3966 lines
150 KiB
Plaintext
3966 lines
150 KiB
Plaintext
Virtua Fighter 2 FAQ Version 2.5
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Copyright 1995.
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This FAQ may be freely distributed among the VFing community. No fee is
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charged except for direct costs. You can obtain this FAQ by:
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ftp
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---
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ftp.netcom.com
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/pub/vi/vidgames/faqs
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web browser
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-----------
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http://aleph0.clarku.edu/~grace/vf2.html
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http://yallara.cs.rmit.edu.au/~s9407314/
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Any updates, feedback and errors, please send to:
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Chia Jin Ngee
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mcblab47@leonis.nus.sg
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TABLE OF CONTENTS
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^^^^^^^^^^^^^^^^^
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PREFACE TO VF1 FAQ
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PREFACE TO VF2 FAQ
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WHAT'S NEW
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TERMINOLOGY
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BUTTONS
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WHILE STANDING
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WHILE SQUATTING
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HOPPING ATTACKS
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JUMPING ATTACKS
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MOVEMENT
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TURNING AROUND WITH ATTACKS
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COMMON MOVES FOR ALL CHARACTERS
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MOVES USABLE WHILE GETTING UP
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OTHER STANDARD MOVES
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MOVES SPECIFIC TO EACH CHARACTER
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AKIRA YUKI
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PAI CHAN
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LAU CHAN
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WOLF HAWKFIELD
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JEFFRY MCWILD
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KAGE-MARU
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SARAH BRYANT
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JACKY BRYANT
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SHUN DI
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LION RAFALE
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BASIC OPERATIONS
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SELECTING YOUR CHARACTER
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REPLAYS
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ROUNDS AND SETS
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VERSUS COMPUTER COMBAT
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RANKING MODE
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EXPERT MODE
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ENTERING YOUR INITIALS
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SUDDEN DEATH
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CONTROLLER TECHNIQUE
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JOYSTICK
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BUTTONS
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GENERAL FIGHTING TECHNIQUES
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FLURRY OF JABS
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HOPPING ATTACKS
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JUMPING ATTACKS
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DISTANCE DROP KICKS
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LANDING KICKS
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OVERHEAD HAMMERS
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RING OUT
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WAITING FOR YOUR BREAK
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DODGING AND COUNTER-ATTACKS
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ATTACK WHILE RISING
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HIT 'EM WHILE THEY'RE DOWN
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THE UNIVERSAL PUNCH-KICK COMBO
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THE SIDE KICK
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KICKFLIPPING
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TURN AROUND ATTACKS
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HARRASSMENT
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AMBUSHES
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PULLING BACK A KICK OR PUNCH
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DELAYED ACTION MOVES
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THROWING
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PUNCH THROW TECHNIQUES
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ESCAPING FROM THROWS
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HIT 'EM IN THE AIR
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DEVELOPING YOUR OWN COMBINATIONS
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LOOK AND LISTEN
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EASTER EGGS
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SLOW MOTION REPLAYS
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VICTORY TAUNTS
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GAME COMPLETION REPLAYS
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KAGE'S FACE MASK
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MUSIC CHANGES
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GIVE THE NEXT IN LINE PROBLEMS
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THE TRUE POWER OF AKIRA
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CREDIT ROLL
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MYSTERIES AND RUMORS
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CHARACTER GUIDE
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AKIRA YUKI
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PAI CHAN
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LAU CHAN
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WOLF HAWKFIELD
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JEFFRY MCWILD
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KAGE-MARU
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SARAH BRYANT
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JACKY BRYANT
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SHUN DI
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LION RAFALE
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GLOSSARY
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CREDITS
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INTRODUCTION
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Preface to Virtua Fighter 1 FAQ
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Different is good.
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Lately, gamers have been hit pretty hard by a barrage of fighting games
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ranging from those whose only draw is blood and guts to those who resemble
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a sick horse that should be humanely shot or at least taken to a hospital
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for a few years....
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With the release of their first ever fighting game, SEGA has broken new
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ground by designing the only current martial arts game whose appeal isn't
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violence or the ever popular 'magic' moves, but more geared towards
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realism, fluidity of motion, and genuine martial art techniques.
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The ability to so successfully meet these goals is due to SEGA's System 1
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polygon graphics engine which is much like the system used in their
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popular Virtua Racer. This system can handle over 180,000 flat shaded
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polygons per second, and since the fighters are three-dimensional figures
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made of polygons instead of just flat images, be prepared to be dazzled by
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more than just the backgrounds.
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As for the game itself, Virtua Fighter plays like other recent fighting
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games in some respects. There are 8 characters to choose from, and the
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basic object of the game is to, through the use of punches, kicks, throws,
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grabs, pounces, and a variety of other techniques, drain your opponent's
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life meter. The problem is that at this point Virtua Fighter already shows
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its differences from other fighting games because you can also win by
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knocking your opponent out of the ring. Another difference is that Virtua
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Fighter has many more special moves than any previous fighting game; there
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are over 100 secret techniques to discover. Not to mention that it just
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feels more like a real battle due to the fluid motion and realistic moves.
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Needless to say, Virtua Fighter is destined to be remembered as both a
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great one on one martial arts game and a spectacular fighting simulator.
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If you haven't seen one yet, then go check it out at your local arcade.
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Otherwise, check out the moves and strategies in this FAQ and then use them
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to help you master this exciting game before someone else gets ahead of
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you.
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Preface to Virtua Fighter 2 Manual
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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This manual borrows quite heavily from the original VF1 FAQ. Apart from the
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new moves, many of the old moves are taken from the VF1 FAQ.
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VF2 is indeed a worthy successor to the original VF and has brought
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fighting games to new heights. Apart from a new graphics engine (System 2),
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it boasts two new and rather unorthodox characters with equally unorthodox
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fighting styles to match.
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To minimize much confusion in this manual, almost all moves are considered
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to be taps. Hold down joystick moves are highlighted as such moves will
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only work properly when the stick is held down. Experimentation with moves
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has also revealed that most moves require the simultaneous tapping of
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joystick and buttons. A good example would be Jacky's Punt Kick which is
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now "for, for+K" instead of "for, for, K". Due to complex button and
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joystick combinations for certain moves, the holding of the defend button
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feature for some moves we know of in VF1 has been removed, so I have
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decided not to highlight this option. Enjoy the manual.
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What's new
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^^^^^^^^^^
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Version 1.00 - First initial release. Hits for standing or low defenders far
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from updated. Keep me posted guys.
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Version 2.00 - Totally new version. Attack levels added.
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Version 2.01 - Added Expert Mode.
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Corrected Jacky's Crescent and Sweep attack levels.
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Akira long range dashing elbow corrected to dashing elbow
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with feet position change.
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Shun's long range sweep is corrected to sweep without feet
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position change.
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Added Wolf's punches and elbow.
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This version is not distributed.
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Version 2.50 - Added Kage's new shuto move.
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Added Kage's roll and flying kick.
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Added Kage's roll and low kick.
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Added Jacky's kickflip combo.
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Added dodging punch combos.
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Added Akira's stun palm, backwards uppercut and double palm.
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Added Glossary section.
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Added characters' biodata.
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Added new attack level "G" for ground-level.
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Added damage points for characters' moves.
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Corrected Jacky's beat knuckle attack level.
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Corrected Lion's spinning side attack.
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Corrected Lion's duck and side trip.
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Corrected Shun's ducking moves.
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Terminology
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^^^^^^^^^^^
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+-------------------------------------------------------------------------+
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|Term Meaning As in |
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+-------------------------------------------------------------------------+
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| For Forward Moving the joystick towards your |
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| opponent |
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+-------------------------------------------------------------------------+
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| Back Back Moving the joystick away from your |
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| opponent |
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+-------------------------------------------------------------------------+
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| Down Down Moving the joystick towards you |
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+-------------------------------------------------------------------------+
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| Up Up Moving the joystick away from you |
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+-------------------------------------------------------------------------+
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| D Defend The button that blocks (more below) |
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+-------------------------------------------------------------------------+
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| P Punch The button that punches (more below) |
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+-------------------------------------------------------------------------+
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| K Kick The button that Kicks (more below) |
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+-------------------------------------------------------------------------+
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| All Press all 3 buttons Press all 3 buttons |
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+-------------------------------------------------------------------------+
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| + And Down+Kick (tap Down & Kick as one) |
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| Punch+Def (press Punch & Def as one) |
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+-------------------------------------------------------------------------+
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| lower case A quick tap Quickly tap the joystick; do not hold |
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| eg back |
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+-------------------------------------------------------------------------+
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| UPPER CASE A long press Hold the joystick briefly. eg BACK |
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+-------------------------------------------------------------------------+
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| / Diagonal direction For/Up (a jump forward) |
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+-------------------------------------------------------------------------+
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| Jump A jumping direction Either Up/For, Up or Up/Back |
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+-------------------------------------------------------------------------+
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| [ ] Optional Will work fine without [ ] part, but |
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| there IS more to the move you can do |
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+-------------------------------------------------------------------------+
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| SCR Semi-circle roll Joystick is rolled half a circle like |
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| a "U" and not the other way round |
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| ie Back, SCR, For means joystick is |
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| pushed back with a half roll to |
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| forward |
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+-------------------------------------------------------------------------+
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| QCR Quarter circle roll Joystick is rolled quarter of a circle|
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+-------------------------------------------------------------------------+
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| H High-level High level attack |
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| Move affects standing non-defenders |
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| Block high or low to defend |
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| In the counter-attacks section, move |
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| counters high-level attacks |
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| In the throws section, move affects |
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| standing opponents only |
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+-------------------------------------------------------------------------+
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| M Mid-level Mid-level attack |
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| Move affects squatting opponents and |
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| non-defenders but not low-level |
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| attackers |
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| Block high to defend |
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| In counter-attacks section, move |
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| counters mid-level attacks |
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+-------------------------------------------------------------------------+
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| L Low-level Low level attack |
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| Move affects standing opponents and |
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| squatting non-defenders |
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| Block low to defend |
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| In counter-attacks section, move |
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| counters low level attacks |
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| In throws section, move affects low or|
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| squatting opponents |
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+-------------------------------------------------------------------------+
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| G Ground-level Ground-level attack |
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| Move affects fallen opponents only |
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+-------------------------------------------------------------------------+
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| n Non-defenders Move affects non-defenders regardless |
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| of their defense position/level |
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+-------------------------------------------------------------------------+
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| * See comments Check comments/description column for |
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| more info |
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+-------------------------------------------------------------------------+
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| B Behind Only in the throws section |
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| Move can only be executed if standing |
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| or squatting opponent has his/her back|
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| facing you |
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+-------------------------------------------------------------------------+
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| O No effect Move has no effect on opponent |
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+-------------------------------------------------------------------------+
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BASICS
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The buttons
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^^^^^^^^^^^
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While standing
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==============
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PUNCH - Steps forward with a punch
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Repeat for multiple punches
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KICK - A kick to the head
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Not too powerful or effective
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DEFEND - Blocks your opponents' high level and jumping attacks
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You take no damage from such attacks
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Low attacks do damage
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You are still pushed backwards
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While squatting
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===============
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PUNCH - Low punch; hits standing defenders
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Stays in one place; quite weak and ineffective
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Good for stopping incoming high attacks
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If your character does not have a back/down+P or down+P
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special move or combo, these are alternative ways
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to execute a low punch.
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KICK - Low snap kick to the leg; very weak
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Hits standing
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Longer reach than a low punch, but slower
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Good for stopping incoming high attacks
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Good for setting up combos and power attacks
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Able to stop low attacks if executed in time
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Able to push opponents back
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If your character does not have a back/down+K or down+K
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special move or combo, these are alternative ways
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to execute a low kick.
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DEFEND - Defends against all low attacks
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Ducks under many standing attacks
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Most jumping/hopping and mid-level attacks hit
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Some moves may still push you back
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NOTE: defense doesn't work for attacks from behind
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Hopping attacks
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^^^^^^^^^^^^^^^
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CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
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-------------------------------------------------------------------------------
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jump, P n Hopping Hammer
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Tap P while ascending
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jump, P n Hopping Jab
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Tap P while descending
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jump, K n Hop kick
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Tap K while ascending
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jump, K n* Late hopping kick
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Tap K while descending
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* Kage, Lau, Shun and Lion's late
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hopping kicks hit standing defenders
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Jumping attacks
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^^^^^^^^^^^^^^^
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CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
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-------------------------------------------------------------------------------
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JUMP, FOR+P n Distance Jumping Hammer
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Hold forward and tap P before reaching
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apex of jump
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JUMP, K M Take-off jump kick
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Tap K while ascending
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UP+K or UP/FOR+K M Kage<67>s special jumping attack
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Kage<67>s two and a half tucked somersault
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butt slam
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JUMP, K M Landing kick
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Tap K while descending
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JUMP, FOR+K M Distance drop kick to the front
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Hold forward and tap K before apex of
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jump
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UP, FOR+K or UP/FOR, FOR+K M Pai<61>s Crane stomp
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JUMP, BACK+K M Distance drop kick to the back
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Hold back and tap K before apex of jump
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Collision in mid-air
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^^^^^^^^^^^^^^^^^^^^
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When this happens, both players are just pushed away from each other, and
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neither one will hit the other.
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Movement
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^^^^^^^^
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CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
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-------------------------------------------------------------------------------
|
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for, for OO Quickly step forwards
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back, back OO* Quickly step backwards
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* Only Shun changes feet position when
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he steps back quickly
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|
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for, FOR OO Run forwards
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back, back OO Shun<75>s special
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Shun rolls away if his back faces his
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|
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opponent.
|
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|
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|
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|
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FOR O Inch forward slowly
|
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BACK O Inch backward slowly
|
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|
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|
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DOWN/FOR O Inch forward low
|
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|
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BACK/DOWN O Inch backward low
|
||
|
||
|
||
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||
|
||
|
||
|
||
|
||
Turning around with attacks
|
||
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
|
||
-------------------------------------------------------------------------------
|
||
|
||
P H Turn around to face opponent with punch
|
||
|
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K H* Turn around to face opponent with kick
|
||
|
||
* Sarah<61>s turn around kick can hit low
|
||
|
||
defenders
|
||
|
||
|
||
|
||
down+P L Turn around to face opponent with a low
|
||
|
||
punch
|
||
|
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down+K L Turn around to face opponent with a low
|
||
|
||
kick
|
||
|
||
|
||
|
||
back+BUTTONS * Turn around with your character<65>s turn
|
||
|
||
away attack
|
||
|
||
* Hits depending on your character<65>s
|
||
|
||
turn away attack
|
||
|
||
|
||
|
||
up+K M Kage<67>s Sky knee attack
|
||
|
||
Works only with his back on opponents
|
||
|
||
|
||
|
||
back/down+K n Sarah<61>s High back thrust
|
||
|
||
Works only with her back on opponents
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
Common moves for all characters
|
||
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Moves usable while getting up
|
||
|
||
=============================
|
||
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
|
||
-------------------------------------------------------------------------------
|
||
|
||
K M Rising heel kick
|
||
|
||
Only when head is not towards opponent
|
||
|
||
K M Rear kick
|
||
|
||
Only when head is towards opponent
|
||
|
||
DOWN+K L Rising sweep
|
||
|
||
|
||
|
||
D, K M Roll and rise with heel kick
|
||
|
||
D, DOWN+K L Roll and rise with sweep
|
||
|
||
|
||
|
||
BACK O Roll away
|
||
|
||
BACK, K M Roll away with mule kick
|
||
|
||
BACK, DOWN+K L Roll away with sweep
|
||
|
||
BACK, FOR+K M Pai, Lau, Sarah, Jack, Akira - Roll
|
||
|
||
away with rising heel kick.
