionally.  Definitely the best 
move in his arsenal of special attacks.  Short Ground Version Rating: 7.0.  
Roundhouse Ground Version Rating: 8.0.  Short Air version Rating: 7.5.  
Roundhouse Air Version Rating: 8.5


-----------------------
====Zankuu Hadouken====
-----------------------

QCF + P (Air Only):
Gouki fires a Hadoken downward at a 45-degree angle.  This is one of his main 
keep-away tactics.  The execution and lag isn't too good, but people tend to 
lob these all the time.  These certainly are punishable by all means, so you 
should not be throwing them out every second.  It's scrubby if you do.  Use 
it only to play momentary keep away.  Jab Version Rating: 7.0.  Fierce 
Version Rating: 7.5


--------------------------
====Tenma Kuujin Kyaku====
--------------------------

QCF + K (Air Only):
Gouki pauses for a moment in mid-air and then flies downward at an angle with 
his leg extended.  This is an excellent jump in with insane priority and 
speed.  However, do not perform this at the very top the screen.  A decent 
opponent will see it coming from a mile away and punish you big time.  
Basically use this as a close jump in, not a far one.  You can easily combo 
afterwards.  Short Version Rating: 9.0.  Roundhouse Version Rating: 9.5




---------------------
====Jigoku Guruma====
---------------------

HCB + HK (When Close):
It's an unblockable command throw.  If you're too far away when performing 
this, you'll do Tatsumaki Zankuu Kyaku instead.  Use it if the opportunities 
arise.  Don't be striving to connect with this though.  It's pretty hard to 
get it in range.  Rating: 7.0




-------------------
====Ashura Warp====
-------------------

F, D, DF + 2P or 2K;  B, D, DB + 2P or 2K:
The Forward version makes Gouki warp forward either short (2P) or long (2K) 
distance.  The Back version makes Gouki warp backward either short (2P) or 
long (2K) distance.  The forward warp is much more useful, as you can dodge 
all attacks with it.  Even Hyper Combos can be avoided.  Beware, even though 
it has incredible start up, there is some lag afterwards.  Don't totally 
abuse it, but pull out a couple of warps from time to time.  The backward 
warps are to retreat quickly, but I don't see why you'd want to.  Forward 
Punch Version: 7.5.  Forward Kick Version: 8.0.  Backward Punch Version: 6.0.  
Backward Kick Version: 6.5







==------------Hyper Combos------------==


-------------------------
====Messatsu Gou Hadou====
-------------------------

QCB + 2P:
Gouki charges up like a normal Go Hadouken, except he shoots out an ephemeral 
purple beam of solid energy instead of a puny little ball.  This is not that 
bad of a beam Hyper Combo, except it doesn't last too long.  The block damage 
is pretty good, but not as good as Shinkuu Hadouken.  This version is not as 
good as Ryu's.  The damage overall is nice, and if you use it correctly, you 
should never get countered.  Just beware of jumping opponents.  Rating: 7.5



-------------------------------
====Messatsu Gou Shoryu====
-------------------------------

QCF + 2P:
Gouki immediately whips out three Go Shoryuken in a row.  The damage is 
decent (certainly improved over previous games), but the lag time is 
horrendous.  This is not an Anti-Air Hyper Combo, and the opponent must fully 
be on the ground for it to connect correctly.  This is mainly a combo filler, 
but I would rather use Messatsu Gou Hadou for safety purposes.  Rating: 6.5




-----------------------
====Tenma Gou Zankuu====
-----------------------

QCF + 2P (Air Only):
Gouki sticks his palm out and fires off tens of twenties of Zankuu Hadoken.  
This is his most used and useful Hyper Combo.  It has the ability to be 
easily comboed into, and creates impressive damage even.  There is a little 
lag time afterwards, but there is hardly any startup.  Use it for block 
damage or as a combo finisher.  Rating: 8.5



--------------------------
====Messatsu Gou Rasen====
--------------------------

QCF + 2K:
Gouki rears back, and then performs a Tatsumaki Zankuu Kyaku that is 
completely vertical.  This is VERY similar to Sakura's Haru Ichiban, but 
better.  The range and priority and damage are even better.  This is Gouki's 
Anti-Air Hyper Combo.  Beware of opponents who are directly above you, 
because sometimes they can hit you out of it.  Beware of the lag time too, 
because it is terrible.  This can be barely comboed into, but I suggest using 
it as a counter most of the time.  Rating: 7.0



-----------------------
====Shun Goku Satsu====
-----------------------

WP, WP, F, WK, HP (3 Hyper Combo Levels):
This is pure flash.  Gouki prepares by SLOWLY sliding forward in the same 
animation as his Ashura Warp, and grabs the opponent and beats them down.  
This it totally unblockable but still is hard to connect.  The priority is 
decent, but a simple jump will knock Gouki out of it.  You should NEVER use 
this in a match unless you are desperate, or sure that you will win.  Or if 
you want to be fancy, you can barely combo into it.  I usually pull this off 
to humiliate the opponent and bring forth his incompetence.  Since most 
people blow Shun Goku Satsu off as being worthless, they are sometimes 
surprised to see that you actually use it.  You cannot abuse it, but if you 
know when to use it, it's very good.  Rating: 7.5







=---------------------------------------------------------------------------=


IV. Strategies (Specific and General)




==------------General Strategies------------==


To truly become a masterful Gouki player, you must pay attention to several 
things. 

