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- [The X-Men - the Ultimate TC for Quake!]
-
- Virtua Fighter 2 FAQ Version 3.00
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Revised Tue, Apr 11, 1995
- Completed Thu, Apr 27, 1995
- Copyright 1995
-
- Any updates, feedback and errors, please send to:
-
- Chia Jin Ngee
- mcblab47@leonis.nus.sg
-
- TABLE OF CONTENTS
- ^^^^^^^^^^^^^^^^^
- PREFACE TO VF1 FAQ
- PREFACE TO VF2 FAQ
- WHAT'S NEW
- TERMINOLOGY
- BUTTONS
- WHILE STANDING
- WHILE SQUATTING
- HOPPING ATTACKS
- JUMPING ATTACKS
- MOVEMENT
- TURNING AROUND WITH ATTACKS
- COMMON MOVES FOR ALL CHARACTERS
- MOVES USABLE WHILE GETTING UP
- OTHER STANDARD MOVES
- MOVES SPECIFIC TO EACH CHARACTER
- AKIRA YUKI
- PAI CHAN
- LAU CHAN
- WOLF HAWKFIELD
- JEFFRY MCWILD
- KAGE-MARU
- SARAH BRYANT
- JACKY BRYANT
- SHUN DI
- LION RAFALE
- BASIC OPERATIONS
- SELECTING YOUR CHARACTER
- REPLAYS
- ROUNDS AND SETS
- VERSUS COMPUTER COMBAT
- RANKING MODE
- EXPERT MODE
- ENTERING YOUR INITIALS
- SUDDEN DEATH
- CONTROLLER TECHNIQUE
- JOYSTICK
- BUTTONS
- GENERAL FIGHTING TECHNIQUES
- FLURRY OF JABS
- HOPPING ATTACKS
- JUMPING ATTACKS
- DISTANCE DROP KICKS
- LANDING KICKS
- OVERHEAD HAMMERS
- RING OUT
- WAITING FOR YOUR BREAK
- DODGING, COUNTER-ATTACKS, STOP ATTACKS AND REVERSALS
- ATTACK WHILE RISING
- HIT 'EM WHILE THEY'RE DOWN
- THE UNIVERSAL PUNCH-KICK COMBO
- SIDE KICKS AND ELBOWS
- KICKFLIPPING
- RUNNING
- TURN AROUND ATTACKS
- HARRASSMENT
- AMBUSHES
- PULLING BACK A KICK OR PUNCH
- DELAYED ACTION MOVES
- BUFFERING MOVES
- THROWING
- PUNCH THROW TECHNIQUES
- ESCAPING FROM THROWS
- DEFENSIVE STANCES
- HIT 'EM IN THE AIR
- DEVELOPING YOUR OWN COMBINATIONS
- LOOK AND LISTEN
- EASTER EGGS
- SLOW MOTION REPLAYS
- VICTORY TAUNTS
- GAME COMPLETION REPLAYS
- KAGE'S FACE MASK
- IF YOU LIKE THE OLD BGM
- WIN DURAL WITH A DRAW BUG
- THE TRUE POWER OF AKIRA
- CREDIT ROLL
- MYSTERIES AND RUMORS
- ABOUT SEGA'S POLYGON GRAPHICS SYSTEM 2
- CHARACTER GUIDE
- AKIRA YUKI
- PAI CHAN
- LAU CHAN
- WOLF HAWKFIELD
- JEFFRY MCWILD
- KAGE-MARU
- SARAH BRYANT
- JACKY BRYANT
- SHUN DI
- LION RAFALE
- GLOSSARY
- CREDITS
-
- INTRODUCTION
-
- Preface to Virtua Fighter 1 FAQ
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Different is good.
-
- Lately, gamers have been hit pretty hard by a barrage of fighting games
- ranging from those whose only draw is blood and guts to those who resemble a
- sick horse that should be humanely shot or at least taken to a hospital for a
- few years....
-
- With the release of their first ever fighting game, SEGA has broken new
- ground by designing the only current martial arts game whose appeal isn't
- violence or the ever popular 'magic' moves, but more geared towards realism,
- fluidity of motion, and genuine martial art techniques.
-
- The ability to so successfully meet these goals is due to SEGA's System 1
- polygon graphics engine which is much like the system used in their popular
- Virtua Racer. This system can handle over 180,000 flat shaded polygons per
- second, and since the fighters are three-dimensional figures made of polygons
- instead of just flat images, be prepared to be dazzled by more than just the
- backgrounds.
-
- As for the game itself, Virtua Fighter plays like other recent fighting games
- in some respects. There are 8 characters to choose from, and the basic
- object of the game is to, through the use of punches, kicks, throws, grabs,
- pounces, and a variety of other techniques, drain your opponent's life meter.
- The problem is that at this point Virtua Fighter already shows its
- differences from other fighting games because you can also win by knocking
- your opponent out of the ring. Another difference is that Virtua Fighter has
- many more special moves than any previous fighting game; there are over 100
- secret techniques to discover. Not to mention that it just feels more like a
- real battle due to the fluid motion and realistic moves.
-
- Needless to say, Virtua Fighter is destined to be remembered as both a great
- one on one martial arts game and a spectacular fighting simulator. If you
- haven't seen one yet, then go check it out at your local arcade.
-
- Otherwise, check out the moves and strategies in this FAQ and then use them
- to help you master this exciting game before someone else gets ahead of you.
-
- Preface to Virtua Fighter 2 FAQ
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- This manual borrows quite heavily from the original VF1 FAQ. Apart from the
- new moves, many of the old moves are taken from the VF1 FAQ.
-
- VF2 is indeed a worthy successor to the original VF and has brought fighting
- games to new heights. Apart from a new graphics engine (System 2), it boasts
- two new and rather unorthodox characters with equally unorthodox fighting
- styles to match.
-
- To minimize much confusion in this manual, almost all moves are considered to
- be taps. Hold down joystick moves are highlighted as such moves will only
- work properly when the stick is held down. Experimentation with moves has
- also revealed that most moves require the simultaneous tapping of joystick
- and buttons. A good example would be Jacky's Punt Kick which is now "for,
- for+K" instead of "for, for, K". Due to complex button and joystick
- combinations for certain moves, the holding of the defend button feature for
- some moves we know of in VF1 has been removed, so I have decided not to
- highlight this option. Enjoy the manual.
-
- What's new
- ^^^^^^^^^^
- Version 1.00 - First initial release. Hits for standing or low defenders far
- from updated. Keep me posted guys.
-
- Version 2.00 - Totally new version. Attack levels added.
-
- Version 2.01 - Added Expert Mode.
- Corrected Jacky's Crescent and Sweep attack levels.
- Akira long range dashing elbow corrected to dashing elbow
- with feet position change.
- Shun's long range sweep is corrected to sweep without feet
- position change.
- Added Wolf's punches and elbow.
- This version is not distributed.
-
- Version 2.50 - Added Kage's new shuto move.
- Added Kage's roll and flying kick.
- Added Kage's roll and low kick.
- Added Jacky's kickflip combo.
- Added dodging punch combos.
- Added Akira's stun palm, backwards uppercut and double palm.
- Added Glossary section.
- Added characters' biodata.
- Added new attack level "G" for ground-level.
- Added damage points for characters' moves.
- Corrected Jacky's beat knuckle attack level.
- Corrected Lion's spinning side attack.
- Corrected Lion's duck and side trip.
- Corrected Shun's ducking moves.
-
- Version 2.6b - Removed Jacky's punches, elbow and kickflip combo.
- New format including basic moves and turn around attacks.
- This version is not released.
-
- Version 3.00 - Added timing and recovery from moves in frames.
-
- Terminology
- ^^^^^^^^^^^
- +-------------------------------------------------------------------------+
- |Term Meaning As in |
- +-------------------------------------------------------------------------+
- | For Forward Moving the joystick towards your |
- | opponent |
- +-------------------------------------------------------------------------+
- | Back Back Moving the joystick away from your |
- | opponent |
- +-------------------------------------------------------------------------+
- | Down Down Moving the joystick towards you |
- +-------------------------------------------------------------------------+
- | Up Up Moving the joystick away from you |
- +-------------------------------------------------------------------------+
- | D Defend The button that blocks (more below) |
- +-------------------------------------------------------------------------+
- | P Punch The button that punches (more below) |
- +-------------------------------------------------------------------------+
- | K Kick The button that Kicks (more below) |
- +-------------------------------------------------------------------------+
- | All Press all 3 buttons Press all 3 buttons |
- +-------------------------------------------------------------------------+
- | + And Down+Kick (tap Down & Kick as one) |
- | Punch+Def (press Punch & Def as one) |
- +-------------------------------------------------------------------------+
- | lower case A quick tap Quickly tap the joystick; do not hold |
- | eg back |
- +-------------------------------------------------------------------------+
- | UPPER CASE A long press Hold the joystick briefly. eg BACK |
- +-------------------------------------------------------------------------+
- | / Diagonal direction For/Up (a jump forward) |
- +-------------------------------------------------------------------------+
- | Jump A jumping direction Either Up/For, Up or Up/Back |
- +-------------------------------------------------------------------------+
- | [ ] Optional Will work fine without [ ] part, but |
- | there IS more to the move you can do |
- +-------------------------------------------------------------------------+
- | SCR Semi-circle roll Joystick is rolled half a circle like |
- | a "U" and not the other way round |
- | ie Back, SCR, For means joystick is |
- | pushed back with a half roll to |
- | forward |
- +-------------------------------------------------------------------------+
- | QCR Quarter circle roll Joystick is rolled quarter of a circle|
- +-------------------------------------------------------------------------+
- | H High-level High level attack |
- | Move affects standing non-defenders |
- | Block high or low to defend |
- | In the reversal attacks section, move |
- | reverses high-level attacks |
- | In the throws section, move affects |
- | standing opponents only |
- +-------------------------------------------------------------------------+
- | M Mid-level Mid-level attack |
- | Move affects squatting opponents and |
- | non-defenders but not low-level |
- | attackers |
- | Block high to defend |
- | In reversal attacks section, move |
- | reverses mid-level attacks |
- +-------------------------------------------------------------------------+
- | L Low-level Low level attack |
- | Move affects standing opponents and |
- | squatting non-defenders |
- | Block low to defend |
- | In reversal attacks section, move |
- | reverses low level attacks |
- | In throws section, move affects low or|
- | squatting opponents |
- +-------------------------------------------------------------------------+
- | G Ground-level Ground-level attack |
- | Move affects fallen opponents only |
- +-------------------------------------------------------------------------+
- | n Non-defenders Move affects non-defenders regardless |
- | of their defense position/level |
- +-------------------------------------------------------------------------+
- | * See comments Check comments/description column for |
- | more info |
- +-------------------------------------------------------------------------+
- | B Behind Only in the throws section |
- | Move can only be executed if standing |
- | or squatting opponent has his/her back|
- | facing you |
- +-------------------------------------------------------------------------+
- | FC From crouching Move requires you to crouch/squat |
- | first |
- +-------------------------------------------------------------------------+
- | O No effect Move has no effect on opponent |
- +-------------------------------------------------------------------------+
-
- BASICS
-
- The buttons
- ^^^^^^^^^^^
- While standing
- ==============
- PUNCH - Steps forward with a punch
- Repeat for multiple punches
-
- KICK - A kick to the head
-
- DEFEND - Blocks your opponents' high level and jumping attacks
- You take no damage from such attacks
- Low attacks do damage
- You are still pushed backwards
-
- While squatting
- ===============
- PUNCH - Low punch; hits standing defenders
- Stays in one place; quite weak and ineffective
- Good for stopping incoming high attacks
- If your character does not have a back/down+P or down+P
- special move or combo, these are alternative ways
- to execute a low punch.
-
- KICK - Low snap kick to the leg; very weak
- Hits standing
- Longer reach than a low punch, but slower
- Good for stopping incoming high attacks
- Good for setting up combos and power attacks
- Able to stop low attacks if executed in time
- Able to push opponents back
- If your character does not have a back/down+K or down+K
- special move or combo, these are alternative ways
- to execute a low kick.
-
- DEFEND - Defends against all low attacks
- Ducks under many standing attacks
- Most jumping/hopping and mid-level attacks hit
- Some moves may still push you back
-
- NOTE: defense doesn't work for attacks from behind
-
- Collision in mid-air
- ^^^^^^^^^^^^^^^^^^^^
- When this happens, both players are just pushed away from each other, and
- neither one will hit the other.
-
- Movement
- ^^^^^^^^
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- for, for OO Quickly step forwards
- back, back OO* Quickly step backwards
- * Only Shun changes feet position when
- he steps back quickly
-
- for, FOR OO Run forwards
-
- back, back OO Shun╒s special
- Shun rolls away if his back faces his
- opponent.
-
- FOR O Inch forward slowly
- BACK O Inch backward slowly
-
- DOWN/FOR O Inch forward low
- BACK/DOWN O Inch backward low
-
- Common moves for all characters
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Moves usable while getting up
- =============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- K M Rising heel kick
- Only when head is not towards opponent
- K M Rear kick
- Only when head is towards opponent
- DOWN+K L Rising sweep
-
- D, K M Roll and rise with heel kick
- D, DOWN+K L Roll and rise with sweep
-
- BACK O Roll away
- BACK, K M Roll away with mule kick
- BACK, DOWN+K L Roll away with sweep
- BACK, FOR+K M Pai, Lau, Sarah, Jack, Akira - Roll
- away with rising heel kick.
- Wolf, Jeffry, Lion, Kage - Roll away
- then counter roll with heel slam.
- Shun - Roll away then counter-flip with
- toe slam
-
- UP O Handspring AKA kip
-
- Other Standard Moves
- ====================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- up+P G Low fast pounce
- UP+P G* Slow but high and heavy pounce
- *Akira does not have a high pounce
-
- MOVES SPECIFIC TO EACH CHARACTER
-
- This is the section is what everyone would zoom into. The motions are on the
- left and the description is on the right. The attack level is in the centre
- and just below the control motions are the damage points for each connected
- move. Only moves that inflict damage are shown. I have included that timing and
- recovery for the moves. The time is in frames. One frame of animation in VF2 is
- equivalent to 1/60th of a second. For example:
-
- for, for+K M Jumping kick
- 16 29
- 30
-
- There is 16 frames between the tow joystick motions and the recovery for the
- move is 29 frames. The number below is that damage in points. Also:
-
- back, for, for+P+K n Dashing body check
- (28) 42
- 20-28
-
- The nuber of frames indicated in the brackets signify that the whole motion has
- to be done within 28 frames.
-
- The characters F after the recovery frames as in:
-
- back, back+P H Jabbing footwork
- 16 24F
- 12
-
- signify a feet position change and:
-
- for, for+P H Jumping clothesline
- 16 81D
- 40
-
- when the move results in the character lying on the ground.
-
- If there are missing recovery or timing frames, they are just not available.