|
||
|
||
Wolf, Jeffry, Lion, Kage - Roll away
|
||
|
||
then counter roll with heel slam.
|
||
|
||
Shun - Roll away then counter-flip with
|
||
|
||
toe slam
|
||
|
||
|
||
|
||
UP O Handspring
|
||
|
||
|
||
|
||
|
||
|
||
Other Standard Moves
|
||
|
||
====================
|
||
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
|
||
-------------------------------------------------------------------------------
|
||
|
||
up+P G Low fast pounce
|
||
|
||
UP+P G* Slow but high and heavy pounce
|
||
|
||
*Akira does not have a high pounce
|
||
|
||
|
||
|
||
down/for+K M Side kick AKA mid-kick
|
||
|
||
Good reach, rather fast but slow
|
||
|
||
recoveries.
|
||
|
||
|
||
|
||
|
||
MOVES SPECIFIC TO EACH CHARACTER
|
||
|
||
|
||
This is the section is what everyone would zoom into. The motions are on
|
||
the left and the description is on the right. The attack level is in the
|
||
centre and just below the control motions are the damage points for each
|
||
connected move. Only moves that inflict damage are shown.
|
||
|
||
Akira Yuki
|
||
^^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P HM Punch and body blow
|
||
10+12 Akira changes feet position after the
|
||
body blow
|
||
P, K HH Punch-kick combo
|
||
10+30
|
||
|
||
for, for+K, [K] MM Jumping kick[s]
|
||
30+30
|
||
|
||
for, for+P M Dashing elbow strike
|
||
20-40
|
||
for, for, for+P M Dashing elbow strike with feet position
|
||
20-40 change
|
||
|
||
DOWN, for+P n Dashing palm strike
|
||
20-65
|
||
DOWN, back, for+P M Double palm strike
|
||
30-70
|
||
|
||
for+P M Elbow strike
|
||
19
|
||
|
||
back, for, for+P+K n Dashing body check
|
||
20-28
|
||
|
||
down/for, down/for+P M Power uppercut
|
||
50
|
||
|
||
down/for+P G Punch fallen opponent on the ground
|
||
12
|
||
|
||
K+D, D while holding K M Knee
|
||
30 Akira changes feet position after this
|
||
move
|
||
|
||
|
||
|
||
Counter-attacks
|
||
===============
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
D, back+P H Counters high-level attacks
|
||
50
|
||
D, back/down+P M Counters mid-level attacks
|
||
50
|
||
D, down+P L Counters low-level attacks
|
||
50
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Trip and 2 punches
|
||
20+10+10
|
||
|
||
All H Stun palm
|
||
15
|
||
All, back, down/for+P+K, back+P H Stun palm of Doom
|
||
15+40+50 See character guide for more info
|
||
|
||
back/down+P+D H Surprise exchange
|
||
|
||
for+P+D H Break stance
|
||
|
||
back+P+D H Shake `em up
|
||
|
||
down+P+D H Shake 'em up harder
|
||
|
||
for, back, for+P+K H Close-in ram
|
||
20+15+25
|
||
|
||
back/down, for+P H Pull in-push out
|
||
60
|
||
|
||
back/down, for+P+K H Backwards uppercut
|
||
35
|
||
|
||
back, down+P+D H Stumbling throw
|
||
10
|
||
|
||
|
||
Pai Chan
|
||
^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHH Running punches
|
||
10+10+12
|
||
P, K HH Punch and heel kick
|
||
10+30
|
||
P, K+D HH Punch and crescent
|
||
10+(20-40)
|
||
P, DOWN+K+D HL Punch and sweep
|
||
10+(20-40)
|
||
P, P, K HHn 2 punches and heel kick
|
||
10+10+30
|
||
P, P, P, K HHHH 3 punches and crescent
|
||
10+10+12+50
|
||
P, P, P, back+K HHHM 3 punches and backward kickflip
|
||
10+10+12+20
|
||
P, P, P, DOWN+K HHHL 3 punches and sweep
|
||
10+10+12+40
|
||
|
||
back/down+P, [P, P] HHH Dodging punch, [running punches]
|
||
14+10+12
|
||
back/down+P, K HH Dodging punch-kick combo
|
||
14+30
|
||
back/down+P, K+D HH Dodging punch and crescent
|
||
14+(20-40)
|
||
back/down+P, DOWN+K+D HL Dodging punch and sweep
|
||
14+(20-40)
|
||
back/down+P, P, K HHn Dodging punch, punch and straight kick
|
||
14+10+30
|
||
back/down+P, P, P, K HHHH Dodging punch, 2 punches and crescent
|
||
14+10+12+50
|
||
back/down+P, P, P, back+K HHHM Dodging punch, 2 punches and backward
|
||
14+10+12+20 kickflip
|
||
backdown+P, P, P, DOWN+K HHHL Dodge and punch, 2 punches and sweep
|
||
14+10+12+40
|
||
|
||
DOWN release+K M Rising heel kick
|
||
35-40
|
||
|
||
D+K H Crescent kick
|
||
25-45
|
||
|
||
back+D+K H Reverse crescent kick
|
||
20-40
|
||
|
||
back/up+K M Backward kickflip
|
||
40
|
||
|
||
back/up O Backflip
|
||
|
||
for, for+K H High lunging leg thrust
|
||
30
|
||
|
||
down/for+P M Downward chop
|
||
14
|
||
|
||
for+K M Snap kick
|
||
19
|
||
|
||
up/for+K, [K] MM Jumping scissors kick[s]
|
||
16+10 Pai changes feet position when
|
||
lands
|
||
|
||
back, back+P H Jabbing footwork
|
||
12 Pai changes feet position after this
|
||
move
|
||
|
||
down/for+P G Punch fallen opponent on the ground
|
||
10
|
||
|
||
Counter-attacks
|
||
===============
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
back+P H Grab and throw
|
||
30 Grabs high-level punches and kicks
|
||
|
||
back/down+P M Grab and throw
|
||
30 Grab mid-level elbows and side kicks
|
||
|
||
|
||
Throws and close range move
|
||
===========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Wrist twist
|
||
50
|
||
|
||
for, down+P H Falling DDT
|
||
60
|
||
|
||
back, down+P+D H Stomach throw
|
||
30
|
||
|
||
for, for+P+K H Reaping throw and punch
|
||
40+10
|
||
|
||
back, for+P H Pushover
|
||
60
|
||
|
||
for+All L Cartwheel over low opponent
|
||
0 Pai changes feet position after this
|
||
move
|
||
|
||
|
||
|
||
Lau Chan
|
||
^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHH Running punches
|
||
12+12+14
|
||
P, K HH Punch and heel kick
|
||
12+30
|
||
P, K+D HH Punch and crescent
|
||
12+(20-40)
|
||
P, DOWN+K+D HL Punch and sweep
|
||
12+(20-40)
|
||
P, P, K HHn 2 punches and straight kick
|
||
12+12+30
|
||
P, P, P, K HHHH 3 punches and crescent
|
||
12+12+14+50
|
||
P, P, P, back+K HHHM 3 punches and backward kickflip
|
||
12+12+14+20
|
||
P, P, P, DOWN+K HHHL 3 punches and sweep
|
||
12+12+14+40
|
||
|
||
back/down+P, [P, P] HHH Forearm strike, [running punches]
|
||
14+12+14
|
||
back/down+P, K HH Forearm strike and heel kick
|
||
14+30
|
||
back/down+P, K+D HH Forearm strike and crescent
|
||
14+(20-40)
|
||
back/down+P, DOWN+K+D HL Forearm strike and sweep
|
||
14+(20-40)
|
||
back/down+P, P, K HHn Forearm strike, punch and straight kick
|
||
14+12+30
|
||
back/down+P, P, P, K HHHH Forearm strike, 2 punches and crescent
|
||
14+12+14+50
|
||
back/down+P, P, P, back+K HHHM Forearm strike, 2 punches and backward
|
||
14+12+14+20 kickflip
|
||
backdown+P, P, P, DOWN+K HHHL Forearm strike, 2 punches and sweep
|
||
14+12+14+40
|
||
|
||
DOWN/FOR+P, [P, P] HHH Lifting palm, [running punches]
|
||
20+12+14 Lifting palm automatically comes out
|
||
after any kick (except for crescent)
|
||
when you tap P
|
||
DOWN/FOR+P, K+D HH Lifting palm and crescent
|
||
20+(20-40)
|
||
DOWN/FOR+P, b+K+D HL Lifting palm and sweep
|
||
20+(20-40)
|
||
DOWN/FOR+P, P, P, K HHHHn Lifting palm, 2 punch and heel kick
|
||
20+12+12+30
|
||
DOWN/FOR+P, P, P, P, K HHHHH Lifting palm, 3 punches and crescent
|
||
20+12+12+14+50
|
||
DOWN/FOR+P, P, P, P, back+K HHHHM Lifting palm, 3 punches and backward
|
||
20+12+12+14+20 kickflip
|
||
DOWN/FOR+P, P, P, P, DOWN+K HHHHL Lifting palm, 3 punches and sweep
|
||
20+12+12+14+40
|
||
|
||
down/for+P, [P], [P] MHH Knife hand, [running punches]
|
||
15+12+14
|
||
down/for+P, P, K MHn Knife hand, punch and straight kick
|
||
15+12+30
|
||
down/for+P, P, P, K MHHH Knife hand, 2 punches and crescent
|
||
15+12+14+50
|
||
down/for+P, P, P, back+K MHHM Knife hand, 2 punches and backward
|
||
15+12+14+50 kickflip
|
||
down/for+P, P, P, DOWN+K MHHL Knife hand, 2 punches and sweep
|
||
15+12+14+40
|
||
|
||
DOWN release+K M Rising heel kick
|
||
40
|
||
|
||
D+K H Crescent kick
|
||
30-50
|
||
|
||
DOWN+K+D L Sweep
|
||
20-35
|
||
|
||
down/for, down/for+P M Dashing knife hand
|
||
20 Lau changes feet position after this
|
||
move
|
||
|
||
up/for+K M Forward cartwheel kick
|
||
30
|
||
|
||
up/for+K+D M Short jump kick
|
||
32
|
||
|
||
back/up+K M Backward kickflip
|
||
40
|
||
|
||
back/up O Backflip
|
||
|
||
for+P M Elbow strike
|
||
19
|
||
|
||
for+K M Snap kick
|
||
19
|
||
|
||
for, down+K L Sliding attack
|
||
30
|
||
|
||
down/for+K G Stamp foot on fallen opponent
|
||
15
|
||
|
||
|
||
Lau<EFBFBD>s throws and close range moves
|
||
==================================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Waterwheel drop
|
||
40
|
||
|
||
back+P H Piggyback drop
|
||
50
|
||
|
||
back, for+P H Head slam
|
||
60
|
||
|
||
back, down+P+D H Sideways throw
|
||
15
|
||
|
||
|
||
|
||
Wolf Hawkfield
|
||
^^^^^^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHM Running punches, [uppercut]
|
||
14+14+28
|
||
P, P, for+P HHH Running punches with high elbow strike
|
||
14+14+20
|
||
P, K HH Punch-kick combo
|
||
14+30
|
||
|
||
for+K M Knee
|
||
30 Wolf changes feet position after this
|
||
move
|
||
|
||
down/for+P M Uppercut
|
||
22
|
||
DOWN/FOR+P M Uppercut from low position
|
||
22
|
||
|
||
for, for+P L Running clothesline
|
||
40
|
||
|
||
back, for+P n Dashing shoulder ram
|
||
20-70
|
||
|
||
back+P H Backhand slap
|
||
20
|
||
|
||
K+D H Scissors kick
|
||
30
|
||
|
||
back, for+K+D M Somersault heel smash
|
||
30
|
||
|
||
for+K+D H Roundhouse kick
|
||
36 Wolf changes feet position after this
|
||
move
|
||
|
||
for, for+K+D H Flying knee attack
|
||
30 Wolf changes feet position after this
|
||
move
|
||
|
||
up/for+K M Drop kick
|
||
30
|
||
|
||
for+P M Body blow
|
||
20
|
||
|
||
back+P+K M Drop elbow
|
||
30 Wolf changes feet position after this
|
||
move
|
||
|
||
for, down+K L Sliding attack
|
||
20
|
||
|
||
DOWN, for+P M Two hand upward slap
|
||
30
|
||
|
||
down/for+P G Elbow drop on fallen opponent
|
||
20
|
||
|
||
back/up+K G Back body splash
|
||
20
|
||
|
||
|
||
Counter-attacks
|
||
===============
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
back/down+P M Grab side kicks
|
||
60
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Backfall suplex
|
||
60
|
||
|
||
P+D B German suplex
|
||
80
|
||
|
||
for+P H Body slam
|
||
50
|
||
|
||
back, SCR, for+P H Twirl and hurl
|
||
100
|
||
|
||
down/for, down/for+P+K H Ghostbuster
|
||
80
|
||
|
||
up/for+K+D H Frankensteiner
|
||
60
|
||
|
||
back/down+All L Double arm suplex
|
||
70
|
||
|
||
down/for+All L Tombstone
|
||
70
|
||
|
||
down+P+D L Torso takedown
|
||
60
|
||
|
||
All B Variation german suplex
|
||
85
|
||
|
||
|
||
|
||
Jeffry McWild
|
||
^^^^^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHM Running punches, [uppercut]
|
||
14+14+28
|
||
P, K HH Punch-kick combo
|
||
14+30
|
||
|
||
down+P+K H Dodging side jab
|
||
30
|
||
|
||
down/for+P, [P] MM Uppercut[s]
|
||
22+19
|
||
DOWN/FOR+P M Uppercut from low position
|
||
22
|
||
|
||
down+K, [P] Mn Toe kick, [hammer]
|
||
24+19
|
||
down+K, DOWN, QCR, for+All M Toe kick of doom
|
||
24+100
|
||
|
||
for+P M Elbow strike
|
||
19
|
||
for+P, back+P Mn Elbow-hammer combo
|
||
19+30
|
||
|
||
for, for+P, [P] MM Dashing low elbow, [uppercut]
|
||
19+19 Jeffry changes feet position after low
|
||
elbow
|
||
|
||
for, for+K M Frontal foot thrust
|
||
40
|
||
for, down+K M Heel axe
|
||
36 Jeffry changes feet position after this
|
||
move
|
||
|
||
for+K M Knee
|
||
35 Jeffry changes feet position after this
|
||
move
|
||
|
||
back, for+P M Drop elbow
|
||
30 Jeffry changes feet position after this
|
||
move
|
||
back, down/for+P M Lunging drop elbow
|
||
30
|
||
|
||
for+P+K H Head butt
|
||
40
|
||
back/down, for+P+K M Thrusting head butt