His strengths:

+  He has easy combos that do massive damage.
+  His large array of Hyper Combos gives him versatility.
+  His Offense is the best in the game.
+  He has very good speed.
+  Most of his Hyper Combos are very useful.


His weaknesses:

-  He takes damage like total crap.  He's as bad as Serv Bot (Kobun) is.
-  His range is limited at times.
-  He is misused by so many people, he almost seems worthless.
-  He can be a mashing character (good for some of you, bad for me).
-  You don't get much respect for playing him (and you shouldn't).
-  He's butt-ugly. 



Gouki is a strange character to analyze.  While he excels in offense, you 
can't really be careless with him like you can others.  His offense is so 
amazing that he can drain away half a life bar in less than 5 seconds.  He 
can run circles around slower characters and match attacks with the fastest 
of them.  But then again, all a Hulk player has to do is a WP, HP combo and 
1/3 of your life is bye-bye.  So Gouki needs to use at least a little caution 
whenever he's fighting.  There are too many times, however, that a Gouki 
player is torn apart once he switches in.  If the opponent blocks the switch 
in, then you can kiss half of your life away.  If Gouki took damage better, 
then he would be unstoppable.  But since he takes damage like a baby, his 
effectiveness is lessened by A LOT.  You should always be going for the 
offensive game by jumping in and sometimes dashing in.  The only real time in 
which you should be throwing out Zankuu Hadouken is if you want to stall or 
stay away from the opponent (like if Strider has Uroburos activated).  To 
play defense with Gouki is almost like suicide.  Its not like his defense is 
bad, but he can't sustain simple punishment.  Even blocking damage can be 
fatal to him.  What I recommend doing the most is playing a concentrated 
offensive game that has little or no lag time.  Just keep on chaining attacks 
together nonstop.  Know when to block with Gouki, and know when to go all 
out.  It's all about knowing your opponent and taking advantage of the 
weakness in their defense.


*More stuff later.



-------------
====Teams====
-------------

Gouki works well with certain characters Assisting him.  Here are some teams 
that I have found very effective.  Most of these teams have earned me 15 or 
more win streaks.

Bah, I won't even bother right now.  Gouki works well with almost every 
character.  But preferably, your partners should have high Vitality to offset 
Gouki's weakness.  I'll write in some teams sometime, sure, but just not now.  
I'm just lazy, I guess.  Sorry.  You can live without it for a while, can't 
you?  Can't you?!


*More Teams to come soon!  I need to play a little more and experiment.



------------------------
====Cheap Characters====
------------------------

These are characters you shouldn't be playing for many reasons.  Either 
they're just cheesy, overrated, or just stupid.  This is good advice to 
follow if you want to become a respected player, not a loser scrub.  This 
section is bound to piss off lots of gamers out there, because so many call 
themselves "Masters" at these cheese characters.  People will argue that 
these characters are good, but in truth, do you ever see the best players 
using them without being cheesy?  Character Ratings are based on how most 
people play them, NOT how a master plays them.  That is why their ratings are 
so low.  I'm not claiming to be a "Master" at these characters either, so 
please do not e-mail me about being conceited or something.


1.  Ice Man:
Grrr... the only people who play him are complete scrubs and worthless 
idiots.  His no blocking damage for "energy" attacks is an unfair advantage.  
People just sick back and shoot Ice Beams all day.  He's a scrubby character 
that can't stand on his own.  He takes Damage poorly, and without that cheap 
ability to take no block damage, he'd be totally worthless.  Stay away from 
playing him.  It only takes about two minutes to master his style of play.  
If you rely on him, you're a scrub.  Nothing brings me as much pleasure as 
beating the living crap of an Ice Man player.  If you play him, you might as 
well label yourself as a no-skilled, worthless scrub.  Enough said.  
Character Rating: 4.0.


2.  Wolverine (Both Versions):
It doesn't matter whether or not Capcom weakened him; he's still a masher's 
dream.  He almost totally sucks now, and is mostly flash.  There's almost no 
reason to play him at all.  It's boring to play him too.  He's old and tired 
out.  Capcom, please just let him age gracefully far, far away from the video 
game spotlight.  Most people who play him are beginners or people who haven't 
realized how crappy he is.  Character Rating: 3.0.