-
- Akira Yuki
- ^^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 10
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 30
-
- down+K L Low kick
- 10
-
- DOWN/FOR+K M Side kick
- 23
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Hopping downward punch
- 30
-
- jump, P while ascending n Hopping jab
- 30
-
- jump, K while ascending M Hop kick
- 30
-
- K while descending M Hopping side kick
- 20
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 40
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
-
- Turning attacks with back facing opponent
- =========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning punch
- 12
-
- down+P M Turning overhead hook
- 14
-
- DOWN+P H Turning punch from crouching
- 12
-
- K H Turning roundhouse
- 30
-
- down+K L Turning low kick
- 10
-
- DOWN+K L Turning sweep
- 30
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HM Punch and body blow
- 20 18F
- 10+12
-
- P, K HH Punch-kick combo
- 20 22
- 10+30
-
- for for+K M Jumping kick
- 16 29
- 30
-
- for, for+K, K MM Jumping kicks
- 16 15 38
- 30+30
-
- for, for+P M Dashing elbow strike
- 16 23
- 20-40
-
- for, for, for+P M Super dashing elbow
- 16 10 23F
- 20-40
-
- FC, for+P n Dashing palm strike
- 26
- 20-65
-
- FC, back, for+P M Double palm strike
- (20) 32
- 30-70
-
- for+P M Elbow strike
- 25
- 19
-
- back, for, for+P+K n Dashing body check
- (28) 42
- 20-28
-
- down/for, down/for+P M Power uppercut
- (28) 24
- 50
-
- K+D, D M Knee
- 01 29F
- 30
-
- down/for+P G Punch fallen opponent on the ground
- 32
- 12
-
- Reversal attacks
- ================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- D, back+P H Reverse high attack with elbow
- 20 (49 or 65) (Recovery depends on stances)
- 50
-
- D, back/down+P M Reverse mid attack with elbow
- 20 (50, 51 or 84) (Recovery depends on stances)
- 50
-
- D, down+P L Reverse low attack with head hammer
- 20 (52 or 55) (Recovery depends on stances)
- 50
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Trip and 2 punches
- 113
- 20+10+10
-
- All H Stun palm
- 45
- 15
-
- All, back, down/for+P+K H Stun palm, back body check
- 14 (20) 73
- 15+40
-
- All, back, down/forP+K, H Stun palm of Doom
- 14 (20) 17
- down, for+P
- (16) 52
-
- back/down+P+D H Surprise exchange
- 34
-
- for+P+D H Break stance
- 32
-
- back+P+D H Shake `em up
- 43
-
- down+P+D H Shake 'em up harder
- 43
-
- for, back, for+P+K H Close-in ram
- (30) 100
- 20+15+25
-
- back/down, for+P H Pull in-push out
- (15) 108
- 60
-
- back/down, for+P+K H Backwards uppercut
- (14) 64
- 35
-
- back, down+P+D H Stumbling throw
- (16) 69
- 10
-
- Pai Chan
- ^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 10
-
- down+P L Squatting punch
- 10
-
- K n Snap kick
- 30
-
- down+K L Low kick
- 10
-
- down/for+K M Side kick
- 23
- 21
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Hopping double fist hammer
- 30
-
- jump, P while ascending n Hopping jab
- 30
-
- K while ascending M Simple hop kick
- 18
-
- up/for+K M Single hopping scissors kick
- 19 F
-
- up/for+K, K M Double hopping scissors kick
- 09 F
- 16+10
-
- jump, K while descending M Hopping side kick
- 20
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M Crane stomp
- 40
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning punch
- 12
-
- down+P L Turning low double punch
- 14+14
-
- DOWN+P L Turning punch from crouching
- 12
-
- K H Turning heel kick
- 30
-
- down+K L Turning heel slide
- 36
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 19 11
- 10+10
-
- P, P, P HHH Triple punches
- 19 19 18
- 10+10+12
-
- P, K HH Punch and heel kick
- 19 38
- 10+30
-
- P, K+D HH Punch and crescent
- 34
- 10+(20-40)
-
- P, down+K+D HL Punch and sweep
- 34
- 10+(20-40)
-
- P, P, K HHn 2 punches and heel kick
- 19 19 26
- 10+10+30
-
- P, P, P, K HHHH 3 punches and crescent
- 19 19 28 39
- 10+10+12+50
-
- P, P, P, back+K HHHM 3 punches and backward kickflip
- 19 19 28 34
- 10+10+12+20
-
- P, P, P, down+K HHHL 3 punches and sweep
- 19 19 28 43
- 10+10+12+40
-
- back/down+P H Dodging punch
- 20 Substitute this for the first punch
- 14 in running punch combos for dodging
-
- FC release+K M Rising heel kick
- 30
- 35-40
-
- D+K H Crescent kick
- 24
- 25-45
-
- back+D+K H Reverse crescent kick
- 25
- 20-40
-
- back/up+K M Backward kickflip
- 34
- 40
-
- back/up O Backflip
-
- for, for+K H High lunging leg thrust
- 30
- 30
-
- down/for+P M Downward chop
- 16
- 14
-
- for+K M Snap side kick
- 17
- 19
-
- back, back+P H Jabbing footwork
- 16 24F
- 12
-
- down/for+P G Punch fallen opponent on the ground
- 31
- 10
-
- Reversal attacks
- ================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back+P H Grab and throw
- (66 or 70) Recovery depends on type of attack
- 30
-
- back/down+P M Grab and throw
- (54 or 70) Recovery depends on type of attack
- 30
-
- Throws and close range move
- ===========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Wrist twist
- 118
- 50
-
- for, down+P H Falling DDT
- (20) 93
- 60
-
- back, down+P+D H Stomach throw
- (20) 103
- 30
-
- for, for+P+K H Reaping throw and punch
- 16 132
- 40+10
-
- back, for+P H Pushover
- (20) 118
- 60
-
- for+All L Cartwheel over low opponent
- 55F
-
- Lau Chan
- ^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 12
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 30
-
- down+K L Low kick
- 10
-
- down/for+K M Side kick
- 25
- 23
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Downward swipe
- 30
-
- jump, P while ascending n Hopping jab
- 30
-
- jump, K while ascending M Hop kick
- 30
-
- jump, K while descending L Hop and sweep
- 20
-
- up/for+K M Aerial cartwheel kick
- 30
-
- up/for+K+D M Short jump kick
- 32
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 40
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning punch
- 12
-
- down+P L Turning double low punch
- 14+14
-
- DOWN+P L Turning punch from crouching
- 12
-
- K H Turning heel kick
- 36
-
- down+K L Turning heel slide
- 36
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 20 15
- 12+12
-
- P, P, P HHH Triple punch
- 20 24 18
- 12+12+14
-
- P, K HH Punch and heel kick
- 20 38
- 12+30
-
- P, K+D HH Punch and crescent
- 34
- 12+(20-40)
-
- P, down+K+D HL Punch and sweep
- 34
- 12+(20-40)
-
- P, P, K HHn 2 punches and straight kick
- 20 24 24
- 12+12+30
-
- P, P, P, K HHHH 3 punches and crescent
- 20 24 29 40
- 12+12+14+50
-
- P, P, P, back+K HHHM 3 punches and backward kickflip
- 20 24 20 34
- 12+12+14+20
-
- P, P, P, down+K HHHL 3 punches and sweep
- 20 24 29 43
- 12+12+14+40
-
- back/down+P H Forearm strike
- 22 (Substitute this for the first punch
- 14 in running punch combos for dodging)
-
- FC, down/for+P H Lifting palm
- 22 Lifting palm automatically comes out
- 20 after a connected roundhouse, heel kick
- hop kick attack
- Insert this before punch combos for
- lifting palm combos
-
- down/for+P M Knife hand
- 20
- 15
- down/for+P, P MH Knife hand and punch
- 37 14
- 15+12
-
- down/for+P, P, P MHH Knife hand and double punch
- 37 25 18
- 15+12+12
-
- down/for+P, P, K MHn Knife hand, punch and straight kick
- 37 25 26
-
- down/for+P, P, P, K MHHH Knife hand, 2 punches and crescent
- 37 25 29 40
- 15+12+14+50
-
- down/for+P, P, P, back+K MHHM Knife hand, 2 punches and backward
- 37 25 29 34 kickflip
- 15+12+14+50
-
- down/for+P, P, P, down+K MHHL Knife hand, 2 punches and sweep
- 37 25 29 43
- 15+12+14+40
-
- FC release+K M Rising heel kick
- 30
- 40
-
- D+K H Crescent kick
- 24
- 30-50
-
- down+K+D L Sweep
- 32
- 20-35
-
- down/for, down/for+P M Dashing knife hand
- (28) 18F
- 20
-
- back/up+K M Backward kickflip
- 34
- 40
-
- back/up O Backflip
-
- for+P M Elbow strike
- 21
- 19
-
- for+K M Snap side kick
- 15
- 19
-
- for, down+K L Sliding attack
- 30
- 30
-
- down/for+K G Stamp foot on fallen opponent
- 51
- 15
-
- Lau╒s throws and close range moves
- ==================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Waterwheel drop
- 109
- 40
-
- back+P H Piggyback drop
- 98
- 50
-
- back, for+P H Head slam
- (20) 164
- 60
-
- back, down+P+D H Sideways throw
- (16) 93
- 15
-
- Wolf Hawkfield
- ^^^^^^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 14
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 36
-
- down+K L Low kick
- 17
-
- down/for+K M Side kick
- 33
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Hopping double fist hammer
- 30
-
- jump, P while ascending n Hopping jab
- 30
-
- jump, K while ascending M Hop kick
- 30
-
- jump, K while descending M Hopping side kick
- 22
-
- up/for+K M Drop kick
- 22
- 30
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 36
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 50
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks while back is facing opponents
- ==============================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning punch
- 12
-
- down+P L Turning low punch
- 30
-
- DOWN+P L Turning punch from crouching
- 12
-
- K H Turning roundhouse kick
- 30
-
- down+K L Turning sliding attack
- 36
-
- DOWN+K L Turning kick from crouching
- 30
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 19 14
- 14+14
-
- P, P, for+P HHH Double punch with high elbow strike
- 19 25 24
- 14+14+20
-
- P, P, P HHM 1, 2 upper
- 19 25 26
- 14+14+28
-
- P, K HH Punch-kick combo
- 19 22
- 14+30
-
- for+K M Knee
- 29F
- 30
-
- down/for+P M Uppercut
- 26
- 22
-
- DOWN/FOR+P M Uppercut from low position
- 22
- 22
-
- for, for+P L Running clothesline
- 38
- 40
-
- back, for+P n Dashing shoulder ram
- (20) 32
- 20-70
-
- back+P H Backhand slap
- 24
- 20
-
- K+D H Scissors kick
- 47
- 30
-
- back, for+K+D M Somersault heel smash
- (20) 29
- 30
-
- for+K+D H Roundhouse kick
- 35F
- 36
-
- for, for+K+D H Flying knee attack
- 16 47F
- 30
-
- for+P M Body blow
- 24
- 20
-
- back+P+K M Drop elbow
- 25
- 30
-
- for, down+K L Sliding attack
- (16) 44
- 20
-
- FC, for+P M Two hand upward slap
- 38
- 30
-
- down/for+P G Elbow drop on fallen opponent
- 49
- 20
-
- up+K G Back body splash
- 20
-
- Reversal-attacks
- ================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back/down+P M Grab side kicks
- 83
- 60
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Backfall suplex
- 137D
- 60
-
- P+D B German suplex
- 176
- 80
-
- for+P H Body slam
- 178
- 50
-
- back, SCR, for+P H Twirl and hurl
- (26) 226
- 100
-
- down/for, down/for+P+K H Ghostbuster
- (28) 213
- 80
-
- up/for+K+D H Frankensteiner
- 118
- 60
-
- back/down+All L Double arm suplex
- 182
- 70
-
- down/for+All L Tombstone
- 179
- 70
-
- down+P+D L Torso takedown
- 109
- 60
-
- All B Variation german suplex
- 169
- 85
-
- Jeffry McWild
- ^^^^^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 14
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 36
-
- down+K L Low kick
- 17
-
- down/for+K M Side kick
- 35
- 33
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Hopping double fist hammer
- 30
-
- jump, P while ascending n Hopping jab
- 30
-
- jump+K M Hopping heel smash
- 30
-
- jump, K while ascending M Hop kick
- 30
-
- jump, K while descending M Hopping side kick
- 22
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 36
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 50
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning punch
- 12
-
- down+P L Turning low punch
- 30
-
- DOWN+P L Turning punch from crouching
- 12
-
- K H Turning roundhouse kick
- 36
-
- down+K L Turning heel slide
- 36
-
- DOWN+K H Turning roundhouse from crouching
- 30
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 19 14
- 14+14
-
- P, P, P HHM 1, 2 upper
- 19 25 26
- 14+14+28
-
- P, K HH Punch-kick combo
- 19 22
- 14+30
-
- down+P+K H Dodging side jab
- 19
- 30
-
- down/for+P M Uppercut
- 22
- 22
-
- down/for+P, P MM Uppercuts
- 89 22
- 22+19
-
- FC, down/for+P M Uppercut from low position
- 22
- 22
-
- down+K M Toe kick
- 24
- 24
-
- down+K, P Mn Toe kick and hammer
- 45 30
- 24+19
-
- down+K, DOWN, QCR, for+All M Toe kick of doom
- 44 (20) 248
- 24+100
-
- for+P M Elbow strike
- 26
- 19
-
- for+P, back+P Mn Elbow-hammer combo
- 38 28
- 19+30
-
- for, for+P M Dashing low elbow
- 06 20F
- 19
-
- for, for+P, P MM Dashing low elbow and uppercut
- 06 37 26
- 19+19
-
- for, for+K M Frontal foot thrust
- 16 23
- 40
-
- for, down+K M Heel axe
- (16) 29F
- 36
-
- for+K M Knee
- 29F
- 35
-
- back, for+P M Drop elbow
- (20) 31F
- 30
-
- back, down/for+P M Lunging drop elbow
- (20) 44
- 30
-
- for+P+K H Head butt
- 13
- 40
-
- back/down, for+P+K M Thrusting head butt
- (20) 35
- 40
-
- All M Flying butt attack
- 21D
- 30
-
- down/for+K G Foot stomp
- 39
- 20
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Fireman╒s carry
- 163D
- 60
-
- P+D B Backbreaker
- 199
- 100
-
- for+P H Power slam
- 158
- 50
-
- back+P+D H Body press
- 252
- 60
-
- down/for, down/for+P+K H Crucifix piledriver
- (28) 248
- 80
-
- back, for+P+K H Single headbutt
- (20) 86
- 20
-
- back, for+P+K, for+P+K H Double headbutt
- (20) 26 97
- 20+15
-
- back, for+P+K, for+P+K, for+P+K H Triple headbutt
- (20) 26 33 69
- 20+15+32
-
- back, for, for+All H Backbreaker
- (28) 159
- 70
-
- down+P L Face grab AKA Iron claw
- 198
- 50
-
- down, for+K L Triple knee bash
- 16 130
- 10+10+10+30
-
- for/down+All L Powerbomb
- 158
- 70
-
- Kage-maru
- ^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 10
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 30
-
- down+K L Low sliding heel kick
- 14
-
- down/for+K M Side kick
- 22
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Hopping chop
- 30
-
- jump, P while ascending M Hopping jab
- 24
-
- up or up/for+K M Hurdling hop kick
- 20
-
- jump, K while ascending M Hop kick
- 20
-
- jump, K while descending L Hop and sweep
- 20
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K M Distance drop kick to the front
- 40
-
- K while ascending n Mid-air kick
- 30
-
- K while descending M Landing kick
- 30
-
- JUMP, back+K M Distance drop kick to the rear
- 40
-
- UP/FOR+K M Two and a half somersault butt-
- 40 slam
-
- Turning attacks while facing opponents
- ======================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back, back+P H Turning downward slap
- 16
- 14
-
- back, back+P+D H Turning upward slap
- 16
- 14
-
- back, back+K H Turning high back thrust
- 16
- 30
-
- back, back+K+D L Turning toe slide attack
- 16
- 12
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning punch
- 12
-
- down+P L Turning double low punch
- 14+14
-
- DOWN+P L Turning punch from crouching
- 12
-
- K H Turning roundhouse kick
- 30
-
- down+K L Turning sliding low kick
- 30
-
- DOWN+K L Turning kick from crouching
- 30
-
- up+K M Flip over knee attack
- 30
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 19 13
- 10+10
-
- P, P, P HHH Triple punch
- 19 21 28
- 10+10+12
-
- P, K HH Punch-kick combo
- 19 22
- 10+30
-
- P, P, K HHn 2 punches and straight kick
- 19 21 28
- 10+10+13
-
- P, P, P, K HHHM 3 punches and spinning mid-kick
- 19 21 28 32
- 10+10+12+30
-
- P, P, P, back+K HHHM 3 punches and backward kickflip
- 19 21 22 34
- 10+10+12+20
-
- back/down+P HHH Dodging punch
- 16 (Substitute this for the first punch
- 14 in running punch combos for dodging)
-
- for+P M Elbow strike
- 21
- 19
-
- down+K+D M Heel kick
- 28
- 35
-
- FC, for+K n Rising knee
- 36F
- 38
-
- back/up+K M Backward kickflip
- 34
- 40
-
- back/up+K+D M Kickflip
- 60
- 50
-
- back/up O Backflip
-
- for, for+K L Back heel sweep
- 16 30F
- 20-30
-
- for, for+All L Flying kick
- 16 76
- 40
-
- for, for+K+D M Flying corkscrew kick
- 16 46F
- 30
-
- back, SCR, for O Roll forwards
- (12) 27
-
- back, SCR, for+K OL Roll forwards and sweep
- (12) 40
- 20-35
-
- back, SCR, for, OL Roll forwards and do flying kick
- (12) 27
- back, SCR, for+All
- (12) 84
- 40
-
- back, SCR, for, OL Roll forwards and kick low
- (12) 27
- back, SCR, for+P
- (26) 25
- 15
-
- back, SCR, for, OL Roll forwards twice and sweep
- (12) 27
- back, SCR, for+K
- (16) 40
-
- for, SCR, back O Roll backwards
- (12) 27
-
- for, SCR, back+K OL Roll backwards and sweep
- (12) 30
- 20-35
-
- for, SCR, back, OL Roll backwards and do flying kick
- (12) 27
- back, SCR, for+All
- (12) 84
- 40
-
- for, SCR, back, OL Roll backwards and kick low
- (12) 27
- back, SCR, for+P
- (12) 30
- 15
-
- back+D O Cartwheel backwards
-
- back+K+D n Back thrust
- 21
- 30
-
- back, QCR, down+K L Sliding tackle
- (20) 47F
- 19
-
- back, for+P+K M Slashing shuto
- (20) 25F
- 16
-
- back, for+P+K, P+K MH Slashing shuto, horizontal shuto
- (20) 12 32
- 16+16
-
- down+P+K H Slashing shikan-ken
- 19F
- 16
-
- down+P+K, P+K HM Slashing shikan-ken, back shikan-ken
- 21 25
- 16
-
- FC, for+P+K M Chopping shuto
- 26F
- 16
-
- FC, for+P+K, P+K MH Chopping shuto, horizontal shuto
- 05 24
- 16+16
-
- down/for+K G Heel smash on fallen opponent
- 39
- 15
-
- Reversal-attacks
- ================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- down+P H Grab incoming single fist/palm attacks
- 75
- 50
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Hip throw AKA shoulder throw
- 78
- 50
-
- P+D B Torso takedown
- 139
- 50
-
- back+P H Ten foot toss
- 83
- 40
-
- back, for+P H Reaping throw
- (20) 98
- 50
-
- All H Toka throw
- 90
- 50
-
- Sarah Bryant
- ^^^^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 10
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 30
-
- back/down+K L Low skipping kick
- 10
-
- down/for+K M Side kick
- 19
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P while ascending n Hopping elbow hammer
- 30
-
- P while descending n Hopping jab
- 30
-
- K while ascending M Hop kick
- 30
-
- K while descending M Hopping side kick
- 20
-
- up+K M Hopping roundhouse kick
- 25
-
- up/for+K M Forward hopping roundhouse kick
- 25
-
- up/for+K+D H Tornado kick
- 20-50
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 20