|
||
40
|
||
|
||
All M Flying butt attack
|
||
30
|
||
|
||
down/for+K G Foot stomp
|
||
20 Jeffry changes feet position after this
|
||
move
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Fireman<61>s carry
|
||
60
|
||
|
||
P+D B Backbreaker
|
||
100
|
||
|
||
for+P H Power slam
|
||
50
|
||
|
||
back+P+D H Body press
|
||
60
|
||
|
||
down/for, down/for+P+K H Crucifix piledriver
|
||
80
|
||
|
||
back, for+P+K, for+P+K, for+P+K H Triple head butts
|
||
20+15+32
|
||
|
||
back, for, for+All H Backbreaker
|
||
70
|
||
|
||
down+P L Face grab AKA Iron claw
|
||
50
|
||
|
||
DOWN, for+K L Triple knee bash
|
||
10+10+10+30
|
||
|
||
for/down+All L Powerbomb
|
||
70
|
||
|
||
|
||
Kage-maru
|
||
^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHH Running punches
|
||
10+10+12
|
||
P, K HH Punch-kick combo
|
||
10+30
|
||
P, P, K HHn 2 punches and straight kick
|
||
10+10+13
|
||
P, P, P, K HHHM 3 punches and spinning mid-kick
|
||
10+10+12+30
|
||
P, P, P, back+K HHHM 3 punches and backward kickflip
|
||
10+10+12+20
|
||
|
||
back/down+P, [P, P] HHH Dodging punch, [running punches]
|
||
14+10+12
|
||
back/down+P, K HH Dodging punch and kick
|
||
14+30
|
||
back/down+P, P, K HHn Dodging punch, punch and straight kick
|
||
14+10+30
|
||
back/down+P, P, P, K HHHM Dodging punch, 2 punches and spinning
|
||
14+10+12+30 mid-kick
|
||
back/down+P, P, P, back+K HHHM Dodging punch, 2 punches and backward
|
||
14+10+12+20 kickflip
|
||
|
||
for+P M Elbow strike
|
||
19
|
||
|
||
down+K+D M Heel kick
|
||
35
|
||
|
||
DOWN, for+K M Rising knee
|
||
38 Kage changes feet position after this
|
||
move
|
||
|
||
back/up+K M Backward kickflip
|
||
40
|
||
|
||
back/up+K+D M Kickflip
|
||
50
|
||
|
||
back/up O Backflip
|
||
|
||
for, for+K L Back heel sweep
|
||
20-30 Kage changes feet position after this
|
||
move
|
||
|
||
for, for+All L Rolling flying kick
|
||
40
|
||
|
||
for, for+K+D M Flying corkscrew kick
|
||
30 Kage changes feet position after this
|
||
move
|
||
|
||
back, SCR, for O Roll forwards
|
||
back, SCR, for+K OL Roll forwards and sweep
|
||
20-35
|
||
back, SCR, for, OOL Roll forwards and do flying kick
|
||
back, SCR, for+All
|
||
40
|
||
back, SCR, for, OOL Roll forwards and kick low
|
||
back, SCR, for+P
|
||
15
|
||
|
||
for, SCR, back O Roll backwards
|
||
for, SCR, back+K OL Roll backwards and sweep
|
||
20-35
|
||
for, SCR, back, OOL Roll backwards and do flying kick
|
||
back, SCR, for+All
|
||
40
|
||
for, SCR, back, OOL Roll backwards and kick low
|
||
back, SCR, for+P
|
||
15
|
||
|
||
back+D O Cartwheel backwards
|
||
|
||
back+K+D n Back thrust
|
||
30
|
||
|
||
back, QCR, down+K L Sliding attack
|
||
19 Kage changes feet position after this
|
||
move
|
||
|
||
back, for+P+K, [P+K] HH Slashing shuto, [back shuto]
|
||
16+16 Kage changes feet position after the
|
||
slashing shuto
|
||
|
||
down+P+K, [P+K] HM Slashing shikan-ken, [back shikan-ken]
|
||
16+16 Kage changes feet position after the
|
||
slashing shikan-ken
|
||
|
||
DOWN, for+P+K, [P+K] MH Chopping shuto, [slicing shuto]
|
||
16+16 Kage changes feet position after the
|
||
chopping shuto
|
||
|
||
back, back+K H Turning high back thrust
|
||
30
|
||
|
||
back, back+P H Turning downward chop
|
||
14
|
||
|
||
back, back+K+D L Turning toe slide
|
||
12
|
||
|
||
back, back+P+D H Turning upward chop
|
||
14
|
||
|
||
down/for+K G Heel smash on fallen opponent
|
||
15
|
||
|
||
|
||
Counter-attacks
|
||
===============
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
down+P H Grab incoming single fist/palm attacks
|
||
50
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Hip throw AKA shoulder throw
|
||
50
|
||
|
||
P+D B Torso takedown
|
||
50
|
||
|
||
back+P H Ten foot toss
|
||
40
|
||
|
||
back, for+P H Reaping throw
|
||
50
|
||
|
||
All H Toka throw
|
||
50
|
||
|
||
Sarah Bryant
|
||
^^^^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHH Running punches, [hook]
|
||
10+10+10
|
||
P, K HH Punch-kick combo
|
||
10+30
|
||
P, P, K HHH 2 punches and straight kick
|
||
10+10+30
|
||
P, P, P, K HHHn 3 punches and rising knee
|
||
10+10+10+40 Sarah changes feet position after this
|
||
combo
|
||
P, P, P, up+K HHHM 3 punches and hopping toe kick
|
||
10+10+10+30 Sarah changes feet position after this
|
||
combo
|
||
P, P, P, back+K HHHM 3 punches and kickflip
|
||
10+10+10+30
|
||
|
||
P, down+K HM Punch and side kick
|
||
10+30
|
||
|
||
back/down+P, [P, P] HHH Dodging punch, [punch and hook]
|
||
14+10+10
|
||
back/down+P, K HH Dodging punch-kick combo
|
||
14+30
|
||
back/down+P, P, K HHH Dodging punch, punch and straight kick
|
||
14+10+30
|
||
back/down+P, P, P, K HHHn Dodging punch, 2 punches and rising knee
|
||
14+10+10+40 Sarah changes feet position after this
|
||
combo
|
||
back/down+P, P, P, up+K HHHM Dodging punch, 2 punches and hopping
|
||
14+10+10+30 toe kick
|
||
Sarah changes feet position after this
|
||
combo
|
||
back/down+P, P, P, back+K HHHM Dodging punch, 2 punches and kickflip
|
||
14+10+10+30
|
||
back/down+P, down+K HM Dodging punch and side kick
|
||
14+30
|
||
|
||
K, P HH Kick and punch
|
||
30+08
|
||
|
||
for+P M Elbow strike
|
||
15
|
||
for+P, K MM Elbow-knee combo
|
||
15+25 Sarah changes feet position after this
|
||
combo
|
||
|
||
for+K, [down/for+K] Mn Knee, [rising knee]
|
||
30+40 Sarah changes feet position after the
|
||
first knee
|
||
|
||
DOWN, for+K n Rising knee
|
||
40 Sarah changes feet position after this
|
||
move
|
||
|
||
for, for+K M Lunging knee
|
||
30 Sarah changes feet position after this
|
||
move
|
||
|
||
down+K M High snap kick AKA Big punt
|
||
30
|
||
down+K, [K] MM Toe kick, side kick
|
||
30+20 Sarah changes feet position after the
|
||
side kick
|
||
|
||
DOWN/FOR+K, K, [K] MHH 2, [3] Shadow kicks
|
||
19+20+21
|
||
|
||
down+K+D L Crouching side kick
|
||
20
|
||
|
||
back/up+K M Kickflip
|
||
50
|
||
|
||
back/up O Backflip
|
||
|
||
up+K M Roundhouse kick
|
||
25
|
||
for/up+K M Forward jumping roundhouse kick
|
||
25
|
||
|
||
for/up+K+D H Tornado kick
|
||
20-50 Sarah changes feet position after this
|
||
move
|
||
|
||
back+K H Double kick
|
||
10+30 Sarah changes feet position after this
|
||
move
|
||
|
||
K+D M Downward crescent kick
|
||
20-30
|
||
|
||
back/down+K+D M Side hook kick
|
||
20
|
||
|
||
back, back+P H Turning punch
|
||
14
|
||
|
||
back, back+K H Turning jump kick
|
||
30
|
||
|
||
DOWN, back+K, [K] HH Spinning heel kick[s]
|
||
20+20 Sarah turns away if 1 kick is executed
|
||
|
||
down/for+P M Downward backfist
|
||
12
|
||
|
||
down/for+K G Kick fallen opponent
|
||
15
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Belly suplex
|
||
50
|
||
|
||
P+D B Torso takedown
|
||
60
|
||
|
||
for, for+P H Jumping clothesline AKA bulldog
|
||
40
|
||
|
||
|
||
Jacky Bryant
|
||
^^^^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, P, [P] HHH Running punches, [hook]
|
||
12+12+14
|
||
P, K H* Punch-kick combo
|
||
12+19 * Close range: Punch and side kick
|
||
12+30 Far range : Punch and crescent
|
||
for, P, K HH Normal punch-kick combo
|
||
12+30
|
||
P, down+K HL Punch and sweep
|
||
12+(20-40)
|
||
P, P, K HHH 2 punches and straight kick
|
||
12+12+30
|
||
P, P, for+P HHMn 2 punches, elbow
|
||
12+12+19
|
||
P, P, for+P, heel kick HHMn 2 punches, elbow, heel kick
|
||
12+12+19+30
|
||
P, P, for+P, back/up+K+D HHMM 2 punches, elbow, kickflip
|
||
12+12+19+60
|
||
P, P, back+P, [K] HHHH 2 punches, spinning backfist, [sweep]
|
||
12+12+22+30
|
||
|
||
D, P, P, [P] HHH Dodging punch, running punches
|
||
14+12+14
|
||
D, P, K H* Dodging punch-kick combo
|
||
14+19 * Close range: Punch and side kick
|
||
14+30 Far range : Punch and crescent
|
||
D, P, down+K HL Dodging punch and sweep
|
||
14+(20-40)
|
||
D, P, P, K HHH Dodging punch, punch, straight kick
|
||
14+12+30
|
||
D, P, P, for+P HHMn Dodging punch, punch, elbow
|
||
14+12+19
|
||
D, P, P, for+P, K HHMn Dodging punch, punch, elbow, heel kick
|
||
14+12+19+30
|
||
D, P, P, for+P, back/up+K+D HHMM Dodging punch, punch, elbow, kickflip
|
||
14+12+19+60
|
||
D, P, P, back+P, [K] HHHH Dodging punch, punch, spinning backfist,
|
||
14+12+22+30 [crescent]
|
||
|
||
back+P, [P] HH Spinning backfist[s]
|
||
22+30
|
||
back+P, K HH Spinning backfist and crescent
|
||
22+(30-50) Jacky changes feet position after this
|
||
combo
|
||
back+P, down+K HL Spinning backfist and sweep
|
||
22+(20-35) Jacky changes feet position after this
|
||
combo
|
||
back+P, back/down+P HL Spinning backfist and low spinning
|
||
22+22 backfist
|
||
|
||
for+P M Elbow strike
|
||
19
|
||
for+P, K Mn Elbow-heel kick combo
|
||
19+30
|
||
|
||
back/down+P L Low spinning backfist
|
||
22
|
||
back/down+P, K LL Low spinning backfist and sweep
|
||
22+(20-35)
|
||
|
||
for+K M Knee
|
||
30 Jacky changes feet position after this
|
||
move
|
||
|
||
back/up+K M Kickflip
|
||
60
|
||
|
||
back/up O Backflip
|
||
|
||
down+K M Toe kick
|
||
24
|
||
|
||
for, for+K M Punt kick
|
||
30
|
||
|
||
K+D, [down+K+D] HL Crescent, [sweep]
|
||
(30-50)+(20-40)
|
||
|
||
down+K+D L Crouching side kick
|
||
20
|
||
|
||
K, K HM Kick, heel kick
|
||
30+30
|
||
|
||
down/for+P H Hook
|
||
14
|
||
|
||
back+K M Side hook kick
|
||
20
|
||
|
||
P+K M Beat knuckle AKA bitch slap
|
||
30
|
||
|
||
down+P+K, [K, K, K, K] MMMHH Lightning kicks
|
||
08+08+08+10+30
|
||
|
||
back, for+K+D M Spinning mid-kick
|
||
36 Jacky changes feet position after this
|
||
move
|
||
|
||
back, back+P H Turning hook
|
||
14
|
||
|
||
back, back+K H Spin around half crescent
|
||
30
|
||
|
||
down/for+K G Kick fallen opponent
|
||
15
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Brainbuster
|
||
50
|
||
|
||
P+D B Backside clothesline AKA faceplant
|
||
60
|
||
|
||
for, for+P H Jumping clothesline AKA bulldog
|
||
40
|
||
|
||
down,down/for, K, K MM Toe kick, side kick
|
||
24+25 Jacky changes feet position after the
|
||
side kick
|
||
|
||
for, back+P+K H Trip and hammer
|
||
60 Jacky changes feet position after this
|
||
throw
|
||
|
||
Shun Di
|
||
^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, [P], [P] HHM Punch, [high elbow], [uppercut]
|
||
10+12+14 Shun changes feet position after each
|
||
uppercut
|
||
P, K HH Punch-kick combo
|
||
10+30
|
||
|
||
down/for+P M Uppercut
|
||
14
|
||
DOWN/FOR+P M Dashing uppercut
|
||
30
|
||
|
||
DOWN, for+P M Lunging punch
|
||
30
|
||
|
||
for+P H Running punches
|
||
10+14+8
|
||
|
||
back/down+P L Backpush
|
||
22
|
||
|
||
down+K+D M Scorpion kick
|
||
35
|
||
|
||
back+P H Twisting back hook fist
|
||
24
|
||
|
||
back/up O Backflip
|
||
|
||
for, for+K M Cartwheel kick
|
||
35
|
||
|
||
up+P M Jumping back hammer
|
||
30 Shun changes feet position after this
|
||
move
|
||
back/up+P M Backward jumping back hammer
|
||
30 Shun changes feet position after this
|
||
move
|
||
|
||
up+K H Mule kick
|
||
35
|
||
|
||
up/for+K M Spinning scissors kick
|
||
35
|
||
|
||
up/for+P M Spinning twist punch
|
||
30
|
||
|
||
K+D, [P] MH Jumping spin kick, [sideways push]
|
||
35+19
|
||
|
||
P+K M Two hand push
|
||
30 Shun drinks if this move hits
|
||
|
||
back/down+K+D L Breakdance sweep
|
||
30
|
||
DOWN+K+D L Breakdance sweep
|
||
30 Shun changes feet position after this
|
||
move
|
||
down+P+K, [K], [K] LLL Breakdance sweeps
|
||
10+10+10 Works only after Shun drinks.
