@BEGIN_FILE_ID.DIZ ***C.G.M.*BrINgS*yA*********************** ** V I R T U A F I G H T E R 2 ** ** F A Q - V 2. 0 0 ** ***************************************** @END_FILE_ID.DIZ VIRTUA FIGHTER 2 FAQ Version 2.00 ================================= Copyright 1995. This FAQ may be freely distributed among the VFing community. No fee is charged except for direct costs. 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 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 AND COUNTER-ATTACKS ATTACK WHILE RISING HIT 'EM WHILE THEY'RE DOWN KICKFLIPPING TURN AROUND ATTACKS HARRASSMENT AMBUSHES PULLING BACK A KICK OR PUNCH DELAYED ACTION MOVES THROWING PUNCH THROW TECHNIQUES ESCAPING FROM THROWS 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 MYSTERIES AND RUMORS CHARACTER GUIDE AKIRA YUKI PAI CHAN LAU CHAN WOLF HAWKFIELD JEFFRY MCWILD KAGE-MARU SARAH BRYANT JACKY BRYANT SHUN DI LION RAFALE CREDITS +==================+ |PREFACE TO VF1 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 VF2 FAQ| +==================+ This FAQ 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 FAQ, 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 FAQ. +==========+ |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. +===========+ |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 | | In the counter-attacks section, move | | counters 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 | | In counter-attacks section, move | | counters mid-level attacks | +-------------------------------------------------------------------------+ | L Low-level Low level attack | | Move affects standing opponents and | | squatting non-defenders | | In counter-attacks section, move | | counters low level attacks | | In throws section, move affects low or| | squatting opponents | +-------------------------------------------------------------------------+ | 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 | +-------------------------------------------------------------------------+ | O No effect Move has no effect on opponent | +-------------------------------------------------------------------------+ | NA Not applicable Not applicable | +-------------------------------------------------------------------------+ +=======+ |BUTTONS| +=======+ WHILE STANDING ============== PUNCH - Steps forward with a punch Repeat for multiple punches KICK - A kick to the head Not too powerful or effective 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 +===============+ |HOPPING ATTACKS| +===============+===============+=====+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | jump, P |n | Hopping hammer | | | | Tap punch before the apex of the | | | | hop | | | | | | jump, P |n | Hopping jab | | | | Tap punch after the apex of the | | | | hop | +-------------------------------+-----+-----------------------------------+ | jump, K |M | Hop kick | | | | Tap kick before the apex of the | | | | hop | | | | | | jump, K |M* | Late hopping kick | | | | Tap kick after the apex of the hop| | | | * Kage, Lau, Shun and Lion's late | | | | hopping kicks hits standing | | | | defenders | \===============================+=====+===================================/ +===============+ |JUMPING ATTACKS| +===============+===============+=====+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | JUMP, FOR+P |n | Distance jumping hammer | | | | Hold forward and tap punch before | | | | reaching apex of jump | +-------------------------------+-----+-----------------------------------+ | JUMP, K |M | Take-off jump kick | | | | Tap kick while ascending | | | | | | UP/FOR+ K |M | Special jump attack for Kage | | | | Kage's 2 tucked somersault butt | | | | slam. Tap kick immediately | | | | at take-off | | | | | | JUMP, K |M | Landing kick | | | | Before landing, the character | | | | kicks, tap kick when descending | | | | | | JUMP, FOR+K |M | Distance drop kick to the front | | | | Hold forward and tap kick | | | | before reaching apex of jump | | | | | | UP/FOR, DOWN/FOR+K |M | Pai's Crane Stomp | | | | Hold down/for and tap kick | | | | before apex of jump | | | | | | JUMP, BACK+K |M | Distance jump kick to the back | | | | Hold back and tap kick before | | | | apex of jump | \===============================+=====+===================================/ Note: You can make two jumping attacks per jump now. One at take-off and another just before you land. Various combinations can be achieved. Like take-off jump kick with a distance jumping hammer upon landing or take-off jump kick with a landing kick upon landing. Kage and Pai's special jumping attacks cannot be used in combination with other jumping attacks. +========+ |MOVEMENT| +========+======+===============+=====+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | for, for |OO | Step forward quickly | | back, back |OO* | Step backward quickly | | | | * Only Shun changes feet position | | | | after stepping backwards quickly | | for, FOR |OO | Run forward | | Hold or tap towards opponent |O | Turn around | +-------------------------------+-----+-----------------------------------+ | 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 | \===============================+=====+===================================/ +===========================+ |TURNING AROUND WITH ATTACKS| +====+==========================++====+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P |n | Turn around with a punch | | | | | | K |n* | Turn around with a kick | | | | *Sarah's turn around kick can hit | | | | low defenders | +-------------------------------+-----+-----------------------------------+ | down+P |L | Turn around with a low punch | | | | | | down+K |L | Turn around with a low kick | +-------------------------------+-----+-----------------------------------+ | up+K |M | Kage's Sky knee attack | | | | Kage flips and attacks with knees | | | | If this attack fails, Kage's back | | | | is still facing the opponent | +-------------------------------+-----+-----------------------------------+ | back/down+K |n | Sarah's High back thrust | | | | Sarah does a one leg mule kick and| | | | turns around | +-------------------------------+-----+-----------------------------------+ | back+BUTTONS |* | Turn around and face your opponent| | | | with your character's turn away | | | | move if they have any | | | | * Hits depends on the move your | | | | character's attack | \===============================+=====+===================================/ +===============================+ |COMMON MOVES FOR ALL CHARACTERS| +===============================+ +=============================+ |MOVES USABLE WHILE GETTING UP| +====+==========================+==+==+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | K |M | Rising heel kick | | | | Head not toward opponent | | | | Tap kick repeatedly | +-------------------------------+-----+-----------------------------------+ | DOWN+K |L | Rising sweep | | | | Tap kick repeatedly while holding | | | | down | +-------------------------------+-----+-----------------------------------+ | D, K |M | Roll and heel kick | | | | Tap kick when roll starts | +-------------------------------+-----+-----------------------------------+ | D, DOWN+K |L | Roll and sweep | | | | Hold down and tap kick when roll | | | | starts | +-------------------------------+-----+-----------------------------------+ | K |L | Rear kick | | | | Head Toward opponent | +-------------------------------+-----+-----------------------------------+ | BACK |O | Roll away | +-------------------------------+-----+-----------------------------------+ | BACK, K |M | Rolls away with mule kick | | | | Tap kick while rolling | +-------------------------------+-----+-----------------------------------+ | BACK, DOWN+K |L | Roll away and sweep | | | | Hold down and tap kick when | | | | roll starts | +-------------------------------+-----+-----------------------------------+ | BACK, FOR+K |M | Roll away with rising heel kick | | | | Kage, Wolf, Jeffry and Lion | | | | counter rolls and do a heel | | | | smash | | | | To do correctly, push stick | | | | toward opponent when rolling | | | | tap kick repeatedly | +-------------------------------+-----+-----------------------------------+ | UP |O | Handspring | \===============================+=====+===================================/ +====================+ |OTHER STANDARD MOVES| +===+====================+======+=====+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | DOWN/FOR+K |M | Side kick | | | | Rather fast, good reach but slow | | | | recoveries | \===============================+=====+===================================/ +================================+ |MOVES SPECIFIC TO EACH CHARACTER| +================================+ AKIRA YUKI ========== Date of Birth: 23th September 1968 Sex: Male Blood type: O Job: Kung Fu teacher Hobby: Kung Fu Nationality: Japan Fighting style: Hakkyoku-ken/Eight Poles Fist +================================+ |AKIRA'S SPECIAL MOVES AND COMBOS| /====+--------------------------+-----+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P |HM | Running punches with body blow | | | | Akira changes feet position after | | | | body blow | | | | | | P, K |HH | Punch, kick combo | +-------------------------------+-----+-----------------------------------+ | for, for+K, [K] |MM | Jumping kick[s] | +-------------------------------+-----+-----------------------------------+ | for, for+P |M | Dashing elbow strike | | | | | | for, for, for+P |M | Long range dashing elbow strike | | | | Akira changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | DOWN, for+P |n | Dashing palm strike | +-------------------------------+-----+-----------------------------------+ | for+P |M | Elbow strike | +-------------------------------+-----+-----------------------------------+ | back, for, for+P+K |n | Dashing body