English
[==================------------------======================]
| Part [1/2] |
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[============-------------------===============|
| Virtua Fighter Kids FAQ |
|----------------------------------------------|
| Version : (VFK) FAQ V0.90 |
| Revision : 1st Public Release %90 done |
| Date : 9 / 27 / 96 |
| Platforms : Sega Saturn / (ST - V Board) |
| Copyright : (c),[TM] Sega USA |
[============-------------------===============]
[----------------------------------------------]
| Release VERSION - READY FOR DISTRIBUTION |
| you MAY distribute this |
| (see the notes below first, though) |
[=============------------=====================]
[======-------======]
|Section 0 - Part 0 |
[======-------======]
part [1/2]
[============================------------------==========================]
| Table of Contents |
[============================-------------------------===================]
|Section: Part | Description | Updated | Verify|
|------------------------------------------------------------------------|
| Partition 0 General Information |
|------------------------------------------------------------------------|
|Section 0 : Part 0 | Table of Contents | 9/27/96 | c |
|Section 0 : Part 1 | Distribution Notices | 9/27/96 | c |
|Section 0 : Part 2 | Notes from Author | 9/27/96 | c |
|Section 0 : Part 3 | Whats New in this Version | 9/27/96 | c |
|------------------------------------------------------------------------|
| Partition 1 Basic Welcome/Preface |
|------------------------------------------------------------------------|
|Section 1 : Part 0 | Welcome to the VFK FAQ | 8/28/96 | c |
|Section 1 : Part 1 | Preface to VFK | 9/12/96 | c |
|Section 1 : Part 2 | Scope and content of VFK FAQ | 8/18/96 | c |
|------------------------------------------------------------------------|
| Partition 2 Basic Differences |
|------------------------------------------------------------------------|
|Section 2 : Part 0 | Basic Differences from VF2 | 9/15/96 | c |
|Section 2 : Part 1 | Quick review of import VKF | 9/15/96 | c |
|------------------------------------------------------------------------|
| Partition 3 Sega Saturn Specifics |
|------------------------------------------------------------------------|
|Section 3 : Part 0 | Intro to Saturn Version | 8/18/96 | c |
|Section 3 : Part 1 | Basic Saturn VFK info/Tips | 8/18/96 | nd |
|Section 3 : Part 2 | Translation of Japanese Screen | 9/15/96 | c |
[------------------------------------------------------------------------]
part [2/2]
[------------------------------------------------------------------------]
| Partition 4 Character Specifics |
|------------------------------------------------------------------------|
|Section 4 : Part 0 | Intro to characters | 8/19/96 | nd |
|Section 4 : Part 1 | Improved moves for VKF | 9/15/96 | nd |
|Section 4 : Part 2 | New programmable combos | 8/19/96 | nd |
|Section 4 : Part 3 | New replay combos for VFK | 8/19/96 | nd |
|Section 4 : Part 4 | Character taunts | 8/19/96 | nd |
|Section 4 : Part 5 | Character endings | 9/15/96 | c |
|------------------------------------------------------------------------|
| Partition 5 Tricks | | |
|------------------------------------------------------------------------|
|Section 5 | Tricks (Saturn Version) | 8/18/96 | nd |
|------------------------------------------------------------------------|
| Partition 6 Credits |
|------------------------------------------------------------------------|
|Section 6 | Credits | 9/15/96 | nd |
|------------------------------------------------------------------------|
| Partition END Appendices |
|------------------------------------------------------------------------|
|Section A : Part 0 | History of the FAQ | 8/19/96 | c |
|Section B : Part 0 | Revisions of the FAQ | 9/15/96 | c |
|Section C : Part 0 | Resources for VF2 FAQs | 8/19/96 | nd |
|Section D : Part 0 | Glossary for this FAQ | 8/19/96 | nd |
|Section E : Part 0 | References for this FAQ | 9/15/96 | nd |
|Section F : Part 0 | FAQ design/philosophy | 8/20/96 | c |
[============================------------------==========================]
| notes on verify : c - completed, tbd - to be determined, nd - not done |
[============================------------------==========================]
[======-------======]
|Section 0 - Part 1 |
[======-------======]
[============================------------------==========================]
|Distribution notices : |
|---------------------- |
|This FAQ may be freely distributed among the VFing community. No fee is |
|charged except for direct costs. You can obtain this FAQ by: |
| |
|1) web browser : world wide web [ i will upload it to all sites ] |
| [ that contain game faqs........] |
| |
|2) news groups : ? ,i don't plan to post it, because i don't know |
| how large it will get, this needs to be investigated. |
| |
| |
| !! THIS IS BEING INVESTIGATED AS WE SPEAK !! |
| |
|3) Any updates, feedback and errors, please send to: |
| /--------------------------/ |
| | Rajeev Gantela aka | |
| | rg@radix.net aka raj | |
| /--------------------------/ |
| |
|4) Note: not officially sanctioned by Sega(c)! |
| |
|5) (sub)standard legal disclaimer |
| |
| i will not be held responsible for the information found within |
| it is accurate and verified as far as i possibly can research it |
| if you feel you have a valid claim on the information , tell me! |
| blah blah blah...etc..etc.....please don't sue me..so on and so. |
| forth....i'm only doing this for fun..............Support SEGA.. |
[============================------------------==========================]
[======-------======]
|Section 0 - Part 2 |
[======-------======]
[============================------------------==========================]
| Notes from the author |
[------------------------------------------------------------------------]
|1) general | this should be the most complete up to date version |
| | of the faq ! there will be some more improvements... |
| | |
| | as mentioned before, mr. yupasawa is now the editor |
| | and is helping maintain some of the faq-tual info |
| | (ha ha) |
| | |
| | special thanks to joji suzuki for letting me use |
| | the akira faq (it was a gigantic help to me!!!!!) |
[------------------------------------------------------------------------]