|
||
|
||
back+K+D M Backward hopping kicks
|
||
35
|
||
|
||
for, SCR, back, [K] OH Handstand [kick]
|
||
30
|
||
|
||
back+K H Kick and fall face up
|
||
24
|
||
|
||
back/down+K, [D] L Low back kick, [fall face down]
|
||
10
|
||
|
||
back/down+K, K LH Low back kick and heel kick
|
||
10+30
|
||
|
||
back/down+K, K+D LM Twist kick and jumping spin kick
|
||
10+35
|
||
|
||
back/down, back/down+K HH Falling twist kicks
|
||
30+15
|
||
|
||
down, down, [K] OL Sit down, [low kick or slide]
|
||
24
|
||
|
||
back/down+D O Side step backwards
|
||
back/down+D, P OH Side steps backwards with backfist
|
||
20
|
||
back/down+D, P+K OM Side steps backwards with two-hand push
|
||
30
|
||
|
||
down+D O Side steps forwards
|
||
|
||
back+D O Steps backwards tucking in his tummy
|
||
back+D, P OH Steps backwards and uppercut
|
||
15
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Dances with punches
|
||
10+10+10+20 Shun drinks after this move
|
||
|
||
All H Grab and fall
|
||
30+20 Grabs arm and falls back elbowing
|
||
opponent as he falls
|
||
|
||
|
||
|
||
Lion Rafale
|
||
^^^^^^^^^^^
|
||
Special moves and combos
|
||
========================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P, [P], [P] HHH Punch, [elbow thrust], [backfist]
|
||
12+14+15 Lion changes feet position after the
|
||
elbow thrust and backfist
|
||
P, K HH Punch-kick combo
|
||
12+30
|
||
|
||
for+P M Elbow strike
|
||
19
|
||
|
||
for+K M Knee
|
||
30 Lion changes feet position after this
|
||
move
|
||
|
||
down/for+P, [P] Mn Uppercut, [downward swipe]
|
||
10+20
|
||
|
||
DOWN/FOR+P, [P] LL Low forward creeping peck[s]
|
||
12+12
|
||
|
||
back/down+P, [P] LL Low thrusting peck[s]
|
||
12+08
|
||
|
||
for, for+P M Long range fist thrust
|
||
40
|
||
|
||
for, for+K+D M Spin forward and kick high
|
||
24 Lion changes feet position after this
|
||
move
|
||
|
||
down/for+K+D L Spin forward and kick low
|
||
24 Lion changes feet position after this
|
||
move
|
||
|
||
back+P H Poke head from above
|
||
30
|
||
|
||
for+P+D H Poke head directly
|
||
30
|
||
|
||
P+D L Short range low wind-up attack
|
||
15
|
||
|
||
down/for+P+D L Long range low wind-up attack
|
||
20
|
||
|
||
DOWN+K+D L Sweep
|
||
24
|
||
|
||
up+K, [K] MH Dancing kick[s]
|
||
25+30 Lion changes feet position after the
|
||
second kick
|
||
|
||
down, down+K M One-handstand kicks
|
||
24+24
|
||
|
||
up/for+K M Cartwheel spin kick
|
||
20
|
||
|
||
up/for+P M Jumping downward swipe
|
||
30 Lion changes feet position after this
|
||
move
|
||
back/up+P M Backward jumping downward swipe
|
||
30 Lion changes feet position after this
|
||
move
|
||
|
||
up+P H Swinging arms
|
||
30 Lion changes feet position after this
|
||
move
|
||
|
||
back/up O Cartwheel backwards
|
||
|
||
down+K, [K] LL Low swipe kick[s]
|
||
12+12 Lion changes feet position after the
|
||
first swipe kick
|
||
down+K, K+D LH Low swipe kick, high spin kick
|
||
12+30 Lion changes feet position after the
|
||
first swipe kick
|
||
|
||
back, back+K H Turn kick
|
||
30
|
||
|
||
back, back+P H Turn punch
|
||
14
|
||
|
||
back, back+K+D M Turn with side kick
|
||
24
|
||
|
||
D, for+P H High spinning side attack
|
||
20
|
||
|
||
D, down/for+P L Spin to the side with low trip
|
||
20
|
||
|
||
back/down+D O Ducks and steps away sideways
|
||
|
||
for/down+D O Ducks and closes in
|
||
|
||
|
||
|
||
Throws and close range moves
|
||
============================
|
||
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
|
||
-------------------------------------------------------------------------------
|
||
P+D H Trip
|
||
10+15+25
|
||
|
||
P+D B Piggyback attack
|
||
10+20=20
|
||
|
||
back+P+K H Reaping throw
|
||
30+20
|
||
|
||
for, for+P+D H Grab and fling
|
||
30+20
|
||
|
||
for, SCR, back+P+D H Frontal piggyback attack
|
||
10+15+15+30
|
||
|
||
|
||
BASIC OPERATIONS
|
||
|
||
|
||
|
||
Before we start, on fighting techniques, below is the basic operation in
|
||
VF.
|
||
|
||
|
||
Selecting your character
|
||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||
Just highlight your character and tap P, K or D. To select alternate colors
|
||
of the character, hold the joystick up and tap the buttons.
|
||
|
||
|
||
Replays
|
||
^^^^^^^
|
||
After a set, a replay will take place. If you find that the replay is
|
||
irritating, may bypass it by tapping the START button. Be careful to tap
|
||
your own player start button. If someone has put in some tokens and you tap
|
||
the other player button, you have accidently forced someone to play against
|
||
you or worse challenged yourself as the tokens inside are yours.
|
||
|
||
There is more you can do during the replays and this will be covered in the
|
||
EASTER EGGS section.
|
||
|
||
|
||
Controller technique
|
||
^^^^^^^^^^^^^^^^^^^^
|
||
The new boxes that are used for VF2 are now standard. The button positions
|
||
form some form of circular arc which aid your fighting technique if you
|
||
position for fingers properly.
|
||
|
||
Joystick
|
||
========
|
||
The joystick is best held rather loosely. The are 3 main ways to hold the
|
||
joystick in VF:
|
||
|
||
1. Thumb and fingertips: Very much the same as you would hold an
|
||
eyedropper. It gives somewhat firm control for the diagonal movements. Good
|
||
response for taps in any direction using thumb or fingertips. Recommended
|
||
technique.
|
||
|
||
2. Engulfing: The ball on the stick is completely grasped into a fist. This
|
||
is not recommended though some have found this technique comfortable for
|
||
rolling actions in Akira's Dashing Palm or Wolf's Twirl and Hurl.
|
||
|
||
3. In-between: The stick is in-between the index finger and the middle
|
||
finger with palm facing upwards. Great control over up, down, forward and
|
||
back motions but lends poor control over diagonals. I've seen this
|
||
technique in one person who has tiny hands. So it is recommended for people
|
||
with little hands I think.
|
||
|
||
4. Situational: The use of 2 or all of the above techniques as the
|
||
situation demands.
|
||
|
||
Buttons
|
||
=======
|
||
The recommended technique is to use 3 digits for each of the buttons.
|
||
Personally, I think switching from button to button using a finger is
|
||
rather ineffecient though it is possible in VF1. In VF2 the moves
|
||
especially the elbow-knee and elbow-heel kick combo of the Bryants require
|
||
you to be fast. The recommended finger positioning is:
|
||
|
||
Defend: Thumb
|
||
Punch : Index finger
|
||
Kick : Middle finger
|
||
|
||
An alternate way for big hands is:
|
||
|
||
Defend: Index finger
|
||
Punch : Middle finger
|
||
Kick : Ring finger
|
||
|
||
|
||
Rounds and sets
|
||
^^^^^^^^^^^^^^^
|
||
The action is VF is divided into rounds. In each round, you would spar the
|
||
opposing character. Each round is further divided into sets. Depending how
|
||
your arcade manager setups the box, rounds can be divided into 2/3, 3/5,
|
||
4/7 or 5/9 sets. 2/3 means you have to win 2 sets out of a total of 3. 3/5
|
||
means you have to win 3 sets out of a total of 5 and so on. The number of
|
||
sets you have to win is highlighted just below you character<65>s lifebar. Two
|
||
empty boxes shows that the machine is set to 2/3 and so on.
|
||
|
||
|
||
Versus computer combat
|
||
^^^^^^^^^^^^^^^^^^^^^^
|
||
If you choose to fight with the computer, the opponents follow in the order
|
||
below:
|
||
|
||
Lau, Sarah, Shun, Pai, Lion, Jeffry, Kage, Jacky, Wolf, Akira, Dural
|
||
|
||
The last fight which is a bonus stage is a battle between your character
|
||
and Dural. This takes place underwater amongst the ruins of the sunken city
|
||
of Atlantis. Action is in slow motion due to fluid viscosity.
|
||
|
||
Ranking mode
|
||
============
|
||
If you choose to fight against computer controlled opponents, you may
|
||
invoke the "ranking mode". This allows the computer to grade your fighting
|
||
skills. Upon completion of the game (beating Akira but not necessarily
|
||
Dural), the computer gives recommendations to improve your technique.
|
||
However, if you get beaten halfway through, a grade will only be given.
|
||
|
||
If someone challenges you to a duel, ranking mode is not cancelled if you
|
||
defeat the challenger. You cannot continue ranking mode if you are defeated
|
||
by the computer.
|
||
|
||
To invoke ranking mode, tap all three buttons and press start together.
|
||
Current observations seem to suggest that the computer awards more points
|
||
for:
|
||
|
||
* Floating your opponents.
|
||
* Behind throws.
|
||
|
||
You can beat all computer opponents easily by just throwing, but what you
|
||
get would just be 9th grade.
|
||
|
||
Expert mode
|
||
===========
|
||
For those craving for a challenge. You can turn the VF2 computer AI up by
|
||
invoking the "expert mode". At the character selection screen. Tap the
|
||
joystick down twice, up twice, left twice and finally right twice. You will
|
||
hear a sound (YAHOO). This means that expert mode is on. Select your
|
||
character. Under expert mode, the computer AI is souped up. It defends
|
||
against attacks better and uses more variety of attacks. Throwing computer
|
||
controlled opponents becomes more difficult and the computer adds more
|
||
throws to its variations.
|
||
|
||
This mode is good for practice. The variety of moves used against you would
|
||
help you learn how to defend and counter them. Definitely a must for those
|
||
serious in perfecting their VFing skills. Expert mode can work in
|
||
conjunction with ranking mode.
|
||
|
||
The flashing "USE" that appears sometimes just below that computer
|
||
opponent's lifebar has great significance. It shows that the computer is
|
||
using a move you or other previous opponents have successfully used against
|
||
it. Theoretically, the computer gets better and better as more opponents
|
||
challenge it in expert mode.
|
||
|
||
If a challenger comes and you lose to him, expert mode is not turned off.
|
||
The challenger will "inherit" the expert mode.
|
||
|
||
|
||
Entering your initials
|
||
^^^^^^^^^^^^^^^^^^^^^^
|
||
There is some general confusion in entering your initials. Actually it is
|
||
rather simple. Just hold the D button and move the joystick left or right
|
||
to select the character. The trick is to look at the characters changing at
|
||
the bottom of the screen. Once highlighted, release D and run towards the
|
||
character. You are to knock the character down and not just hit it to get
|
||
it entered. Once a character is entered, you can erase it with a backspace
|
||
by highlighting the backspace and knock it down. Be careful and quick when
|
||
entering the characters. You have 30 seconds to do this only.
|
||
|
||
You can only enter your initials after you beat Akira and made it to the
|
||
top 20 fastest completion times. Beating Dural is optional.
|
||
|
||
|
||
Sudden death
|
||
^^^^^^^^^^^^
|
||
If the last deciding round happens to be a draw, the game goes to sudden
|
||
death where the fight takes place on a ring which size is 1/16 of the
|
||
original. The object is to mainly RO the opponent as a decider for that
|
||
round. If the sudden death is a draw, the challenger is the loser. If you
|
||
are playing against the computer, the player loses if a draw happens; which
|
||
is most unlikely.
|
||
|
||
|
||
GENERAL FIGHTING TECHNIQUES
|
||
|
||
This part covers some basic fighting techniques in VF2. Please note that
|
||
VF2 is still a ground based game. SEGA has made air attacks in this game
|
||
fairly worthless. Though now with increased speed, aerial attacks are still
|
||
rather quite slow. Hopping attack speeds are however improved, so they are
|
||
now more useful. To make matters worse for jump kickers from VF1, computer
|
||
controlled opponents are able to return a jump kick to your character once
|
||
a jump kick is missed.
|
||
|
||
The guide below is just a basic guide. Most are borrowed from the VF1 FAQ.
|
||
It is by no means a formula to successful VFing. A flexible fighting
|
||
technique is needed for human versus human fights. This is also required
|
||
for versus computer fights since the computer now remembers the moves that
|
||
are successfully used against it and will defend itself against these same
|
||
attacks.
|
||
|
||
Now then, the techniques...
|
||
|
||
|
||
A flurry of jabs
|
||
^^^^^^^^^^^^^^^^
|
||
By simply tapping the punch button repeatedly, your character, whomever he
|
||
(or she) may be, will step forward and punch as they go. They will punch
|
||
2-3 times and then pause for a second before they can begin to attack
|
||
again.
|
||
|
||
Works good when:
|
||
|
||
* when your enemy has very little life left.
|
||
* when your enemy is close to the edge of the ring (to get a RO).
|
||
* sometimes to start the round out with.
|
||
* if they are in the air, you can usually hit them with an attack, and
|
||
follow that up with two or three punches before they hit the ground
|
||
Jeffry, Lau, and Wolf can tag on their uppercut/knife hand to make a
|
||
more deadly combo whenever they catch someone in the air with a punch
|
||
or a kick if you tag on the kick part of their combos.
|
||
|
||
Works bad when:
|
||
|
||
* if you use it too much and the opponent counters with a low attack.
|
||
* if your opponent has a special counter-attack move.
|
||
|
||
|
||
Hopping attacks
|
||
^^^^^^^^^^^^^^^
|
||
With the increased speed in VF2, hopping attacks can be used to counter low
|
||
attacks. Very useful against opponents who are getting up to sweep you. Hop
|
||
kicks are useful against low defenders though they are quite weak in terms
|
||
of damage inflicted. Hopping hammers and jabs inflict heavy damage.
|
||
However, they cannot attack low or standing defenders. They are more useful
|
||
at close range when a low attack is expected.
|
||
|
||
Some characters' hopping kicks are just pure deception. Kage, Lau, Shun and
|
||
Lion have toe slides or sweeps in place of a hop kick. This can be achieved
|
||
by tapping K while descending from the hop.
|
||
|
||
|
||
Jumping attacks
|
||
^^^^^^^^^^^^^^^
|
||
Jumping and kicking immediately works well if they are really close to you.
|
||
You can catch them off guard if they are closing in with a fury of jabs.
|
||
|
||
This attack also hits a low defenders. Therefore it is very valuable to
|
||
people who don't have many other attacks which can hit a squatting
|
||
opponent.
|
||
|
||
If they aren't close, then you have three options:
|
||
|
||
|
||
Distance drop kicks
|
||
===================
|
||
Has deceptive range. Probably the best distance attack. You must hit the
|
||
kick button before you reach the peak of your jump. You can only be hit
|
||
out of it if your opponent does a close jumping kick before your kick comes
|
||
out and that is a very hard move to time (of which the computer opponents
|
||
do so well). This works well as an ambush attack as well. As an opponent
|
||
closes in with punches, jump overhead him and drop kick him from behind
|
||
since defend does not work for attacks behind.
|
||
|
||
Landing kicks
|
||
=============
|
||
If you hit the kick when descending from a jump, you will kick before you
|
||
land. This does have benefits as you can surprise someone who thinks you
|
||
are easy meat after a failed jumping attack.
|
||
|
||
Overhead hammer
|
||
===============
|
||
You need to hit the punch button before you reach the peak of your jump.
|
||
Better than the mid-air kick, but not as good as the drop kick.
|
||
|
||
VF2 allows you to have two jumping attacks per jump. It may surprise many
|
||
who do not know this. However, do not be complacent. Jumping kicks are
|
||
still desperation moves and recovery from a jumping attack is slow leaving
|
||
you vulnerable to any attack or worse, a throw.
|
||
|
||
|
||
Ring out
|
||
^^^^^^^^
|
||
Knocking your opponent out of the ring is a perfectly legitimate way to win
|
||
a set. The simplest way to accomplish this is, when they are close to the
|
||
edge, to use a fury of jabs or a sweep since these attacks will push them
|
||
backwards even if they defend. Squatting kicks are rather good too as your
|
||
character will skip forwards for the kick.
|
||
|
||
Note that Kage's flying kick pushes people back very far, and that Wolf's
|
||
spinning throw can throw the person out of the ring if you are lucky for
|
||
that, try to have your back to the edge since that is the direction that he
|
||
finally lets them fly. Akira's close-in ram can knock lighter opponents
|
||
like Lion, Sarah and Pai out of the ring from just off the center of the
|
||
ring. Jeffry's flying butt attack is good to push people out too.
|
||
|
||
|
||
Waiting for your break
|
||
^^^^^^^^^^^^^^^^^^^^^^
|
||
One of the more successful defenses can be to simply just crouch and sit
|
||
below your opponents attacks until they pause in their attack. You can
|
||
then counter with one of the following.