check | +-------------------------------+-----+-----------------------------------+ | down/for, down/for+P |M | Power uppercut | | | | Akira will step forward quickly | | | | and strike with palm upwards | +-------------------------------+-----+-----------------------------------+ | DOWN, back, for+P |M | Dashing two palm strike | | | | Akira strikes opponent with both | | | | his palms | | | | Can be done by rolling the stick | \===============================+=====+===================================/ +===========================================+ |AKIRA'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+==========+========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | D, back+P |H | Counters any incoming high | | | | level attacks | | | | | | D, back/down+P |M | Counters mid-level attacks | | | | eg side kicks | | | | | | D, down+P |L | Counters low-level attacks | | | | eg sweeps | \===============================+=====+===================================/ +====================================+ |AKIRA'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Trip and punches | | | | Grabs hand, trips opponent and | | | | punches abdomen 3 times | +-------------------------------+-----+-----------------------------------+ | All |H | Stun palm | | | | A single palm to the abdomen that | | | | stuns opponent | +-------------------------------+-----+-----------------------------------+ | back/down+P+D |H | Surprise exchange | | | | Pulls and moves behind opponent | | | | allowing for a free strike | +-------------------------------+-----+-----------------------------------+ | for+P+D |H | Break stance | | | | Breaks opponents defensive stance | | | | pushing up their hands | +-------------------------------+-----+-----------------------------------+ | back+P+D |H | Shake 'em up | | | | Breaks opponents defensive stance | | | | by doing trip but stops short | | | | of pushing them down | +-------------------------------+-----+-----------------------------------+ | for, back, for+P+K |H | Close-in ram | | | | Breaks opponents defensive stance,| | | | rams with shoulder then with back | +-------------------------------+-----+-----------------------------------+ | back/down, for+P |H | Pull in, push out | | | | Takes opponents hand, draws | | | | opponent in and pushes out with | | | | his shoulder | +-------------------------------+-----+-----------------------------------+ | back, down/for+P+K |H | Backwards uppercut | | | | Moves behind opponent and hits | | | | opponent with his back | +-------------------------------+-----+-----------------------------------+ | back, down+P+D |H | Stumbling trip | | | | Trips opponent and moves behind | | | | Does little damage but opponent | | | | stumbles and crawls away making | | | | him vulnerable to any attack | +-------------------------------+-----+-----------------------------------+ | for, for+K+D, release D |M | Knee | | | | Akira changes feet position after | | | | this move | | | | You have to release D while still | | | | holding on to K | \===============================+=====+===================================/ +======================================+ |AKIRA'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | down/for+P |NA | Punch | | | | Punches fallen opponent | | | | You must be near fallen opponent | | | | to connect | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Jumping punch | | | | Jumps and punches fallen opponent | \===============================+=====+===================================/ -------------------------------------------------------------------------- PAI CHAN ======== Date of Birth: 17th May 1975 Sex: Female Blood type: O Job: Action star Hobby: Dancing Nationality: Hong Kong Fighting style: Ensei-ken/Crane Fist +==============================+ |PAI'S SPECIAL MOVES AND COMBOS| /====+--------------------------+---+-+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHH | Running punches | | | | | | P, K |HH | Punch and heel kick | | | | | | P, P, K |HHH | 2 punches and straight kick | | | | | | P, P, P, K |HHHH | 3 punches and spinning crescent | | | | | | P, P, P, back/up+K |HHHM | 3 punches and backward kickflip | | | | | | P, P, P, DOWN+K |HHHL | 3 punches and sweep | +-------------------------------+-----+-----------------------------------+ | DOWN release+K |H | Heel kick | +-------------------------------+-----+-----------------------------------+ | D+K |H | Crescent kick | +-------------------------------+-----+-----------------------------------+ | DOWN+D+K |L | Sweep | +-------------------------------+-----+-----------------------------------+ | back/up+K |M | Backward kickflip | +-------------------------------+-----+-----------------------------------+ | back/up, [back/up+K] |OM | Backflip, [flipkick] | +-------------------------------+-----+-----------------------------------+ | for/up+K, [K] |MM | Jumping scissors kick[s] | | | | Pai changes feet position when she| | | | lands | +-------------------------------+-----+-----------------------------------+ | for, for+K |H | High lunging leg thrust | +-------------------------------+-----+-----------------------------------+ | for/down+P |M | Downward chop | +-------------------------------+-----+-----------------------------------+ | back+K+D |H | Reverse crescent kick | +-------------------------------+-----+-----------------------------------+ | for+K |M | Snap kick | +-------------------------------+-----+-----------------------------------+ | back, back+P |H | Jabbing footwork | | | | Does a hand jab and changes feet | | | | positioning | \===============================+=====+===================================/ +=========================================+ |PAI'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+========+==========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | back+P |H | Grab and throw | | | | Grabs incoming punches, high kicks| | | | hop kicks, toe kicks, punt kicks | | | | | | back/down+P |M | Grabs mid-level attacks | | | | Grabs side kicks | +-------------------------------+-----+-----------------------------------+ | back/down+P |H | Dodge and punch | | | | Pai does a head dodge and | | | | punches | \===============================+=====+===================================/ +==================================+ |PAI'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+=+=================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Wrist twist | | | | Grabs hand and twist opponent | | | | to the ground | +-------------------------------+-----+-----------------------------------+ | for, down+P |H | Falling DDT | | | | Grabs head and falls backward | +-------------------------------+-----+-----------------------------------+ | back, down+P+D |H | Stomach throw | +-------------------------------+-----+-----------------------------------+ | for, forP+K |H | Reaping throw and punch | | | | Push opponents throat while | | | | tripping one leg then punches | | | | thrown opponent on the ground | +-------------------------------+-----+-----------------------------------+ | back, for+P |H | Pushover | | | | Jumps into opponent and pushes | | | | them down | +-------------------------------+-----+-----------------------------------+ | for+All |M | Cartwheels over squatting opponent| | | | Pai changes feet position after | | | | cartwheeling over | \===============================+=====+===================================/ +====================================+ |PAI'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+===+===============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | down/for+P |NA | Punch | | | | Punches fallen opponent | | | | You must be near fallen opponent | | | | to connect | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Low knees pounce | | | | | | UP+P |NA | High knees pounce | \===============================+=====+===================================/ -------------------------------------------------------------------------- LAU CHAN ======== Date of Birth: 2nd October 1940 Sex: Male Blood type: B Job: Chinese chef Hobby: Chinese poem Nationality: China Fighting style: Koen-ken/Tiger-Swallow Fist +==============================+ |LAU'S SPECIAL MOVES AND COMBOS| /====+--------------------------+---+-+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHH | Running punches | | | | | | P, K |HH | Punch and heel kick | | | | | | P, P, K |HHH | 2 punches and straight kick | | | | | | P, P, P, K |HHHH | 3 punches and spinning crecent | | | | | | P, P, P, back/up+K |HHHM | 3 punches and backward kickflip | | | | | | P, P, P, DOWN+K |HHHL | 3 punches and sweep | +-------------------------------+-----+-----------------------------------+ | DOWN release+K |H | Heel kick | +-------------------------------+-----+-----------------------------------+ | DOWN/FOR+P, [P], [P] |HHH | Lifting palm | | | | This move comes out immediately | | | | after any kick from Lau when | | | | you tap Punch | | | | | | DOWN/FOR+P, [combos] |H****| Lifting palm followed by any | | | | control motion for punch combos | | | | *Hits depend on your punch combos | +-------------------------------+-----+-----------------------------------+ | down/for+P, [P], [P] |MHH | Knife hand, [running punches] | | | | | | down/for+P, [combos] |M****| Knife hand followed by any control| | | | motion for punch combos | | | | *Hits depend on your punch combos | +-------------------------------+-----+-----------------------------------+ | for/down, for/down+P, [P], [P]|MHH | Dashing knife, [running punches] | | | | Lau changes feet position | | | | | | for/down, for/down+P, [combos]|M****| Dashing knife followed by any | | | | control motion for punch combos | | | | *Hits depend on your punch combos | +-------------------------------+-----+-----------------------------------+ | back/down+P, [P], [P] |HHH | Forearm strike, [running punches] | | | | | | back/down+P, [combos] |H****| Forearm strike followed by any | | | | control motion for punch combos | | | | *Hits depend on your punch combos | +-------------------------------+-----+-----------------------------------+ | for/up+K |M | Forward cartwheel kick | +-------------------------------+-----+-----------------------------------+ | for/up+K+D |M | Short jump kick | +-------------------------------+-----+-----------------------------------+ | K+D |H | Spinning crescent kick | +-------------------------------+-----+-----------------------------------+ | DOWN+K+D |L | Sweep | +-------------------------------+-----+-----------------------------------+ | back/up+K |M | Backward kickflip | +-------------------------------+-----+-----------------------------------+ | back/up, [back/up+K] |OM | Backflip, [kickflip] | +-------------------------------+-----+-----------------------------------+ | for+P |M | Elbow strike | +-------------------------------+-----+-----------------------------------+ | for+K |M | Snap kick | +-------------------------------+-----+-----------------------------------+ | for, down+K |L | Sliding attack | \===============================+=====+===================================/ +==================================+ |LAU'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+=+=================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Waterwheel drop | | | | Flips opponent across shoulders | +-------------------------------+-----+-----------------------------------+ | back+P |H | Piggyback drop | | | | Flips opponent over shoulders | +-------------------------------+-----+-----------------------------------+ | back, for+P |H | Head slam | | | | Grabs opponents throat, jumps | | | | and slams head on the ground | +-------------------------------+-----+-----------------------------------+ | back, down+P+D |H | Sideways throw | | | | Grabs opponent and throws sideways| \===============================+=====+===================================/ +====================================+ |LAU'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+===+===============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | for/down+K |NA | Foot stomp | | | | Stamps foot on fallen opponent | | | | Must be near to connect | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Single feet stomping pounce | | | | | | UP+P |NA | Double feet stomping pounce | \===============================+=====+===================================/ -------------------------------------------------------------------------- WOLF HAWKFIELD ============== Date of Birth: 8th Febuary 1966 Sex: Male Blood type: O Job: Wrestler Hobby: Karaoke Nationality: Canada Fighting style: Professional wrestling +===============================+ |WOLF'S SPECIAL MOVES AND COMBOS| /====+--------------------------+-----+===+===============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHM | Running punches, [uppercut] | | | | | | P, K |HH | Punch and kick | +-------------------------------+-----+-----------------------------------+ | for+K |M | Knee | | | | Wolf changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | down/for+P |M | Uppercut | | | | | | DOWN/FOR+P |M | Uppercut from low position | +-------------------------------+-----+-----------------------------------+ | for, for+P |L | Running clothesline | | | | Though this is a high level attack| | | | standing opponents are vulnerable | | | | so it is listed as a low-level | | | | attack | +-------------------------------+-----+-----------------------------------+ | back, for+P |n | Dashing shoulder ram | +-------------------------------+-----+-----------------------------------+ | back+P |H | Back hand slap | +-------------------------------+-----+-----------------------------------+ | K+D |H | Scissors kick | +-------------------------------+-----+-----------------------------------+ | back, for+K+D |M | Somersault heel smash | +-------------------------------+-----+-----------------------------------+ | for+K+D |H | Roundhouse kick | | | | Wolf changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | for, for+K+D |H | Flying knee attack | | | | Wolf jumps, twists and does a | | | | scissors kick-like attack with | | | | his knee | | | | Wolf changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | up/for+K |M | Drop kick | +-------------------------------+-----+-----------------------------------+ | for+P |M | Body blow | +-------------------------------+-----+-----------------------------------+ | back+P+K |M | Drop elbow | | | | Wolf changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | for, down+K |L | Sliding attack | +-------------------------------+-----+-----------------------------------+ | DOWN, QCR, for+P |M | Two hand upward slap | | | | Do not jerk the stick forward or | | | | you will not get it out | \===============================+=====+===================================/ +==========================================+ |WOLF'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+=========+=========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | back/down+P |M | Grabs side kicks and twists leg | | | | causing opponent to fall with | | | | damage | \===============================+=====+===================================/ +===================================+ |WOLF'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+=========+=========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Backfall suplex | +-------------------------------+-----+-----------------------------------+ | P+D |B | German suplex | +-------------------------------+-----+-----------------------------------+ | for+P |H | Body slam | +-------------------------------+-----+-----------------------------------+ | back, SCR, for+P |H | Twirl and Hurl | +-------------------------------+-----+-----------------------------------+ | down/for, down/for+P+K |H | Ghostbuster | | | | Grabs opponent like performing | | | | backfall but brainbusts | | | | opponent instead | +-------------------------------+-----+-----------------------------------+ | for/up+K+D |H | Frankensteiner | | | | Grabs opponents head in-between | | | | thighs and flips to bring | | | | opponents head down | +-------------------------------+-----+-----------------------------------+ | back/down+All |L | Double arm suplex | +-------------------------------+-----+-----------------------------------+ | for/down+All |L | Tombstone | | | | Raises opponent like double arm | | | | suplex but brainbusts opponent | | | | instead | +-------------------------------+-----+-----------------------------------+ | down+P+D |L | Torso takedown | +-------------------------------+-----+-----------------------------------+ | All |B | Variation German suplex | | | | Similar to German suplex but | | | | hooks opponent from underarms | \===============================+=====+===================================/ +=====================================+ |WOLF'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+====+==============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | down/for+P |NA | Elbow drop | | | | You must be close to fallen | | | | opponent to connect | +-------------------------------+-----+-----------------------------------+ | back/up+K |NA | Back body splash | | | | Wolf will flip and land with | | | | his back on fallen opponent | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Low jumping elbow drop | | | | | | UP+P |NA | High jumping elbow drop | \===============================+=====+===================================/ --------------------------------------------------------------------------- JEFFRY McWILD ============= Date of Birth: 20th Febuary 1957 Sex: Male Blood type: A Job: Fisherman Hobby: Reggae music Nationality: Australia Fighting style: Pancratium +=================================+ |JEFFRY'S SPECIAL MOVES AND COMBOS| /====+--------------------------+-----++==================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHM | Running punches, [uppercut] | | | | | | P, K | | Punch, kick combo | +-------------------------------+-----+-----------------------------------+ | down/for+P, [P] |MM | Uppercut[s] | | | | | | DOWN/FOR+P |M | Uppercut from low position | +-------------------------------+-----+-----------------------------------+ | down+K, [P] |Mn | Toe kick, [hammer] | | | | | | down+K, down, QCR, for+All |M* | Toe kick of Doom | | | | A toe kick followed by a crucifix | | | | piledriver | | | | Wait for Jeffry to recover from | | | | the toe kick before you start the | | | | QCR motion for the piledriver | | | | * Piledriver connects if toe kick | | | | hits | +-------------------------------+-----+-----------------------------------+ | for, for+P, [P] |MM | Dashing low elbow, [uppercut] | | | | Jeffry changes feet position after| | | | the low elbow | +-------------------------------+-----+-----------------------------------+ | for, for+K |M | Frontal foot thrust | +-------------------------------+-----+-----------------------------------+ | for, down+K |M | Heel axe | | | | Almost the same as the foot thrust| | | | but slams heel on opponent | | | | Jeffry changes feet position after| | | | this move | +-------------------------------+-----+-----------------------------------+ | for+K |M | Knee | | | | Jeffry changes feet position after| | | | this move | +-------------------------------+-----+-----------------------------------+ | back, for/down+P |M | Lunging drop elbow | +-------------------------------+-----+-----------------------------------+ | back, for+P |H | Drop elbow | | | | Jeffry changes feet position after| | | | this move | +-------------------------------+-----+-----------------------------------+ | for+P+K |H | Head butt | +-------------------------------+-----+-----------------------------------+ | back/down, for+P+K |M | Thrusting head butt | +-------------------------------+-----+-----------------------------------+ | All |M | Flying butt attack | \===============================+=====+===================================/ +============================================+ |JEFFRY'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+===========+=======================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | back/down+P |H | Dodge and Jab | | | | A head dodge and a jab | \===============================+=====+===================================/ +=====================================+ |JEFFRY'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+====+==============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Fireman's carry | +-------------------------------+-----+-----------------------------------+ | P+D |B | Backbreaker | +-------------------------------+-----+-----------------------------------+ | for+P |H | Powerslam | +-------------------------------+-----+-----------------------------------+ | back+P+D |H | Body press | +-------------------------------+-----+-----------------------------------+ | down/for, down/for+P+K |H | Crucifix piledriver | +-------------------------------+-----+-----------------------------------+ | back, for+P+K, forP+K, forP+K |H | Triple head butts | | | | The subsequent head butts after | | | | the first are optional | +-------------------------------+-----+-----------------------------------+ | back, for, for+All |H | Backbreaker | +-------------------------------+-----+-----------------------------------+ | down+P |L | Face grab | +-------------------------------+-----+-----------------------------------+ | DOWN, for+K |L | Triple knee bash | +-------------------------------+-----+-----------------------------------+ | for/down+All |L | Powerbomb | \===============================+=====+===================================/ +=======================================+ |JEFFRY'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+====+==============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | for/down+K |NA | Foot stomp | | | | Stamps foot on opponent | | | | Jeffry changes feet position after| | | | this move | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Body splash | | | | | | UP+P |NA | Butt bomb | \===============================+=====+===================================/ --------------------------------------------------------------------------- KAGE-MARU ========= Date of Birth: 6th June 1971 Sex: Male Blood type: B Job: Ninja Hobby: Mahjong Nationality: Japan Fighting style: Hagakure-ryu Jujutsu/Jujitsu, Hagakure style +===============================+ |KAGE'S SPECIAL MOVES AND COMBOS| /====+--------------------------+----++===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHH | Running punches | | | | | | P, K |HH | Punch and kick | | | | | | P, P, K |HHH | 2 punches and straight kick | | | | | | P, P, P, K |HHHM | 3 punches and spin kick | | | | | | P, P, P, back/up+K |HHHM | 3 punches and backward kickflip | +-------------------------------+-----+-----------------------------------+ | for+P |M | Elbow strike | +-------------------------------+-----+-----------------------------------+ | down+K+D |H | Heel kick | +-------------------------------+-----+-----------------------------------+ | DOWN, for+K |n | Rising knee | | | | Kage changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back/up+K |M | Backward kickflip | +-------------------------------+-----+-----------------------------------+ | back/up+K+D |M | Kickflip | +-------------------------------+-----+-----------------------------------+ | back/up, [back/up+K] |OM | Backflip, [flipkick] | +-------------------------------+-----+-----------------------------------+ | for, for+K |L | Backheel sweep | | | | Kage changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | for, for+All |L | Rolling flying kick | | | | Though this attack is in the air, | | | | it hits standing opponents and so | | | | it is listed as a low level attack| +-------------------------------+-----+-----------------------------------+ | for, for+K+D |M | Flying corkscrew kick | | | | Kage changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back, SCR, for[+K] |OL | Roll forwards [sweep] | +-------------------------------+-----+-----------------------------------+ | for, SCR, back[+K] |OL | Roll backwards [sweep] | +-------------------------------+-----+-----------------------------------+ | back, D |O | Cartwheel backwards | +-------------------------------+-----+-----------------------------------+ | back+K+D |H | Back Thrust | | | | Steps forward and back thrusts | | | | opponent | +-------------------------------+-----+-----------------------------------+ | back, QCR, down+K |L | Sliding attack | | | | Kage changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back, for+P+K, [P+K] |nH | Downward chop, [slap] | | | | A smashing chop that can be | | | | followed by a horizontal slap | | | | Kage changes feet position after | | | | the downward chop | +-------------------------------+-----+-----------------------------------+ | down+P+K, [P+K] |nM | Downward fist, [backfist] | | | | A smashing fist that can be | | | | followed by a backfist | | | | Kage changes feet position after | | | | the downward fist | +-------------------------------+-----+-----------------------------------+ | back, back+K |n | Turning high back thrust | | | | Turns to face back at opponent | | | | to do a backward leg thrust | +-------------------------------+-----+-----------------------------------+ | back, back+P |n | Turning downward chop | | | | Turns with a chop downward to | | | | face back at opponent | +-------------------------------+-----+-----------------------------------+ | back, back+K+D |L | Turning toe slide | | | | Turns to face back at opponent | | | | while doing a toe slide back to | | | | hit standing opponent | +-------------------------------+-----+-----------------------------------+ | back, back+P+D |n | Turning upward chop | | | | Turns with a chop upward to | | | | face back at opponent | \===============================+=====+===================================/ +==========================================+ |KAGE'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+=========+=========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | down+P |H | Grab and throw | | | | Grabs opponents incoming punch | | | | and throws aikido style | +-------------------------------+-----+-----------------------------------+ | back/down+P |H | Dodge and punch | | | | Kage does a head dodge and | | | | punches | \===============================+=====+===================================/ +===================================+ |KAGE'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+==+================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Hip throw AKA Shoulder throw | | | | Kage grabs opponents hand and | | | | shoulder; turns around and flips | | | | opponent over his shoulder | +-------------------------------+-----+-----------------------------------+ | P+D |B | Torso takedown | +-------------------------------+-----+-----------------------------------+ | back+P |H | Ten foot toss | | | | Kage grabs opponents shoulders | | | | pulls in, fall back and kicks | | | | opponent up into the air | +-------------------------------+-----+-----------------------------------+ | back, for+P |H | Reaping throw | | | | One leg trips opponent while one | | | | hand holds neck and pushes | +-------------------------------+-----+-----------------------------------+ | All |H | Toka throw | | | | One hand holds opponents waist | | | | while bending down to trip | | | | opponent with the other hand | \===============================+=====+===================================/ +=====================================+ |KAGE'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+====+==============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | for/down+K |NA | Heel smash | | | | Heels fallen opponent | | | | You must be near to connect | +-------------------------------+-----+-----------------------------------+ | up+P or UP+P |NA | 3 pounces at different ranges | | | | Near : Head dive | | | | Medium: Jump into the air, flips, | | | | twists and land feet | | | | first | | | | Far : Jumps, flips and land | | | | knees first | \===============================+=====+===================================/ -------------------------------------------------------------------------- SARAH BRYANT ============ Date of Birth: 4th July 1973 Sex: Female Blood type: AB Job: College student Hobby: Sky diving Nationality: USA Fighting style: Sekken-Do/Jeet Kune Do +================================+ |SARAH'S SPECIAL MOVES AND COMBOS| /====+--------------------------+-----+===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHH | Running punches, [hook] | | | | | | P, K |HH | Punch and kick | | | | | | P, down+K |HM | Punch and side kick | | | | | | K, P |HH | Kick and punch | | | | | | P, P, K |HHH | 2 punches and straight kick | | | | | | P, P, P, K |HHHn | 3 punches and rising knee | | | | Sarah changes feet position after | | | | this combo | | | | | | P, P, P, up+K |HHHM | 3 punches and hopping toe kick | | | | Sarah changes feet position after | | | | this combo | | | | | | P, P, P, back/up+K |HHHM | 3 punches and kickflip | +-------------------------------+-----+-----------------------------------+ | for+P, |M | Elbow strike | | | | | | for+P, K |MM | Elbow-knee combo | | | | Sarah changes feet position after | | | | this combo | +-------------------------------+-----+-----------------------------------+ | for+K, [for/down+K] |MH | Knee, [rising knee] | | | | Sarah changes feet position after | | | | the first knee | +-------------------------------+-----+-----------------------------------+ | DOWN, for+K |H | Rising knee | | | | Sarah changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | for, for+K |M | Lunging knee | | | | Sarah changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | down+K |M | High snap kick AKA Big Punt | | | | Formerly, this move is down/for+K | | | | in VF1 | | | | | down+K, K |MM | Toe kick, side kick | | | | Sarah changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | DOWN/FOR+K, K, [K] |MHH | 2, [3] Shadow kicks | +-------------------------------+-----+-----------------------------------+ | DOWN+K+D |L | Crouching side kick | +-------------------------------+-----+-----------------------------------+ | back/up, [back/up+K] |OM | backflip, [flipkick] | +-------------------------------+-----+-----------------------------------+ | back/up+K |M | Kickflip | +-------------------------------+-----+-----------------------------------+ | D+K |H | Crescent kick | +-------------------------------+-----+-----------------------------------+ | up+K |M | Roundhouse kick | | | | A hopping roundhouse kick | | | | | | for/up+K |M | Roundhouse kick | | | | Same as above but jumps forward | +-------------------------------+-----+-----------------------------------+ | for/up+K+D |H | Tornado kick | | | | A jumping roundhouse kick | | | | Sarah changes feet position after | | | | this movev | +-------------------------------+-----+-----------------------------------+ | back+K |H | Double kick | | | | A double kick to the head | | | | Sarah changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back/down+K+D |M | Side hook kick | | | | Sarah will skip forward with a | | | | downward heel kick like in TKD | +-------------------------------+-----+-----------------------------------+ | back, back+P |H | Turning punch | | | | Turns away from opponent with a | | | | punch | +-------------------------------+-----+-----------------------------------+ | back, back+K |H | Turning jump kick | | | | Jumps and turns around doing an | | | | aerial back thrust | +-------------------------------+-----+-----------------------------------+ | DOWN, back+K, [K] |H | Spinning heel kick[s] | | | | Spins from low position with heel | | | | kicks to the head | | | | If Sarah does one kick, she will | | | | face her back on the opponent | | | | Sarah changes feet position after | | | | two kicks | +-------------------------------+-----+-----------------------------------+ | down/for+P |M | Downward backfist | \===============================+=====+===================================/ +===========================================+ |SARAH'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+==========+========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | back/down+P |H | Dodge and punch | \===============================+=====+===================================/ +====================================+ |SARAH'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+===+===============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Belly suplex | +-------------------------------+-----+-----------------------------------+ | P+D |B | Torso takedown | +-------------------------------+-----+-----------------------------------+ | for, for+P |H | Jumping clothesline AKA Bulldog | \===============================+=====+===================================/ +======================================+ |SARAH'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+=====+=============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | for/down+K |NA | Kick | | | | Kicks fallen opponent | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Low jumping knee hammer | | | | | | UP+K |NA | High jumping knee hammer | \===============================+=====+===================================/ -------------------------------------------------------------------------- JACKY BRYANT ============ Date of Birth: 28 August 1970 Sex: Male Blood type: A Job: Indy car racer Hobby: Training Nationality: USA Fighting style: Sekken-Do/Jeet Kune Do +================================+ |JACKY'S SPECIAL MOVES AND COMBOS| /====+--------------------------+-----+=====+=============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HHH | Running punches, [hook] | | | | | | P, K | | 2 different kicks according to | | | | range. | | |HM | Near: Punch and side kick | | |HH | Far : Punch and crescent | | | | | | P, down+K |HL | Punch and sweep | | | | | | P, P, K |HHH | 2 punches and straight kick | | | | | | P, P, for+P, [K] |HHMn | 2 punches, elbow, [heel kick] | | | | | | P, P, back+P, [K] |HHHH | 2 punches, spinning backfist, | | | | [crescent] | | | | | | P, P, back+P, [down+K] |HHHL | 2 punches, spinning backfist, | | | | [sweep] | +-------------------------------+-----+-----------------------------------+ | back+P, [P] |HH | Spinning backfist [double] | | | | | | back+P, K |HH | Backfist, crescent | | | | Jacky changes feet position after | | | | this move | | | | | | back+P, down+K |HL | Backfist, sweep | | | | Jacky changes feet position after | | | | this move | | | | | | back+P, back/down+P |HL | Backfist, low backfist | +-------------------------------+-----+-----------------------------------+ | for+P |M | Elbow strike | | | | | | for+P, K |Mn | Elbow-heel kick combo | +-------------------------------+-----+-----------------------------------+ | back/down+P |L | Low spinning backfist | | | | | | back/down+P, K |LL | Low spinning backfist-sweep | +-------------------------------+-----+-----------------------------------+ | for+K |M | Knee | | | | Jacky changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back/up+K |M | Kickflip | +-------------------------------+-----+-----------------------------------+ | back/up, [back/fup+K] |OM | Backflip, [flipkick] | +-------------------------------+-----+-----------------------------------+ | down+K |M | Toe kick | +-------------------------------+-----+-----------------------------------+ | for, for+K |M | Punt kick | +-------------------------------+-----+-----------------------------------+ | K+D, [down+K+D] |H | Crescent, [sweep] | +-------------------------------+-----+-----------------------------------+ | DOWN+K+D |L | Crouching side kick | +-------------------------------+-----+-----------------------------------+ | K, K |HM | Kick and heel kick | +-------------------------------+-----+-----------------------------------+ | down/for+P |M | Hook | +-------------------------------+-----+-----------------------------------+ | back+K |M | Side hook kick | | | | Jacky skips forward with a | | | | downward heel kick like in TKD | +-------------------------------+-----+-----------------------------------+ | P+K |M | Beat knuckle AKA Bitch slap | | | | A long range smashing hook | +-------------------------------+-----+-----------------------------------+ | down+P+K, [K, K, K, K] |MHHHH| Lightning kicks | | | | Modified shadow kicks | | | | After the down+P+K motion, tap Ks | | | | in a sustained rate DO NOT RUSH | | | | Jacky coolly lowers his leg and | | | | shuffles his feet after 5 kicks | +-------------------------------+-----+-----------------------------------+ | back, for+K+D |M | Low spinning kick | | | | Jacky gyrates his hips if this | | | | move hits | | | | Jacky changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back, back+P |H | Spin around backfist | | | | A spinning backfist away from | | | | the opponent | +-------------------------------+-----+-----------------------------------+ | back, back+K |H | Spin around crescent kick | | | | A spinning half crescent away | | | | from the opponent | | | | Jacky skips and does fancy foot- | | | | work if this move hits while he | | | | turns to face opponent | \===============================+=====+===================================/ +====================================+ |JACKY'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+===+===============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Brainbuster | +-------------------------------+-----+-----------------------------------+ | P+D |B | Backside clothesline AKA Faceplant| +-------------------------------+-----+-----------------------------------+ | for, for+P |H | Jumping clothesline AKA Bulldog | +-------------------------------+-----+-----------------------------------+ | down, down/for, K, K |MM | Toe kick, side kick | | | | Do not rush tapping the Ks | | | | A very difficult and fickle move | +-------------------------------+-----+-----------------------------------+ | back+P+K |H | Trip and hammer | | | | Sidesteps to trip opponent by | | | | executing a double fist hammer on | | | | opponent's back | | | | Jacky changes feet position after | | | | this move | \===============================+=====+===================================/ +======================================+ |JACKY'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+=====+=============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | for/down+K |NA | Kick | | | | Kicks fallen opponent | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Low jumping knee hammer | | | | | | UP+K |NA | High jumping knee hammer | \===============================+=====+===================================/ -------------------------------------------------------------------------- SHUN DI ======= Date of Birth: 2nd January 1912 Sex: Male Blood type: O Job: Herbal doctor Hobby: Collecting the medicinal herbs Nationality: China Fighting style: Sui-ken/Drunken Fist +===============================+ |SHUN'S SPECIAL MOVES AND COMBOS| /====+--------------------------+----++===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, P, [P] |HMM | Punch and uppercuts | | | | Shun changes feet position after | | | | the first and second uppercuts | | | | | | P, K |HH | Punch, kick combo | +-------------------------------+-----+-----------------------------------+ | down/for+P |M | Uppercut | | | | | | DOWN/FOR+P |M | Dashing uppercut | | | | | | down, for+P |M | Lunging punch | +-------------------------------+-----+-----------------------------------+ | for+P |HHH | Running punches | +-------------------------------+-----+-----------------------------------+ | back/down+P |L | Back push | +-------------------------------+-----+-----------------------------------+ | down+K+D |M | Scorpion kick | | | | Shun will do a handstand and | | | | execute a heel kick that hits the | | | | top of the opponents head | +-------------------------------+-----+-----------------------------------+ | back, back+K |H | Turning akimbo kick | | | | Turns around arms akimbo and kicks| +-------------------------------+-----+-----------------------------------+ | back, back+P |H | Turning punch | | | | Turns around with a punch to face | | | | back on opponent | +-------------------------------+-----+-----------------------------------+ | back+P |H | Twisting back hook fist | +-------------------------------+-----+-----------------------------------+ | back+K |H | Kick and fall with back down | +-------------------------------+-----+-----------------------------------+ | back/up |O | Backflip | +-------------------------------+-----+-----------------------------------+ | for, for+K |M | Forward cartwheel kick | +-------------------------------+-----+-----------------------------------+ | up+P |M | Turning back hammer | | | | Jumps up and turns to fall with a | | | | back hammer | | | | Shun changes feet position after | | | | this move | | | | | | back/up+P |M | Turning back hammer | | | | Same as above but jump away | +-------------------------------+-----+-----------------------------------+ | up+K |H | Mule kick | +-------------------------------+-----+-----------------------------------+ | up/for+K |M | Spinning scissors kick | | | | Shun leaps into the air to do a | | | | spinning scissors like kick | +-------------------------------+-----+-----------------------------------+ | up/for+P |M | Spinning twist punch | | | | Shun leaps into the air twisting | | | | to hit with fists | +-------------------------------+-----+-----------------------------------+ | K+D, [P] |HM | Jumping spin kick, [sideways two- | | | | hand push] | | | | Jumps, spins, arms akimbo and | | | | kicks | | | | Tap P the moment he recovers from | | | | jumping spin kick for the push | +-------------------------------+-----+-----------------------------------+ | P+K |M | Upside down backhand push | | | | Shun drinks when this move hits | | | | Shun changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | DOWN+K+D |L | Breakdance sweep | | | | Shun changes feet position after | | | | this move | | | | | | down+P+K, [K], [K] |LLL | Breakdance sweeps | | | | Will only work if Shun drinks from| | | | successful P+K or P+D | | | | 2 drinks from a round, Shun can do| | | | 2 sweeps continuously, 3 drinks | | | | and he can do 3 sweeps | | | | | | back/down+K+D |L | Long range breakdance sweep | +-------------------------------+-----+-----------------------------------+ | back+K+D |H | Hopping kicks | | | | Shun takes three hops backward | | | | kicking | +-------------------------------+-----+-----------------------------------+ | for, SCR, back [K] |OH | Handstand | | | | Tapping kick will produce | | | | upside down kicks. for, for to hop| | | | forwards and back, back to hop | | | | backwards | +-------------------------------+-----+-----------------------------------+ | back/down+K, [K] |MH | Turning twist kick[s] | | | | | | back/down+K, K+D |MH | One twist kick and a jumping spin | | | | kick | +-------------------------------+-----+-----------------------------------+ | back/down, back/down+K, [K] |HH | Falling turning twist kick[s] | | | | Similar to back/down+K but falls | | | | flat on his face after one kick or| | | | on his back if he does two kicks | +-------------------------------+-----+-----------------------------------+ | down, down, [K] |OL | Sit down [low kick] | | | | Defensive maneuver against mid- | | | | level and low-level attacks. Will | | | | not defend against toe kicks, punt| | | | kicks, kickflips and throws | | | | against low opponents | \===============================+=====+===================================/ +==========================================+ |SHUN'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+=========+=========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | back/down+D |O | Side steps backwards | | | | | | back/down+D, P |OH | Side steps backwards and does | | | | Dances with Punches | | | | | | back/down+D, P+K |OM | Side steps backwards and does | | | | Upside-down backhand push | | | | | | back/down+D, K |OM | Side steps backwards and does | | | | Scorpion kick | +-------------------------------+-----+-----------------------------------+ | for/down+D |O | Side steps forwards | | | | | | for/down+D, P |OH | Side steps forwards and does | | | | Dances with Punches | | | | | | for/down+D, K |OM | Side steps forwards and does | | | | Scorpion kick | +-------------------------------+-----+-----------------------------------+ | back+D |O | Shun skips backwards tucking in | | | | his tummy | | | | | | back+D, P |OH | Skips backwards and does | | | | Dances with Punches | \===============================+=====+===================================/ +===================================+ |SHUN'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+==+================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Dances with Punches | | | | Twirls around opponent punching | | | | Shun drinks after this move | | | | This move hits harder the more | | | | he drinks in a round | +-------------------------------+-----+-----------------------------------+ | All |H | Grab and fall | | | | Grab and twists arm then fall back| | | | elbowing opponent as he falls | \===============================+=====+===================================/ +=====================================+ |SHUN'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+==+================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Cartwheel heel smash | | | | Cartwheels forward and smashes | | | | heel on opponent | | | | | | UP+P |NA | Roll and elbow drop | | | | Rolls towards fallen opponent and | | | | performs elbow drop | \===============================+=====+===================================/ -------------------------------------------------------------------------- LION RAFALE =========== Date of Birth: 24th December 1979 Sex: Male Blood type: AB Job: High school student Hobby: Collecting knives Nationality: France Fighting style: Toru-ken/Mantis Fist +===============================+ |LION'S SPECIAL MOVES AND COMBOS| /====+--------------------------+----++===================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P, [P], [P] |HHH | Punch, [thrust], [backfist] | | | | Lion changes feet position after | | | | the thrust and backfist | | | | | | P, K |HH | Punch, kick combo | +-------------------------------+-----+-----------------------------------+ | for+P |M | Elbow strike | +-------------------------------+-----+-----------------------------------+ | for+K |M | Knee | | | | Lion changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | down/for+P, [P] |Mn | Uppercut, [downward swipe] | +-------------------------------+-----+-----------------------------------+ | FOR/DOWN+P, [P] |LL | Creeping peck[s] | | | | Creeps forwards poking at legs | +-------------------------------+-----+-----------------------------------+ | back/down+P, [P] |LL | Low thrusting peck[s] | | | | Reaches out and pokes low | +-------------------------------+-----+-----------------------------------+ | for, for+P |M | Long range fist thrust | +-------------------------------+-----+-----------------------------------+ | for, for+K+D |M | Spin forward and kick high | | | | Lion changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | down/for+K+D |L | Spin forward and kick low | | | | Lion changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back+P |H | Standing wind-up attack | | | | Winds up and attacks with both | | | | fists | +-------------------------------+-----+-----------------------------------+ | for+P+D |H | Poke head | +-------------------------------+-----+-----------------------------------+ | P+D |L | Short range low wind-up attack | | | | Spins and strikes legs with | | | | fists | +-------------------------------+-----+-----------------------------------+ | down/for+P+D |L | Long range low wind-up attack | | | | Spins and strikes legs with | | | | fists | +-------------------------------+-----+-----------------------------------+ | DOWN+K+D |L | Sweep | +-------------------------------+-----+-----------------------------------+ | up+K, [K] |MH | Dancing kick[s] | | | | Lion changes feet position after | | | | the second kick | +-------------------------------+-----+-----------------------------------+ | down, down+K |M | One-handstand kicks | +-------------------------------+-----+-----------------------------------+ | up/for+K |M | Cartwheel spin kick | | | | Lion changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | up/for+P |M | Jumping downward swipe | | | | Lion changes feet position after | | | | this move | | | | | | back/up+P |M | Jumping downward swipe | | | | Same as above but jumps backwards | +-------------------------------+-----+-----------------------------------+ | back/up |O | Cartwheel backwards | +-------------------------------+-----+-----------------------------------+ | down+K, [K] |LL | Low swipe kicks | | | | Lion changes feet position after | | | | the first low swipe kick | | | | | | down+K, K+D |LH | Low swipe kick, high spin kick | +-------------------------------+-----+-----------------------------------+ | up+P |H | Swinging arms | | | | Spins with arms extended | | | | Lion changes feet position after | | | | this move | +-------------------------------+-----+-----------------------------------+ | back, back+K |H | Turn kick | | | | Kicks and turns away | +-------------------------------+-----+-----------------------------------+ | back, back+P |H | Turn punch | | | | Punches and turns away | +-------------------------------+-----+-----------------------------------+ | back, back+K+D |M | Turn with jump kick | | | | Jump kicks and turns away | \===============================+=====+===================================/ +==========================================+ |LION'S COUNTER-ATTACKS AND DEFENSIVE MOVES| /====+--------------------------+-----+=========+=========================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | back/down+D |O | Ducks and steps away sideways | +-------------------------------+-----+-----------------------------------+ | for/down+D |O | Ducks and closes in | +-------------------------------+-----+-----------------------------------+ | back+D, for+P |H | Spinning high counter-attack | | | | Spins to opponents side hitting | | | | with fists and elbow for damage | | | | You can get this out even if the | | | | the opponent isn't attacking | | | | | | back+D, down/for+P |L | Spinning low counter-attack | | | | Spins to opponents side hitting | | | | low with fists to trip opponent | | | | You can get this out even if the | | | | the opponent isn't attacking | \===============================+=====+===================================/ +===================================+ |LION'S THROWS AND CLOSE RANGE MOVES| /====+--------------------------+-----+==+================================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | P+D |H | Trip | | | | One arm pushes chest, the other | | | | pushes abdomen, leg kicks to trip | +-------------------------------+-----+-----------------------------------+ | P+D |B | Piggyback attack | | | | Mounts on opponent piggyback and | | | | attacks neck | +-------------------------------+-----+-----------------------------------+ | back+P+K |H | Reaping throw | | | | One hand grabs wrist, the other | | | | pushes neck, leg kicks to trip | +-------------------------------+-----+-----------------------------------+ | for, for+P+D |H | Grab and fling | | | | Grabs opponents arm and flings | | | | opponent away | +-------------------------------+-----+-----------------------------------+ | for, SCR, back+P+D |H | Frontal piggyback attack | | | | Jumps onto opponent and attacks | | | | neck | \===============================+=====+===================================/ +=====================================+ |LION'S MOVES AGAINST FALLEN OPPONENTS| /====+--------------------------+-----+====+==============================\ | Control Motions |Level| Description/Comments | +-------------------------------+-----+-----------------------------------+ | up+P |NA | Short range heel smash | | | | Most likely to miss at close range| | | | | | UP+P |NA | Cartwheel heel smash | | | | Cartwheels forwards in the air and| | | | smashes heel on opponent | \===============================+=====+===================================/ +=========+ |OPERATION| +=========+ 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. +======================+ |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: 1. Floating your opponents. 2. Behind throws. You can beat all computer opponents easily by just throwing, but what you get would just be 9th grade. +======================+ |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 Defend 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. 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 op 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 1/16th 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 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... * if you use it too much and the opponent counters with a low attack +===============+ |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 KICK| +==================+ 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. +===============+ |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 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 double motion snap kick. * 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 and missed pounces and jumps. * a combo or combination attack -- like Jacky's elbow-heel kick combo or Sarah's elbow-knee combo +===========================+ |DODGING AND COUNTER-ATTACKS| +===========================+ With the increased speed in VF2, you can execute dodges and counter-attacks at a moments notice. Most characters have a dodge and punch move or some sort of counter-attack equivalent to Pai's defensive grab. There are many ways you can counter-attack. Everytime you see an attack coming, just back off and retaliate while the opposing character recovers. Just be imaginative. For example, backward kickflips duck under many punches. Use this to your advantage. In the case of those defensive grabs. 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 grab their attack. It is all up to your head 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, hold D then back+P when you know the opponent's punch is incoming. This is what they mean by using these counter-attacks with finesse. This applies to all characters with a defensive counter-attack. +======================+ |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. 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 and 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 WHILE THEY'RE DOWN| +==========================+ NEARLY every time you knock your opponent down you should try for a pounce. 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. +============+ |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. +====================+ |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. Control motions for turn around moves are "back, back+BUTTONS. To execute it properly, you MAY have to hold the second "back" motion. This is advantageous as you can tap the buttons twice to execute the same move twice. First to turn away from the opponent and the second to turn and face the opponent. This can be good for characters like Kage who has many turn around moves, he can have a combination of turn around moves. +===========+ |HARRASSMENT| +===========+ Squatting and kick together will produce a harrassment kicks 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 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. 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. +==============================+ |PULLING BACK A KICK OR A 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 punch 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. +====================+ |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, you have to have the correct foot positioning. Which is feet positioning that does not mirror the opponents. Your character's left foot if it is in front should correspond to the opposing character's right foot which is a step behind his left. So from top view it should look as: Character A Character B X X X X This would present a throw opportunity if range permits. A throw can be done even when the feet positions mirror one another but it is just more difficult to get out. Depending on the type of throw, the control motions, especially "for, for" motions; throws can be done with incorrect feet positioning. Most characters have to run forward or perform foot changing moves to change feet positioning. +=======================+ |PUNCH THROW THECHNIQUES| +=======================+ 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. 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. What you do after successfully escaping from the throw is up to you. Wolf's Backfall suplex is particularly vulnerable to attacks as the 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. +==================+ |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 3 breakdance 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 attacking high. If the opponent is hit, keep him in the air. As he/she starts falling, progress to mid level attacks, then finally to low level attacks. +================================+ |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 body check and its motions are back, for, for+P+K. You can combine these two moves into a beautiful move because both share a common motion and that is back. So what you do is: back+P+D, for, for+P+K 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. 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 entire game. +==============+ |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 All left player buttons to decrease the frames and the right player buttons to increase the frames. +================+ |KAGE'S FACE MASK| +================+ Kage's face mask will only fall off if he wins 20 straight wins from challengers. He has no scar on his cheek anymore and he is described as rather handsome. +====================+ |MYSTERIES AND RUMORS| +====================+ If you would notice, the name of the character just below the lifebar will flash when certain moves from your character connects. There are rumors floating around saying Jeffry has a Skybreaker. This is a backbreaker done from a body press position. It is therefore different from his normal backbreaker or even his behind backbreaker. Any info is appreciated. +===============+ |CHARACTER GUIDE| +===============+ AKIRA YUKI ========== 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 championship fighting tournament, he decided to enter Editor's Notes -------------- According to rumors, SEGA wanted very much Akira to be the "star" character of VF1. They didn't do very well and so Jacky became more or less the star. This is attributed to the 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. Eight Poles Fist actually stresses more on counter-attacks. If you look carefully at all of Akira's moves, they either require him to duck first (dashing palm) or attack low (dashing elbow). These are in a true essence aggressive counter-attacks. With the newly added counter-attack moves and defense breaking ability from Akira, he is in fact the most formidable character in VF2. 