|2) beta | no more beta's , only full releases from here on out |
| | more additions in the workx...stay tuned for updates! |
[------------------------------------------------------------------------]
|3) versions | This is the long version of the FAQ, a shorter |
| | one will be maintained for people that only want |
| | the basic information about VFK. (not done yet!!) |
[------------------------------------------------------------------------]
[======-------======]
|Section 0 - Part 3 |
[======-------======]
[=========------=============]
|Whats New(s) in this version|
[=========------=============]
[============================------------------=====================]
| Complete updates found in Appendix A] |
[-------------------------------------------------------------------]
|whats up with the new , v0.90 release |
|------------------------------------ |
| |
| I Major addition of section describing combo programming |
| terminology |
| |
| II Akira Sega saturn faq - by permission of joji suzuki |
| |
| |
| Numerous fixes, descriptions, and additions as follows : |
| |
| 1. changed 'new moves' to 'improved' moves , and added more |
| descriptions |
| 2. completed all the captions for movies |
| 3. reworded section on 'improved' moves |
| 4. added note about minor counter concerning jacky/sarah |
| 5. added saturn notation for most moves |
| 6. removed iagieri kick note |
| 7. added MC,mC notation |
| 8. updated all changes and additions in beginning notices |
| 9. added notes concerning senbon punches |
|10. added ST to akira's moves , also to pai, and lau(stumble throw)|
|11. added basic character moves for ALL characters |
|12. added DE/DEU for jeffry |
|13. added swipe for kage |
|14. note: no shun puri for sarah |
|15. investigate lion okizeme, complete and removed |
|16. added flying kick for kage |
|17. removed reversal for lau |
|18. added swallow kick for pai |
|19. added crane stomp for pai |
|20. check out taunts..(buttons) section updated |
|21. added note to jacky taunt |
|22. added note to shun taunt |
|23. rewrote trick for dural |
|24. removed extra note for crystal |
|25. changed number in revisions |
|26. removed extra P, in b&b float |
|27. added hoppy-zeme to glossary |
|28. make note in iageri-glossary |
|29. investigate IHjacky combo, noted |
|30. cleared up def of 'sweep', added to glossary |
|31. approve defs of level of move /added vf2 definitions |
|32. added muteki-oki to glossary |
|33. added note to proximity |
|34. added note to stagger |
|35. added note to stagger throw |
|36. added note to struggle |
|37. added notation to stumble throw |
|38. added note for taiwan backbreak |
|39. added note for taiwan kick |
|40. changed note for kage TFToD |
|41. added new camera angles for replays |
|42. figured out who yupasawa is!! updated information! |
[============================------------------=====================]
[======-------======]
|Section 1 - Part 0 |
[======-------======]
[============================------------------=====================]
| Welcome to Virtua Fighter Kids FAQ |
[-------------------------------------------------------------------]
| Welcome to the VFKids FAQ (VFK). |
| |
| maybe i'm being a little ambitious by trying |
| to undertake this effort. but i have a lot |
| of support and help! enjoy! rg - 8/18/96 |
|-------------------------------------------------------------------|
| (by the way this FAQ is loosely based on the |
| excellent VF2 FAQ by Chia Jin Ngee: see Resources - APPENDIX C) |
[===================================---------=======================]
[======-------======]
|Section 1 - Part 1 |
[======-------======]
[===================================---------=======================]
| Preface to Virtua Fighter Kids FAQ |
[-------------------------------------------------------------------]
| First there was Virtua Fighter [Arcade Import/Deluxe/Standalone] |
| then, Virtua Fighter [US Deluxe/Standalone] |
| then, Virtua Fighter 2 [v2.0] [Arcade Import/Deluxe/Standalone] |
| then, Virtua Fighter 2 [v2.0] [US Deluxe/Standalone] |
| then Virtua Fighter Saturn (Import) |
| then, Virtua Fighter Saturn (US) |
| then, Virtua Fighter Sega 32x (US) |
| then, Virtua Fighter Remix Saturn (Import) |
| then, Virtua Fighter Remix [Import Arcade ST-V] |
| then, Virtua Fighter Remix Saturn (US) |
| then, Virtua Fighter 2.1 [Arcade Import/Deluxe/Standalone] |
| then, Virtua Fighter 2.1 [North America/US Deluxe/Standalone] |
| then, Virtua Fighter 2 Saturn v2.0/v2.1 [Import] |
| then, Virtua Fighter 2 Saturn v2.0/v2.1 [Domestic] |
| then, Virtua Fighter PC CD-ROM [3d-Edge] |
| then, Virtua Fighter PC CD-ROM [DirectX support][as of 9/13/96] |
| |
| does anybody see a pattern here? |
| |
| now there is Virtua Fighter Kids [Import Arcade ST-V] |
| and, Virtua Fighter Kids Saturn [Import] |
| and, Virtua Fighter Kids Saturn [Domestic] |
| and, even Virtua Fighter 3 [arcade/import] [9/10/96] |
| and, eventually Virtua Fighter 3 [saturn/domestic etc...] |
| |
| sure the games been done to death, and there's plenty more on |
| the way....but at least to hold people over until VF3 comes out, |
| this should be able to distract you somewhat.................... |
| |
| also for newcomers to the VF universe, this game has plenty of |
| features for beginners and pro's alike. there is a 'kids' mode |
| where the computer helps you play, does combos for you, and |
| autoblocks. for the advanced user, there are pre-programmed combos|
| that you can use to test new and advanced moves. yes,and of course|
| new music, new backgrounds, new character expressions, voices, and|
| a few new combos, and moves...................................... |
| |
[============================------------------=====================]
[======-------======]
|Section 1 - Part 2 |
[======-------======]
[==================----------------------------------===============]
| Scope and Content of VFKids FAQ |
[-------------------------------------------------------------------]
| well, basically this FAQ should let you figure out how to |
| play the game, learn what the options are for, and maybe |
| just maybe, make you a better player..................... |
| |
|{in an effort to NOT re-invent the wheel, i am not going to |
| include every little bit of vf2 info in this faq.(but if |