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M One-legged drop kick to the front
- 40
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks while facing opponents
- ======================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back, back+P H Turning punch
- 16
- 14
-
- back, back+K H Jumping back roundhouse
- 16
- 30
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning backfist
- 20
-
- down+P L Turning low punch
- 14
-
- DOWN+P L Turning punch from crouching
- 20
-
- K H Turning back thrust
- 36
-
- back+K H Jumping back roundhouse
- 36
-
- back/down+K H Turning high back thrust
- 36
-
- down+K L Turning sweep
- 36
-
- DOWN+K H Turning roundhouse from crouching
- 36
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 19 11
- 10+10
-
- P, P, P HHH Triple punch
- 19 21 14
-
- P, K HH Punch-kick combo
- 19 23
- 10+30
-
- P, P, K HHH 2 punches and straight kick
- 19 21 28
- 10+10+30
-
- P, P, P, K HHHn 3 punches and rising knee
- 19 21 26 40F
- 10+10+10+40
-
- P, P, P, up+K HHHM 3 punches and hopping toe kick
- 19 21 26 50F
- 10+10+10+30
-
- P, P, P, back+K HHHM 3 punches and kickflip
- 19 21 26 48
- 10+10+10+30
-
- P, down+K HM Punch and side kick
- 19 21
- 10+19
-
- back/down+P HHH Dodging punch
- 19 Replace the first punch in punch
- 14 combos for dodging punch combos
-
- K, P HH Kick and punch
- 19 12
- 30+08
-
- for+P M Elbow strike
- 19
- 15
-
- for+P, K MM Elbow-knee combo
- 31 28F
- 15+25
-
- for+K M Knee
- 29F
- 30
-
- for+K, down/for+K Mn Knee and rising knee
- 16 52
-
- FC, for+K n Rising knee
- 40F
- 40
-
- for, for+K M Lunging knee
- 16 36F
- 30
-
- down+K M High snap kick AKA Big punt
- 30
- 30
-
- down+K, K MM Toe kick, side kick
- 23 31F
- 30+20
-
- down/for+K, K MH Double illusion kick AKA Shadow kicks
- 24 36
- 19+20
-
- down/for+K, K, K MHH Triple kick AKA Shadow kicks
- 24 21 32
- 19+20+30
-
- down+K+D L Crouching side kick AKA Leg slicer
- 36
- 20
-
- back/up+K M Kickflip
- 48
- 50
-
- back/up O Backflip
-
- back+K H Double kick
- 29F
- 10+30
-
- K+D M Downward crescent kick
- 26
- 20-30
-
- back/down+K+D M Side hook kick
- 22
- 20
-
- FC, back+K H Full turning roundhouse
- 24 Sarah turns away from opponent
- 20
-
- FC, back+K, K HH Full turning roundhouse and heel kick
- 19 18
- 20+20
-
- down/for+P M Downward backfist
- 14
- 12
-
- down/for+K G Kick fallen opponent
- 48
- 15
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Belly suplex
- 112
- 50
-
- P+D B Torso takedown
- 91D
- 60
-
- for, for+P H Jumping clothesline
- 16 81D
- 40
-
- Jacky Bryant
- ^^^^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 12
-
- down+P L Squatting punch
- 10
-
- K H Roundhouse kick
- 30
-
- back/down+K L Low skipping kick
- 10
-
- down/for+K M Side kick
- 25
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- jump+P n Hopping elbow hammer
- 30
-
- P while ascending n Hopping jab
- 30
-
- K while ascending M Hop kick
- 30
-
- K while descending M Hopping side kick
- 20
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 40
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks while facing opponents
- ======================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back, back+P H Turning hook
- 16
- 14
-
- back, back+K H Turning back roundhouse kick
- 16
- 30
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning backfist
- 20
-
- back+P H Turning hook
- 12
-
- down+P L Turning low punch
- 14
-
- DOWN+P H Turning hook from crouching
- 20
-
- K H Turning half crescent
- 36
-
- back+K H Turning back roundhouse kick
- 36
-
- down+K L Turning sweep
- 36
-
- DOWN+K H Turning roundhouse from crouching
- 36
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Double punch
- 20 16
- 12+12
-
- P, P, P HHH Triple punch
- 20 25 15
- 12+12+14
-
- P, K HM Punch and side kick combo
- 20 19 Only in close range
- 12+19
-
- P, K HH Punch and crescent combo
- 20 18
-
- for, P, K HH Normal punch-kick combo
- 22
- 12+30
-
- P, down+K HL Punch and sweep
- 20 34
- 12+(20-40)
-
- P, P, K HHH 2 punches and straight kick
- 20 25 28
- 12+12+30
-
- P, P, for+P HHM 2 punches and elbow
- 20 25 21
- 12+12+19
-
- P, P, for+P, K HHMn 2 punches, elbow, heel kick
- 20 25 33 30
- 12+12+19+30
-
- P, P, back+P HHH 2 punches, spinning backfist
- 20 25 28
- 12+12+22
-
- P, P, back+P, K HHHH 2 punches, spinning backfist, crescent
- 20 25 31 32
- 12+12+22+30
-
- D, P, H Dodging punch
- 10 16 Replace the first punch with this
- 14 for dodging punch combos
-
- back+P HH Spinning backfist
- 14
- 22
-
- BACK+P, P HH Double spinning backfist
- 31 22
- 22+30
-
- back+P, K HH Spinning backfist and crescent
- 31 32F
- 22+(30-50)
-
- back+P, down+K HL Spinning backfist and sweep
- 31 36F
- 22+(20-35)
-
- BACK+P, back/down+P HL Spinning backfist and low spinning
- 31 25 backfist
- 22+22
-
- for+P M Elbow strike
- 21
- 19
-
- for+P, K Mn Elbow-heel kick combo
- 33 30
- 19+30
-
- back/down+P L Low spinning backfist
- 22
- 22
-
- back/down+P, K LL Low spinning backfist and sweep
- 39 36
- 22+(20-35)
-
- for+K M Knee
- 29F
- 30
-
- back/up+K M Kickflip
- 50
- 60
-
- back/up O Backflip
-
- down+K M Toe kick
- 24
- 24
-
- for, for+K M Punt kick
- 40
- 30
-
- K+D H Crescent
- 24
- (30-50)
-
- K+D, down+K+D HL Crescent and sweep
- 29 40
- (20-40)
-
- down+K+D L Crouching side kick AKA Leg slicer
- 36
- 20
-
- K, K HM Roundhouse kick, heel kick
- 37 28
- 30+30
-
- down/for+P H Smash hook
- 16
- 14
-
- back+K M Side hook kick
- 20
- 20
-
- P+K M Beat knuckle AKA bitch slap
- 32
- 30
-
- down+P+K M Single lightning kick
- 26
- 08
-
- down+P+K, K MM Double lightning kicks
- 16 24
- 08+08
-
- down+P+K, K, K MMM Triple lightning kicks
- 16 22 25
- 08+08+08
-
- down+P+K, K, K, K MMMH 4 lightning kicks
- 16 22 20 27
- 08+08+08+10
-
- down+P+K, K, K, K, K MMMHH Full lightning kick load-out
- 16 22 20 23 31
- 08+08+08+10+30
-
- back, for+K+D M Spinning mid-kick
- (20) 41F
- 36
-
- down/for+K G Kick fallen opponent
- 48
- 15
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Brainbuster
- 153D
- 50
-
- P+D B Backside clothesline AKA bulldog
- 179
- 60
-
- for, for+P H Jumping clothesline
- 16 81D
- 40
-
- down,down/for, K, K MM Toe kick, side kick
- 24+25
-
- for, back+P+K H Trip and hammer
- (20) 65F
- 60
-
- Shun Di
- ^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 10
-
- down+P L Squatting punch
- 8
-
- K H Twisting heel kick
- 30
-
- down+K L Low ground hugging kick
- 10
-
- down/for+K M Side kick
- 21
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- up/for+P M Twisting hook punch
- 30
-
- back/up or up+P M Falling back hammer
- 30 Shun changes feet position after
- this move
-
- jump, P while ascending M Hopping jab
- 30
-
- up/for+K M Spinning scissors kick
- 35
-
- back/up or up+K M Mule kick
- 30
-
- jump, K while ascending M Hop kick
- 30
-
- jump, K while descending L Hop and slide
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 40
-
- K while ascending n Mid-air kick
- 30
-
- K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 40
-
- Turning attacks while facing opponents
- ======================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back, back+P H Turning punch
- 16
- 12
-
- back, back+K H Turning arms akimbo crescent
- 16
- 30
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning backfist
- 12
-
- down+P L Turning sit and punch
- 14
-
- DOWN+P L Turning backfist from crouching
- 12
-
- K H Drunken stupor kick
- 30
-
- down+K L Turning sliding low kick
- 36
-
- DOWN+K H Turning roundhouse
- 36
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Punch and elbow
- 23 41
- 10+12
-
- P, P, P HHM Punch, elbow and uppercut
- 23 27 28
- 10+12+14
-
- P, K HH Punch-kick combo
- 23 41
- 10+30
-
- down/for+P M Uppercut
- 28
- 14
-
- DOWN, for+P M Lunging punch
- 27
- 30
-
- for+P H Running punches
- 29
- 10+14+8
-
- back/down+P L Backpush
- 27
- 22
-
- down+K+D M Scorpion kick
- 34
- 35
-
- back+P H Twisting back hook fist
- 21
- 24
-
- back/up O Backflip
-
- for, for+K M Cartwheel kick
- 16 32
- 35
-
- K+D M Jumping spin kick
- 28
- 35
-
- K+D, P MH Jumping spin kick, double-hand push
- 20 19
- 35+19
-
- P+K M Two hand push
- 30 Shun drinks if this move hits
- 30
-
- back/down+K+D L Breakdance sweep
- 38
- 30
-
- DOWN+K+D L Breakdance sweep
- 38F
- 30
-
- down+P+K L Single short range sweep
- 29 Works when Shun drinks once
- 10
-
- down+P+K, K LL Double sweep
- 25 27 Works when Shun drinks twice
- 10+10
-
- down+P+K, K, K LLL Triple sweep
- 25 25 27 Works when Shun drinks three times
- 10+10+10
-
- back+K+D M Backward hopping kicks
- 34
- 35
-
- back, SCR, for, [K] OH Handstand [bicycle kicks]
- (12) Shun can move with his hands by
- 30 double tapping forward or backward
-
- back+K H Kick and fall face up
- 33D
- 24
-
- back/down+K, [D] L Low back kick, [fall flat]
- 23 21
- 10
-
- back/down+K, K, [D] LH Low back kick, heel kick, [fall flat]
- 20 23 28
- 10+30
-
- back/down, back/down+K HH Falling twist kicks
- (28) 13
- 30+15
-
- down, down O Sit down
- 16 42 Shun can do a slide kick and stand up
- 24 when K is tapped
-
- back/down+D O Side step backwards
- 21
-
- back/down+D, P OH Side steps backwards with backfist
- 19 17
- 20
-
- back/down+D, P+K OM Side steps backwards with two-hand push
- 19 27
- 30
-
- down/for+D O Side steps forwards
- 34
-
- back+D O Steps backwards tucking in his tummy
- 21
-
- back+D, P OH Steps backwards and punch
- 19 13
- 15
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Dances with punches
- 178 Shun drinks after this move
- 10+10+10+20
-
- All H Grab and fall
- 99D
- 30+20
-
- Lion Rafale
- ^^^^^^^^^^^
- Basic moves
- ===========
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Punch
- 12
-
- down+P L Squatting punch
- 08
-
- K H Kick
- 30
-
- down+K L Low swipe kick
- (F)
- 12
-
- down/for+K M Side kick
- 24 (F)
- 24
-
- Hopping attacks
- ===============
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back/up or for/up+P M Hopping downward swipe
- F
- 30
-
- jump, P while ascending M Hopping jab
- 30
-
- up+P M Armspin strike
- F
- 30
-
- up+K M Hopping roundhouse kick
- 25
-
- up+K, K MM Dancing kicks
- 32 F
- 25+30
-
- up/for+K M Cartwheel spin kick
- F
- 20
-
- jump, K while ascending M Hop kick
- 20
-
- jump, K while descending L Hop and slide
- 20
-
- Distance jumping attacks
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- JUMP, for+P while ascending n Overhead hammer
- 30
-
- JUMP+K M Take-off jump kick
- 30
-
- JUMP, for+K while ascending M Distance drop kick to the front
- 40
-
- JUMP, K while ascending n Mid-air kick
- 30
-
- JUMP, K while descending M Landing kick
- 30
-
- JUMP, back+K while ascending M Distance drop kick to the rear
- 48
-
- Turning attacks while facing opponents
- ======================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- back, back+P H Turning punch
- 16
- 14
-
- back, back+K H Turning high back thrust
- 16
- 30
-
- back, back+K+D M Turning side kick
- 16
-
- Turning attacks with back facing opponents
- ==========================================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P H Turning double punch
- 12+12
-
- down+P L Turning low punch
- 14
-
- DOWN+P H Turning punch from crouching
- 12
-
- K H Turning back thrust
- 36
-
- down+K L Tripping low kick
- 36
-
- DOWN+K H Turning high back thrust
- 36
-
- Special moves and combos
- ========================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P, P HH Punch and elbow thrust
- 29 20F
- 12+14
-
- P, P, P HHH Punch, elbow thrust, backfist
- 29 23 32F
- 12+14+15
-
- P, K HH Punch-kick combo
- 29 42
- 12+30
-
- for+P M Elbow strike
- 24
- 19
-
- for+K M Knee
- 31F
- 30
-
- down/for+P M Uppercut
- 19
- 10
-
- down/for+P, P Mn Uppercut and downward swipe
- 12 36
- 10+20
-
- FC, down/for+P LL Low forward creeping peck
- 12
- 12
-
- FC, down/for+P, P LL Double low creeping pecks
- 15 21
- 12+12
-
- back/down+P LL Low thrusting peck
- 20
- 12
-
- back/down+P, P LL Double low thrusting pecks
- 16 13
- 12+08
-
- for, for+P M Long range fist thrust
- 16 20
- 40
-
- for, for+K+D M Spin forward and kick high
- 16 36F
- 24
-
- down/for+K+D L Spin forward and kick low
- 43F
- 24
-
- back+P H Duck and poke head from above
- 21
- 30
-
- for+P+D H Recoil and poke head directly
- 14
- 30
-
- P+D L Short range low wind-up attack
- 20
- 15
-
- down/for+P+D L Long range low wind-up attack
- 28
- 20
-
- down+K+D L Sweep
- 39
- 24
-
- down, down+K M One-handstand kicks
- 40
- 24+24
-
- back/up O Cartwheel backwards
-
- down+K, K LL Double low swipe kick
- 25 34
- 12+12
-
- down+K, K+D LH Low swipe kick, high spin kick
- 31 26
- 12+30
-
- D, for+P H High spinning side attack
- 10 22
- 20
-
- D, down/for+P L Spin to the side with low trip
- 10 34
- 20
-
- back/down+D O Ducks and steps away sideways
- 29
-
- for/down+D O Ducks and closes in
- 23
-
- Throws and close range moves
- ============================
- CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
- --------------------------------------------------------------------------
- P+D H Trip
- 50
- 10+15+25
-
- P+D B Piggyback attack
- 89
- 10+20+20
-
- back+P+K H Reaping throw
- 57
- 30+20
-
- for, for+P+D H Grab and fling
- 16 80
- 30+20
-
- for, SCR, back+P+D H Frontal piggyback attack
- (26) 69
- 10+15+15+30
-
- BASIC OPERATIONS
-
- Before we start, on fighting techniques, below is the basic operation in VF.
-
- Selecting your character
- ^^^^^^^^^^^^^^^^^^^^^^^^
- Just highlight your character and tap P, K or D. To select alternate colors of
- the character, hold the joystick up and tap the buttons.
-
- Replays
- ^^^^^^^
- After a set, a replay will take place. If you find that the replay is
- irritating, may bypass it by tapping the START button. Be careful to tap your
- own player start button. If someone has put in some tokens and you tap the
- other player button, you have accidently forced someone to play against you
- or worse challenged yourself as the tokens inside are yours.
-
- There is more you can do during the replays and this will be covered in the
- EASTER EGGS section.
-
- Controller technique
- ^^^^^^^^^^^^^^^^^^^^
- The new boxes that are used for VF2 are now standard. The button positions
- form some form of circular arc which aid your fighting technique if you
- position for fingers properly.
-
- Joystick
- ========
- The joystick is best held rather loosely. The are 3 main ways to hold the
- joystick in VF:
-
- 1. Thumb and fingertips: Very much the same as you would hold an eyedropper.
- It gives somewhat firm control for the diagonal movements. Good response
- for taps in any direction using thumb or fingertips. Recommended
- technique.
-
- 2. Engulfing: The ball on the stick is completely grasped into a fist. This
- is not recommended though some have found this technique comfortable for
- rolling actions in Akira's Dashing Palm or Wolf's Twirl and Hurl.
-
- 3. In-between: The stick is in-between the index finger and the middle
- finger with palm facing upwards. Great control over up, down, forward and
- back motions but lends poor control over diagonals. I've seen this
- technique in one person who has tiny hands. So it is recommended for people
- with little hands I think.
-
- 4. Situational: The use of 2 or all of the above techniques as the situation
- demands.
-
- Buttons
- =======
- The recommended technique is to use 3 digits for each of the buttons.
- Personally, I think switching from button to button using a finger is
- rather ineffecient though it is possible in VF1. In VF2 the moves
- especially the elbow-knee and elbow-heel kick combo of the Bryants require
- you to be fast. The recommended finger positioning is:
-
- Defend: Thumb
- Punch : Index finger
- Kick : Middle finger
-
- An alternate way for big hands is:
-
- Defend: Index finger
- Punch : Middle finger
- Kick : Ring finger
-
- Rounds and sets
- ^^^^^^^^^^^^^^^
- The action is VF is divided into rounds. In each round, you would spar the
- opposing character. Each round is further divided into sets. Depending how
- your arcade manager setups the box, rounds can be divided into 2/3, 3/5, 4/7
- or 5/9 sets. 2/3 means you have to win 2 sets out of a total of 3. 3/5 means
- you have to win 3 sets out of a total of 5 and so on. The number of sets you
- have to win is highlighted just below you character╒s lifebar. Two empty
- boxes shows that the machine is set to 2/3 and so on.
-
- Versus computer combat
- ^^^^^^^^^^^^^^^^^^^^^^
- If you choose to fight with the computer, the opponents follow in the order
- below:
-
- Lau, Sarah, Shun, Pai, Lion, Jeffry, Kage, Jacky, Wolf, Akira, Dural
-
- The last fight which is a bonus stage is a battle between your character and
- Dural. This takes place underwater amongst the ruins of the sunken city of
- Atlantis. Action is in slow motion due to fluid viscosity.
-
- Ranking mode
- ============
- If you choose to fight against computer controlled opponents, you may invoke
- the "ranking mode". This allows the computer to grade your fighting
- skills. Upon completion of the game (beating Akira but not necessarily
- Dural), the computer gives recommendations to improve your technique.
- However, if you get beaten halfway through, a grade will only be given.
-
- If someone challenges you to a duel, ranking mode is not cancelled if you
- defeat the challenger. You cannot continue ranking mode if you are defeated
- by the computer.
-
- To invoke ranking mode, tap all three buttons and press start together.
- Current observations seem to suggest that the computer awards more points
- for:
-
- * Floating your opponents.
- * Behind throws.
- * Finishing off your opponent fast.
- * Receiving less damage.
-
- You can beat all computer opponents easily by just throwing, but what you
- get would just be 9th grade.