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 that is 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. 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 counter-attack, the D button is compulsory. You can either tap it or hold it prior to the back+P, back/down+P or down+P motion. According to the way he is attacked, the counter-attacks come out in 8 variations; more or less influenced by the counter-attack control motions. It is most essential to learn his counter-attacks to harness Akira's full potential. All his counter-attacks are very damaging and can push opponents far away. PAI CHAN ======== 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 championship fighting tournament, she also decided to enter. 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. Crane Fist is accurately copied and depicted in VF. Crane Fist is known very much for grabbing attacks. Not necessarily to throw but to stop attackers from delivering their blows. A Shaolin based technique, it is in a true sense a very defensive technique. This technique is also graceful to watch and Pai's double scissors kicks is a move to behold in slow motion. Playing 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 counter-attack is now more versatile and can grab a variety of attacks. 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 grab and attack would deter most. All in all, concentrate on defense. Only use her combos to retaliate throwers. Throw all those dumbfounded defenders afraid of attacking her. Above all, set up your "stings". Her falling DDT and stomach throw can RO many. Use the pushover throw to avoid ROs LAU CHAN ======== 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 championship fighting tournament and achieve his ultimate goal. 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. This style of fighting actually stresses simplicity in its strokes but each stroke filled with every ounce of force you can muster. It does not stress on speed in attacks. However, this version used by Lau has speed. Only moves like the knife hand and the lifting palm retain this power. The speed is mainly in his punches and kicks. Playing 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 counter-attack moves. One grab or counter-attack 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 side kick is still fast but with counter-attacks from other characters, you have to use it judiciously. 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. WOLF HAWKFIELD ============== 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 championship fighting tournament in search of a rival worthy of his abilities. 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. Playing 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. 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. 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. JEFFRY MCWILD ============= 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 championship fighting tournament with a vow to build a new boat and do battle with the shark again. Editor's Notes -------------- Like Wolf, he is huge. Does the name King Kong apply? Pancratium is actually a very ancient form of martial arts. The Greeks actually developed it as a sport. Partly stresses on holds and punches. Best described as a very technical form of brawling. It has evolved to many forms and the most famous of which is Mu Thai or Thai Boxing. Truly a no holds barred fighting technique. Playing with Jeffry ------------------- Use him as you would for Wolf. He is a lot faster than Wolf but he recovers just as slow. Use your lower 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 is very easy to do. Learn to get them all out. 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 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. 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. KAGE-MARU ========= 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. 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. Jujitsu is very ancient as a form of martial arts. In the dark days of Feudal Japan, the ancient form is known as Ninjitsu. It is not a martial art but a technique expressedly used for killing. In modern times, the art form became more civilized and it became a sport very much like Taek Kwon Do. There are many styles and forms of Jujitsu which explains why Kage's Jujitsu is Hagakure style; named after the village he is from. Believe it or not, Jujitsu's main emphasis is on throws and counter-attacks, not fancy tricky moves. So Kage's fighting technique may best be described as realistically fictional. Playing 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. 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. 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 or KOs are really very easy. Throws that land opponents at close range connect well with the heel smash. Use this always. His counter-attack counters incoming punches only. Learn to use them when your opponent becomes to predictable. It does quite sizeable damage. 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. SARAH BRYANT ============ 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. 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. Jeet Kune Do is authored by Bruce Lee himself. Also known as the Intercepting Fist, it stresses on speed and above all harrassment. This is true as a Jeet Kune Do exponent would do things like poke the eyes, kick the groin or even jab at the throat to irritate or confuse an opponent before lashing out a power attack move. Sarah's style of fighting is very different from her brother Jacky. Though it is from the same school of thought, it is described as very wicked and mean with no sense of grace. Playing 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 bulldog throw 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 turn around moves are fast and powerful. Her turn around punch followed by any 4 hit combo would push many back. She does however have a sweep but is only useful when her back is facing the opponent. 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. 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. JACKY BRYANT ============ 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. Editor's Notes -------------- The favorite character of VF1 is still a favorite with many but is toned down a lot. Still deadly though. Though he fights with the same style as Sarah, he does not have the speed to match. However, harrassment to opponents apply beautifully to his moves. In terms of grace and technique, his moves surpass Sarah's. Playing 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. The low spinning backfist especially can be considered as some form of counter-attack as it can duck under many punches. 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. 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. Just like Sarah, use those low kicks and punches. SHUN DI ======= No storyline available yet 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 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. Playing 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 and knees seldom hit you. The only moves that stand a chance are toe kicks, punt kick; and kickflips against this move. 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. As much as possible, dodge attacks if you are a beginner and learn to do the dodge and 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. 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. He not only hits harder but is able to do his triple sweep. These sweeps can do serious damage on falling opponents after a connected move. LION RAFALE =========== No storyline available 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. A historical view of this fighting technique reveals that Mantis Fist actually stress not only in speed but mainly 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. Like Shun he can duck under most mid-level attacks like elbows and knees. Such is the fighting technique. Playing with Lion ----------------- Playing Lion would mean playing closing-in with hit and run tactics. All his moves enable him to close-in very fast. He is small so he doesn't have much of a 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. Fight a balanced game like you are using Jacky 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. 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, thrust and backfist combo. +=======+ |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 in Omaha, NE for Virtua Fighter Sega info & for VF1 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 VF1 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 Robert Laus robert@jolt.mpx.com.au Koh Kawabe kawabee@is.s.u-tokyo.ac.jp Scirocco Boy! wcox@black.clarku.edu David, manager of Country Funworld Country Funworld Harley "Jacky" Country Funworld Gary Peh "Wolf" 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 Alex Ho "Jeffry" WYWY Clementi Virtua Fighter Maniax For storylines on characters