| authors let me, i will try to combine a lot of the smaller |
| faqs into this one, as applicable as they are)} |
| |
| however, the faq will include the following resources: [Verified] |
| [ See End Partition : Section C : Part 0] |
| 1) ftp sites |
| 2) appropriate web pages |
| 3) e-mail addresses (if okayed by authors) |
[==================----------------------------------===============]
[======-------======]
|Section 2 - Part 0 |
[======-------======]
[==================----------------------------------===============]
| Basic Differences in VFK and VF2 (SATURN) |ref :12email|
[-------------------------------------------------------------------]
| virtua fighter kids is the latest in the long line of vf games, |
| if you didn't know, there is a phenomenon in Japan where normal |
| games are transformed in child like caricatures(or super-deformed)|
| [SD]. this is evidently found in this game. |
| |
| a few observations: |
| 1) the characters heads are larger than their bodies, affecting |
| character geometry, and characteristics |
| 2) game engine based on speeded up vf2.1 (no % known yet) |
| 3) added option for playing characters in order, or |
| in random order |
| 4) new FMV intros |
| 5) new FMV endings for all characters |
| 6) pre-programmed combos |
| 7) programmable combos (up to 20 moves) |
| 8) new gameplay and character ai (artificial intelligence) |
| 9) some new moves, and combos |
|10) When a character runs, there's a dust cloud that appears |
| behind them ,similar to fighting Vipers. |
|11) There are also sparklies whenever an attack hits, and when |
| a character gets staggered, there are beads of sweat that go |
| flying across the screen behind them. |
|12) It sounds like they just sped up all the audio... Like playing|
| a 33 rpm record at 45 rpm. (For you kids out there, I'm |
| talking about vinyl records) The BGM has been remixed too. |
|13) Many characters blink randomly. It's a nice touch. |
|14) When Pai's hat or Kage's head band are knocked off, they take |
| up a largeportion of the ring... heh. |
|15) Silver Dural looks like Casper the Ghost. |
|16) White Sarah's button down shirt is now transparent. |
| (note from the editor : Well, it's not transparent in the |
| computer science sense--i.e. it's not made with transparent |
| polygons. It's just a see thru shirt now. You can see her |
| dark blue halter top very clearly now.) |
|17) Jacky is holding a can of Java tea during his "I look forward |
| to our next bout" taunt. I wonder if this will make it into |
| the US version... |
|18) new backgrounds for all characters, and a few unique ones |
| There are two new backgrounds: |
| Pai vs. Pai looks like the floor of a toy store. |
| Shun vs. Shun is a strange factory where it looks like |
| cybernetic Shun's are being manufactured along with Java tea...|
| The ring looks like a printed circuit board. The shun level |
| also has flashing red and green lights on the floor. |
|19) during realtime intro, akira does surprise exchange, but misses|
| the forward bodycheck, and looks around at his spacing!! |
[==================----------------------------------===============]
[======-------======]
|Section 2 - Part 1 |
[======-------======]
[==================----------------------------------===============]
| Quick Review of VKF |
[-------------------------------------------------------------------]
| |
|review : virtua fighter kids |
|format : sega saturn cd-rom |
|release : japanese import |
|availability : out in japan now! 7/18/96 |
| /1 or 2 months North america |
| (as of 9/8/96 it is out in US) |
|price : varies $50-$70 |
| |
|quick summary |
|------------- |
|if you like cutesy fighting games - highly recommended |
|if you are a vf2 beginner - get it! |
|if you are happy with vf2 - pass over it, maybe get it used |
| |
|graphics - A- very good /some dropout and flicker |
|sound - A improved from vf2 saturn/of course the high pitched |
| voices could get annoyed after you get blow away! |
|music - B+ redone once again, enjoyable and clear |
|longevity -A all the depth of vf2+ improved (Hard) character ai |
|gameplay -A+ slightly tweaked vf2.1 engine, new combos,and the |
| awesome pre-programmed and programmble combo feature!|
| |
|overall - A a great buy if you don't have vf2, or if you're a fan|
| |
|rationale |
|----------- |
|they're cute, they're sickenly adorable, they're little kids, |
|and they're beating the crap out of each other(and you!)its vfkids |
| |
|vf2 is starting to become like capcom's legendary sf series, |
|(but not in output though!), starting with vf(1), and leading |
|to vfkids... |
| |
|believe it or not this version actually incorporates a lot of |
|features not found in vf2, so despite what appears to be a |
|hopelessly cute game, lies the complexity and depth of vf2. |
|pretty impressive for a mere "cute" kids game... |
| |
|the first thing you notice (besides the large heads) is that the |
|intro is totally redone, and the game graphics are just as smooth |
|as the saturn vf2. they also beefed up all the sound effects, added|
|new moves, added character endings, and the best feature -custom |
|combo features , including pre-progammed combos with timings! |
|what this means is that all those combo faqs can be used,and |
|even the mighty stun palm is one button press away! wow! |
| |
|i can not overstate the usefulness of being able to finally see |
|and program these combos, for beginners and experts alike, it |
|opens up a whole new world of exploration..of course since |
|the game mechanics are based on vf2.1, but the charcters have |
|different geometry, there is no guarantee these will work on |
|vf2 saturn/arcade. |
| |
|the music is pleasant and well done, and once again is different |
|from the other prior versions, you can access these via a standard |
|cd-player. the sound effects are well done, and clear, of course |
|all the voice samples are high pitched and sped up, to emphasize |
|the kiddiness. |
| |
|many of the same features of vf2 are found in this version, |
|ranking mode, difficulty options, vs, etc...so see the vf2 |
|review for that... |
| |
|lastly as a completion/longevity factor, all the characters have |
|rendered endings (which can be saved!)...nice touch..i dont' think |
|there's an expert mode, but to compensate ,sega has improved the |