-
- Expert mode
- ===========
- For those craving for a challenge. You can turn the VF2 computer AI up by
- invoking the "expert mode". At the character selection screen. Tap the
- joystick down twice, up twice, left twice and finally right twice. You will
- hear a sound (YAHOO). This means that expert mode is on. Select your
- character. Under expert mode, the computer AI is souped up. It defends
- against attacks better and uses more variety of attacks. Throwing computer
- controlled opponents becomes more difficult and the computer adds more
- throws to its variations.
-
- This mode is good for practice. The variety of moves used against you would
- help you learn how to defend and counter them. Definitely a must for those
- serious in perfecting their VFing skills. Expert mode can work in
- conjunction with ranking mode.
-
- The flashing "USE" that appears sometimes just below that computer
- opponent's lifebar has great significance. It shows that the computer is
- using a move you or other previous opponents have successfully used against
- it. Theoretically, the computer gets better and better as more opponents
- challenge it in expert mode.
-
- If a challenger comes and you lose to him, expert mode is not turned off.
- The challenger will "inherit" the expert mode.
-
- Entering your initials
- ^^^^^^^^^^^^^^^^^^^^^^
- There is some general confusion in entering your initials. Actually it is
- rather simple. Just hold the D button and move the joystick left or right to
- select the character. The trick is to look at the characters changing at the
- bottom of the screen. Once highlighted, release D and run towards the
- character. You are to knock the character down and not just hit it to get it
- entered. Once a character is entered, you can erase it with a backspace by
- highlighting the backspace and knock it down. Be careful and quick when
- entering the characters. You have 30 seconds to do this only.
-
- You can only enter your initials after you beat Akira and made it to the top
- 20 fastest completion times. Beating Dural is optional.
-
- Sudden death
- ^^^^^^^^^^^^
- If the last deciding round happens to be a draw, the game goes to sudden death
- where the fight takes place on a ring which size is 1/16 of the original. The
- object is to mainly RO the opponent as a decider for that round. If the
- sudden death is a draw, the challenger is the loser. If you are playing
- against the computer, the player loses if a draw happens; which is most
- unlikely.
-
- GENERAL FIGHTING TECHNIQUES
-
- This part covers some basic fighting techniques in VF2. Please note that VF2
- is still a ground based game. SEGA has made air attacks in this game fairly
- worthless. Though now with increased speed, aerial attacks are still rather
- quite slow. Hopping attack speeds are however improved, so they are now more
- useful. To make matters worse for jump kickers from VF1, computer controlled
- opponents are able to return a jump kick to your character once a jump kick
- is missed.
-
- The guide below is just a basic guide. Most are borrowed from the VF1 FAQ. It
- is by no means a formula to successful VFing. A flexible fighting technique
- is needed for human versus human fights. This is also required for versus
- computer fights since the computer now remembers the moves that are
- successfully used against it and will defend itself against these same
- attacks.
-
- Now then, the techniques...
-
- A flurry of jabs
- ^^^^^^^^^^^^^^^^
- By simply tapping the punch button repeatedly, your character, whomever he (or
- she) may be, will step forward and punch as they go. They will punch 2-3
- times and then pause for a second before they can begin to attack again.
-
- Works good when:
-
- * when your enemy has very little life left.
- * when your enemy is close to the edge of the ring (to get a RO).
- * sometimes to start the round out with.
- * if they are in the air, you can usually hit them with an attack, and
- follow that up with two or three punches before they hit the ground Jeffry,
- Lau, and Wolf can tag on their uppercut/knife hand to make a more deadly
- combo whenever they catch someone in the air with a punch or a kick if you
- tag on the kick part of their combos.
-
- Works bad when:
-
- * if you use it too much and the opponent counters with a low attack.
- * if your opponent has a special counter-attack move.
-
- Hopping attacks
- ^^^^^^^^^^^^^^^
- With the increased speed in VF2, hopping attacks can be used to counter low
- attacks. Very useful against opponents who are getting up to sweep you. Hop
- kicks are useful against low defenders though they are quite weak in terms of
- damage inflicted. Hopping hammers and jabs inflict heavy damage. However,
- they cannot attack low or standing defenders. They are more useful at close
- range when a low attack is expected.
-
- Some characters' hopping kicks are just pure deception. Kage, Lau, Shun and
- Lion have toe slides or sweeps in place of a hop kick. This can be achieved
- by tapping K while descending from the hop.
-
- Jumping attacks
- ^^^^^^^^^^^^^^^
- Jumping and kicking immediately works well if they are really close to you.
- You can catch them off guard if they are closing in with a fury of jabs.
-
- This attack also hits a low defenders. Therefore it is very valuable to
- people who don't have many other attacks which can hit a squatting opponent.
-
- If they aren't close, then you have three options:
-
- Distance drop kicks
- ===================
- Has deceptive range. Probably the best distance attack. You must hit the
- kick button before you reach the peak of your jump. You can only be hit
- out of it if your opponent does a close jumping kick before your kick comes
- out and that is a very hard move to time (of which the computer opponents
- do so well). This works well as an ambush attack as well. As an opponent
- closes in with punches, jump overhead him and drop kick him from behind
- since defend does not work for attacks behind.
-
- Landing kicks
- =============
- If you hit the kick when descending from a jump, you will kick before you
- land. This does have benefits as you can surprise someone who thinks you
- are easy meat after a failed jumping attack.
-
- Mid-air kicks
- =============
- This is the most useless of all distance jumping attacks. This attack is
- rated ╥n╙ as it will only connect already airborne opponents. It would be
- better off if you attacked an airborne opponent with a take-off kick or a
- kickflip, if your character possesses one.
-
- Overhead hammer
- ===============
- You need to hit the punch button before you reach the peak of your jump.
- Better than the mid-air kick, but not as good as the drop kick.
-
- VF2 allows you to have two jumping attacks per jump. It may surprise many
- who do not know this. However, do not be complacent. Jumping kicks are
- still desperation moves and recovery from a jumping attack is slow leaving
- you vulnerable to any attack or worse, a throw.
-
- Ring out
- ^^^^^^^^
- Knocking your opponent out of the ring is a perfectly legitimate way to win a
- set. The simplest way to accomplish this is, when they are close to the edge,
- to use a fury of jabs or a sweep since these attacks will push them backwards
- even if they defend. Squatting kicks are rather good too as your character
- will skip forwards for the kick.
-
- Note that Kage's flying kick pushes people back very far, and that Wolf's
- spinning throw can throw the person out of the ring if you are lucky for
- that, try to have your back to the edge since that is the direction that he
- finally lets them fly. Akira's close-in ram can knock lighter opponents like
- Lion, Sarah and Pai out of the ring from just off the center of the ring.
- Jeffry's flying butt attack is good to push people out too.
-
- Waiting for your break
- ^^^^^^^^^^^^^^^^^^^^^^
- One of the more successful defenses can be to simply just crouch and sit below
- your opponents attacks until they pause in their attack. You can then
- counter with one of the following.
-
- * a power move ╤ like Kage's heel kick, Wolf's Shoulder Ram or Akira's
- jumping kicks.
- * a throw ╤ just perform the motion for the throw you would like to do.
- Characters are easy targets for throws while they recover from moves such
- as high kicks, missed pounces and jumps.
- * a combo or combination attack ╤ like Jacky's elbow-heel kick combo or
- Sarah's elbow-knee combo.
-
- Dodging, counter-attacks, stop attacks and reversals
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- With the increased speed in VF2, you can execute dodges and counter-attacks at
- a moments notice. Certain moves are vulnerable to attacks if missed or blocked
- forming the basis of counter-attacks.
-
- There are many ways you can counter-attack. Everytime you see an attack
- coming, just back off or defend and retaliate while the opposing character
- recovers. Running punches are vulnerable to quick low attacks. Just be
- imaginative. For example, backward kickflips duck under many punches if timed
- well.
-
- In addition, those special dodge and punch moves can break your opponent╒s
- defences at close range. The success of these moves depend on an open stance
- (see DEFENSIVE STANCES).
-
- However, there are some moves that CANNOT be counter-attacked. This is due to
- the character's fast recovery after the move. This means that executing a
- blocked "uncounterable attack" and holding defend after would make you immune
- to counter-attacks. This would make you vulnerable to throws only. In order
- for uncounterable attacks to work, the intended victim has to block the
- attack. That means the attack has to come in contact with the victim but did
- not connect due to the victim╒s defensive posture. Most experienced players
- alternate between defensive and aggressive postures after these moves to
- confuse inexperienced opponents.
-
- However, in the event that the attack misses, i.e. did not come in contact
- with the opponent, such attacks are vulnerable to counter-attacks. You must
- know that blocking an attack requires you to recover too. In this case,
- recovery from blocking takes more or about the same time as the attacker╒s
- recovery from an uncounterable attack. If an attack misses you, your character
- doesn╒t need to recover from blocking and thus can attack as the attacker
- recovers.
-
- Uncounterable doesn't mean they cannot be stopped. Some of these
- uncounterable attacks are slow so low punches or quick moves can stop them if
- you have good reflexes. Such attacks are called stop attacks. Stop attacks
- can be applied to many other moves.
-
- With all this in mind, it is essential in VF to judge distances correctly.
- Evasion is of course a better form of defense from what we have learned from
- uncounterable attacks.
-
- In the case of those reversals. It is best to set up your opponent to make
- that crucial move you want them to make. On purpose in previous sets, make
- yourself vulnerable to a particular move like a side kick or punch for a
- certain situation. Then present this same situation to them and reverse their
- attack. It is all up to you to set up the "sting". An example would be to
- present yourself as vulnerable after Akira's dashing elbow to punch-kick
- combos. Then after a set, do a dashing elbow, tap D then back+P when you know
- the opponent's punch is incoming. This is what they mean by using these
- reversals with finesse. This applies to all characters with a reversal move.
-
- Attacking while rising
- ^^^^^^^^^^^^^^^^^^^^^^
- When an opponent knocks you down, you can get up with an attack. There are
- many ways to do it thus giving you many variations. Rising attacks depending
- on how they are executed will hit either low or standing defenders. However,
- a missed rising attack with an opponent nearby spells a free attack on your
- character. It is wiser to use the rolling away attacks as they get you away
- from the action and discourages throws from players that follow you through
- the roll hoping for a free throw.
-
- Rising attacks inflict 20 points of damage with the following exceptions:
-
- Lion - rising rear kick inflicts 20+20 points of damage since he does 2 kicks
- instead of one. It comes out when he has fallen with his face down.
-
- Lion, Kage, Wolf, Jeffry - Counter-roll heel smash inflicts 30 points of
- damage.
-
- Jeffry - Rising head butt when head is towards the opponent gives 30 points
- of damage. This will happen when Jeffry has fallen with his face down.
-
- All characters are vulnerable to rising attacks after a missed pounce. If
- your opponent plays a character that misses most of his pounces like Wolf and
- Jeffry, do a rising attack.
-
- Do not do too many rising attacks as most experienced players would rather
- back off after a successful attack. Players with characters that have some
- form of long distance attack like Kage (Flying kick) or Sarah (Toe kick-side
- kick) would take the opportunity to attack from a distance with these moves.
- Be careful when you get up or you may find yourself trying to get up again.
- Countering rising attacks now are more difficult. However, if your opponent
- gets a bit too predictable, you can:
-
- * do a hopping attack in response to any sweep. Hopping hammers and jabs are
- good as they do the most damage.
-
- * defend in response to a kick or sweep. Attack them with your best
- depending on how they respond. If they defend, throw them. If they think
- they can sneak some additional attacks after a missed rising attack, muster
- your best attack against them.
-
- Getting a bit too predictable can be a psychological weapon as well. Do
- rising attacks different from previous attacks to make your opponent think
- he's got you figured out.
-
- Sometimes do an attack that allows you to fall flat on the ground. Shun's
- attacks are a fine example. Falling flat on the ground after an attack tempts
- your opponent to come closer especially for an opportunistic throw. Kick or
- sweep them as they come near since recovery from such moves are faster. This
- may be dangerous as characters now can kick or punch opponents on the ground.
-
- Hit 'em when they're down
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- NEARLY every time you knock your opponent down you should try for a pounce.
- Below are the description for both low and high pounces with damage points
- listed.
-
- Character up+P UP+P
- -----------------------------------------------------------------------
- Akira Jumping punch none
- 20
- Pai Low knees pounce High knees pounce
- 30 40
- Lau Single feet stomp Double feet stomp
- 30 25+15
- Wolf Low jumping elbow drop High jumping elbow drop
- 30 40
- Jeffry Body splash Butt bomb
- 30 40
- Kage Near: Head dive Same
- 30
- Medium range: Feet pounce Same
- 40
- Far range: Knees pounce Same
- 30
- Sarah Low jumping knee hammer High jumping knee hammer
- 30 40
- Jacky Low jumping knee hammer High jumping knee hammer
- 30 40
- Shun Cartwheel heel smash Roll forward and elbow drop
- 30 30
- Lion Heel smash Cartwheel heel smash
- 30 40
-
- Pounce ranges in VF2 are much shorter that in VF1. Sarah and Kage do not have
- unlimited pounce ranges anymore. The motions for pounces (up+P) can be done
- the moment your opponent starts falling. You can also time your pounces to
- hit someone trying to get up. The damage is even more severe in this case.
- Imagine Jeffry's entire butt landing on your head!
-
- On top of pouncing, characters can use alternative attacks against fallen
- opponents. Kicks, punches to the ground, elbow drops are some of the few.
- They are fast and rather efficient. These attacks will not keep the opponent
- on the ground for long. Each kick or punch will move them further away from
- your character, therefore each subsequent attack can fail opening you up for
- a rising attack. At most get two of these attacks in and back off. The motion
- for these attacks like pounces can be done when the opponent starts falling.
- However, these alternative moves require you to be close to the fallen
- opponent to connect.
-
- The universal punch-kick combo
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- This is by far the most important combo to learn. It is fast and can be called
- upon any time you need speed and power. Low pounces connect well after a
- successful punch-kick combo. This combo is best used after your opponent
- fails an attack that lands him close to you. Jacky has two different punch
- kick moves. At close range, it is a punch and side kick. At further ranges,
- it is a punch and crescent. Both have it╒s uses but most likely, the punch
- and side kick comes out. The punch and side kick of Jacky makes opponents
- stagger rather than knock them down. Follow-up with any fast powerful attack
- like a beat knuckle.
-
- Learn this combo and remember to call it when you need it.
-
- Side kicks and elbows
- ^^^^^^^^^^^^^^^^^^^^^
- Side kicks and elbows are special. These moves are useful against low
- crouching opponents. A connected elbow or side kick to an opponent causes the
- opponent to stagger. You have to muster your fastest attack against the
- staggering victim to take full advantage of their misfortune. Usually this
- move is the punch-kick. In this exception is the elbow of Lion. Since he
- backs off when the elbow connects, he is too far away to connect with
- anything in time.
-
- Wolf and Jeffry╒s side kicks are too powerful to stagger opponents. They always
- deliver a knock down.
-
- Kickflipping
- ^^^^^^^^^^^^
- All the characters except for Akira, Jeffry, and Wolf can backflip. Those who
- can backflip can do a type of attack called kickflipping, which is a high
- backwards flip in which the legs can hit the opponent and do major damage
- besides looking just totally cool. Lion does not backflip but cartwheels.
- Shun is able to backflip but does not have a kickflip.
-
- There are two kinds of kickflips. Backward kickflips and kickflips. In
- backward kickflips, the exponent backflips doing a handstand and kicks as
- he/she is flipping backwards. Kickflips are performed as the exponent kicks
- into the air and flips without ground contact until landing. Backward
- kickflips and kickflips hits opponents jumping in though kickflips gain more
- altitude thus giving a higher chance of a successful hit.
-
- Only Pai, Lau, Kage, Sarah and Jacky have kickflips. Of the five, Jacky does
- not have a kickflip combo. Kage has two different kickflips at his disposal.
-
- All kickflips and their combos hit low defenders which is a feature not seen
- in VF1.
-
- Running
- ^^^^^^^
- Running is very important in VF. To execute a run (as opposed to a quick step
- forward) is to hold the second forward motion. This is a move that has to be
- practised well. To stop running effectively instead of skidding to a halt by
- the release of the second forward motion is to tap the D button. Running
- enables you to close-in on opponents very quickly especially for throws. The
- ability to run from one end of the ring and surprise throw an opponent on the
- opposite side is indeed a skill. This is the way computer Kage throws opponents
- with blinding speed. The technique of running also helps to get you out of
- tight situations like when your back is against an opponent. Careful joystick
- and button control would enable you to run away but still stay inside the ring.
-
- When running towards opponents, your character will stop at an invisible
- distance barrier very much similar to the distance when you face off an
- opponent in the beginning of the set. Your character has to dash forward after
- stopping to throw. If throwing is not your liking or for reasons of surprise,
- execute an attack.
-
- Turning around moves
- ^^^^^^^^^^^^^^^^^^^^
- These moves are new and cool in VF2. Most fast characters have attacks that
- turn them around to face their back at the opponent. These attacks can be
- used in conjunction with turn around and face opponent attacks. This opens up
- new opportunities for positional play. To play this way, one must have a
- clear mind on the direction.
-
- If you choose to turn around with a punch, this turn around punch can be
- executed as part of a punch combo. So these moves can be used to set up
- ambushes and combos.
-
- The bad thing about this is that if you are caught with your back on an
- opponent, the end may be drawing near.
-
- Harrassment
- ^^^^^^^^^^^
- Squatting and kick together will produce a harrassment kick to the leg. These
- kicks are fast but are very weak. Their use as combo stoppers are good as
- they have a good reach. They can be used to attack an already weakened
- opponent for a KO. When used in conjunction with low punches, they can be a
- major source of irritation for combo maniacs. Low punches are good to set up
- for throws as well. All in all, low attacks are a major irritation to many.
- Lion's low swipe kicks are so good they are a special move all by itself.
-
- Low kicks and punches are also the fastest way to crouch. Consider this,
- squatting down by pushing the joystick down takes 20 frames of animation.
- Doing a squatting punch by down+P will immediately bring you to a squat. So,
- you can actually avoid throws against standing opponents with this move. For
- characters with moves requiring a initial low position (Akira's palms), this
- can help you execute it not only easier but also faster.