|
||
|
||
* a power move <20> like Kage's heel kick, Wolf's Shoulder Ram or Akira's
|
||
jumping kicks.
|
||
* a throw <20> just perform the motion for the throw you would like to do.
|
||
Characters are easy targets for throws while they recover from moves such
|
||
as high kicks, missed pounces and jumps.
|
||
* a combo or combination attack <20> 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 dodging 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 addition, those special dodge and punch moves can break your opponent<6E>s
|
||
defences at close range. The success of these moves depend on the feet
|
||
position between both you and your opponent. If you desire to do this, try
|
||
to have opposing feet position. It should look like this:
|
||
|
||
Character A Character B
|
||
- *
|
||
- *
|
||
|
||
|
||
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, tap 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 special 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.
|
||
|
||
Rising attacks inflict 20 points of damage with the following exceptions:
|
||
|
||
Lion - rising rear kick inflicts 20+20 points of damage since he does 2
|
||
kicks instead of one. It comes out when he has fallen with his face down.
|
||
|
||
Lion, Kage, Wolf, Jeffry - Counter-roll heel smash inflicts 30 points of
|
||
damage.
|
||
|
||
Jeffry - Rising head butt when head is towards the opponent gives 30 points
|
||
of damage. This will happen when Jeffry has fallen with his face down.
|
||
|
||
All characters are vulnerable to rising attacks after a missed pounce. If
|
||
your opponent plays a character that misses most of his pounces like Wolf
|
||
and Jeffry, do a rising attack.
|
||
|
||
Do not do too many rising attacks as most experienced players would rather
|
||
back off after a successful attack. Players with characters that have some
|
||
form of long distance attack like Kage (Flying kick) or Sarah (Toe
|
||
kick-side kick) would take the opportunity to attack from a distance with
|
||
these moves. Be careful when you get up or you may find yourself trying to
|
||
get up again.
|
||
|
||
Countering rising attacks now are more difficult. However, if your opponent
|
||
gets a bit too predictable, you can:
|
||
|
||
* do a hopping attack in response to any sweep. Hopping hammers and jabs
|
||
are good as they do the most damage.
|
||
* defend in response to a kick or sweep. Attack them with your best
|
||
depending on how they respond. If they defend, throw them. If they think
|
||
they can sneak some additional attacks after a missed rising attack,
|
||
muster your best attack against them.
|
||
|
||
Getting a bit too predictable can be a psychological weapon as well. Do
|
||
rising attacks different from previous attacks to make your opponent think
|
||
he's got you figured out.
|
||
|
||
Sometimes do an attack that allows you to fall flat on the ground. Shun's
|
||
attacks are a fine example. Falling flat on the ground after an attack
|
||
tempts your opponent to come closer especially for an opportunistic throw.
|
||
Kick or sweep them as they come near since recovery from such moves are
|
||
faster. This may be dangerous as characters now can kick or punch opponents
|
||
on the ground.
|
||
|
||
|
||
Hit <20>em when they<65>re down
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
NEARLY every time you knock your opponent down you should try for a pounce.
|
||
Below are the description for both low and high pounces with damage points
|
||
listed.
|
||
|
||
Character up+P UP+P
|
||
-------------------------------------------------------------------------------
|
||
Akira Jumping punch none
|
||
20
|
||
Pai Low knees pounce High knees pounce
|
||
30 40
|
||
Lau Single feet stomp Double feet stomp
|
||
30 25+15
|
||
Wolf Low jumping elbow drop High jumping elbow drop
|
||
30 40
|
||
Jeffry Body splash Butt bomb
|
||
30 40
|
||
Kage Near: Head dive Same
|
||
30
|
||
Medium range: Feet pounce Same
|
||
40
|
||
Far range: Knees pounce Same
|
||
30
|
||
Sarah Low jumping knee hammer High jumping knee hammer
|
||
30 40
|
||
Jacky Low jumping knee hammer High jumping knee hammer
|
||
30 40
|
||
Shun Cartwheel heel smash Roll forward and elbow drop
|
||
30 30
|
||
Lion Heel smash Cartwheel heel smash
|
||
30 40
|
||
|
||
Pounce ranges in VF2 are much shorter that in VF1. Sarah and Kage do not
|
||
have unlimited pounce ranges anymore. The motions for pounces (up+P) can be
|
||
done the moment your opponent starts falling. You can also time your
|
||
pounces to hit someone trying to get up. The damage is even more severe in
|
||
this case. Imagine Jeffry's entire butt landing on your head!
|
||
|
||
On top of pouncing, characters can use alternative attacks against fallen
|
||
opponents. Kicks, punches to the ground, elbow drops are some of the few.
|
||
They are fast and rather efficient. These attacks will not keep the
|
||
opponent on the ground for long. Each kick or punch will move them further
|
||
away from your character, therefore each subsequent attack can fail opening
|
||
you up for a rising attack. At most get two of these attacks in and back
|
||
off. The motion for these attacks like pounces can be done when the
|
||
opponent starts falling. However, these alternative moves require you to be
|
||
close to the fallen opponent to connect.
|
||
|
||
|
||
The universal punch-kick combo
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
This is by far the most important combo to learn. It is fast and can be
|
||
called upon any time you need speed and power. Low pounces connect well
|
||
after a successful punch-kick combo. This combo is best used after your
|
||
opponent fails an attack that lands him close to you. Jacky has two
|
||
different punch kick moves. At close range, it is a punch and side kick. At
|
||
further ranges, it is a punch and crescent. Both have it<69>s uses but most
|
||
likely, the punch and side kick comes out. The punch and side kick of Jacky
|
||
makes opponents stagger rather than knock them down. Follow-up with any
|
||
fast powerful attack like a beat knuckle.
|
||
|
||
Learn this combo and remember to call it when you need it.
|
||
|
||
The side kick
|
||
^^^^^^^^^^^^^
|
||
Basically, this is the move to use against low opponents. It recovers
|
||
slowly so make sure you connect when you unleash it. The following are side
|
||
kicks of the characters with their damage points.
|
||
|
||
Character Damage points
|
||
-------------------------------------------------------------------------------
|
||
Akira 23
|
||
Pai 21
|
||
Lau 23
|
||
Wolf 33
|
||
Jeffry 33
|
||
Kage 22
|
||
Sarah 19
|
||
Jacky 25
|
||
Shun 21
|
||
Lion 24
|
||
|
||
|
||
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. 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. Jeffry and Wolf are the tallest characters
|
||
in the game. Their low kicks have the longest reach.
|
||
|
||
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 standing
|
||
punches, squatting punches and kicks too but you have to be faster. What
|
||
you do after that is up to you, but your opponent will probably block. You
|
||
can either throw them or attack them with a move that their defending
|
||
position is vulnerable to.
|
||
|
||
|
||
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 like:
|
||
|
||
Character A Character B
|
||
- *
|
||
- *
|
||
|
||
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. This motion allows your character to <20>crash<73> onto the opposing
|
||
character thereby creating correct feet positioning. You can also effect
|
||
frontal throws from your opponent<6E>s sides if you find youself in such a
|
||
position and if your character<65>s throw allows it.
|
||
|
||
If you are facing the side of your opponent more towards the back, a behind
|
||
throw can be executed.
|
||
|
||
Punch-throw techniques
|
||
======================
|
||
If an opponent tends to try to close distance with you by moving forward,
|
||
try punch and throwing him. Do a single punch, crouching or standing,
|
||
followed QUICKLY by the motion for the throw you want to do. If the punch
|
||
connects, there is a good chance they will still be in range for a throw.
|
||
"Heavy" fighters, such as Jeffry and Wolf, are particularly vulnerable,
|
||
since the punch will hardly move them at all.
|
||
|
||
The punch is fast enough to interrupt any attack the opponent may be
|
||
attempting, and the throw if done correctly will come out while they are
|
||
still reeling from the punch. Even if the opponent blocks, the throw will
|
||
connect so long as you are close enough.
|
||
|
||
Typical Punch and Throw techniques are Kage's Punch and Toss (P, back+P),
|
||
Wolf's Punch and Twirl (P, back, SCR, for+P) and Lau's Punch and Head Slam
|
||
(P, back, for+P).
|
||
|
||
Escaping throws
|
||
===============
|
||
You can escape all P+D throws and Jeffry's body press only. To escape from
|
||
a P+D throw, tap P+D the moment the opponent begins to throw you. To be
|
||
extra sure, you can tap P+D continuously as the throw begins as if you are
|
||
getting up after being knocked down. To escape Jeffry's body press, do
|
||
back+P+D.
|
||
|
||
What you do after successfully escaping from the throw is up to you. Wolf's
|
||
Backfall suplex is particularly vulnerable to attacks as the escapee falls
|
||
upright just behind him.
|
||
|
||
You cannot escape from complex control motion throws and behind throws.
|
||
When throwing experienced opponents, it is best to use complex control
|
||
motion throws. However, P+D throws are given preference if both players
|
||
executes the throws at the same time. So it may be safe to use P+D throws
|
||
in some situations. Its all up to you.
|
||
|
||
|
||
Hit <20>em in the air
|
||
^^^^^^^^^^^^^^^^^^
|
||
Sometimes characters play a little handball 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 elbow and its motions are
|
||
back, for, for+P. You can combine these two moves into a beautiful move and
|
||
so what you do is:
|
||
|
||
back+P+D, for, for+P
|
||
|
||
This would effectively give you a shake 'em up to soften their defenses and
|
||
a dashing body check to the opponent.
|
||
|
||
Here is another example you might consider. Again we will use Akira. There
|
||
are 2 Akira moves that require him to stay low first and these are his
|
||
dashing palm moves. So his combination can be developed as:
|
||
|
||
down+P or down+K, for+P for a low punch or kick followed by a palm.
|
||
|
||
This works very well as Akira does not have any special move that have the
|
||
motion of down+P or down+K. Effectively, you get a low kick or punch with
|
||
this motion by tapping down and the respective buttons. This makes Akira
|
||
squat first for the low punch or kick, then tap forward and punch for the
|
||
single palm. There is no need to roll the stick forward. If you need a
|
||
double palm, do a low punch or kick followed by back then forward and
|
||
punch.
|
||
|
||
Just study your characters' moves and check out which moves have common
|
||
motions. Develop your own combinations and have fun!
|
||
|
||
|
||
Listen and look
|
||
^^^^^^^^^^^^^^^
|
||
Above all be alert. Listen for loud bangs from the speaker that signify a
|
||
damaging hit that would knock the opponent out cold for some time. This
|
||
would help you know when to pounce. Also, listen for powerful moves that
|
||
make whistling noises. If they hit, the opponent is also knocked down cold
|
||
for some time. Small "bish" noises usually signify a minor hit. Pouncing
|
||
after this may land you into trouble.
|
||
|
||
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
|
||
the left player D button to negate the frames and the right player D button
|
||
to reveal the frames. Tapping the joystick up decrease the number and speed of
|
||
trailing animation frames. Tapping down will increase the number and speed of
|
||
trailing animation frames.
|
||
|
||
|
||
Kage<EFBFBD>s face mask
|
||
^^^^^^^^^^^^^^^^
|
||
Kage's face mask will only fall off if he wins 20 straight wins from
|
||
challengers. After that, Kage will have his face mask falling off
|
||
indefinitely after being knocked down; provided the VF2 machine is not
|
||
turned off at the end of the day. He has no scar on his cheek anymore and
|
||
he is described as rather handsome.
|
||
|
||
A little bird told me
|
||
^^^^^^^^^^^^^^^^^^^^^
|
||
At Jacky's stage where the background are mountains. You can actually see a
|
||
virtua bird! Just hold down all buttons including the start buttons. You
|
||
will see the bird swooping down from far away. This bird will hover around
|
||
the losing character. As long as a human versus human fight features the
|
||
Jacky mountain background, this bird can be called out. Please note that
|
||
when playing with Sarah against the computer, the background will not be
|
||
mountains when you reach Jacky. The background will be a city street, thus
|
||
you cannot see the bird.
|
||
|
||
If you like the old BGM
|
||
^^^^^^^^^^^^^^^^^^^^^^^
|
||
In the momentary silence before the first set of every round begins, hold
|
||
down PLAYER 1 START button to play a funkier VF1 version of the music
|
||
played in Jacky<6B>s stage. Hold down the PLAYER 2 START button for a funkier
|
||
version of the music played in Sarah<61>s stage. This funkier music would end
|
||
when you start a new round.
|
||
|
||
|
||
Give the next player problems
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
When you reach Dural, Fight win all sets except the last one so that you
|
||
are ahead. For the last set, back off a little then stay low and squat
|
||
doing nothing. Dural will keep doing 2 low punches and a low kick but will
|
||
not advance to attack or even throw you. The resulting set will be a DRAW
|
||
but you still win the round. During the replays, your character will be
|
||
shown in a ready state facing Lau but nothing happens during the credit
|
||
scroll.
|
||
|
||
When the next in line starts a new game, the scenary is different from the
|
||
normal and the characters show trailing animation frames or even disappear.
|
||
It is very difficult to fight the game in this mode. The only way to get
|
||
rid of this is to reset the machine. Try not to do this unless you are in
|
||
the mood to pick up a real fist fight.
|
||
|
||
The true power of Akira
|
||
^^^^^^^^^^^^^^^^^^^^^^^
|
||
If you get to key in your own initials for getting to the top twenty with
|
||
Akira, do not key in the "END". Make Akira run quite far away until he
|
||
appears quite small. Don't run too far though. Do a special move of Akira
|
||
and you will see the whole screen shake.
|
||
|
||
|
||
Credit roll
|
||
^^^^^^^^^^^
|
||
In the demo mode, hold down the player start button to invoke the credit
|
||
rolls. Release the start button and the credit roll will freeze.
|
||
|
||
|
||
Mysteries and rumors
|
||
^^^^^^^^^^^^^^^^^^^^
|
||
If you would notice, the name of the character just below the lifebar will
|
||
flash when certain moves from your character connects. I have no idea what
|
||
it means.
|
||
|
||
The skybreaker is still a rumor.
|
||
|
||
Akira does have a sliding attack. Well, not really sliding. He actually
|
||
gets down on one knee and gives a low side kick. Any information on how it
|
||
is done is appreciated.
|
||
|
||
Any info on selecting Dural would be appreciated.
|
||
|
||
|
||
About SEGA<47>s Polygon Graphics System 2
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
CPU : 32-bit RISC processor rated at 16 MFLOPS, 25 MHz
|
||
RAM : 8 Mb
|
||
ROM : 248 Mb
|
||
Graphics : 900 000 polygons with 2 097 152 colors
|
||
|
||
|
||
CHARACTER GUIDE
|
||
|
||
|
||
The Background
|
||
^^^^^^^^^^^^^^
|
||
The number one fighter at the First World Fighting Tournament is Lau Chan.
|
||
Lau used the legendary Koen-ken. Watching Lau's distinctive style of
|
||
fighting, Akira realizes that he lacks experience. After the Tournament,
|
||
Akira returns to a worldwide fighting tour. One year later, an invitation
|
||
for the Second World Fighting Tournament reaches Akira. The invitation
|
||
contained a list of participants including Lau Chan as well as new
|
||
participants unknown to him. Akira felt an evil overtone to the letter,
|
||
nevertheless his enthusiasm as a fighter made him determined to participate
|
||
in the Tournament.
|
||
|
||
Editor's Notes
|
||
==============
|
||
Lau Chan is the champion because of a nationwide VF1 competition held at
|
||
Game Spot 21 in Tokyo, Japan. This explains the sequence in which the
|
||
player challenges computer controlled characters. Shun and Lion are
|
||
inserted in the sequence where a character appeared more than once in the
|
||
top ten winning characters.