|character ai, they are very aggresive even in normal mode, yikes! |
|kid akira regularly gets 2/3 SpoD and all kinds of floats, etc.. |
| |
| (ed note:no expert or team battle mode) |
| |
|i thoroughly enjoyed it, and the despite the fact if you don't know|
|japanese, (or have someone translate them for you), you can get by,|
|of course you won't have a clue on how to program the combos..... |
|you'll have to wait for someone to do it , or wait for the |
|domestic release .. |
| |
|once again, if you are satisfied with vf2 as it is, you probably |
|won't get it due to the large amount of overlap, but if you're |
|in a wacky, and i mean wack mood, you'll be pleasantly surprised! |
| |
| The following are updates |
| to the vfk review |
| ------------------------- |
| Changes/observations on |
| the US version of VFK |
| ------------------------- |
| minimal |
| ======= |
| -the cover art is completely different, not bad though |
| -the back art is different |
| -screen shots are from japanese version |
| -screen shots are blurry |
| -manual is well written, and plenty of examples for combos |
| -cd is red instead of yellow |
| -intro screens has cover shot of import VFK |
| |
|major |
|===== |
|-advertising is taken out of game |
|-pai's unique level has a different floor |
|-shuns unique level has different parts on conveyor belt |
|======================== |
|other than that, it's |
|exactly the same....... |
| |
|[late'r g 9/10/96] |
|======================== |
| |
[==================----------------------------------===============]
[======-------======]
|Section 3 - Part 0 |
[======-------======]
[==================----------------------------------===============]
| Intro to the Saturn VFK |
[-------------------------------------------------------------------]
| at this time, i'm not sure of what differences exist between the |
| 3 versions , the ST-V, the US, and the japanese, so we will try |
| to focus on the import saturn version for now, if new info becomes|
| avialable, that will be added......... |
[==================----------------------------------===============]
[======-------======]
|Section 3 - Part 1 |
[======-------======]
[==================----------------------------------===============]
| Basic Saturn VFK Info / TIPS |
[-------------------------------------------------------------------]
| TIP 1 : If your memory is full |
| |
| if you don't have enough spare memory blocks to save in VF Kids, |
| you will get a yellow screen at bootup with a bunch of japanese |
| text. it asks you to hold down the L & R buttons and press reset |
| on your Saturn if you want to delete stuff from your memory, or |
| just press START to continue. |
| |
| in addition to that, it will tell you how many blocks you need to |
| free up from your memory. |
| |
| [ref : 01 e-mail |
[-------------------------------------------------------------------]
| |
| TIP 2 : How NOT to get an ending. |
| |
| If you choose your player to be somewhat invincible - at |
| the options menu, after you beat the game, you will not be |
| treated to the FMV of your character.It will simply say GAMEOVER.|
| |
| [Update 01] |
| Some other criteria that has to met: |
| If you play on easy, you will not get an ending, or |
| if you weaken the computer from normal. |
| |
| |
| [ main ref: 02 e-mail] |
| [update 01 ref: 06 e-mail] |
| |
| If you play in Hard mode, you will fight Crystal Dural, under |
| normal conditions, but you don't get anything extra for |
| winning. |
| |
[-------------------------------------------------------------------]
| |
| TIP 3 : Quick exit |
| |
| During a match, you can exit out of the match by doing the |
| following (pause the game, press L&R +C, menu comes up, |
| choose bottom option). |
| |
| [ref: 05 e-mail |
[-------------------------------------------------------------------]
| TIP 4 : How to LOCK UP YOUR GAME (BE CAREFUL) |
| |
| |
| Also during a match as Dural, if you do the quick exit |
| (see TIP 3) and start another game, ALL the faces on the char |
| select screen will be Dural's, BUT the minute you try |
| to choose someone, the game locks-up and you have to reset your |
| saturn (in other words, DONT DO IT!). |
| |
| [ref: 05 e-mail |
[==================----------------------------------===============]
[======-------======]
|Section 3 - Part 2 |
[======-------======]
[==================----------------------------------===============]
| Translation of Japanese VFK Screens | ref: 01 e-mail|
[-------------------------------------------------------------------]
| |
| ------------- |
| The main menu |
| |
| Most of this is self-explanatory, but I'll list everything anyhow:|
| |
| ------------- ------------ ------------- ----------- |
| |Arcade Mode| | Vs. Mode | |Skill Admit| | Make | |
| | | | | | Mode | | Combos | |
| ------------- ------------ ------------- ----------- |
| ------------- ------------ ------------- ----------- |
| | Watch Mode| | Records | |Control Pad| | Options | |
| | | | | | Settings | | | |
| ------------- ------------ ------------- ----------- |
| |
| -------------- |
| Skill Admit Mode |
| [Otherwise known as ranking mode] |
| |
| the name of this mode is a very rough translation, so don't take |
| it as gospel. basically, this mode is a single-player mode where |
| you fight against the computer to get better a better 'belt' or |
| grade. it gives you a mini-diploma after you die, which tells |
| you how you did in terms of Skill, Art and one other attribute I |
| can't recall at the moment. |
| |
| -------------- |
| Option Menu |
| |
| I think this needs a bit of explanation, so here's the option |
| menu, from the top of the screen to the bottom: |
| |
|Player Strength 1P [V. weak --> V. Strong] |
| 2P [V. weak --> V. Strong] |
| |
|# of Matches to win [1, 2, 3, 4, 5] |
| |
|Time limit [10s, 20s, 30s, 60s, infinity] |
| |
|Computer's Strength [Practice, Weak, Normal, Strong] |
| |
|Size of Ring [8m, 12m, 18m, 22m] |
| |
|Order of Computer Opponents [Random (default) or Not Random]|
| |
|Sound Room {Movie Room:shows up when you |
| finish with a character} |
|Back to Main Menu Reset all options to default |
| |
| (ed note: Eventually, all the characters make an appearance on |
| this screen if you let the game idle... Shun poking out from the |