3.  Strider:
Overrated, overrated, overrated!  Sure, he has the speed and sometimes the 
priority, but he's pretty much just a one trick pony.  All people ever try to 
do is jump in, Aerial Rave, and then Uroburos or Legion.  Sigh... he's so 
predictable, and so boring to play.  Masher's dream too.  His assists are 
totally worthless.  Only idiots will keep on choosing him.  Please, just let 
off, because he sucks.  Most people that use Strider are beginners, cheap 
asses, or people who are not skilled enough to play a concentrated game.  
Character Rating: 5.0


4.  Cable:
So many people do not know how to play Cable correctly.  They just use his 
Viper Beam over and over again.  It's as if they don't know the meaning of 
Execution and Lag time.  He's actually pretty good if played correctly; but 
then again, he's almost never used correctly.  Basically a second scrub 
version of Ice Man.  If you wish to play him, please read up on some nice 
FAQs first, or practice hard.  Because if you don't then you just look 
stupid.  Character Rating: 4.5


5.  Spider Man:
Sigh... like a second version of Strider.  Jump-in, ground combo, Aerial 
Rave, Web Ball, crap poking game, and sweep into a Crawler Assault.  Spider 
Man players are very predictable also.  Spider man can not play a varied 
game.  He is limited to the same moves and same combos over and over again.  
If played even at maximum ability, he is far from the best.  He's a semi-
masher for semi-experienced characters.  Most people who use Spider Man are 
decently skilled, however they like to use predictable and characters with an 
easy game to learn.  Character Rating: 5.5


6.  Jill:
Geez, she seems to be the most favorite, new character.  She is used in about 
3/5 of all the matches I have played.  She really isn't that great of a 
character either.  And most people are very predictable when they play Jill 
too.  All they do is dash in for a ground combo, Aerial Rave ending in her 
Hyper Combo, call countless undead helpers onto the screen, and try to do 
chip damage with her Rocket Launcher hyper Combo.  And they're not very 
successful with it either.  I have never really met someone who could play 
her at her maximum ability.  She has potential to be a very good Pixie 
character, but no one seems to bother to learn how to use her correctly.  Use 
Jill only after practicing and reading up on her.  But you'll still won't get 
much respect for playing her because Jill players are a dime a dozen.  
Masters are very rare.  Character Rating: 4.5 


*People to be added/removed to the list as time goes on.

People who are in contention for such disgrace:

Spiral
Silver Samurai
Gouki (Akuma) *I know, I know... but people are cheesing with him these days.
Juggernaut
Hayato
And others.  So watch your back!  And play skill characters only!





==------------Specific Strategies------------==

Assist, Tatsumaki Zankuu Kyaku, Assist, Tenma Gou Hadou, repeat.  ^_^  Just 
kidding.


*Coming Soon!





=---------------------------------------------------------------------------=

V.  Arcade Etiquette 

Well, over the past few years, I've seen the manners in arcades atrophy at an 
alarming rate.  There are little screaming, stupid children, gangster 
wannabes, smelly adults, and real morons.  Here are my rules to maximize your 
enjoyment, and how to be a good sport while you're at it.  These are the "10 
Arcade Commandments"!  (Quite catchy, huh?)

I.    Winning is good, but it shouldn't be the reason why you go to the 
arcade.  You should be going to the arcade to have fun.  If you've played MvC 
2 on the Dreamcast to death, then why waste money going to the arcade?  I 
mean, you've paid $35+ for it already, so why waste another penny?  Unless 
you want to play some different human opponents for a change, but to go and 
play and then act like you're bored is just plain stupid.  I won't mention 
names (mostly because I don't know their stupid names), but there were these 
two twins that owned MvC 2 at home, and they decided to play.  I mean, the 
arcade was almost empty, and in the long run, they ended up playing against 
the computer and losing.  Now that's called being a pair of idiots.  

II.   Never taunt the person playing against you.  It shows that you're 
nothing but a dick.  A plain, retarded dick.  When you laugh at their game, 
then you're taunting them.  If you mock them, then you're taunting them.  
Don't do this, because it isn't cool.  It just shows that you have no life, 
and you equate fun with being a dick.  If you're playing against a dick, 
don't hesitate to give him a piece of your mind.  There was this little boy 
with dyed bangs at the arcade, and he played guess who, Ice Man, Jill, and 
Spider Man.  Whoo hoo.  And since he was winning, he decided that it would be 
cool to laugh and make fun of his opponents.  Little scrawny boys should not 
be making fun of anyone, let me assure you.  He broke almost all the 
commandments.  Read commandments III and IV to see what he was. 