-
- Low punches and kicks can also be used to force an opponent to block low for
- major attacks against low defenders. Sarah's squatting kick is fast and if
- the defender blocks low for these kicks, her arsenal of attacks against low
- defenders can be unleashed. Jeffry and Wolf are the tallest characters in the
- game. Their low kicks have the longest reach. This can take many options away
- from players who do not have any long range fast attacks.
-
- Low punches and kicks are however not good if someone has you figured out.
- All characters have moves that attack characters staying low and all of them
- wreak tremendous havoc. Even Pai has a scissors kick that can spell trouble
- to anyone punching or kicking low. Jeffry and Wolf have throws that are very
- painful against low attackers who fail in their attacks. So, as much as
- possible, do not overuse these moves.
-
- Ambushes
- ^^^^^^^^
- Due to the fast pace of action in VF2, you may find yourself behind facing an
- opponents back. You can start combos or do behind throws from that position.
- To set yourself up behind an opponent can be pure chance or pure cunning as
- with Akira. His Surprise exchange pull and Backwards uppercut can be used to
- do an all important knock out move or ring out.
-
- Also, distance drop kicks to the back can be achieved on rising opponents.
- This is a good ambush maneuver though very underhanded does the job pretty
- well. Just jump forward till you are overhead the rising opponent and drop
- kick his back. The timing and distance in this move is crucial.
-
- If you do find yourself about to be ambushed from behind, you can:
-
- * turn with an attack. This is particularly useful if someone wants to throw
- you. Turning around with a low attack (down+K) is particularly useful.
- * run. It is okay to run like a chicken at such a situation. Attacks and
- throws from behind are devastating. It is the only way to escape from a
- drop kick from behind.
-
- Other uses for the D button
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Pulling back a kick or punch
- ============================
- To pull back a kick, press the kick button, and then press the D button
- before your kick has been raised above your knee. This works for standing
- punches, squatting punches and kicks too but you have to be faster. What
- you do after that is up to you, but your opponent will probably block. You
- can either throw them or attack them with a move that their defending
- position is vulnerable to.
-
- Combo cancelling
- ================
- This works for combos as well. Doing P, P, P combos and tapping D halfway
- through the punches will cancel the combo enabling you to lash out an
- alternative attack that the opponent is vulnerable to. This is
- particularly useful to Lau and Pai. The crescents and sweeps after the
- punches are notorious for not connecting. Tapping D in-between the last
- punch and down+K move produces a low kick that allows Lau and Pai to
- escape after.
-
- Precision control
- =================
- Using Akira as an example, after an opponent is knocked down, dashing
- forward with "for, for" then followed by "down/for+P" for the ground punch
- usually produces the dashing elbow. To produce a precision ground punch,
- the D button helps if it is tapped after the "for, for" dash and before
- the "down/for+P". This applies to Jacky and Sarah players who wish to
- execute the elbow in preference over the clothesline.
-
- Buffering moves
- ===============
- In VF2, moves can be buffered. All complex joystick motion moves can be
- buffered. Consider Akira's dashing elbow:
-
- for, for+P
-
- The first forward can be done by hold the D button. While the second
- forward motion is done with the D button released and tapping P. So you
- can do the following:
-
- for while holding D, release D, for+P
-
- Another alternative way if you are really fast at tapping the stick is:
-
- double tap for while holding D, release D, P
-
- This what they mean by buffering a move. Throws can apply buffering too. In
- fact, as mentioned all moves requiring more than one joystick direction.
- The advantages are that you can do moves without the tell-tale twitching
- or dashing forward moves. This applies especially to Kage's corkscrew
- kicks and flying kicks to catch players unaware.
-
- Delayed action moves
- ^^^^^^^^^^^^^^^^^^^^
- Combos and special moves that have many motions can be done with delayed
- action. A fine example is the P, P, P, K combos. Tap the three Ps quickly,
- then pause for a few milliseconds before tapping K. What you get is three
- punches, a short pause and the kick move. Lau players have been known to use
- this very often to fool opponents. Sarah and Jacky's elbow combos can do this
- too if you hold the joystick forward after the elbow before tapping K
- milliseconds later. There are many moves that can do this. Discover these
- yourself.
-
- Throwing and close range moves
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Throwing and other close range moves can only be done at punch range. Besides
- being close to the opponent, ideally you should have a closed stance (see
- DEFENSIVE STANCES).
-
- Depending on the type of throw, the control motions, especially "for, for"
- motions; throws can be done with open stances (see DEFENSIVE STANCES). This
- motion allows your character to ╥crash╙ onto the opposing character thereby
- creating a closed stance. You can also effect frontal throws from your
- opponent╒s sides if you find youself in such a position and if your
- character╒s throw allows it.
-
- If you are facing the side of your opponent more towards the back, a behind
- throw can be executed.
-
- Punch-throw techniques
- ======================
- If an opponent tends to try to close distance with you by moving forward,
- try punch and throwing him. Do a single punch, crouching or standing,
- followed QUICKLY by the motion for the throw you want to do. If the punch
- connects, there is a good chance they will still be in range for a throw.
- "Heavy" fighters, such as Jeffry and Wolf, are particularly vulnerable,
- since the punch will hardly move them at all.
-
- The punch is fast enough to interrupt any attack the opponent may be
- attempting, and the throw if done correctly will come out while they are
- still reeling from the punch. Even if the opponent blocks, the throw will
- connect so long as you are close enough. Many consider low punch and throw
- techniques as a stop attack combination.
-
- Typical Punch and Throw techniques are Kage's Punch and Toss (P, back+P),
- Wolf's Punch and Twirl (P, back, SCR, for+P) and Lau's Punch and Head Slam
- (P, back, for+P).
-
- Escaping throws
- ===============
- You can escape all P+D throws and Jeffry's body press only. To escape from
- a P+D throw, tap P+D the moment the opponent begins to throw you. To be
- extra sure, you can tap P+D continuously as the throw begins as if you are
- getting up after being knocked down. To escape Jeffry's body press, do
- back+P+D.
-
- What you do after successfully escaping from the throw is up to you. Wolf's
- Backfall suplex is particularly vulnerable to attacks as the escapee falls
- upright just behind him.
-
- You cannot escape from complex control motion throws and behind throws. When
- throwing experienced opponents, it is best to use complex control motion
- throws. However, P+D throws are given preference if both players executes
- the throws at the same time. So it may be safe to use P+D throws in some
- situations. Its all up to you.
-
- Defensive stances
- ^^^^^^^^^^^^^^^^^
- There are two kinds of defensive stances. They are open and close stances. If
- viewed from the top, the stances can be explained by the diagram below:
-
- Player A Player B Player A Player B
- Feet positions: X X X X
- X X X X
- Closed Stance Open Stance
-
- As you can see, close stances enable the characters to be closer thus enabling
- throws to be executed. Open stances are just more difficult for throwing
- though this can be done.
-
- Hit ╘em in the air
- ^^^^^^^^^^^^^^^^^^
- Sometimes characters play a little hand-ball with their opponents by
- repeatedly punching, uppercutting and otherwise bouncing them along in the
- air. Lau is the true master of this technique, able to bounce opponents up to
- eight times in a single combination of moves. With the increased speed in
- VF2, almost all characters are able to do this better than in VF1.
-
- There are many combination attacks that keep opponents in the air. Possible
- combinations are:
-
- * Knee and uppercuts for Jeffry
- * Knee and running punches for Wolf
- * Toss and flying kick for Kage
- * Aerial jumping turn kick, rising knee combo and kickflip for Sarah
- * Any attack from Shun followed by triple sweeps
- * Any of Lion's moves followed by his low swipe kicks
-
- The list goes on. Discover these yourself.
-
- A rule of thumb is to lower the height level of your attacks. Start out attackin
- g high. If the opponent is hit, keep him in the air. As he/she starts falling, p
- rogress to mid-level attacks, then finally to low-level attacks.
-
- Increasing damage of attacks
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- This game is realistic in every sense. Inertia and relative velocities of
- opponents are taken into account. Damage is increased if:
-
- * your character runs forward and executes a move that connects. This effect
- will be negated if your character crashes onto the opposing character
- before the move is executed.
-
- * both your character runs toward the opposing character who is also running
- toward you and you execute a move that connects.
-
- * an opponent runs towards you and you execute a move that connects.
-
- Practice precision joystick control for running to take advantage of this
- realism. This is just a simplistic overview. The process is much more complex
- and difficult to calculate. Just play your best and don╒t worry.
-
- Developing your own combinations
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- You have to develop your own combinations. One lovely system to develop
- combinations is what I call the "common joystick motion" system. For example,
- let us take a look at Akira.
-
- Akira has a close range defense breaking move called the shake 'em up. Its
- control motion is back+P+D. He also has a dashing elbow and its motions are
- back, for, for+P. You can combine these two moves into a beautiful move and
- so what you do is:
-
- back+P+D, for, for+P
-
- This would effectively give you a shake 'em up to soften their defenses and a
- dashing body check to the opponent.
-
- Here is another example you might consider. Again we will use Akira. There
- are 2 Akira moves that require him to stay low first and these are his
- dashing palm moves. So his combination can be developed as:
-
- down+P or down+K, for+P for a low punch or kick followed by a palm.
-
- This works very well as Akira does not have any special move that have the
- motion of down+P or down+K. Effectively, you get a low kick or punch with
- this motion by tapping down and the respective buttons. This makes Akira
- squat first for the low punch or kick, then tap forward and punch for the
- single palm. There is no need to roll the stick forward. If you need a double
- palm, do a low punch or kick followed by back then forward and punch.
-
- Just study your characters' moves and check out which moves have common
- motions. Develop your own combinations and have fun!
-
- Listen and look
- ^^^^^^^^^^^^^^^
- Above all be alert. Listen for loud bangs from the speaker that signify a
- damaging hit that would knock the opponent out cold for some time. This would
- help you know when to pounce. Also, listen for powerful moves that make
- whistling noises. If they hit, the opponent is also knocked down cold for
- some time. Small "bish" noises usually signify a minor hit. Pouncing after
- this may land you into trouble.
-
- Listening to your opposing characters is also crucial. Lion for example,
- gives two different war-cries for the spin forward and kick attacks. Lending
- your ears to the game can help you defend against attacks.
-
- Keep your eyes on the opposing character and judge the distances. Above all
- practice till the moves come out instinctively even without you looking at
- your character.
-
- EASTER EGGS
-
- Slow motion replay
- ^^^^^^^^^^^^^^^^^^
- If a particular finishing is funny, gross, painful, humiliating or
- spectacular; you may opt for a slow motion replay. As you KO, RO or TO your
- opponent, hold down all three buttons to effect the slow motion replay
- option. You are only allowed one slow motion replay per credit insertion.
-
- Victory taunts
- ^^^^^^^^^^^^^^
- Another nice touch to replays is the victory taunts and phrases. You can
- actually control what your character says. During the replay, hold down
- either P, K, or D to select the taunts. Win a set under ten seconds and your
- character will say the "below ten second taunt".
-
- Game completion replays
- ^^^^^^^^^^^^^^^^^^^^^^^
- If you complete the game, the replays of all the stages will be played. The
- trailing animation frame shadows for these replays can be controlled. Tap the
- left player D button to negate the frames and the right player D button to
- reveal the frames. Tapping the joystick up decrease the number and speed of
- trailing animation frames. Tapping down will increase the number and speed of
- trailing animation frames.
-
- Kage╒s face mask
- ^^^^^^^^^^^^^^^^
- Kage's face mask will only fall off if he wins 20 straight wins from
- challengers. After that, Kage will have his face mask falling off
- indefinitely after being knocked down; provided that the VF2 machine is not
- turned off at the end of the day. He has no scar on his cheek anymore and he
- is described as rather handsome.
-
- A little bird told me
- ^^^^^^^^^^^^^^^^^^^^^
- At Jacky's stage where the background are mountains. You can actually see a
- virtua bird! Just hold down all buttons including the start buttons and
- joysticks. You will see the bird swooping down from far away. This bird will
- hover around the losing character. As long as a human versus human fight
- features the Jacky mountain background, this bird can be called out. You need
- not do it at the beginning of the round, in fact, you can call the bird out
- anytime on Jacky's mountain stage. Please note that when playing Sarah
- against the computer, the background will not be mountains when you reach
- Jacky. The background will be a city street, thus you cannot see the bird.
-
- If you like the old BGM
- ^^^^^^^^^^^^^^^^^^^^^^^
- In the momentary silence before the first set of every round begins, hold down
- PLAYER 1 START button to play a funkier VF1 version of the music played in
- Jacky╒s stage. Hold down the PLAYER 2 START button for a funkier version of
- the music played in Sarah╒s stage. This old VF1 BGM would end when you start
- a new round.
-
- Win Dural with a DRAW bug
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- When you reach Dural, Fight win all sets except the last one so that you are
- ahead. For the last set, back off a little then stay low and squat doing
- nothing. Dural will keep doing 2 low punches and a low kick but will not
- advance to attack or even throw you. The resulting set will be a DRAW but you
- still win the round. During the replays, your character will be shown in a
- ready state facing Lau but nothing happens during the credit scroll.
-
- When the next in line starts a new game, the scenary is different from the
- normal and the characters show trailing animation frames or even disappear.
- It is very difficult to fight the game in this mode. The only way to get rid
- of this is to reset the machine. Try not to do this unless you are in the
- mood to pick up a real fist fight.
-
- The true power of Akira
- ^^^^^^^^^^^^^^^^^^^^^^^
- If you get to key in your own initials for getting to the top twenty with
- Akira, do not key in the "END". Make Akira run quite far away until he
- appears quite small. Don't run too far though. Do a special move of Akira and
- you will see the whole screen shake.
-
- Credit roll
- ^^^^^^^^^^^
- In the demo mode, hold down the player start button to invoke the credit
- rolls. Release the start button and the credit roll will freeze.
-
- Mysteries and rumors
- ^^^^^^^^^^^^^^^^^^^^
- The skybreaker is still a rumor.
-
- Akira does have a sliding attack. Well, not really sliding. He actually gets
- down on one knee and gives a low side kick. Any information on how it is done
- is appreciated. This is not the rising sweeps of Akira but done while he is
- still standing.
-
- Any info on selecting Dural would be appreciated.
-
- Finally, news of VF3 under development has reached many ears. Among the plans
- are 4 new characters and Kage as the new star replacing Akira. Dural is
- confirmed to be linked to Kage╒s mother and may be modelled after her.
-
- About SEGA╒s Polygon Graphics System 2
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- CPU : 32-bit RISC processor rated at 16 MFLOPS, 25 MHz
- RAM : 8 Mb
- ROM : 248 Mb
- Graphics : 900 000 polygons with 2 097 152 colors
-
- CHARACTER GUIDE
-
- The Background
- ^^^^^^^^^^^^^^
- The number one fighter at the First World Fighting Tournament is Lau Chan. Lau
- used the legendary Koen-ken. Watching Lau's distinctive style of fighting,
- Akira realizes that he lacks experience. After the Tournament, Akira returns
- to a worldwide fighting tour. One year later, an invitation for the Second
- World Fighting Tournament reaches Akira. The invitation contained a list of
- participants including Lau Chan as well as new participants unknown to him.
- Akira felt an evil overtone to the letter, nevertheless his enthusiasm as a
- fighter made him determined to participate in the Tournament.
-
- Editor's Notes
- ==============
- Lau Chan is the champion because of a nationwide VF1 competition held at
- Game Spot 21 in Tokyo, Japan. This explains the sequence in which the
- player challenges computer controlled characters. Shun and Lion are
- inserted in the sequence where a character appeared more than once in the
- top ten winning characters.
-
- Akira Yuki
- ^^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 23th September 1968
- Sex : Male
- Blood type : O
- Height : 1.80 m
- Weight : 79 kg
- Job : Kung Fu teacher
- Hobby : Kung Fu
- Nationality : Japan
- Fighting style : Hakkyoku-ken/Eight Extremes Fist
-
- VF1 Storyline
- =============
- Hakkyoku-ken, one of the foremost Chinese martial arts.
-
- During the Second World War, the Japanese arm developed their own
- Hakkyoku-ken techniques to improve their infantry's fighting ability.
-
- Akira Yuki is the son of the man who developed these techniques. He serves
- as the assistant instructor at Yuki Budokan. Hot-blooded and impulsive by
- nature, he also can be naive and intemperate.
-
- After completing his training under his father's tutelage at the age of 23,
- he went on a quest to test his abilities.
-
- When he got word of this World Fighting Tournament, he decided to enter.
-
- VF2 Storyline
- =============
- The only person to whom the ultimate martial art of Hakkyoku-ken is handed
- down. Realizing that the last time he lacked experience; Akira is now
- testing the results of last year's training and practice. During the last
- Tournament, Akira was a bit too "enthusiastic" and his attitude was met
- with much disapproval. He was humiliated by Kage and bears a grudge against
- him.
-
- Editor's notes
- ==============
- Akira is the "star" character of VF1. He didn't do very well and so Jacky
- became more or less the star. Also the VF1 competition in Japan had a Lau
- player as the winner.
-
- Many players attributed this to difficulty in using Akira as a playing
- character in VF. They decided to make Akira stronger for VF2 as a result.
- He is truly Mr Dynamite now.
-
- VF developers seem to have Eight Directions Palm Boxing or Pa Kua when they
- worked on Akira. The style is based on the premise that if you can defend
- yourself at the eight compass points covered by the trigrams (an octogon),
- you will be fully protected from attack. This the reason for the compulsory
- D button for Akira's reversals, to align himself to the incoming attack.
-
- The main characteristics of this style are open palm strikes and footwork
- based on the trigrams. Being one of the "internal" styles (most famous of
- which is Tai Chi), emphasis is placed upon developing "chi" energy. This
- explains the power of Akira's attacks. Also, each move is done by stamping
- one's feet which explains the explosive sounds of Akira's dashing elbow
- strike and power uppercut. The cracks on his stage explains this too.
-
- Advanced students of this form of martial arts mount their attacks in
- twisting, spiralling movements. The twist is done from the waist and
- generates tremendous power. This is seen in Akira's dashing body check,
- backwards uppercut and his counter-attacks.
-
- The style is brought to light by Tung Hai Chuan 400 years ago in China.
- However, many believed the fighting style has existed for more than 1,500
- years.
-
- Research and posts from the rec.games.video.arcade suggests that Akira's
- style of fighting is a mix of Chinese kung fu. His pull-in, push-out throw
- has Shoalin origins. Hence, a totally new name of Eight Extremes Fist or
- Ba Ji Chuan.