| corner of the screen, Kage scaling the wall in the background,etc.|
| |
| Also, the cursor changes to each of the different character heads |
| each time you access the options screen.) |
| |
| -------------- |
| Order of Computer Opponents |
| |
| the two settings meant 'random' and 'not random.' the random |
| setting has the 3 guys in the box flashing, whereas the |
| non-random setting has the 3 guys waving their arms up and down |
| (but not flashing). the non-random setting lets you fight the |
| characters in the original vf2 order. ie. |
| lau,sarah,shun,pai,lion,jeffry,kage,jacky,wolf,akira,and dural. |
| |
| |
| -------------- |
| Sound Room |
| |
|This is an area for testing out the sound effects and music tracks.|
|The screen looks like this: |
| |
| ----------------------------------------------------- |
| | | |
| | | |
| | | |
| | | |
| | | |
| | [Graphic] | |
| | | |
| |---------------------------------------------------| |
| |Song test [ Lau 01 ] Output [Stereo/Mono] | |
| |Sound test [ Punch 01 ] Song Volume [1 -> 5 ] | |
| |Voice test [ Akira 01 ] | |
| ----------------------------------------------------- |
| |
| --------- |
| Movie Room |
| |
| |
| |
| ----------------------------------------------------- |
| | | |
| | | |
| | [movie screen] [Exit] | |
| | | |
| | [Pai] [Wolf] [Kage] [Jacky] [Lion] | |
| | [Akira] [Lau] [Jeffry] [Sarah] [Shun] [Dural] | |
| | | |
| |---------------------------------------------------| |
| | | |
| | [caption] | |
| | | |
| ----------------------------------------------------- |
| |
| the movie has whatever character you finished,sitting in a chair |
| in front of a screen, and you can choose him/her....the screen |
| dims and the ending is shown ..... oh yeah, there's a caption |
| for each one too.. (see below) |
[==================----------------------------------===============]
[==================----------------------------------===============]
| | description of caption |
|-------------------------------------------------------------------|
|01 Akira | defend the yuki dojo! |
|-------------------------------------------------------------------|
|02 Dural | dural goes for a ride |
|-------------------------------------------------------------------|
|03 Jacky | jacky the racer! |
|-------------------------------------------------------------------|
|04 Jeffry | the shark, the flowers, and jeffry! |
|-------------------------------------------------------------------|
|05 Kage | kage's tragedy |
|-------------------------------------------------------------------|
|06 Lau | lau, the master chef! |
|-------------------------------------------------------------------|
|07 Lion | good morning, lion! |
|-------------------------------------------------------------------|
|08 Pai | pai goes on a rampage! |
|-------------------------------------------------------------------|
|09 Sarah | hitgirl sarah! |
|-------------------------------------------------------------------|
|10 Shun | four seasons with grandpa |
|-------------------------------------------------------------------|
|11 Wolf | the ultimate wrester returns! |
[==================----------------------------------===============]
[==================----------------------------------===============]
| Voice Samples |
| -------------- |
| |
| Playing through the voice samples, you'll find that a lot are |
| just little yelps or yells and lots are in English. Below are |
| translations for the sayings that are in Japanese. Be aware that|
| most of these are rough translations, so you won't get any idioms|
| A [?] means that the translation is *very* rough, or |
| could not be determined. |
| |
| [ed note-see references on the vf2-taunt faq] |
| |
| Akira 05: If you want to fight with me, you have |
| to practice for 10 years |
| Akira 08: I want to fight a stronger person |
| Akira 09: I have to practice more |
| Akira 10: I'm 10 years early (ie. I have to practice) |
| |
| Kage 04: 'Sweet' [?] |
| Kage 05: You don't have much practice/you have to practice |
| Kage 07: I don't have an excuse [?] |
| |
| Lau 05: You don't have much practice |
| Lau 07: [?] |
| |
| Pai 04: [?] |
| Pai 06: Next time I will win for sure |
| |
| Shun 06: You can do anything but you won't win against me |
| Shun 09: Young person, next time please be more gentle |
| |
| -------------- |
| Kids mode vs. Normal mode |
| |
| This is the setting you pick after selecting your character. |
| Normal mode is, obviously, just like VF2 (except for the |
| shorter limbs). The instruction booklet describes Kids mode |
| as having the following characteristics: |
| - If you hit the punch of kick buttons a lot you will do |
| lots of different kinds of punches and kicks |
| (ie. it will do combos for you) |
| - There is almost total auto-guard |
| |
| The auto-guard is pretty funny to watch - play vs. mode with a |
| friend and try pushing forward while he punches. Your character |
| will move in but tilt his/her giant head back to avoid the hits. |
| I find Kids mode is great for people who have never played the |
| game before, or are total beginners - they can button-smash and |
| still have a good time. |
| |
| (ed note: They're auto-ducking to avoid high attacks. |
| The tilting head stuff is just how Kids handles crouching under |
| high attacks. Gotta get those heads out of the way) |
| |
| -------------- |
| Combo-making |
| |
| This is probably the most complex option in VF Kids. |
| |
| When you go to the combo-making screen, you get a small menu: |
| |
| ------------------ |
| |Make a new combo| |
| | Edit a combo | |
| | Exit | |
| ------------------ |
| |
| If you choose to make a new combo you'll be sent to the |
| combo-making screen where you can make your own combos: |
| |
| COMBO TUKUURU |
| --------------------------------------------------------- |
| COMMAND HOW LONG COMMAND HOW LONG |
| ------------------------------ ------------------------- |
| 1| | | | 11| | | | |
| ----------------- --------- ------------------------- |
| 2| | | | |
| ----------------- --------- .... |
| |
| You start off in the first 'COMMAND' box. Pressing the R |
| button will move you over to the next box, and pressing L |
| moves you back a box. For example, if you are in the first |
| command box and you hit R, you will shift over to the first |
| 'HOW LONG' box. |
| |