|
||
|
||
|
||
|
||
Akira Yuki
|
||
^^^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 23th September 1968
|
||
Sex : Male
|
||
Blood type : O
|
||
Height : 1.80 m
|
||
Weight : 79 kg
|
||
Job : Kung Fu teacher
|
||
Hobby : Kung Fu
|
||
Nationality : Japan
|
||
Fighting style : Hakkyoku-ken/Eight Poles Fist
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
Hakkyoku-ken, one of the foremost Chinese martial arts.
|
||
|
||
During the Second World War, the Japanese arm developed their own
|
||
Hakkyoku-ken techniques to improve their infantry's fighting ability.
|
||
|
||
Akira Yuki is the son of the man who developed these techniques. He serves
|
||
as the assistant instructor at Yuki Budokan. Hot-blooded and impulsive by
|
||
nature, he also can be naive and intemperate.
|
||
|
||
After completing his training under his father's tutelage at the age of 23,
|
||
he went on a quest to test his abilities.
|
||
|
||
When he got word of this World Fighting Tournament, he decided to enter.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
The only person to whom the ultimate martial art of Hakkyoku-ken is handed
|
||
down. Realizing that the last time he lacked experience; Akira is now
|
||
testing the results of last year's training and practice. During the last
|
||
Tournament, Akira was a bit to "enthusiastic" and his attitude was met with
|
||
much disapproval. He was humiliated by Kage and bears a grudge against him.
|
||
|
||
Editor's notes
|
||
==============
|
||
Akira is the "star" character of VF1. He didn't do very well and so Jacky
|
||
became more or less the star. Also the VF1 competition in Japan had a Lau
|
||
player as the winner.
|
||
|
||
Many players attributed this to difficulty in using Akira as a playing
|
||
character in VF. They decided to make Akira stronger for VF2 as a result.
|
||
He is truly Mr Dynamite now.
|
||
|
||
VF developers seem to have Eight Directions Palm Boxing or Pa Kua when they
|
||
worked on Akira. The style is based on the premise that if you can defend
|
||
yourself at the eight compass points covered by the trigrams (an octogon),
|
||
you will be fully protected from attack. This is the reason for the
|
||
compulsory D button for Akira's counters-attacks, to align himself to the
|
||
incoming attack.
|
||
|
||
The main characteristics of this style are open palm strikes and footwork
|
||
based on the trigrams. Being one of the "internal" styles (most famous of
|
||
which is Tai Chi), emphasis is placed upon developing "chi" energy. This
|
||
explains the power of Akira's attacks. Also, each move is done by stamping
|
||
one's feet which explains the explosive sounds of Akira's dashing elbow
|
||
strike and power uppercut. The cracks on his stage explains this too.
|
||
|
||
Advanced students of this form of martial arts mount their attacks in
|
||
twisting, spiralling movements. The twist is done from the waist and
|
||
generates tremendous power. This is seen in Akira's dashing body check,
|
||
backwards uppercut and counter-attacks.
|
||
|
||
The style is brought to light by Tung Hai Chuan 400 years ago in China.
|
||
However, many believed the fighting style has existed for more than 1,500
|
||
years.
|
||
|
||
Research and posts from the rec.games.video.arcade suggests that Akira's
|
||
style of fighting is a mix of Chinese kung fu. His pull-in, push-out throw
|
||
has Shoalin origins.
|
||
|
||
Fighting with Akira
|
||
===================
|
||
He has his main strength in his special moves and close range moves.
|
||
Almost all of those multi-punch and kick combos have be removed since not
|
||
many people use them anyway. The speed of all his special attacks would
|
||
more than compensate for this. Use them all to your advantage.
|
||
|
||
Playing with Akira would mean pure aggressive play. The increased speed in
|
||
VF2 would mean his special moves would come out faster. I have seen many
|
||
Akira players do five continuous dashing elbows in a row to RO an opponent.
|
||
Cheesy it may seem but it displays the level of aggressiveness he should be
|
||
played.
|
||
|
||
His close range moves are rather deceptive than powerful. Only his trip and
|
||
punches; the pull in, throw out; and close-in ram can knock an opponent
|
||
down. The rest of the close range moves allow him for free strikes based
|
||
on confusion created by these moves. The insidious surprise exchange is a
|
||
good example.
|
||
|
||
His dashing palm is a move everyone fears. It will knock down a standing
|
||
non-defender or send a squatting non-defender across the ring dragging on
|
||
his butt. If the latter happens, rush forward and throw the person using
|
||
the close-in ram.
|
||
|
||
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 have to tap 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.
|
||
|
||
Most consider the stun palm, backwards uppercut and double palm combo as
|
||
the desired move to master. This combo's first two moves are quite clear
|
||
cut. However, the last palm move can be done while holding the down/for
|
||
from the backwards uppercut momentarily followed quickly by back+P or
|
||
for+P. The actual full motion is:
|
||
|
||
All, back, down/for+P+K, (back/down or down or down/for), (back or for)+P
|
||
|
||
|
||
|
||
Pai Chan
|
||
^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 17th May 1975
|
||
Sex : Female
|
||
Blood type : O
|
||
Height : 1.66 m
|
||
Weight : 49 kg
|
||
Job : Action star
|
||
Hobby : Dancing
|
||
Nationality : Hong Kong
|
||
Fighting style : Ensei-ken/White Crane Fist
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
She is a leading star in Hong Kong action films.
|
||
|
||
Her moods change as quickly as a cat's - she can erupt in passion in one
|
||
minute, and turn icy cold in the next.
|
||
|
||
Lau's only daughter, Pai was especially trained by her father in martial
|
||
arts from a young age. Lau was jealous of her superior abilities, however,
|
||
so she ran away from home at 16 when her mother died.
|
||
|
||
Two years later, she was a success in the movie industry. When she recieved
|
||
word that her father was going to enter the World Fighting Tournament, she
|
||
also decided to enter.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
Pai took part in the First World Fighting Tournament to test her skills. It
|
||
revealed that she was rather weak and she decided to train for a year
|
||
before the Second World Fighting Tournament. During the past year, she
|
||
incorporated her own techniques and tactics she has discovered.
|
||
|
||
She determined to defeat (this time for sure) her father for pursuing his
|
||
own ideals at the expense of his family.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
Pai, the "weak" little girl of VF1 is better than before. Now there are not
|
||
many Pai players but there is one I met that could trash any Sarah player.
|
||
She is mainly used by her fans and die-hards. With this new speed in VF2,
|
||
she can float opponents as well of her father now.
|
||
|
||
This fighting style is actually named Bok Hok Pai or White Crane. It is
|
||
invented by a Tibetan lama. It is said that the lama observed a fight
|
||
between a crane and a monkey. The crane would defend by evading and
|
||
retaliating with its wings. The "wings" motion can be seen in Pai downward
|
||
chop and defensive chop with changing of feet position. The lama who
|
||
observed this put together 8 techniques from the crane's natural movement
|
||
with the ape's footwork and grabbing maneuvers. This style is is not to be
|
||
confused with the Southern Shaolin 5 animal system which also involves a
|
||
crane.
|
||
|
||
Incidently, the Chinese emperor's imperial guards are taught this fighting
|
||
style in secret to protect him. This style also found its way to many other
|
||
kung fu. Watching Pai fight in VF2 is a joy. The moves are flawless and
|
||
show a sense of grace and beauty.
|
||
|
||
Fighting with Pai
|
||
=================
|
||
Pai's strength is still her parry. She is fast and avoiding attacks is easy
|
||
with Pai. She still has a weakness for low defenders but that is partially
|
||
solved with her downward slap and scissors kicks. Her combos come out fast
|
||
but would leave her totally vulnerable to throws if they fail to connect.
|
||
Believe me, nobody in the right mind would want to punch or kick Pai.
|
||
|
||
Her back+P 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.
|
||
|
||
If a slightly more aggressive Pai is more your liking, use downward slaps
|
||
combined with sweeps or side kicks. If the side kick floats the opponent,
|
||
follow-up with the running punches with sweep combo or the crescent combo
|
||
if they are kept in the air longer. Her single scissors kick spells trouble
|
||
if she is not stopped in mid-flight. She closes in quite fast with this
|
||
move and recovers fast for downward slaps, sweeps or side kicks with punch
|
||
combos. Since she this move enables her to change her feet position, she
|
||
can throw almost immediately. If they squat low after the scissors kick,
|
||
she can cartwheel over and deliver moves for more devastation.
|
||
|
||
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
|
||
^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 2nd October 1940
|
||
Sex : Male
|
||
Blood type : B
|
||
Height : 1.72 m
|
||
Weight : 77 kg
|
||
Job : Chinese chef
|
||
Hobby : Chinese poem
|
||
Nationality : China
|
||
Fighting style : Koen-ken/Tiger and Swallow System
|
||
|
||
VF1 Storyline
|
||
=============
|
||
A leading Chinese chef, he is also a master of the legendary Koen-ken
|
||
martial art. A quiet man, he nevertheless has the air of resourcefulness
|
||
and skill seen only in those skilled in the art of Koen-ken. His cold
|
||
appearance belies a gentle nature.
|
||
|
||
He achieved one of his life's ambitions when he was awarded the Grand Prix
|
||
at the world's most renowned competition for Chinese chefs. Now, he is
|
||
ready to fulfill his next ambition. He is resolved to enter the World
|
||
Fighting Tournament and achieve his ultimate goal.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
He is came from Northern China, Shandong Province. He was the strongest
|
||
fighter and winner of the last Tournament. This made him happy as his
|
||
martial arts school was looking for successor and the requirement was for
|
||
him to win the Tournament.
|
||
|
||
After the First Tournament, he retreated to the mountains to train and
|
||
develop new techniques to improve his ultimate art. He is taking part in
|
||
the Second World Fighting Tournament using advanced Koen-ken techniques.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
Lau is still the Super Ring Outer. Once you are caught by the knife hand or
|
||
equivalent, you better stop tapping those buttons. A dashing knife followed
|
||
by a full volley of punches and crescent would usually mean the end.
|
||
|
||
Lau's fighting style is a blend of 2 Chinese kung fu. Tiger and Swallow Fist.
|
||
Tiger Fist stresses a lot on simplicity in strokes but every stroke filled
|
||
with every ounce of force. This is evident in his knife hands and lifting
|
||
palm. It also emphasizes on "mabu" or horse stance which explains Lau's
|
||
powerful sweeps. The Swallow has speed in its strikes. You can see this
|
||
when Lau does a knife hand; the swallow "wing" can be seen on his
|
||
non-striking hand balancing his movement.
|
||
|
||
This is a very special fighting style and could have its roots on the Tiger
|
||
and Crane System of Southern Shaolin.
|
||
|
||
Fighting with Lau
|
||
=================
|
||
Lau indeed has the speed and he has the power. This is the guy that made
|
||
Jacky players re-evaluate their prowess. Mix up all your attacks. Do a
|
||
combination of high and low attacks. Do not start your combos unless your
|
||
knife hand or lifting palm hits. Both these moves either stun or lifts
|
||
opponents high into the air. There is plenty of time to float them.
|
||
|
||
Use the punches and sweep combo for opponents who are heavy or falling
|
||
fast. The punches and kickflip is good for ROs as they fling opponents far
|
||
away. At any situation, try to make the crescent in the punches and
|
||
crescent combo connect. A pounce after would end everything.
|
||
|
||
With this speed, you may think getting all these in is good enough. No!
|
||
Lau's strength is in his punches. Everyone knows that. Have Akira, Pai,
|
||
Kage or Wolf opposing you and you are going to have a difficult time. These
|
||
characters possess 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 sweeps are powerful but use them judiciously. At longer ranges, the
|
||
sliding attack comes in handy. In fact, a single punch followed by a
|
||
sliding attack surprises many.
|
||
|
||
His side kick is still fast but with counter-attacks from other characters,
|
||
you have to use it judiciously. If a side kick connects, floating the
|
||
opponent, he can be used like Pai floating with punch combos. A side kick
|
||
that staggers are are best followed with knife hand or lifting palm combos
|
||
if you like float fests.
|
||
|
||
The dashing knife hand actually staggers many opponents. It would float
|
||
opponents if they are caught off guard making a high move. As usual float
|
||
away but many know this trick already. Before you write off this move, you
|
||
must note that Lau changes his feet position after this move. This move has
|
||
very good range and if it fails to connect, throw them if they expect you
|
||
to do punch combos.
|
||
|
||
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
|
||
^^^^^^^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 8th Febuary 1966
|
||
Sex : Male
|
||
Blood type : O
|
||
Height : 1.81 m
|
||
Weight : 110 kg
|
||
Job : Wrestler
|
||
Hobby : Karaoke
|
||
Nationality : Canada
|
||
Fighting style : Professional wrestling
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
He lived as a woodsman and hunter in the Canadian wilderness until he was
|
||
discovered on a scouting trip by a professional wrestling promoter. A quiet
|
||
man who loves nature, he has his gentle side. He is filled with fighting
|
||
spirit, however. Once aroused, he is not satisfied until he finishes the
|
||
job at hand.
|
||
|
||
He was an instant star in the pro wrestling area, and successfully defended
|
||
his title several times. Dissatisfied with the level of competition,
|
||
however, he turned in his belt and retired from the ring.
|
||
|
||
He entered the World Fighting Tournament in search of a rival worthy of his
|
||
abilities.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
He is determined to fight against Akira again, an opponent that defeated
|
||
him at the last Tournament. For the last year, he has trained hard to
|
||
increase his already Herculean strength.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
He is big and huge now. Have moves and looks of a real wrestler. He is fast
|
||
becoming a favorite among many due to all those fabulous throws.
|
||
|
||
Professional wrestling technique? Well, TV has many fine examples of pro
|
||
wrestling techniques. I don't think I need to explain this.
|
||
|
||
Fighting with Wolf
|
||
==================
|
||
As usual, go for throws. I would however go easy on the backfall suplex.
|
||
Any intended victim escapes and you are in trouble.
|
||
|
||
His aerial attacks are magnificent and deadly. Learn to defend stoutly but
|
||
insert a few attacks here and there. His uppercuts are still slow compared
|
||
to Jeffry's but his body blow has tremendous range.
|
||
|
||
Many of his moves are similar to the motions for the throws. Use this to
|
||
your advantage. The upward two-hand slap has almost the same motion for the
|
||
twirl and hurl. At close range you may get a twirl and hurl but at longer
|
||
range, you have an attack that has very good reach. This applies to his
|
||
body blow and his body slam which both apply the same control motion,
|
||
for+P.
|
||
|
||
At mid-range, his side kick is the most useful attack. More powerful than
|
||
the uppercuts, it always knocks down opponents. At close range, his knee is
|
||
good for lifting opponents into the air. If followed by an uppercut and
|
||
running punches, it would push them really far back.
|
||
|
||
Due to his great height, the sliding attack can be considered one of the
|
||
best long range "sweeps". His sliding attack catches many by surprise. It
|
||
can be used just like Lau's sliding attack but it has greater range due to
|
||
those long legs. The last thing everyone expects is Wolf having a "sweep"
|
||
move. Another great use of Wolf's long legs is the somersault heel smash.
|
||
While after getting up while rolling away, perform this move in preference
|
||
over the counter-roll heel slam. Very useful against fast characters
|
||
rushing in to pound Wolf.
|
||
|
||
Anytime Wolf is in trouble, he can call upon his drop elbow to assist him.
|
||
This is a wonderful move against opponents relentlessly punching hoping to
|
||
overwhelm Wolf with speed attacks.