-
- Fighting with Akira
- ===================
- He has his main strength in his special moves and close range moves. Almost
- all of those multi-punch and kick combos have be removed since not many
- people use them anyway. The speed of all his special attacks would more
- than compensate for this. Use them all to your advantage.
-
- Playing with Akira would mean pure aggressive play. The increased speed in
- VF2 would mean his special moves would come out faster. I have seen many
- Akira players do five continuous dashing elbows in a row to RO an opponent.
- Cheesy it may seem but it displays the level of aggressiveness he should
- be played.
-
- His close range moves are rather deceptive than powerful. Only his trip and
- punches; the pull in, throw out; and close-in ram can knock an opponent
- down. The rest of the close range moves allow him for free strikes based
- on confusion created by these moves. The insidious surprise exchange is a
- good example.
-
- His dashing palm is a move everyone fears. It will knock down a standing
- non-defender or send a squatting non-defender across the ring dragging on
- their butt. If the latter happens, rush forward and throw the person using
- the close-in ram. In fact, any throw or close range move would be good.
-
- The single jumping kick (some call it the Dragon Kick) is great for floating
- opponents for subsequent moves. So this move has great potential over the
- dashing elbow if an RO is needed.
-
- His dashing elbow is fast and safe. Holding defend after a failed dashing
- elbow will defend against all moves (with the exception of Sarah's
- punch-kick combo). Thus, this move is safe but makes Akira vulnerable to
- throws if he doesn't unleash another attack. This is not likely as Akira
- players always follow-up their moves.
-
- Though Akira is fast in his attacks, the recovery from these attacks are
- slow. The notorious dashing body check is the slowest in its recovery and
- exposes Akira's back to the opponent momentarily. However, he has his
- counter-attacks to make up for this. These counter-attacks are precisely
- used to defend Akira from attacks after his special moves. This makes him
- even more dangerous in attack or defense.
-
- To do his reversals, the D button is compulsory. You have to tap it prior
- to the back+P, back/down+P or down+P motion. According to the way he is
- attacked, the reversals come out in 8 variations; more or less influenced
- by the counter-attack control motions. It is most essential to learn his
- reversals to harness Akira's full potential. All his reversals are very
- damaging and can push opponents far away.
-
- Most consider the stun palm, backwards uppercut and double palm combo as the
- desired move to master. This combo's first two moves are quite clear cut.
- However, the last palm move can be done while holding the down/for from the
- backwards uppercut momentarily followed quickly by back+P or for+P. The
- actual full motion is:
-
- All, back, down/for+P+K, (back/down or down or down/for), (back or for)+P
-
- A recommended read is Joji Suzuki's Akira FAQ. This is the ultimate guide
- for Akira enthusiasts.
-
- Akira's uncounterable moves
- ===========================
- Dashing elbows - for, for+P or for, for, for+P
- Side kick - down/for+K (only Pai, Kage and Sarah can counter)
-
- Pai Chan
- ^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 17th May 1975
- Sex : Female
- Blood type : O
- Height : 1.66 m
- Weight : 49 kg
- Job : Action star
- Hobby : Dancing
- Nationality : Hong Kong
- Fighting style : Ensei-ken/White Crane Fist
-
- VF1 Storyline
- =============
- She is a leading star in Hong Kong action films.
-
- Her moods change as quickly as a cat's - she can erupt in passion in one
- minute, and turn icy cold in the next.
-
- Lau's only daughter, Pai was especially trained by her father in martial
- arts from a young age. Lau was jealous of her superior abilities, however,
- so she ran away from home at 16 when her mother died.
-
- Two years later, she was a success in the movie industry. When she recieved
- word that her father was going to enter the World Fighting Tournament, she
- also decided to enter.
-
- VF2 Storyline
- =============
- Pai took part in the First World Fighting Tournament to test her skills.
- It revealed that she was rather weak and she decided to train for a year
- before the Second World Fighting Tournament. During the past year, she
- incorporated her own techniques and tactics she has discovered.
-
- She determined to defeat (this time for sure) her father for pursuing his
- own ideals at the expense of his family.
-
- Editor╒s Notes
- ==============
- Pai, the "weak" little girl of VF1 is better than before. Now there are not
- many Pai players but there is one I met that could trash any Sarah player.
- She is mainly used by her fans and die-hards. With this new speed in VF2,
- she can float opponents as well of her father now. Until the completion
- of this version of the FAQ, not much interest has been generated from Pai.
- This is in contrast to the interest she generated in the in early days of
- VF1. She has much undiscovered potential as her reversals can remove many
- attack options. She is the only character that can give everyone headaches
- and even to excellent Akira players as she can reverse the dashing elbow
- with a simple joystick motion.
-
- This fighting style is actually named Bok Hok Pai or White Crane. It is
- invented by a Tibetan lama. It is said that the lama observed a fight
- between a crane and a monkey. The crane would defend by evading and
- retaliating with its wings. The "wings" motion can be seen in Pai downward
- chop and defensive chop with changing of feet position. The lama who
- observed this put together 8 techniques from the crane's natural movement
- with the ape's footwork and grabbing maneuvers. This style is is not to
- be confused with the Southern Shaolin 5 Animal System which also involves
- a crane.
-
- Incidently, the Chinese emperor's imperial guards are taught this fighting
- style in secret to protect him. This style also found its way to many other
- kung fu. Watching Pai fight in VF2 is a joy. The moves are flawless and
- show a sense of grace and beauty.
-
- Fighting with Pai
- =================
- Pai's strength is still her parry. She is fast and avoiding attacks is easy
- with Pai. She still has a weakness for low defenders but that is partially
- solved with her downward slap and scissors kicks. Her combos come out fast
- but would leave her totally vulnerable to throws if they fail to connect.
- Believe me, nobody in the right mind would want to punch or kick Pai.
-
- Her back+P reversal is now more versatile and can grab a variety of attacks.
- Punt kicks, toe kicks, hop kicks, hop jabs, attacks requiring one fist or
- palm and roundhouses are vulberable to this reversal move. The back/down+P
- reversal is reserved only for elbows and side kicks. This move grabs
- Akira's dashing elbow also. This takes away many attack options from
- players so playing her is exactly the opposite of Akira. Pure defense. Her
- throws are rather fast and for anyone running up to her hoping for a free
- throw must be nuts. Her punches are fast enough to counter any would be
- throwers. For anyone closing in with punches, she can just back off easily
- due to the speed of her quick step back. Depending on the range they are
- closing in, a quick step back followed by her high reversal would deter
- most.
-
- If a more aggressive Pai is more your liking, use downward slaps combined
- with sweeps or side kicks. If the side kick floats the opponent, follow-up
- with the running punches with sweep combo or the crescent combo if they are
- kept in the air longer. Her single scissors kick spells trouble if she is
- not stopped in mid-flight. She closes in quite fast with this move and
- recovers fast for downward slaps, sweeps or side kicks with punch combos.
- Since she this move enables her to change her feet position, she can throw
- almost immediately. If they squat low after the scissors kick, she can
- cartwheel over and deliver moves for more devastation.
-
- Against low attacking opponents, her hopping double-hand hammer can be
- followed by punches and sweep combo. Against light opponents, this move can
- connect all the way for the most lethal effect.
-
- All in all, concentrate on defense but insert pockets of total assaults.
- Remember the storyline above: "she can erupt in passion in one minute, and
- turn icy cold in the next". Make pouncing a habit for sure hit moves. She
- is weak in her moves so pouncing and ground punches helps a lot. Throw all
- those dumbfounded defenders afraid of attacking her. Set up your "stings".
- Her falling DDT and stomach throw can RO many. Use the pushover throw to
- avoid ROs.
-
- Pai's uncounterable moves
- =========================
- Downward slap - down/for+P
- Side kick - down/for+K
-
- Lau Chan
- ^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 2nd October 1940
- Sex : Male
- Blood type : B
- Height : 1.72 m
- Weight : 77 kg
- Job : Chinese chef
- Hobby : Chinese poem
- Nationality : China
- Fighting style : Koen-ken/Tiger and Swallow System
-
- VF1 Storyline
- =============
- A leading Chinese chef, he is also a master of the legendary Koen-ken
- martial art. A quiet man, he nevertheless has the air of resourcefulness
- and skill seen only in those skilled in the art of Koen-ken. His cold
- appearance belies a gentle nature.
-
- He achieved one of his life's ambitions when he was awarded the Grand Prix
- at the world's most renowned competition for Chinese chefs. Now, he is
- ready to fulfill his next ambition. He is resolved to enter the World
- Fighting Tournament and achieve his ultimate goal.
-
- VF2 Storyline
- =============
- He is came from Northern China, Shandong Province. He was the strongest
- fighter and winner of the last Tournament. This made him happy as his
- martial arts school was looking for successor and the requirement was for
- him to win the Tournament.
-
- After the First Tournament, he retreated to the mountains to train and
- develop new techniques to improve his ultimate art. He is taking part in
- the Second World Fighting Tournament using advanced Koen-ken techniques.
-
- Editor╒s Notes
- ==============
- Lau is still the Super Ring Outer. Once you are caught by the knife hand
- or equivalent, you better stop tapping those buttons. A dashing knife
- followed by a full volley of punches and crescent would usually mean the
- end.
-
- Lau's fighting style is a blend of 2 Chinese kung fu. Tiger and Swallow
- Fist. Tiger Fist stresses a lot on simplicity in strokes but every stroke
- filled with every ounce of force. This is evident in his knife hands and
- lifting palm. It also emphasizes on "mabu" or horse stance which explains
- Lau's powerful sweeps. The Swallow has speed in its strikes. You can see
- this when Lau does a knife hand; the swallow "wing" can be seen on his
- non-striking hand balancing his movement.
-
- This looks like a brand new fighting style and could have its roots on the
- Tiger and Crane System of Southern Shaolin.
-
- Fighting with Lau
- =================
- Lau indeed has the speed and he has the power. This is the guy that made
- Jacky players re-evaluate their prowess. Mix up all your attacks. Do a
- combination of high and low attacks. Do not start your combos unless your
- knife hand or lifting palm hits. Both these moves either stun or lifts
- opponents high into the air. There is plenty of time to float them.
-
- Use the punches and sweep combo for opponents who are heavy or falling fast.
- The punches and kickflip is good for ROs as they fling opponents far away.
- At any situation, try to make the crescent in the punches and crescent
- combo connect. A pounce after would end everything.
-
- With this speed, you may think getting all these in is good enough. No!
- Lau's strength is in his punches. Everyone knows that. Have Akira, Pai,
- Kage or Wolf opposing you and you are going to have a difficult time. These
- characters possess reversals. One reversal and this would end your
- assault.
-
- It is here where his throws are useful. Because of his speed in punches,
- most would prefer a defend and wait attitude when playing against Lau. Just
- throw these defenders. His sideways throw is the most useful now. One
- sideways throw leaves Lau standing and ready; a dashing knife hand connects
- well straight after. If you need further damage, carry on with his punches
- and insert your favorite kick here. What you will see is Lau going totally
- psycho punching the ribs of the thrown opponent.
-
- His sweeps are powerful but use them judiciously. At longer ranges, the
- sliding attack comes in handy. In fact, a single punch followed by a
- sliding attack surprises many.
-
- His side kick is still fast but with counter-attacks from other characters,
- you have to use it judiciously. If a side kick connects, floating the
- opponent, he can be used like Pai floating with punch combos. A side kick
- that staggers are are best followed with knife hand or lifting palm combos
- if you like float fests.
-
- The dashing knife hand actually staggers squatting opponents. It would float
- opponents if they are caught off guard making a high move. As usual float
- away but many know this trick already. Before you write off this move, you
- must note that Lau changes his feet position after this move. This move has
- very good range and if it fails to connect, throw them if they expect you
- to do punch combos.
-
- If you are a combo happy player, learn the timing for his delay action
- moves. This applies especially to the punches and sweep to fool opponents.
- A low stationery Lau after three punches catches many by surprise. They see
- it as an opening for retaliation but gets swept off their feet instead.
- This however is not good if you face Wolf who is fast enough to throw you
- before the sweep.
-
- To play with Lau is to play with caution. Learn to do his combos at the
- opportune time but don't forget his basic moves.
-
- Lau's uncounterable moves
- =========================
- Side kick - down/for+K
-
- Wolf Hawkfield
- ^^^^^^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 8th Febuary 1966
- Sex : Male
- Blood type : O
- Height : 1.81 m
- Weight : 110 kg
- Job : Wrestler
- Hobby : Karaoke
- Nationality : Canada
- Fighting style : Professional wrestling
-
- VF1 Storyline
- =============
- He lived as a woodsman and hunter in the Canadian wilderness until he was
- discovered on a scouting trip by a professional wrestling promoter. A quiet
- man who loves nature, he has his gentle side. He is filled with fighting
- spirit, however. Once aroused, he is not satisfied until he finishes the
- job at hand.
-
- He was an instant star in the pro wrestling area, and successfully defended
- his title several times. Dissatisfied with the level of competition,
- however, he turned in his belt and retired from the ring.
-
- He entered the World Fighting Tournament in search of a rival worthy of his
- abilities.
-
- VF2 Storyline
- =============
- He is determined to fight against Akira again, an opponent that defeated him
- at the last Tournament.
-
- Editor╒s Notes
- ==============
- He is big and huge now. Have moves and looks of a real wrestler. He is fast
- becoming a favorite among many due to all those fabulous throws.
-
- Professional wrestling technique? Well, TV has many fine examples of pro
- wrestling techniques. I don't think I need to explain this.
-
- Fighting with Wolf
- ==================
- As usual, go for throws. I would however go easy on the backfall suplex. Any
- intended victim escapes and you are in trouble.
-
- His aerial attacks are magnificent and deadly. Learn to defend stoutly but
- insert a few attacks here and there. His uppercuts are still slow compared
- to Jeffry's but his body blow has tremendous range.
-
- Many of his moves are similar to the motions for the throws. Use this to
- your advantage. The upward two-hand slap has almost the same motion for the
- twirl and hurl. At close range you may get a twirl and hurl but at longer
- range, you have an attack that has very good reach. This applies to his
- body blow and his body slam which both apply the same control motion,
- for+P.
-
- At mid range, his side kick is the most useful attack. More powerful than
- the uppercuts, it always knocks down opponents. At close range, his knee
- is good for lifting opponents into the air. If followed by an uppercut and
- running punches, it would push them really far back.
-
- Due to his great height, the sliding attack can be considered one of the
- best long range "sweeps". His sliding attack catches many by surprise.
- It can be used just like Lau's sliding attack but it has greater range due
- to those long legs. The last thing everyone expects is Wolf having a
- "sweep" move. Another great use of Wolf's long legs is the somersault heel
- smash. After getting up while rolling away, perform this move in preference
- over the counter-roll heel slam. Very useful against fast characters
- rushing in to pound Wolf.
-
- Anytime Wolf is in trouble, he can call upon his drop elbow to assist him.
- This is a wonderful move against opponents relentlessly punching, hoping
- to overwhelm Wolf with speed attacks.
-
- Whenever an opponent is down, hit them with his back body splash or elbow
- drop. His jumping elbow drop has very little range and should be used at
- close range. The elbow drop connects easily after all his throws except for
- the frankensteiner.
-
- The grab side kick counter-attack is essential for the most ardent Wolf
- fans. Learn to get it out by instinct. It can grab Kage's spinning mid-kick
- from his punches and mid-kick combo if you time it well.
-
- His low punches and kicks have very good reaches. All low punches can be
- combined with an uppercut to stagger opponents for throws.
-
- Be opportunistic for throws at all times. For example, anyone rising with
- a low attack be it a sweep or a mule kick is asking for trouble. If the
- attack misses Wolf, a tombstone, double arm suplex or a torso takedown is
- all it takes to inflict damage.
-
- Wolf's uncounterable moves
- ==========================
- Punches and uppercut - P, P, P
-
- Jeffry McWild
- ^^^^^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 20th Febuary 1957
- Sex : Male
- Blood type : A
- Height : 1.83 m
- Weight : 111 kg
- Job : Fisherman
- Hobby : Reggae music
- Nationality : Australia
- Fighting style : Pancractium
-
- VF1 Storyline
- =============
- A fisherman on the Australian coast, he lived in the salty tang of the tides
- and the hot sun. The most skillful fisherman of his village, he has an
- engaging personality.
-
- He was bested by only one opponent - the giant, eight-meter long, man-eating
- Satan Shark. They fought several battles, and finally met in their ultimate
- match. Jeffry was routed and his boat wrecked, but he somehow managed to
- recover as he hovered on the verge of death. He entered the World Fighting
- Tournament with a vow to build a new boat and do battle with the shark
- again.
-
- VF2 Storyline
- =============
- A fisherman who mastered Pancratium on his own. He is participating again
- in the Tournament to earn him the prize money to rebuild his boat.
-
- Editor╒s Notes
- ==============
- Like Wolf, he is huge. Does the name King Kong apply?
-
- Pancratium (literally All Powers) was the ancient Olympic sport/martial art
- of the Greeks. It included punching, kicking, and grappling. The original
- Pancratium is long gone, but its spirit lives on. During the 1960s and 70s,
- Jim Aravantis (Arvantis?), a Greek immigrant to the US, formalized his own
- re-creation of the Pancratium which he calls Mu Tau.
-
- Fighting with Jeffry
- ====================
- Use him as you would for Wolf. He is a lot faster than Wolf but he recovers
- just as slow. Use your mid level attacks to force opponents to stand
- defending making them vulnerable to your more devastating throws. His
- fireman's carry would leave him entirely open if anyone should escape so
- I would go easy on it too. He does have a slight advantage in this case
- as the escapee falls far behind. His body press would leave him in the same
- vulnerable position as Wolf's backfall suplex if the victim escapes.
-
- His flying butt attack has great range and what better way to humiliate low
- defenders than to sit on them! The best throw he has now is the
- backbreaker. Though the control motions look complicated it is actually
- much easier to do than the crucifix piledriver. If you fail to throw, you
- would most likely get off a butt attack which is not too bad. Defend
- stoutly but as usual, look for breaks for your throws. In VF2, his throws
- against low defenders or attackers are very easy to do. Learn to get them
- all out.