| The 'HOW LONG' (rough translation) is essentially how |
| long you want it to do that command for. You can set it |
| from 001 to 255. |
| (ed note : It's actually in frames (1 frame = 1/60 second) |
| Jirawat Uttayaya's web page has most of the relevant stats |
| the last time I checked) |
| |
| You can input up to four items in the COMMAND box: a |
| movement command, punch, kick, and guard. For example, if |
| I wanted to program the beginning of Akira's SPoD, I would |
| hold down G, P, K. In the command box, |
| A = Guard, B = Punch, C = Kick, and X = SPACE. |
| |
| I assume that SPACE is for putting pauses in your combos, |
| so you can do auto float-combos that make the floating |
| hits connect at the right times. The SPACE command can only |
| be put in a COMMAND box by itself, not with any other moves.|
| (ed note:You need it for simple things like PPK combos,too.)|
| (i.e. P, space, P, space, K) |
| |
| A good thing to do is to select 'Edit a Combo' and take a |
| look at the combos that are already in there. They give |
| you a good idea of what a typical combo looks like. |
| |
| Obviously you can do some pretty cool stuff with this custom|
| combo system. With up to 20 command boxes available for a |
| single combo,some pretty nasty things could be created. |
| |
| |
| [ SEE SECTION 4 : PART 2 FOR EXAMPLES ] |
| |
[==================----------------------------------===============]
[==================------------------======================]
| End Part [1/2] |
[==================------------------======================]
[==================------------------======================]
| Part [2/2] |
[==================------------------======================]
[============-------------------===============|
| Virtua Fighter Kids FAQ |
|----------------------------------------------|
| Version : (VFK) FAQ V0.90 |
| Revision : 1st Public Release %90 done |
| Date : 9 / 27 / 96 |
| Platforms : Sega Saturn / (ST - V Board) |
| Copyright : (c),[TM] Sega USA |
[============-------------------===============]
[----------------------------------------------]
| Release VERSION - READY FOR DISTRIBUTION |
| you MAY distribute this |
| (see the notes below first, though) |
[=============------------=====================]
[======-------======]
|Section 0 - Part 0 |
[======-------======]
part [2/2]
[------------------------------------------------------------------------]
| Partition 4 Character Specifics |
|------------------------------------------------------------------------|
|Section 4 : Part 0 | Intro to characters | 8/19/96 | nd |
|Section 4 : Part 1 | Improved moves for VKF | 9/27/96 | nd |
|Section 4 : Part 2 | New programmable combos | 8/19/96 | nd |
|Section 4 : Part 3 | New replay combos for VFK | 9/27/96 | c |
|Section 4 : Part 4 | Character taunts | 9/27/96 | c |
|Section 4 : Part 5 | Character endings | 9/15/96 | c |
|------------------------------------------------------------------------|
| Partition 5 Tricks | | |
|------------------------------------------------------------------------|
|Section 5 | Tips/Tricks (Saturn Version) | 9/27/96 | c |
|------------------------------------------------------------------------|
| Partition 6 Credits |
|------------------------------------------------------------------------|
|Section 6 | Credits | 9/15/96 | nd |
|------------------------------------------------------------------------|
| Partition END Appendices |
|------------------------------------------------------------------------|
|Section A : Part 0 | History of the FAQ | 8/19/96 | c |
|Section B : Part 0 | Revisions of the FAQ | 9/27/96 | c |
|Section C : Part 0 | Resources for VF2 FAQs | 8/19/96 | nd |
|Section D : Part 0 | Glossary for this FAQ | 9/27/96 | nd |
|Section E : Part 0 | References for this FAQ | 9/15/96 | nd |
|Section F : Part 0 | FAQ design/philosophy | 8/20/96 | c |
[============================------------------==========================]
| notes on verify : c - completed, tbd - to be determined, nd - not done |
[============================------------------==========================]
[======-------======]
|Section 0 - Part 1 |
[======-------======]
[============================------------------==========================]
|Distribution notices : |
|---------------------- |
|This FAQ may be freely distributed among the VFing community. No fee is |
|charged except for direct costs. You can obtain this FAQ by: |
| |
|1) web browser : world wide web [ i will upload it to all sites ] |
| [ that contain game faqs........] |
| |
|2) news groups : ? ,i don't plan to post it, because i don't know |
| how large it will get, this needs to be investigated. |
| |
| |
| !! THIS IS BEING INVESTIGATED AS WE SPEAK !! |
| |
|3) Any updates, feedback and errors, please send to: |
| /--------------------------/ |
| | Rajeev Gantela aka | |
| | rg@radix.net aka raj | |
| /--------------------------/ |
| |
|4) Note: not officially sanctioned by Sega(c)! |
| |
|5) (sub)standard legal disclaimer |
| |
| i will not be held responsible for the information found within |
| it is accurate and verified as far as i possibly can research it |
| if you feel you have a valid claim on the information , tell me! |
| blah blah blah...etc..etc.....please don't sue me..so on and so. |
| forth....i'm only doing this for fun..............Support SEGA.. |
| |
[============================------------------==========================]
[======-------======]
|Section 4 - Part 0 |
[======-------======]
[==================----------------------------------===============]
| Intro to characters for VFK (Saturn) |
[-------------------------------------------------------------------]
| |
| well, the following information is about all the character |
| specific ones found in vfk. many references will be used. |
| to make things somewhat easier, all info is organized on an |
| alphabetical order, ok? |
| |
[==================----------------------------------===============]
[======-------======]
|Section 4 - Part 1 |
[======-------======]
[==================----------------------------------===============]
| Improved Moves /Notes for VFK (Saturn) |
[-------------------------------------------------------------------]
| |
| For people new to vf2 notation , consult resource 23, the |
| shorthand faq, and/or refer to the next section which |