|
||
|
||
Whenever an opponent is down, hit them with his back body splash or elbow
|
||
drop. His jumping elbow drop has very little range and should be used at
|
||
close range. The elbow drop connects easily after all his throws except for
|
||
the frankensteiner.
|
||
|
||
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. Use his grab side kick counter-attack if
|
||
you can. It can grab Kage's spinning mid-kick from his punches and mid-kick
|
||
combo if you time it well.
|
||
|
||
|
||
Jeffry McWild
|
||
^^^^^^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 20th Febuary 1957
|
||
Sex : Male
|
||
Blood type : A
|
||
Height : 1.83 m
|
||
Weight : 111 kg
|
||
Job : Fisherman
|
||
Hobby : Reggae music
|
||
Nationality : Australia
|
||
Fighting style : Pancractium
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
A fisherman on the Australian coast, he lived in the salty tang of the
|
||
tides and the hot sun. The most skillful fisherman of his village, he has
|
||
an engaging personality.
|
||
|
||
He was bested by only one opponent - the giant, eight-meter long,
|
||
man-eating Satan Shark. They fought several battles, and finally met in
|
||
their ultimate match. Jeffry was routed and his boat wrecked, but he
|
||
somehow managed to recover as he hovered on the verge of death. He entered
|
||
the World Fighting Tournament with a vow to build a new boat and do battle
|
||
with the shark again.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
A fisherman who mastered Pancratium on his own. He had his newly built boat
|
||
destroyed by the evil Satan Shark. He is participating again in the
|
||
Tournament to earn him the prize money.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
Like Wolf, he is huge. Does the name King Kong apply?
|
||
|
||
Pancratium (literally All Powers) was the ancient Olympic sport/martial art
|
||
of the Greeks. It included punching, kicking, and grappling. The original
|
||
Pancratium is long gone, but its spirit lives on. During the 1960s and 70s,
|
||
Jim Aravantis (Arvantis?), a Greek immigrant to the US, formalized his own
|
||
re-creation of the Pancratium which he calls Mu Tau.
|
||
|
||
Fighting with Jeffry
|
||
====================
|
||
Use him as you would for Wolf. He is a lot faster than Wolf but he recovers
|
||
just as slow. Use your 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 are 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
|
||
your 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
|
||
^^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 6th June 1971
|
||
Sex : Male
|
||
Blood type : B
|
||
Height : 1.78 m
|
||
Weight : 66 kg
|
||
Job : Ninja
|
||
Hobby : Mahjong
|
||
Nationality : Japan
|
||
Fighting style : Hagakure-ryu Jujutsu/Jujitsu, Hagakure style
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
He was born in the village of Hagakure. Kagemaru is the name given to
|
||
members of the Hagakure clan who work in secret in the shadows of society.
|
||
|
||
His birthright was to become the tenth-generation Kagemaru. His father, the
|
||
ninth-generation Kagemaru, taught him the fearsome Hagakure fighting
|
||
technique.
|
||
One day, his mother, the eighth-generation Tsukikage, was kidnapped by a
|
||
mysterious figure. Nothing was heard of her fate.
|
||
|
||
Several years later, the village of Hagakure was attacked by an unknown
|
||
force. Kagemaru and his father were out fishing, but quickly returned when
|
||
they saw the blazing village. They were too late, however, and the village
|
||
was destroyed. Kagemaru's father was felled by a bullet from the mystery
|
||
group.
|
||
|
||
The next morning, Kagemaru salvaged a keepsake from his father, donned his
|
||
costume, and embarked on a journey to prepare himself to take vengeance on
|
||
those who spilled his father's blood.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
Kage whose specialty is Jujitsu, has a vendetta against the Syndicate that
|
||
killed his father. Not only did they kill his father, they also took his
|
||
mother away from him and made her as one of their fighters.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
By far, the character with the greatest improvement. Most likely, he would
|
||
be called Mr Versatile (we already have a Mr Dynamite and he is Japanese
|
||
also). Makes other game ninjas look rather pale in comparison. Fast rising
|
||
as a favorite among many.
|
||
|
||
Because Kage is a ninja, he should actually use ninjitsu techniques.
|
||
Ninjitsu relies on stealth; otherwise, a dark, quiet and subtle method over
|
||
the bold, active and forceful. So ninjas actually avoid confrontations.
|
||
However, Virtua Fighter is a ring fight, so the developers cannot have Kage
|
||
popping out of nowhere to ambush his opponents. With this in mind, the game
|
||
developers made his fighting style jujitsu. Jujitsu is a generic term for a
|
||
large number of fighting skills of various styles. The ninjitsu influence
|
||
to Kage's fighting technique is the fists he makes and his reaping throw.
|
||
The Karate-like chop fists are called shuto or sword fist.
|
||
|
||
Jujitsu also known as yawara or "gentle art"; gentle, however in the sense
|
||
of yielding to an opponent's direction of attack while attempting to
|
||
control it. It began as sechie-zumo (court banquet wrestling). There are
|
||
many schools. Jujitsu declined with the collapse of the samurai class after
|
||
the Meiji Restoration in 1868. Dr Kano Jigaro studied methods of the Tenjin
|
||
Shin'yo and Kito schools that gave rise to judo. Judo is the only Oriental
|
||
martial art allowed in the Olympics as a medal event. Evidence of judo in
|
||
Kage's style of fighting is in his hip or shoulder throw and his torso
|
||
takedown.
|
||
|
||
Japanese policemen viewed judo as too sporty without much self-defense
|
||
applications. They rejected judo and adopted aikido as their form of
|
||
unarmed combat. This technique obtained much of its influence from
|
||
Daito-ryu Aikijujitsu and is developed by Morihei Ueshiba. Aikido can be
|
||
seen in Kage's defensive counter-attack for incoming punches. An aikido
|
||
exponent is often called the "eye of a hurricane", filled with peace and
|
||
tranquility, yet surrounded by a powerful field of energy. True words
|
||
indeed as this has brought fear into punching Kage.
|
||
|
||
Be aware that Hagakure is not a village or school but a fascicle manual for
|
||
samurai. The Hagakure (translated as In the Shadow of Leaves) has 1,300
|
||
short anecdotes and reflections. It is completed in 1716 and is considered
|
||
as one of the classics on bushido. Its first verse is: "The way of the
|
||
bushi is to die."
|
||
|
||
Fighting with Kage
|
||
==================
|
||
Use his range to your advantage. His flying kick, corkscrew kick, back
|
||
thrust and heel kick have deceptively long reaches. To aid him against low
|
||
defenders, the corkscrew kick works well at far range. He doesn't have any
|
||
good combos however. The punches and kickflip is by far the best he has;
|
||
and the punches and spin kick is the weakest four hit combo in the game.
|
||
|
||
His strength is mainly in fancy and tricky moves. His turn around attacks
|
||
can connect well and above all; with his new found speed in punches, he can
|
||
be played just like Lau. Mixing up his attacks is very easy. Attacking at
|
||
high and low, this would confuse many. His most useful tagged on move is
|
||
still his backheel sweep. Though his pounces connects well now, the
|
||
backheel sweep is still good habit to keep.
|
||
|
||
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. This move also grabs hopping jabs and
|
||
Akira<EFBFBD>s single palm. It does quite sizeable damage and the heel smash is a
|
||
good follow-up.
|
||
|
||
Playing him would mean sticking to the basics. That is all to it. Combining
|
||
all those basic attacks would be the feat that every Kage player has to
|
||
develop. Combinations especially with his ten foot toss would be the
|
||
ultimate skill Kage players will have to master. Many may consider this as
|
||
cheap but these combinations are difficult to time and execute.
|
||
|
||
|
||
Sarah Bryant
|
||
^^^^^^^^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
Date of birth : 4th July 1973
|
||
Sex : Female
|
||
Blood type : AB
|
||
Height : 1.73 m
|
||
Weight : 55 kg
|
||
Job : College student
|
||
Hobby : Sky diving
|
||
Nationality : USA
|
||
Fighting style : Sekken-do/Jeet Kune Do
|
||
|
||
|
||
VF1 Storyline
|
||
==============
|
||
Sarah is Jacky's sister and the oldest daughter of the Bryant family.
|
||
Filled with curiosity, she quickly becomes embroiled in every situation
|
||
imaginable.
|
||
|
||
Sarah was suspicious of the circumstances surrounding her brother Jacky's
|
||
racing accident. When she was investigating this accident, the mystery
|
||
group kidnapped her. They use hypnosis to control her actions.
|
||
|
||
Her innate fighting sense aroused by the hypnotism, Sarah will be sent into
|
||
the Tournament to deliver the knock-out blow to her brother Jacky.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
Sarah is still held captive and hypnotized. She is further trained by the
|
||
Syndicate to become the strongest fighting machine in order to kill her
|
||
elder brother Jacky.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
Apart from a cleavage, she is loaded with a variety of kicks mainly. Still
|
||
a hot favorite, her speed and seemless ability to link up all her moves
|
||
have won many fans.
|
||
|
||
First a historical view of this fighting technique or rather the concept.
|
||
Jeet Kune Do is authored by Bruce Lee himself. He was influenced by the
|
||
Wing Chun fighting technique. Wing Chun means "beautiful springtime" and
|
||
originated from a nun named Ng Mui.
|
||
|
||
It is said that 5 of China's grandmasters met in the Southern Shaolin
|
||
Temple to discuss and develop a training program to produce an efficient
|
||
fighter in 5-7 years. Before the program began, the Southern Temple was
|
||
sacked and burned to the ground.
|
||
|
||
Ng Mui was the only survivor who knew the full training program. She
|
||
wandered in the countryside and took a young orphan girl Yim Wing Chun as a
|
||
student. The system then is called Mei Hua Chuan or Plum Flower Fist. It
|
||
stressed a lot on power strikes and mabu (horse stance) which suited men.
|
||
Yim Wing Chun was rather small in her stature so the style did not fit her.
|
||
She simplified the technique to involve less energy wastage. The improved
|
||
fighting style is named after Wing Chun. Wing Chun is a style that contains
|
||
many "traps"; highly evident in Sarah's elbow moves.
|
||
|
||
This style is shrouded in secrecy until grandmaster Yip Man began teaching
|
||
Wing Chun in Hong Kong during the early 50s. One of Wing Chun's students
|
||
was Bruce Lee.
|
||
|
||
What we see in VF2 is not Jeet Kune Do but Lee Jun Fan Gung Fu. Jeet Kune
|
||
Do does not rely on speed and 'irritation'. While speed is one of many
|
||
important attributes it is not the most important one, at least not for
|
||
most practitioners. Sensitivity, appreciation of distance, and timing are
|
||
much more important. While techniques such as the eye jab are used it is
|
||
generally as a way of 'bridging the gap' between ranges and as a
|
||
distraction while one sets up for another technique.
|
||
|
||
Jeet Kune Do concepts are more an analytical framework for understanding
|
||
and teaching martial arts. What you will see at the Inosanto Academy is
|
||
this understanding applied to a variety of arts. Chief among these is Lee
|
||
Jun Fan Gung Fu (the funny looking Wing Chun with Western Boxing), but Muay
|
||
Thai, Filipino Kali, other Chinese Boxing, grappling, and a number of other
|
||
things will be in evidence as well. These days you will see a lot of
|
||
Pentjak Silat and Gracie Jujitsu in the mix.
|
||
|
||
Sarah's style of fighting is very different from her brother Jacky. Though
|
||
both share the same concepts. Her knees are very Muay Thai, her shadow
|
||
kicks and jumping back roundhouse seems to be borrowed from Taekwondo. Her
|
||
elbow has Wing Chun influence.
|
||
|
||
Fighting with Sarah
|
||
===================
|
||
Playing with Sarah is like playing with Akira. Very offensive. She is fast
|
||
and this should be used to your advantage. To date, no new throws are
|
||
discovered for her. However, the 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
|
||
^^^^^^^^^^^^
|
||
Biodata
|
||
----------------------------------------------------------------------------
|
||
Date of birth : 28 August 1970
|
||
Sex : Male
|
||
Blood type : A
|
||
Height : 1.82 m
|
||
Weight : 75 kg
|
||
Job : Indy car racer
|
||
Hobby : Training
|
||
Nationality : USA
|
||
Fighting style : Sekken-do/Jeet Kune Do
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
The eldest son of the Bryant family, Jacky is Sarah's brother. He maintains
|
||
his cool in every situation. Those on the Indy racing circuit call him the
|
||
Blue Flash.
|
||
|
||
Jacky was seriously injured in an accident in the 1990 Indianapolis 500,
|
||
and spent two years in a grueling rehabilitation program. Just when his
|
||
injury had healed, he discovered the existence of the mystery group behind
|
||
the accident. At the same time, his sister Sarah disappeared.
|
||
|
||
Jacky's battle began as he pursued the trail of the group who held the key
|
||
to these mysteries.
|
||
|
||
VF2 Storyline
|
||
=============
|
||
During the last Tournament, he was not really himself. He was defeated and
|
||
he went back training and improving his skills. Now he is an instructor in
|
||
Jeet Kune Do.
|
||
|
||
As his second effort to seek revenge on the Syndicate and rescue his sister
|
||
Sarah; he participates again in the Tournament
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
The favorite character of VF1 is still a favorite with many but is toned
|
||
down a lot. Still deadly though. If you play him with the intent to win,
|
||
you have to play him mechanically. Be prepared to be despised by other
|
||
players if you play a purely mechanical Jacky.
|
||
|
||
In his technique, you can find Karate as in the back sweep and turning back
|
||
roundhouse. Taekwondo is evident in the last kick of his lightning kicks.
|
||
His elbow technique, like Sarah's, is Wing Chun.
|
||
|
||
Fighting with Jacky
|
||
===================
|
||
He is still not the best at everything. However, like Sarah, combinations
|
||
are the way to go.
|
||
|
||
His elbow-heel kick is not fearsome anymore as with his punt kick, but his
|
||
beat knuckle is really bad for everyone. He still does not possess a
|
||
kickflip combo but his kickflip alone is the most powerful kickflip in the
|
||
game. Able to take as much as eighty percent of the lifebar, it has left
|
||
many wondering why the round ended so fast.
|
||
|
||
His spinning backfists, both high and low are much faster. 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. However, using his fancy stuff requires much higher
|
||
amount of skill and adds color to fights. Spectators are bored quickly with
|
||
a mechanical Jacky doing low backfists, elbows, heel kicks, side kicks and
|
||
kickflips. Though many players hold these moves as effective ways to win,
|
||
one must note that winning in style (like floating) wins many cheers.
|
||
|
||
Combinations with the lightning kicks and his very difficult toe kick, side
|
||
kick move is often hailed as a mark of an excellent Jacky player.
|
||
|
||
|
||
|
||
|
||
Shun Di
|
||
^^^^^^^
|
||
Biodata
|
||
----------------------------------------------------------------------------
|
||
Date of birth : 2nd January 1912
|
||
Sex : Male
|
||
Blood type : O
|
||
Height : 164 m
|
||
Weight : 63 kg
|
||
Job : Herbal doctor
|
||
Hobby : Collecting the medicinal herbs
|
||
Nationality : China
|
||
Fighting style : Sui-ken/Drunken Fist
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
None
|
||
|
||
VF2 Storyline
|
||
=============
|
||
He is from Northern China and is considered as a sage by many. He teaches
|
||
in his small training hall and had many students in the past but most have
|
||
left him by now. This is due to his keen interest in taking students able
|
||
to take hardship as part of the training.