-
- His throws are a bit slower than Wolf's. The crucifix piledriver has a very
- long "wait" time before the opponent is actually smashed on the ground.
- This doesn't work against a player who observes the clock. So Jeffry's
- throws may actually work against him. This wait time is also seen in his
- body press and face grab.
-
- His side kick is as powerful as Wolf's but it has longer reach. Besides side
- kicks, his forward foot thrust and heel axe has good range too. Use them
- to your advantage. They are all rather damaging. The other moves like the
- lunging elbow drop and thrusting head butt have very long reaches too. His
- dodging side jab has incredible reach. With the correct feet positioning
- or when someone is in the middle of a move, this attack will come out from
- nowhere to knock them down.
-
- His pounces are much faster than Wolf's. His butt bomb has much better range
- but it is still not good enough. His body splash is worst. He has a foot
- stomp so use it when you know opponents are rising fast. Use his pounces
- only after throws or kicks that land opponents near to Jeffry. A body
- splash after a side kick connects well. Use the butt pounce especially for
- a connected knee.
-
- Do not forget his powerful uppercuts. They are much faster and thus help you
- keep opponents in the air longer.
-
- Just keep the pressure on your opponents. Even the sight of Jeffry adds a
- lot of pressure already.
-
- Jeffry's uncounterable moves
- ============================
- Uppercuts - down/for+P, P
- Head butt - for+P+K
- Dashing low elbow - for, for+P
-
- Kage-maru
- ^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 6th June 1971
- Sex : Male
- Blood type : B
- Height : 1.78 m
- Weight : 66 kg
- Job : Ninja
- Hobby : Mahjong
- Nationality : Japan
- Fighting style : Hagakure-ryu Jujutsu/Jujitsu, Hagakure style
-
- VF1 Storyline
- =============
- He was born in the village of Hagakure. Kagemaru is the name given to
- members of the Hagakure clan who work in secret in the shadows of
- society.
-
- His birthright was to become the tenth-generation Kagemaru. His father, the
- ninth-generation Kagemaru, taught him the fearsome Hagakure fighting
- technique.
-
- One day, his mother, the eighth-generation Tsukikage, was kidnapped by a
- mysterious figure. Nothing was heard of her fate.
-
- Several years later, the village of Hagakure was attacked by an unknown
- force. Kagemaru and his father were out fishing, but quickly returned when
- they saw the blazing village. They were too late, however, and the village
- was destroyed. Kagemaru's father was felled by a bullet from the mystery
- group.
-
- The next morning, Kagemaru salvaged a keepsake from his father, donned his
- costume, and embarked on a journey to prepare himself to take vengeance
- on those who spilled his father's blood.
-
- VF2 Storyline
- =============
- Kage whose specialty is Jujitsu, has a vendetta against the Syndicate that
- killed his father. Not only did they kill his father, they also took his
- mother away from him and made her as one of their fighters.
-
- Editor╒s Notes
- ==============
- By far, the character with the greatest improvement. Most likely, he would
- be called Mr Versatile (we already have a Mr Dynamite and he is Japanese
- also). Makes other game ninjas look rather pale in comparison. Fast rising
- as a favorite among many.
-
- Because Kage is a ninja, he should actually use ninjitsu techniques.
- Ninjitsu relies on stealth; otherwise, a dark, quiet and subtle method over
- the bold, active and forceful. So ninjas actually avoid confrontations.
- However, Virtua Fighter is a ring fight, so the developers cannot have Kage
- popping out of nowhere to ambush his opponents. With this in mind, the game
- developers made his fighting style jujitsu. Jujitsu is a generic term for
- a large number of fighting skills of various styles. The ninjitsu influence
- to Kage's fighting technique is the fists he makes and his reaping throw.
- The Karate-like chop fists are called shuto or sword fist.
-
- Jujitsu also known as yawara or "gentle art"; gentle, however in the sense
- of yielding to an opponent's direction of attack while attempting to
- control it. It began as sechie-zumo (court banquet wrestling). There are
- many schools. Jujitsu declined with the collapse of the samurai class after
- the Meiji Restoration in 1868. Dr Kano Jigaro studied methods of the Tenjin
- Shin'yo and Kito schools that gave rise to judo. Judo is the only Oriental
- martial art allowed in the Olympics as a medal event. Evidence of judo in
- Kage's style of fighting is in his hip or shoulder throw and his torso
- takedown.
-
- Japanese policemen viewed judo as too sporty without much self-defense
- applications. They rejected judo and adopted aikido as their form of
- unarmed combat. This technique obtained much of its influence from
- Daito-ryu Aikijujitsu and is developed by Morihei Ueshiba. Aikido can be
- seen in Kage's defensive counter-attack for incoming punches. An aikido
- exponent is often called the "eye of a hurricane", filled with peace and
- tranquility, yet surrounded by a powerful field of energy. True words
- indeed as this has brought fear into punching Kage.
-
- Be aware that Hagakure is not a village or school but a fascicle manual for
- samurai. The Hagakure (translated as In the Shadow of Leaves) has 1,300
- short anecdotes and reflections. It is completed in 1716 and is considered
- as one of the classics on bushido. Its first verse is: "The way of the
- bushi is to die."
-
- Fighting with Kage
- ==================
- Use his range to your advantage. His flying kick, corkscrew kick, back
- thrust and heel kick have deceptively long reaches. To aid him against low
- defenders, the corkscrew kick works well at far range. He doesn't have any
- good combos however. The punches and kickflip is by far the best he has;
- and the punches and spin kick is the weakest four hit combo in the game.
-
- His strength is mainly in fancy and tricky moves. His turn around attacks
- can connect well and above all; with his new found speed in punches, he can
- be played just like Lau. Mixing up his attacks is very easy. Attacking at
- high and low, this would confuse many. His most useful tagged on move is
- still his backheel sweep. Though his pounces connects well now, the
- backheel sweep is still good habit to keep. Against heavier opponents, a
- heel smash after a followed-up backheel sweep demoralizes many opponents.
- This even works well against lighter characters who are still within his
- heel smash range after the sweep.
-
- His range of movement is even greater with a cartwheel added. Catching him
- would be difficult if he gets ahead. To play Kage is to play the whole
- ring. Movement must be a top priority for Kage players. His rolls can turn
- out to be flying kicks making him elusive yet offensive. Forward rolls can
- allow him to advance under punches unmolested for throws or kickflips if
- opponents defend low expecting a sweep.
-
- The turning attacks are tricky and many combinations can be achieved. The
- slashing shutos and shikan-kens are deceptively similar with different
- attack levels. These slashing fists can catch hopping opponents very
- easily. Following them with a punch-kick combo and subsequently the
- backheel sweep can be devastating.
-
- All his throws are so easy to do and solid. The infamous "back+P" ten foot
- toss is the most useful throw in the whole game. When followed on with
- attacks or combos that cover distance, ROs are really very easy. Throws
- that land opponents at close range connect well with the heel smash. Use
- this always.
-
- His reversal grabs incoming punches only. Learn to use it when your opponent
- becomes to predictable. This move also grabs hopping jabs and Akira╒s
- single palm. It does quite sizeable damage and the heel smash is a good
- follow-up.
-
- Playing him would mean sticking to the basics. That is all to it. Combining
- all those basic attacks would be the feat that every Kage player has to
- develop. Combinations especially with his ten foot toss would be the
- ultimate skill Kage players will have to master. Many may consider this
- as cheap but these combinations are difficult to time and execute.
-
- Kage's uncounterable moves
- ==========================
- Back thrust - back+K+D
- Slashing shikan-ken - down+P+K
- Side kick - down/for+K
-
- Sarah Bryant
- ^^^^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 4th July 1973
- Sex : Female
- Blood type : AB
- Height : 1.73 m
- Weight : 55 kg
- Job : College student
- Hobby : Sky diving
- Nationality : USA
- Fighting style : Sekken-do/Jeet Kune Do
-
- VF1 Storyline
- ==============
- Sarah is Jacky's sister and the oldest daughter of the Bryant family. Filled
- with curiosity, she quickly becomes embroiled in every situation
- imaginable.
-
- Sarah was suspicious of the circumstances surrounding her brother Jacky's
- racing accident. When she was investigating this accident, the mystery
- group kidnapped her. They use hypnosis to control her actions.
-
- Her innate fighting sense aroused by the hypnotism, Sarah will be sent into
- the Tournament to deliver the knock-out blow to her brother Jacky.
-
- VF2 Storyline
- =============
- Sarah is still held captive and hypnotized by the Syndicate. She is further
- trained by the Syndicate to become the strongest fighting machine in order
- to kill her elder brother Jacky.
-
- Editor's Notes
- ==============
- Apart from a cleavage, she is loaded with a variety of kicks mainly. Still
- a hot favorite, her speed and seemless ability to link up all her moves
- have won many fans.
-
- First a historical view of this fighting technique or rather the concept.
- Jeet Kune Do is authored by Bruce Lee himself. He was influenced by the
- Wing Chun fighting technique. Wing Chun means "beautiful springtime" and
- originated from a nun named Ng Mui.
-
- It is said that 5 of China's grandmasters met in the Southern Shaolin Temple
- to discuss and develop a training program to produce an efficient fighter
- in 5-7 years. Before the program began, the Southern Temple was sacked and
- burned to the ground.
-
- Ng Mui was the only survivor who knew the full training program. She
- wandered in the countryside and took a young orphan girl Yim Wing Chun as
- a student. The system then is called Mui Fa Chuan or Plum Flower Fist. It
- stressed a lot on power strikes and mabu (horse stance) which suited men.
- Yim Wing Chun was rather small in her stature so the style did not fit her.
- She simplified the technique to involve less energy wastage. The improved
- fighting style is named after Wing Chun. Wing Chun is a style that contains
- many "traps"; highly evident in Sarah's elbow moves.
-
- This style is shrouded in secrecy until grandmaster Yip Man began teaching
- Wing Chun in Hong Kong during the early 50s. One of Wing Chun's students
- was Bruce Lee.
-
- What we see in VF2 is not Jeet Kune Do but Lee Jun Fan Gung Fu. Jeet Kune
- Do does not rely on speed and 'irritation'. While speed is one of many
- important attributes it is not the most important one, at least not for
- most practitioners. Sensitivity, appreciation of distance, and timing are
- much more important. While techniques such as the eye jab are used it is
- generally as a way of 'bridging the gap' between ranges and as a
- distraction while one sets up for another technique.
-
- Jeet Kune Do concepts are more an analytical framework for understanding and
- teaching martial arts. What you will see at the Inosanto Academy is this
- understanding applied to a variety of arts. Chief among these is Lee Jun
- Fan Gung Fu (the funny looking Wing Chun with Western Boxing), but Muay
- Thai, Filipino Kali, other Chinese Boxing, grappling, and a number of other
- things will be in evidence as well. These days you will see a lot of
- Pentjak Silat and Gracie Jujitsu in the mix.
-
- Sarah's style of fighting is very different from her brother Jacky. Though
- both share the same concepts. Her knees are very Muay Thai, her shadow
- kicks and jumping back roundhouse seems to be borrowed from Taekwondo. Her
- elbow has Wing Chun influence.
-
- Fighting with Sarah
- ===================
- Playing with Sarah is like playing with Akira. Very offensive. She is fast
- and this should be used to your advantage. To date, no new throws are
- discovered for her. However, the clothesline of hers has great range. This
- can be used to "encourage" opponents to stay low and be vulnerable to
- Sarah's arsenal of attacks against low defenders.
-
- The strength of Sarah is in combination not combos. Tag on all moves that
- connect and you will go far with her. Her speed of movement is fast so
- avoiding attacks is just a breeze. Her rising knee combo connects rather
- well now and can be followed on with a kickflip. With this new speed in
- VF2, Sarah has now earned the same notoriety as Lau for floating
- opponents.
-
- Her recovery from moves are amazingly fast and she can avoid P+D throws
- after any move if you hit P+D after them. Sometimes, if you are lucky, she
- throws the opponent before they make their moves. This is especially true
- when you do her belly suplex after a failed elbow-knee combo. Since she may
- get thrown or get hit by some other move, it is a good gamble.
-
- Her turn around moves are fast and powerful. Her turn around punch followed
- by any 4-hit combo would push many back. She possesses a sweep now but is
- only useful when her back is facing the opponent. The spinning heel kicks
- are fast both in execution and recovery. A single spinning heel kick can
- be used to turn around providing a avenue to use the sweep. This can be
- mixed up with a back kick to hit those who defend by staying low.
-
- Her toe kick-side kick has good range and would spell trouble for all who
- miss their rising attacks. The roundhouse kick can jump over many low
- attacks and the same goes to the tornado kick which has even greater range.
- These moves recover slowly and should be used when the opportunity
- allows.
-
- Sarah does not side kick opponents. She shadow kicks them. If a side kick
- could hit at close range, make sure you shadow kick them. Most likely all
- the three kicks will connect making it a very powerful side kick attack.
-
- Her low attacks are rather dismal. The crouching side kick does not knock
- standing defenders down but is able to knock down high attackers. It has
- a poor recovery, slow and weak. Use this only for incoming high
- attackers.
-
- Her pounce is very fast. Like Pai, make pouncing a habit for sure hit moves.
- Her moves are still weak so pouncing helps a lot.
-
- Do not give them any room at all. Punch-throw techniques work like a charm
- with her and; low kicks and punches do very well too.
-
- An FAQ for Sarah by S. Hyun Yim is currently circulating. Avid Sarah fans
- can check it out.
-
- Sarah's uncounterable moves
- ===========================
- Side hook kick - back/down+K+D
-
- Jacky Bryant
- ^^^^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 28 August 1970
- Sex : Male
- Blood type : A
- Height : 1.82 m
- Weight : 75 kg
- Job : Indy car racer
- Hobby : Training
- Nationality : USA
- Fighting style : Sekken-do/Jeet Kune Do
-
- VF1 Storyline
- =============
- The eldest son of the Bryant family, Jacky is Sarah's brother. He maintains
- his cool in every situation. Those on the Indy racing circuit call him the
- Blue Flash.
-
- Jacky was seriously injured in an accident in the 1990 Indianapolis 500, and
- spent two years in a grueling rehabilitation program. Just when his injury
- had healed, he discovered the existence of the mystery group behind the
- accident. At the same time, his sister Sarah disappeared.
-
- Jacky's battle began as he pursued the trail of the group who held the key
- to these mysteries.
-
- VF2 Storyline
- =============
- During the last Tournament, he was not really himself. He was defeated and
- he went back training and improving his skills. Now he is an instructor
- in Jeet Kune Do.
-
- As his second effort to seek revenge on the Syndicate and rescue his sister
- Sarah; he participates again in the Tournament
-
- Editor╒s Notes
- ==============
- The favorite character of VF1 is still a favorite with many but is toned
- down a lot. Still deadly though. If you play him with the intent to win,
- you have to play him mechanically. Be prepared to be despised by other
- players if you play a purely mechanical Jacky.
-
- In his technique, you can find Karate as in the back sweep and turning back
- roundhouse. Taekwondo is evident in the last kick of his lightning kicks.
- His elbow technique, like Sarah's, is Wing Chun.
-
- Fighting with Jacky
- ===================
- He is still not the best at everything. However, like Sarah, combinations
- are the way to go.
-
- His elbow-heel kick is not fearsome anymore as with his punt kick, but his
- beat knuckle is really bad for everyone. He still does not possess a
- kickflip combo but his kickflip alone is the most powerful kickflip in the
- game. Able to take as much as eighty percent of the lifebar, it has left
- many wondering why the round ended so fast.
-
- His spinning backfists, both high and low are much faster. A deadly
- combination for Jacky involves a low spinning backfist. As opponents charge
- in punching, do a single low backfist, elbow, knee then kickflip. This
- drains the entire lifebar in an instant. Such is the power of Jacky.
-
- Combine all his moves. Try to get the trip and hammer throw in and kick
- them. His turn around moves are nice to see especially when they connect
- but use them carefully. This applies to his crescent and sweep; and the low
- spinning kick as well. His lightning kicks is best used sparingly. Try to
- do one or two lightning kicks as they would most likely stun opponents.
-
- Many have seen his punch-kick combo (punch and side kick) as rather useless
- but this is not the case. The side kick staggers the opponent after the
- side kick, another side kick or beat knuckle that follows knocks them out
- cold. If you like fast KOs, do a kickflip instead. The punch and crescent
- is slow but has great range. The normal punch-kick has optimum speed and
- power. All these punch-kick moves gives Jacky great flexibility.
-
- His low attacks are much better than Sarah's but the crouching side kick
- plagued with the same problem as Sarah's, so use it against high attackers
- only. The low spinning backfist and sweep, punch and sweep; and crescent
- and sweep have the element of surprise. The sweeps can be done with delay
- action making them more effective. This gives Jacky the element of surprise
- as this delay can be interpreted as an incoming kickflip, elbow, knee or
- a throw. All these makes Jacky a character with many "holes" in his moves
- with totally unpredictable follow-up moves. This gives Jacky an edge as
- described in the VF1 FAQ as "the fear of the unknown".
-
- Play a balanced game of offense and defense. Play him a little like Pai and
- Sarah. Use combos to deter throwers and counter mainly with his low
- spinning backfist. You can try using all the fancy stuff he has but don't
- be overwhelmed by them. However, using his fancy stuff requires much higher
- amount of skill and adds color to fights. Spectators are bored quickly with
- a mechanical Jacky doing low backfists, elbows, heel kicks, side kicks and
- kickflips. Though many players hold these moves as effective ways to win,
- one must note that winning in style (like floating) wins many cheers.
-
- Combinations with the lightning kicks and his very difficult toe kick, side
- kick move is often hailed as a mark of an excellent Jacky player.
-
- Jacky's uncounterable moves
- ===========================
- Side hook kick - back+K
- Low spinning backfist - back/down+P
-
- Shun Di
- ^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 2nd January 1912
- Sex : Male
- Blood type : O
- Height : 164 m
- Weight : 63 kg
- Job : Herbal doctor
- Hobby : Collecting the medicinal herbs
- Nationality : China
- Fighting style : Sui-ken/Drunken Fist
-
- VF1 Storyline
- =============
- None
-
- VF2 Storyline
- =============
- He is from Northern China and is considered as a sage by many. He teaches
- in his small training hall and had many students in the past but most have
- left him by now. This is due to his keen interest in taking students able
- to take hardship as part of the training.