| explains what most of the terms below mean.. |
| |
| basic info on gameplay and moves |
| here are some notes to get you started... |
| |
| First off, the 'rules' for VFKids is the saturn2.1 VF set. |
| Which means, like the arcade2.1 you can run easily; |
| however, unlike the arcade you can throw using |
| d+P+G among other little subtle nuances. |
| |
| 1) some info on floats |
| |
| First thing you'll notice is that floats aren't |
| quite the same. In most cases float combos are easier |
| to do (i.e. rising knee, kickflip with Kage is a given |
| on everybody except the 'heavies' without a MC!). The |
| only character that seems to have a harder time floating |
| is Akira. The only reason he loses out is because he uses |
| hand attacks in his floats, and his arms are so short. |
| That said the only 'standard' Akira float I can't seem |
| to get is SDE,m-DbPm after are SE. Oh, and Akira's |
| SE,c-SgPm,SDE is now SE,c-SgPm,DE (and I can't get either |
| of them to hit against the heavies). |
| |
| (author's note: i've got all kinds of akira floats to work |
| usually do a SE, followed by SJK, or ST, with a SJK ) |
| |
| 2) I believe that the change in float mechanics was done to |
| correct Sarah's knee-rising knee combo which now hits with |
| the rising knee. |
| |
| (ed note: Unfortunately, her triple kick (d/f+KKK) is now |
| completely useless... The third kick can never hit if the |
| first two connected. Even Jeffry gets pushed out of range |
| by the first two kicks.) |
| |
| 3) more notes on connecting with moves |
| |
| another important thing to note is that sometimes a |
| move will not connect against a non-defender because |
| the *Huge* heads prevent you from getting close enough |
| to connect. An example of this is Lau's backflip with |
| a kick, if your opponent is just standing there (w/o |
| defending) it is very difficult to make the move connect. |
| I had to execute the move while Lau was skidding to a |
| stop from a run! But, it seems that move that miss like |
| that are few and far between. |
| |
| 4) character notes on jeffry and akira |
| |
| Basically everyone can float better and that's about it. |
| I'd say Jeff got the biggest performance boost (he has |
| attacks that use that big head!) and Akira became a |
| little bit more difficult to float with. |
| |
| (ed note: Anyway, Jeffry has to change most of his basic |
| floats around, so the performance boost is debateable... |
| MC knee, PG, PG, knee will never work in Kids.) |
| |
| 5) have you seen this? they move their heads when they dodge |
| |
| Also whenever a character crouches below a high attack, |
| they move their head backwards to dodge the attack. It |
| looks funny the first time you see it. They also open |
| their mouths when they do this. |
| |
| (ed note:I prefer to think of this as only new animation |
| that may affect low attacks. i.e. I think the range of a |
| low punch is reduced while the head is leaning backwards.) |
| |
| [ref : 12 rgva] |
| |
| 6) Jeff and Wolf need to modify their floats, too. The knee |
| has very little range once an opponent is in the air. |
| |
| 7) There seems to be a hole in the top of everyone's head. |
| Kage's b,b+K+G, d+K combo and the Bryant's (MC) d+K+G,d/f+K |
| don't work anymore. |
| [ref : 13 e-mail] |
| |
| 8) Notes on the 'sparks' you see when you hit |
| |
| Just a quick word on something I noticed. Successful hits |
| on an opponent yield a "hit spark", and these are either |
| blue or yellow. It just occurred to me that you get a |
| yellow spark if you manage a MC interrupt, and blue |
| otherwise. But you can tell from now on if your VFK floats |
| are done with or without the intial MC. |
| |
| [ref : 15 r.g.v.s] |
| |
| |
| 9) This is nitpicking, but the Bryant's only need a minor |
| counter (mC) shin slicer to knock their opponent down, |
| because it's VF2.1. |
| (editor) |
| |
[==================----------------------------------===============]
[==================----------------------------------===============]
| Standard Notation (excerpts) - see reference 23 |
| ----------------------------------------------- |
| to translate standard notation to default Saturn mapping use this |
| guide |
| |
| Joystick & Button Key: Saturn Notation |
| u, up - Up same |
| d, down - Down same |
| f, for - Forward same |
| b, back - Back same |
| |
| * See above |
| U, UP, D, DOWN, F, FOR, B, BACK - Caps indicates that the |
| joystick should be held in that direction. |
| / - a slash indicated diagonals... like d/f is diagonally |
| down and forwards. As a convention, up and down are |
| usually listed first. |
| |
| [authors note: the only confusion arises for using the B button |
| and B for hold Back, usually the reference will |
| tell which is which, as the direction goes first!]|
| |
| |
| Standard Saturn |
| |
| p,P - Punch button B |
| k,K - Kick button C |
| g,G - Defense button A |
| * This is contrast with "D", which would |
| |
| indicate holding down |
| + - a plus sign indicated pressing the |
| button with another, or with a direction. |
| Eg. f+P (f+B)is tap forwards and tap punch at the same |
| time. As yet another convention, buttons should be |
| listed in the same order as above... ie. P+K+G (B+C+A) |
| All - Tap all buttons together... the same as P+K+G. (B+C+A)|
| |
| Additional Notes: |
| |
| Hold - the word "hold" indicates that a direction should |
| be held /prior/to any button presses, usually until after |
| the first button has been tapped, or until the word |
| "Release" is indicated. |
| |
| Roll to - instead of writing out all the motions, a Roll to |
| indicates a rolling motion from one direction to the other, |
| passing through the down half of the joystick... so |
| "f roll to b" is f, d/f, d, d/b, b. |
| |
| FC - From a crouching position. How you /got/ to crouching |
| is irrelevant in motion notation, since FC is used only at |
| the beginning of a notation. |
| |
| * People often use FC to designate "Full Circle", indicating|
| a rolling motion. |
| |
| FS - From a standing position |
| |
| *aCk* - This indicates a move in which the controls are |
| very special and very difficult to do. |
| Up til now, there are two: Akira's Knee and Akira/Jacky |
| Iaigeri Kick. The Knee is done by hitting K+G together |