|
||
|
||
While drinking with his friends, Shun hears them boasting about the success
|
||
one of their student fighters (Akira) in recent tournament competitions. He
|
||
suddenly exclaims, "I also want to participate in the World Fighting
|
||
Tournament". Shun's friends pleaded with him not to, but once Shun had
|
||
mentioned his intent to fight, he was adamant and eventually joined the
|
||
tournament.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
There are many bald characters in the video games lately like Wan Fu and
|
||
Nienhalt Sieger. Wonder if it is a trend or do bald guys really rule.
|
||
|
||
Drunken Fist also known as the 8 Drunken Immortals is based on moves from 8
|
||
Immortals from Chinese mythology. It is a Northern Chinese Style.
|
||
|
||
This fighting style requires the exponent (not player) to be drunk in the
|
||
mind but alert in the body. It stresses more on defensiveness. Ducking and
|
||
jumping over attacks. This is true as most of Shun's moves are defensively
|
||
offensive (what the hell am I talking about?). They jump, duck and dodge
|
||
many attacks. His two hand upside-down push ducking under punches is a fine
|
||
example.
|
||
|
||
Fighting with Shun
|
||
==================
|
||
To play him, you have to be totally unpredictable. Stop combos or attacks
|
||
with you backpush. It attacks REALLY LOW so that elbows 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. This
|
||
is due to Shun<75>s amazing ability to get up faster than anyone.
|
||
|
||
His fancy sit down and handstand moves are very disruptive to charging
|
||
attackers. Besides these two move, the backward hopping kicks are a bane to
|
||
many inexperienced in handling Shun. This move, is quite fast and hits
|
||
those who fail their low-level attacks or those closing in recklessly.
|
||
|
||
As much as possible, dodge attacks if you are a beginner and learn to do
|
||
the dodge followed by the dances with punches. Progress onwards to learn
|
||
the rest. Note that all his moves are slow and recover slowly; and if you
|
||
play him like any other character in VF2, you are playing him wrong. He can
|
||
float opponents in some limited way but that is not his main strength.
|
||
|
||
His dashing punch can be used in just the same way as Akira's dashing palm.
|
||
Most inexperienced players do not expect this move and think that a
|
||
squatting Shun is easy meat. This move floats opponents very well and can
|
||
be followed by the twisting kicks or cartwheel kick.
|
||
|
||
Both his pounces actually inflict the same amount of damage. The only
|
||
difference is that the high pounce has longer range due to the roll
|
||
forward. Therefore, use the low pounce in preference over the high pounce.
|
||
It is fast.
|
||
|
||
Progress on to hone your reflexes for all his moves. Try to use the dances
|
||
with punches and two hand upside-down push at least three times in a match.
|
||
Get him drunk (SERIOUS!). His skin complexion turns lobster red the more he
|
||
drinks. The following happens when he has:
|
||
|
||
One drink - able to do down+P+K sweep. Able to do a foot slide after
|
||
sitting down, instead of a low kick. His back+P and down+P looks slightly
|
||
different.
|
||
|
||
Two drinks - able to do down+P+K, K sweeps. His back/down+D, P will become
|
||
a side step backwards and two-hand side push. His back+P and down+P changes
|
||
and again looks slightly different.
|
||
|
||
Three drinks - able to do down+P+K, K, K sweeps. His back+P and down+P move
|
||
changes again.
|
||
|
||
In addition, the power of his connected attacks increase by 5% after each
|
||
drink. The maximum is reached after eight drinks. At the maximum, his moves
|
||
will inflict 1.4 times more damage than what he starts out with in a round.
|
||
This is evident in his low backpush. Without drinking, this move just
|
||
irritates standing defenders. After drinking, the move has the ability to
|
||
knock them down. So don't stop at the third drink. Drink as much as you
|
||
can.
|
||
|
||
|
||
|
||
|
||
Lion Rafale
|
||
^^^^^^^^^^^
|
||
Biodata
|
||
----------------------------------------------------------------------------
|
||
Date of birth : 24th December 1979
|
||
Sex : Male
|
||
Blood type : AB
|
||
Height : 1.71 m
|
||
Weight : 61 kg
|
||
Job : High School student
|
||
Hobby : Collecting knives
|
||
Nationality : France
|
||
Fighting style : Toru-ken/Seven Stars Mantis Fist
|
||
|
||
|
||
VF1 Storyline
|
||
=============
|
||
None
|
||
|
||
VF2 Storyline
|
||
=============
|
||
Having been born to the Rafale family, one of the most wealthy families in
|
||
France. They are involved in the aircraft industry and at the same time
|
||
secretly developing arms behind their official business. Lion has been
|
||
practising Toru-ken under an instructor as part of management education from
|
||
his childhood. He resents his father's control over his life and during one
|
||
of their arguments, his father proposed to Lion to win the World Fighting
|
||
Tournament as a prerequisite to become free from him. Thus Lion is
|
||
participating in the tournament competition.
|
||
|
||
Editor<EFBFBD>s Notes
|
||
==============
|
||
This Frenchman has a lot of sting as a fighter. He has youth on his side
|
||
but is rather weak in most of his attacks. Nimble and small, he fights and
|
||
moves like the bug his fighting style is based upon.
|
||
|
||
Praying Mantis Fist also called Wong Long Fist is invented by a Chinese
|
||
boxer named Wong Long. He became distraught after losing so many fights, so
|
||
he retreated to a forest to meditate. One day, during one of his meditation
|
||
sessions, he saw a mantis fighting with a grasshopper. Though the mantis
|
||
is smaller (should be a male mantis, a female mantis is the size of a
|
||
grasshopper), he was amazed by its ability to attack with quick strikes
|
||
with its "arms". So amazed with it, he brought the insect home and "fought"
|
||
with it using twigs to study it. He then developed movements based on the
|
||
insect and he named the fighting style after it.
|
||
|
||
Soon a variation came forth from it called Seven Stars Mantis Fist based on
|
||
the Chinese constellation. This is Lion's fighting technique. His spinning
|
||
arms attack is not found in the original Mantis Fist but in this variant.
|
||
Mantis Fist like Drunken Fist is one of the Northern Shaolin Styles.
|
||
|
||
Mantis Fist stress not only in speed but also in footwork and grip. This
|
||
explains the many wierd ways Lion moves his feet around and the way he
|
||
throws his opponents. He winds up and fights in a crouched position which
|
||
looks very tiring.
|
||
|
||
It is interesting to know that Rafale is the name of an advanced, agile
|
||
multi-role fighter produced by a European consortium; in which French
|
||
aerospace companies had a big stake in.
|
||
|
||
Fighting 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 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, elbow thrust and backfist combo.
|
||
|
||
|
||
Dural
|
||
^^^^^
|
||
Biodata
|
||
-------------------------------------------------------------------------------
|
||
None available
|
||
|
||
Editor's Notes
|
||
==============
|
||
According to sources, the name Dural means Devil. Dural is a development
|
||
from the Syndicate mentioned in the storylines of the above characters. She
|
||
is modelled after a human (Kage's mother?) and is made from an unknown
|
||
alloy. Her fighting technique comes from a master who mastered of all the
|
||
martial arts. This Syndicate is called J6 or Judgement 6. It stands for:
|
||
|
||
Judgement, their belief in their superiority over others
|
||
Devil, weapon research and discovery to further their purposes
|
||
Wheel of Fortune, interest in increasing economic power
|
||
Moon, their involvment in international political affairs
|
||
Tower, the way they are organized
|
||
Death, their involvement in NBC methods of destruction
|
||
|
||
Apparently, you can select Dural in VF2 but no known method is available.
|
||
Dural has the following moves:
|
||
|
||
Akira's backwards uppercut
|
||
Akira's dashing elbow
|
||
Akira's dashing body check
|
||
Akira's jumping kicks
|
||
Akira's counter-attacks
|
||
Pai's counter-attacks
|
||
Pai's DDT
|
||
Lau's side kick
|
||
Wolf's tombstone
|
||
Wolf's frankensteiner
|
||
Jeffry's running punches and uppercut
|
||
Jeffry's face grab
|
||
Jeffry's triple knee bash
|
||
Jeffry's crucifix piledriver
|
||
Kage's ten foot toss
|
||
Kage's backheel sweep
|
||
Kage's reaping throw
|
||
Sarah's knee and elbow-knee combo
|
||
Sarah's 2 punches and straight kick
|
||
Jacky's punches, elbow and kickflip
|
||
|
||
There may be more to this list.
|
||
|
||
|
||
GLOSSARY
|
||
|
||
|
||
Aikido - A martial art that stresses on self-defense and escapes.
|
||
Considered to be an evolution from the original jujitsu. Evidence of aikido
|
||
influence on VF is in Kage's down+P counter-attack.
|
||
|
||
BGM - Abbreviation for Background Music.
|
||
|
||
Chi - Internal intrinsic power developed by the individual.
|
||
|
||
Chuanfa - the proper term for kung fu.
|
||
|
||
Do - way; as in Ju*do*.
|
||
|
||
Elbow - A universal move in almost all martial arts.
|
||
|
||
Floater - A process whereby an opponent is tossed or hit into the air then
|
||
continually kept in the air by moves. This gives an image that the victim
|
||
is floating amidst the moves. Doesn't happen in real life but only in VF.
|
||
Also known as handballing or juggle.
|
||
|
||
Handball - see Floater.
|
||
|
||
Inosanto Academy - A martial arts school started by Dan Inosanto, one of
|
||
Bruce Lee's students. The school specializes in the application of Jeet
|
||
Kune Do concepts to martial arts.
|
||
|
||
Jeet Kune Do - A concept in martial arts rather than a technique. Check for
|
||
"The Tao of Jeet Kune Do" by Bruce Lee in your local library.
|
||
|
||
Jitsu - art; as in Ju*jitsu*.
|
||
|
||
Juggle - see Floater.
|
||
|
||
Jujitsu - A generic term for various forms of fighting techniques.
|
||
|
||
Muay Thai - the proper term for Thai Boxing.
|
||
|
||
Ninja - One who practises ninjitsu.
|
||
|
||
Ninjitsu - The art of covert operations. Formerly known as shinobi. It
|
||
covers a lifestyle rather than just a fighting technique.
|
||
|
||
rec.games.video.arcade - A USENET Newsgroup where most of the VF
|
||
discussions take place.
|
||
|
||
Roundhouse - A kick used in virtually all the martial arts. Its circular
|
||
path gives it extra power by generating a centrifugal force. It is one of
|
||
the most powerful kicks in the martial artists arsenal. A heel kick is also
|
||
known as a back roundhouse. Sarah's jumping back kick is also known as a
|
||
jumping back roundhouse.
|
||
|
||
Ryu - School or tradition for Japanese martial arts.
|
||
|
||
Shikan-ken - Extended-knuckle fist. A ninja fist. Seen in Kage's down+P+K,
|
||
P+K move. Comes from a ninja school, Shikan-ryu
|
||
|
||
Shuto - Sword fist. A ninja fist. Fist is slightly different from the
|
||
karate hand chop fist (knife hand). Kage's normal hand chopping punches.
|
||
|
||
Side kick - A kick seen in all martial arts. This kick is also known as a
|
||
side thrust and mid-kick.
|
||
|
||
Sweep - Technique which catches the opponent's foot or feet and unbalances
|
||
him. Comes from the chinese term "shao jiao" translated as "sweeping leg".
|
||
|
||
Throw - Altering your opponents center of gravity by means of grappling or
|
||
minimal force causing them to fall.
|
||
|
||
Thrust - A kick done by using the sole of your feet. Heel kicks can be
|
||
considered as thrusts.
|
||
|
||
Uppercut - An upward punch.
|
||
|
||
VF - Acronym for Virtua Fighter.
|
||
|
||
VFing - Virtua Fighting. What a VFer does in the video arcades.
|
||
|
||
VFer - Anyone who plays and is a fan of Virtua Fighter. Comes from
|
||
combining the acronym for Virtua Fighter with "er" as in "fighter".
|
||
Pronounced as "veefer".
|
||
|
||
Wing Chun - One of the most effective forms of martial arts today. Bruce
|
||
Lee was highly influenced by this technique when he wrote the eclectic Jeet
|
||
Kune Do.
|
||
|
||
|
||
|
||
CREDITS
|
||
|
||
|
||
|
||
Produced by:
|
||
|
||
Chia Jin Ngee <20>Sarah<61>, mcblab47@leonis.nus.sg
|
||
|
||
Special thanks to the contributors of VF1 of which there won't be VF2:
|
||
|
||
God keeping my head on straight
|
||
The Family Fun Center, for Virtua Fighter
|
||
Omaha, NE
|
||
SEGA info and for VF
|
||
Andrea SEGA
|
||
Dave SEGA
|
||
Andy Eddy vidgames@netcom.com
|
||
Shorty Family Fun Center
|
||
Michael Wang mmwang@mv.us.adobe.com
|
||
Jose Family Fun Center
|
||
Derrick Family Fun Center
|
||
Christopher R. Boggs gt93986@acme.gatech.edu
|
||
Harry Teasley III het3@crash.cts.com
|
||
Ryan Wolfe wolfe@cps.msu.edu
|
||
Jeremy Hinton hinton@cs.odu.edu
|
||
Steve Lamb sandman@netcom.com
|
||
R. 'Tom' Cruz Sogeuco rc_sogu@paro.concordia.ca
|
||
Alan Fasick fasick@ucsu.colorado.edu
|
||
Brian Tao taob@io.org
|
||
Graham Chubb chubb@ecf.toronto.edu
|
||
Eric eric@parcplace.com
|
||
Vax vax@ccwf.cc.utexas.edu
|
||
Kevin Miller miller@midget.towson, edu.
|
||
Marie E. Antoon Marie.E.Antoon@Students.Miami.edu
|
||
Koh Kawabe kawabee@is.s.u-tokyo.ac.jp
|
||
World Book Dictionary definitions of virtual & fighter
|
||
Replay Magazine some info on VF
|
||
Iain Sinclair some info on VF1
|
||
Chad E Reznicek for original VF1 FAQ
|
||
Doug Rosengard dug@lugaru.com for maintaining VF1 FAQ
|
||
|
||
VF2 info providers:
|
||
|
||
Chris Halim halim@getreal.uucp.netcom.com
|
||
Alan Tan "Lion" tanhl@merlion.singnet.com.sg
|
||
Robert Laus robert@jolt.mpx.com.au
|
||
Koh Kawabe kawabee@is.s.u-tokyo.ac.jp
|
||
Scirocco Boy! wcox@black.clarku.edu
|
||
Jurri Munkki jmunkki@snakemail.hut.fi
|
||
Todd D. Ellner tellner@cs.pdx.edu
|
||
rec.martial.arts FAQ Randy Pals <pals@ipact.com>
|
||
David, Mgr of Country Funworld Country Funworld
|
||
Harley "Jacky" Country Funworld
|
||
Gary Peh "Kage" Country Funworld
|
||
Joseph Lim "Akira" Country Funworld
|
||
Eric Chen "Sarah" Country Funworld
|
||
Julian Chia "Kage" Country Funworld and twin brother
|
||
Lau Bie See "Lau" Country Funworld
|
||
Danny Leung "Kage" Country Funworld
|
||
Ahmad "Sarah" Country Funworld
|
||
Alex Ho "Wolffry" WYWY Clementi
|
||
|
||
Virtua Fighter Maniax For VF1 storylines
|
||
by Yoichi Shibuya
|
||
ISBN4-89366-264-3
|
||
|
||
A SEGA Poster For VF2 storylines
|
||
|
||
Virtua Fighter 2: Act 1 Confirmed VF2 moves and such
|
||
GamestMook Volume 5
|
||
|
||
|
||
The Ninja and their secret fighting art
|
||
by Stephen K Hayes
|
||
|
||
Encyclopedia Britannica
|
||
Encyclopedia Americana
|
||
Kodansha Encyclopedia of Japan
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|