III.  Never play cheese characters against a real human opponent.  It's 
called being an ass.  If you play a team of Ice Man, Spider Man, and Jill, 
then you're trying your hardest to be an ass.  You should never play Ice Man, 
while it's okay to play just ONE cheese character in a team.  Just please, 
there's no respect in playing cheese characters.  If you have skills then 
cheese isn't necessary (unless you're just a little rat bastard).

IV.   Guess what, II + III equals... having a dick up your ass!  If you play 
cheese characters and think you're just awesome, then you've got a dick up 
your ass.  Get lost, because you have no life.  Go someplace where they 
appreciate that stuff... perhaps hell would do nicely.  

V.    While you shouldn't exactly be hugging the guy, you should be the least 
bit friendly to the person you're playing against.  You don't even have to 
smile.  Just don't break any rules, and you'll be nice enough.  And if he's 
cool, then say "Good game" or something respectable afterwards, even if you 
lose.

VI.   If you see someone who's obviously a beginner or experimenting with a 
new team, then don't challenge them.  What's waiting another 5 minutes going 
to do to you?  Break your neck?  Please, don't joke me.  Be nice and allow 
that person to have their money's worth.  If you think beating up on a little 
5 year old kid is going to earn you respect, then you're just a moron.

VII.  Stay on your side!  If you violate my space, then I won't hesitate to 
shove your ass over.  Know how to share the machine space nicely.  It's 
annoying when a smelly little kid, a weed-ridden gangster wannabe, or an 
alcohol reeking bastard sticks his elbow in your side.  I'm not a touchy 
feely kind of person, so unless you're a girl I know, back off!

VIII. Don't smell like hell.  The least bit you can do is take a freakin' 
shower when you go out in public.  My god!  The crap I've smelled in the 
arcades... worse than working in a sulfur mine!  I've actually started losing 
my concentration because the guy next to me smelt like vomit and weed before.  
Please, I beg of you, be clean!

IX.   Please, do not use swear language unless you're absolutely sure 
everyone around is at least 13 years old (I'm pushing it there).  If you can, 
keep your SH**s and your FU**s to yourself or to your friends.  Other people 
who attend the arcade may not like swearing, so watch it.  I myself don't 
really care, unless there's a little kid around; then you'd better shut your 
damned mouth.  Only occasional SH**s and FU**s are allowed during matches, 
but don't say it every other second.  Oh yeah, and read below in the "Final 
Thoughts"; you shouldn't use racist, derogatory words at all.

X.    If you think bringing a slut, er... I mean your Girlfriend to the 
arcade is cool, then you're really a bastard.  Treat her with the respect she 
deserves, and take her places she'll enjoy.  I assure you, she enjoys 
standing around at the arcade as much as you enjoy standing around at a 
clothing store.  And don't make her your personal cheerleader.  It's stupid.  
Take your Girlfriend out to a nice restaurant, a movie, to a party, but just 
not the arcade.  You truly do not deserve her if you do.


Follow these rules at all costs, but don't hesitate to break someone if they 
piss you off.  If they think a Shinkuu Hadoken is painful... show them what 
you're made of.  Hahaha... just kidding.  Don't get into fights unless you 
know you can win.  Just have a decent attitude when you go to the arcade, and 
you'll enjoy it more.  Follow these rules, and you'll begin to find the 
arcade easier to tolerate.  Don't be a stupid bastard like other people; be a 
nice guy.  


*I may change some Arcade Commandments in later revisions, so look out for 
them.  (It may become the 11 Arcade Commandments or 12 or something. ^_^)




=---------------------------------------------------------------------------=

VI.  Final Thoughts and Thanks

Sorry for the missing sections, but they will be coming soon!  I think that 
this FAQ is a respectable size already ^_^.  Anyway, just remember, the most 
important part of playing a game is to HAVE FUN!  Don't let the lust for 
winning totally ruin your enjoyment of the game.  Don't be an ass.  Have 
manners.  Nothing's worse than a loser who takes the game too seriously.  
There was once this guy who called me a derogatory name for African Americans 
while playing me >_<.  Even though I am Taiwanese, that's a no-no.  Please 
don't be like that.  It's not cool.  Oh yeah, and don't bring your boy/girl 
friend to the arcade!  It sucks for them!


Thanks to:

All the scrubs who have forced me to learn to play fair and still kick ass.
My best friend who's Importing habits have given me lots of time to play.
All the people who write FAQs.
The owner of www.Gamefaqs.com.
Mihir, my cheery little sidekick who is also my disciple.  ~_^
You.


Please e-mail me at Isao4ever@aol.com if I have violated any Copyright Laws 
or have insulted you in some way.  Or just e-mail me if you have comments or 
opinions or suggestions.  Please limit your bitching to 1 e-mail only please.  
Replies will take some time so please wait.


That's it for now!  Look for more FAQs on other characters and updates! 
Laters people!


Copyright Isao (William Chiang) 2000.