-
- While drinking with his friends, Shun hears them boasting about the success
- one of their student fighters (Akira) in recent tournament competitions.
- He suddenly exclaims, "I also want to participate in the World Fighting
- Tournament". Shun's friends pleaded with him not to, but once Shun had
- mentioned his intent to fight, he was adamant and eventually joined the
- tournament.
-
- Editor╒s Notes
- ==============
- There are many bald characters in the video games lately like Wan Fu and
- Nienhalt Sieger. Wonder if it is a trend or do bald guys really rule.
-
- Drunken Fist also known as the 8 Drunken Immortals is based on moves from
- 8 Immortals from Chinese mythology. It is a Northern Chinese Style.
-
- This fighting style requires the exponent (not player) to be drunk in the
- mind but alert in the body. It stresses more on defensiveness. Ducking and
- jumping over attacks. This is true as most of Shun's moves are defensively
- offensive (what the hell am I talking about?). They jump, duck and dodge
- many attacks. His two hand upside-down push ducking under punches is a fine
- example.
-
- Fighting with Shun
- ==================
- To play him, you have to be totally unpredictable. Stop combos or attacks
- with you backpush. It attacks REALLY LOW so that elbows, knees and side
- kicks seldom hit you. The only moves that stand a chance are toe kicks,
- punt kick; and kickflips against this move. He also squats really low so
- that elbows do not hit him at all.
-
- Use his jumping attacks like the twisting hook punch to hop over low and
- mid-level attacks. You have to be completely reactionary in your execution.
- You have to be alert all throughout and have to have good reflexes. You
- can't do a lot of planning for Shun. Play as the situation goes. You can't
- outguess opponents either so reflexes are the way. For example, his
- cartwheel kick is fast but recovers slowly. Use this to stop charging
- opponents hoping to connect with a throw.
-
- His falling moves can be good too. These moves evade power attacks after and
- the only vulnerable thing is a punch or kick to fallen opponents. Not much
- damage will be done with these moves on Shun. Nobody would be crazy enough
- to pounce. His rising rotorblade kicks get anyone jumping in. This is due
- to Shun╒s amazing ability to get up faster than anyone.
-
- His fancy sit down and handstand moves are very disruptive to charging
- attackers. If you are a true Shun fan, you should aspire to use the
- handstand kicks once to hit your opponent. It is the most hilarious move
- available in VF2. Ability to use it and hit opponents is shown to increase
- your popularity in the video arcades. Besides these two moves, the backward
- hopping kicks are a bane to many inexperienced in handling Shun. This move,
- is quite fast and hits those who fail their low-level attacks or those
- closing in recklessly. Even his kick and fall back is useful in this
- aspect.
-
- Apart from the above, he can dupe many with his twisting hook punch and
- hopping scissors kicks. Once these hits fail, many interpret his getting
- up (both moves make Shun fall on the ground) as vulnerability to power
- moves. Not so, Shun cannot be hit with mid-level attacks when he is getting
- up, let alone be thrown. Let them see the full glory of Dances with
- Punches. Only low punches and kicks stand a chance while he is getting up.
-
- The hopping spin kick hits low defenders or attackers. The motion is simple
- (K+D) and hops over attacks. This is the move to use against incoming low
- attackers if executed fast enough (remember, reflexes!).
-
- As much as possible, dodge attacks if you are a beginner and learn to do the
- dodge followed by the dances with punches. Progress onwards to learn the
- rest. Note that all his moves are slow and recover slowly; and if you play
- him like any other character in VF2, you are playing him wrong. He can
- float opponents in some limited way but that is not his main strength.
-
- His dashing punch can be used in just the same way as Akira's dashing palm.
- Most inexperienced players do not expect this move and think that a
- squatting Shun is easy meat. This move floats opponents very well and can
- be followed by the twisting kicks or cartwheel kick.
-
- Both his pounces actually inflict the same amount of damage. The only
- difference is that the high pounce has longer range due to the roll
- forward. Therefore, use the low pounce in preference over the high pounce.
- It is fast.
-
- Progress on to hone your reflexes for all his moves. Try to use the dances
- with punches and two hand upside-down push at least three times in a match.
- Get him drunk (SERIOUS!). His skin complexion turns lobster red the more
- he drinks. The following happens when he has:
-
- One drink - able to do down+P+K sweep. Able to do a foot slide after sitting
- down, instead of a low kick. His back+P and down+P looks slightly
- different.
-
- Two drinks - able to do down+P+K, K sweeps. His back/down+D, P will become
- a side step backwards and two-hand side push. His back+P and down+P changes
- and again looks slightly different.
-
- Three drinks - able to do down+P+K, K, K sweeps. His back+P and down+P move
- changes again.
-
- In addition, the power of his connected attacks increase by 5% after each
- drink. The maximum is reached after eight drinks. At the maximum, his moves
- will inflict 1.4 times more damage than what he starts out with in a round.
- This is evident in his low backpush. Without drinking, this move just
- irritates standing defenders. After drinking, the move has the ability to
- knock them down. So don't stop at the third drink. Drink as much as you
- can.
-
- Playing with Shun is sheer fun and if you like to improve your style, check
- out the Expert Mode Shun. He╒ll have you stumped!
-
- Doug Rosengard has written a Shun FAQ. For all those drunken fans, this is
- a great guide.
-
- Shun's uncounterable moves
- ==========================
- Side kick - down/for+K
-
- Lion Rafale
- ^^^^^^^^^^^
- Biodata
- --------------------------------------------------------------------------
- Date of birth : 24th December 1979
- Sex : Male
- Blood type : AB
- Height : 1.71 m
- Weight : 61 kg
- Job : High School student
- Hobby : Collecting knives
- Nationality : France
- Fighting style : Toru-ken/Seven Stars Mantis Fist
-
- VF1 Storyline
- =============
- None
-
- VF2 Storyline
- =============
- He is born into the Rafale family, one of the most wealthy families in
- France. They are involved in the aircraft industry. This business is but
- a front for their involvement in illegal arms contracts with terrorists.
-
- Lion has been practising Toruken under an instructor as part of management
- education since he was five. He resents his father's control over his life
- and during one of their arguments, his father proposed to Lion to win the
- World Fighting Tournament as a prerequisite to become free from him. Thus
- Lion is participating in the tournament competition.
-
- Editor╒s Notes
- ==============
- This Frenchman has a lot of sting as a fighter. He has youth on his side but
- is rather weak in most of his attacks. Nimble and small, he fights and
- moves like the bug his fighting style is based upon.
-
- Praying Mantis Fist also called Wong Long Fist is invented by a Chinese
- boxer named Wong Long. He became distraught after losing so many fights,
- so he retreated to a forest to meditate. One day, during one of his
- meditation sessions, he saw a mantis fighting with a grasshopper. Though
- the mantis is smaller (should be a male mantis, a female mantis is the size
- of a grasshopper), he was amazed by its ability to attack with quick
- strikes with its "arms". So amazed with it, he brought the insect home and
- "fought" with it using twigs to study it. He then developed movements based
- on the insect and he named the fighting style after it.
-
- Soon a variation came forth from it called Seven Stars Mantis Fist based
- on the Chinese constellation. This is Lion's fighting technique. His
- spinning arms attack is not found in the original Mantis Fist but in this
- variant. Mantis Fist like Drunken Fist is one of the Northern Shaolin
- Styles.
-
- Mantis Fist stress not only in speed but also in footwork and grip. This
- explains the many wierd ways Lion moves his feet around and the way he
- throws his opponents. He winds up and fights in a crouched position which
- looks very tiring.
-
- It is interesting to know that Rafale is the name of an advanced, agile
- multi-role fighter produced by a European consortium; in which French
- aerospace companies have a big stake in.
-
- Fighting with Lion
- ==================
- Playing Lion would mean playing with guerilla tactics. All his moves enable
- him to close-in very fast. He is small so he doesn't have much reach. His
- main strength is actually his throws. They are fast and difficult to avoid.
- As much as possible practice his ducking moves. It is very useful as many
- attacks just zip past his head. He, like Shun, squats really low that
- elbows do not hit him at all. Fight a balanced game but concentrate on
- throws at close range. At further ranges, his spinning to the opponents
- side counter-attacks are a good option. This move confuses many.
-
- His side kicks are the fastest so use them to your advantage. He does have
- a knee but it comes out slow; definitely not recommended for low defenders.
- Rely more on his faster recovering moves. The uppercut and downward swipe
- is good and fast. His long range spinning sweeps are deceptive as one hits
- standing defenders and the other hits low defenders. Use this creatively
- as an illusion.
-
- His speed is his greatest asset so keep that in mind. Backing off from
- attacks is pretty easy with him. However, go easy on his low attacks. They
- are fast but recover slow.
-
- His long range fist thrust is the furthest for, for movement attack in the
- game. He doesn't really run forward but leaps forward making this awful
- noise like a kid seeing broccoli on the dinner table. If you examine it
- carefully, the leap he makes for this move would break all world records
- for long jump. Use this move against those who miss rising attacks or
- charging in for throws.
-
- The creeping pecks are very irritating to the uninitiated. At close range,
- this move stops any move of all opponents unless they block low or back
- off. His elbow is more of a harrasment move since he hits and backs off
- quickly. If connected successfully, it staggers opponents for side kicks
- or uppercuts.
-
- Insert the second kick in the dancing kicks once in a while. The hop kick
- has almost instant recovery and therefore safe unless you are caught in
- mid-flight. Some good Lion players replace this second kick with the punch,
- elbow and backfist to push opponents back. The handstand kicks give the
- impression of a low attack fooling opponents to block low. This I emphasize
- cannot be used too often.
-
- Though he doesn't have much aerial attacks like a kickflip, the swinging
- arms attack would be sufficient. It has good range and is an effect counter
- to kickflips.
-
- Try to do the reaping throw in preference over the trip. It is unbreakable
- and is easy. The ultimate frontal piggyback attack demoralizes many and can
- be easily done when the opportunity allows.
-
- It is difficult to float opponents with Lion so you might as well forget it.
- The best he can muster is the low swipe kicks, one hand-stand kicks and his
- arm spin for falling opponents. However, his knee connects very well on
- already airborne opponents. He does not have much combos to muster against
- airborne opponents other than the punch, elbow thrust and backfist combo.
-
- Lion's uncounterable moves
- ==========================
- Long range fist - for, for+P
- Side kick - down/for+K
-
- Dural
- ^^^^^
- Biodata
- --------------------------------------------------------------------------
- None available
-
- Editor's Notes
- ==============
- According to sources, the name Dural means Devil. Dural is a development
- from the Syndicate mentioned in the storylines of the above characters. She
- is modelled after a human (Kage's mother?) and is made from an unknown
- alloy. Her fighting technique comes from a master who mastered all of the
- martial arts. This Syndicate is called J6 or Judgement 6. It stands for:
-
- Judgement, their belief in their superiority over others
- Devil, weapon research and discovery to further their purposes
- Wheel of Fortune, interest in increasing economic power
- Moon, their involvment in international political affairs
- Tower, the way they are organized
- Death, their involvement in NBC methods of destruction
-
- Apparently, you can select Dural in VF2 but no known method is available.
- Dural has the following moves:
-
- Akira's backwards uppercut
- Akira's dashing elbow
- Akira's dashing body check
- Akira's jumping kicks
- Akira's counter-attacks
- Pai's counter-attacks
- Pai's DDT
- Lau's side kick
- Wolf's tombstone
- Wolf's frankensteiner
- Jeffry's running punches and uppercut
- Jeffry's face grab
- Jeffry's triple knee bash
- Jeffry's crucifix piledriver
- Kage's ten foot toss
- Kage's backheel sweep
- Kage's reaping throw
- Sarah's knee and elbow-knee combo
- Sarah's 2 punches and straight kick
- Jacky's punches, elbow and kickflip
-
- There may be more to this list.
-
- GLOSSARY
-
- Aikido - A martial art that stresses on self-defense and escapes. Considered
- to be an evolution from the original jujitsu. Evidence of aikido influence on
- VF is in Kage's down+P counter-attack.
-
- BGM - Abbreviation for Background Music.
-
- Chi - Internal intrinsic power developed by the individual.
-
- Chuanfa - the proper term for kung fu.
-
- Do - way; as in Ju*do*.
-
- Elbow - A universal move in almost all martial arts.
-
- Floater - A process whereby an opponent is tossed or hit into the air then
- continually kept in the air by moves. This gives an image that the victim is
- floating amidst the moves. Doesn't happen in real life but only in VF. Also
- known as handballing or juggle.
-
- Handball - see Floater.
-
- Inosanto Academy - A martial arts school started by Dan Inosanto, one of
- Bruce Lee's students. The school specializes in the application of Jeet Kune
- Do concepts to martial arts.
-
- Jeet Kune Do - A concept in martial arts rather than a technique. Check for
- "The Tao of Jeet Kune Do" by Bruce Lee in your local library.
-
- Jitsu - art; as in Ju*jitsu*.
-
- Juggle - see Floater.
-
- Jujitsu - A generic term for various forms of fighting techniques.
-
- Muay Thai - the proper term for Thai Boxing.
-
- NBC - Nuclear, Biological and Chemical.
-
- Ninja - One who practises ninjitsu.
-
- Ninjitsu - The art of covert operations. Formerly known as shinobi. It covers
- a lifestyle rather than just a fighting technique.
-
- rec.games.video.arcade - A USENET Newsgroup where most of the VF discussions
- take place.
-
- Roundhouse - A kick used in virtually all the martial arts. Its circular path
- gives it extra power by generating a centrifugal force. It is one of the most
- powerful kicks in the martial artists arsenal. A heel kick is also known as a
- back roundhouse. Sarah's jumping back kick is also known as a jumping back
- roundhouse.
-
- Ryu - School or tradition for Japanese martial arts.
-
- Shikan-ken - Extended-knuckle fist. A ninja fist. Seen in Kage's down+P+K,
- P+K move. Comes from a ninja school, Shikan-ryu
-
- Shuto - Sword fist. A ninja fist. Fist is slightly different from the karate
- hand chop fist (knife hand). Kage's normal hand chopping punches.
-
- Side kick - A kick seen in all martial arts. This kick is also known as a
- side thrust and mid-kick.
-
- Sweep - Technique which catches the opponent's foot or feet and unbalances
- him. Comes from the chinese term "shao jiao" translated as "sweeping leg".
-
- Throw - Altering your opponents center of gravity by means of grappling or
- minimal force causing them to fall.
-
- Thrust - A kick done by using the sole of your feet. Heel kicks can be
- considered as thrusts.
-
- Uppercut - An upward punch.
-
- VF - Acronym for Virtua Fighter.
-
- VFing - Virtua Fighting. What a VFer does in the arcades.
-
- VFer - Anyone who plays and is a fan of Virtua Fighter. Comes from combining
- the acronym for Virtua Fighter with "er" as in "fighter". Pronounced as
- "veefer".
-
- Wing Chun - One of the most effective forms of martial arts today. Bruce Lee
- was highly influenced by this technique when he wrote the eclectic Jeet Kune
- Do.
-
- CREDITS
-
- Produced by:
-
- Chia Jin Ngee ╥Sarah╙, mcblab47@leonis.nus.sg
-
- Special thanks to the contributors of VF1 of which there won't be VF2:
-
- God keeping my head on straight
- The Family Fun Center, for Virtua Fighter
- Omaha, NE
- SEGA¿ info and for VF
- Andrea SEGA¿
- Dave SEGA¿
- Andy Eddy vidgames@netcom.com
- Shorty Family Fun Center
- Michael Wang mmwang@mv.us.adobe.com
- Jose Family Fun Center
- Derrick Family Fun Center
- Christopher R. Boggs gt93986@acme.gatech.edu
- Harry Teasley III het3@crash.cts.com
- Ryan Wolfe wolfe@cps.msu.edu
- Jeremy Hinton hinton@cs.odu.edu
- Steve Lamb sandman@netcom.com
- R. 'Tom' Cruz Sogeuco rc_sogu@paro.concordia.ca
- Alan Fasick fasick@ucsu.colorado.edu
- Brian Tao taob@io.org
- Graham Chubb chubb@ecf.toronto.edu
- Eric eric@parcplace.com
- Vax vax@ccwf.cc.utexas.edu
- Kevin Miller miller@midget.towson, edu.
- Marie E. Antoon Marie.E.Antoon@Students.Miami.edu
- Koh Kawabe kawabee@is.s.u-tokyo.ac.jp
- World Book Dictionary definitions of virtual & fighter
- Replay Magazine some info on VF
- Iain Sinclair some info on VF1
- Chad E Reznicek for original VF1 FAQ
- Doug Rosengard dug@lugaru.com for maintaining VF1 FAQ
-
- VF2 info providers:
-
- Chris Halim halim@getreal.uucp.netcom.com
- Alan Tan "Lion" tanhl@merlion.singnet.com.sg
- Lars Holst Soerensen larshs@vnet.ibm.com
- Robert Laus robert@jolt.mpx.com.au
- Koh Kawabe kawabee@is.s.u-tokyo.ac.jp
- Scirocco Boy! wcox@black.clarku.edu
- Jurri Munkki jmunkki@snakemail.hut.fi
- Todd D. Ellner tellner@cs.pdx.edu
- rec.martial.arts FAQ Randy Pals
- Virtua Fighter 2: Akira FAQ Joji Suzuki
- Joji Suzuki
- David, Mgr of Country Funworld Country Funworld
- Harley "Jacky" Country Funworld
- Gary Peh "Kage" Country Funworld
- Joseph Lim "Akira" Country Funworld
- Eric Chen "Sarah" Country Funworld
- Julian Chia "Kage" Country Funworld and twin brother
- Lau Bie See "Lau" Country Funworld
- Danny Leung "Kage" Country Funworld
- Ahmad "Sarah" Country Funworld
- Alex Ho "Wolffry" WYWY Clementi
-
- Virtua Fighter Maniax For VF1 storylines
- by Yoichi Shibuya
- ISBN4-89366-264-3
-
- A SEGA Poster For VF2 storylines
-
- Virtua Fighter 2: Act 1 Confirmed VF2 moves and such
- GamestMook Volume 5
-
- The Ninja and their secret fighting art
- by Stephen K Hayes
-
- Encyclopedia Britannica
- Encyclopedia Americana
- Kodansha Encyclopedia of Japan
-