| (with any joystick movement) and releasing the G button |
| immediately, so that it is only held for 1 frame (1/60 of |
| a second). |
| |
| (ed note : the iaigeri kick is not possible in vfk due to |
| vf2.1 game engine.) |
| |
| Eg. Jacky's Elbow-Heelkick combo is: f+P, K. (f+B,C) |
| Sarah's Elbow-Knee combo is: f+P, Hold f, K.(f+B,hf,C) |
| |
| In the case of some guard cancelled combos, the expression |
| "tap G" (A)is used rather than simply "G"(A)to emphasize the|
| point that the guard is there as a cancel. |
| |
| Eg. Sarah's Elbow, g-cancel, Kickflip is: f+P, tap G, u/b+K |
| (f+B, tap A, u/b+C)|
| |
| Punch and/or Kick Combos (so-called Canned combos) can be |
| listed without commas for simplicity. In this notation, "E"|
| can be used to indicate an elbow, in the case of Jacky's |
| combo. |
| |
| Sweep and Kickflip combos, however, should have the |
| kick marked seperately, to avoid confusion. This used |
| especially often in the case of Punch combos, and less in |
| Kick combos, although it can be done. |
| |
| The Senbon Punch (PK combo with the kick being guard |
| cancelled) is often written PKG as well. This is in |
| contrast to P+K+G, which indicates that the buttons are |
| pressed TOGETHER, rather than in succession. |
| |
| Eg. Pai's 3 Punch & Crescent is PPPK, not P, P, P, K. |
| (BBBC) |
| Jacky's 2 Punch, Elbow & Heelkick is PPEK. (BBEC) |
| Kage's 3 Punch & Kickflip is PPP, b+K. (BBB, b+C) |
| Sarah's Puntkick & Sidekick could be d+KK. or. d+K, K. |
| (d+CC,or d+C,C) |
| Motions or buttons in [square brackets] are often used to |
| indicate optional additions to the sequence or combo. |
| |
| Eg. Sarah's Shadow Kicks could be d/f+K, [K, K] |
| d/f+C, [C, C] |
| Nominative Notation |
| ------------------- |
| |
| Nominative notation is used more to explain the moves used |
| in an attack sequence or combo. It is also used to explain |
| in more detail the circumstances under which a combo / |
| sequence takes place, that is, staggers, floats, etc. These|
| circumstances are often shown in [brackets]. |
| |
| [bracket] key: |
| |
| [stagger] - The opponent was crouching (defending or not) |
| and the move preceding the brackets caused them to stagger |
| backwards, leaving them vulnerable to the follow-up. |
| |
| [float] - The opponent was "floated" or taken off their feet|
| by the preceding move, and as a result, will be hit in the |
| air by the next attack. This also implies that it could |
| have been an interrupt (qv) as well. |
| |
| [pause] - indicates a short pause (ie. stop mashing the |
| buttons) before continuing. |
| |
| [interrupt] - The opponent was hit during the execution of |
| one of their moves, and as a result was interrupted. |
| This is also referred to as a "Major Counter", but i find |
| "interrupt" to be a more intuitive term. This almost always|
| leads to a float. This depends on the move with which you |
| attacked. This is used to distinguish between a regular |
| float, say, one that occured as a result of a counter |
| (eg. Knee) and a higher float, which occurs as a result of |
| an interrupt. |
| |
| eg. Knee [float], Knee is a combo which only Jeffrey can do,|
| while Knee |
| |
| [interrupt], Knee is a combo which almost any character can |
| do. |
| |
| [DEEP] - This indicates that the preceding move had to be |
| done at extremely close range, and has left you very close |
| to your (soon-to-be-victimized) opponent. Eg. [DEEP stagger]|
| |
| [TA] - Turnaround. This indicates a point at which your |
| character turns completely around, because your opponent |
| has changed sides. (eg. after a Surprise Exchange) |
| |
| |
| Also note that: |
| |
| MC - major counter and, |
| |
| mC - minor counter. |
| |
| (ed note : I think this short hand actually developed after |
| BigCat wrote the notation guide. the reason why |
| we care about this is because major/minor |
| counters get an attack bonus of 50 or 25 percent |
| more damage, respectively, which affects the |
| height of floats.) |
| |
| Senbon - Senbon Punch... A punch followed by a guard |
| cancelled High Kick (from a PK combo) |
| |
| (ed note: only Akira, Jacky, Sarah, Kage, Wolf, Jeffry, |
| and Dural are capable of doing senbon punches.) |
| |
| |
| Pounce - This is the move to attack a downed opponent. |
| It is the low pounce (u+P) {u+B} unless otherwise noted. |
| (usually by "high pounce") |
| |
| Ground Kick/Punch - Another attack for downed opponents. |
| The motion is always d/f+button. Also called "stomps". |
| |
| TA - TurnAway Attack. An attack done, facing forward, |
| which leaves you with your back turned to your opponent. |
| Often suffixed by Punch, Kick, HopKick, or Sweep. |
| (B , C , u+C , d+C (various char))|
| |
| TT - TurnTowards Attack. An attack begun while facing |
| away from your opponent. This will almost always leave you |
| facing your opponent once again. |
| |
| [-------------------------------------] |
| | Common Conventions by Character... | |
| [-------------------------------------] |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
|| Akira :| DE |Dashing Elbow (rare) |f,f+P (f,f+B) | |
||------------|----------|-------------------------|--------------| |
|| | SDE |Super Dashing Elbow(rare)|f,f,f+P (fffB)| |
||------------|----------|-------------------------|--------------| |
|| | SE |Surprise Exchange | d/b+G+P | |
|| | | | (d/b+AB) | |
||------------|----------|-------------------------|--------------| |
|| | RBC |Reverse Bodycheck (rare) | b,d/f+P+K | |
|| | | | (b,d/f+BC) | |
||------------|----------|-------------------------|--------------| |
|| | Yoho |Stomping Uppercut | d/f,d/f+P | |
|| | | | (d/f,d/f+B) | |
||------------|----------|-------------------------|--------------| |
|| | SPoD | Stun Palm of Doom... | | |
|| | | Stun Palm, Reverse | All,b,d/f+P+K| |
|| | | Bodycheck, Double Palm | b+P | |
|| | | | | |
|| | | |(ABC,b,d/f+BC,| |
|| | | | b+B) | |
||------------|----------|-------------------------|--------------| |
|| | 1/2 SPoD | First two moves of the | All,b,d/f+P+K| |
|| | or | Stun Palm of Doom |(ABC,b,d/f+BC)| |
|| | 2/3 SPoD,| | | |
|| | 2-hit, | | | |
|| | AS2 | | | |
||------------|----------|-------------------------|--------------| |
|| | BC | Bodycheck (rare) | b,f,f+P+K | |
|| | | | (b,f,f+BC) | |
||------------|----------|-------------------------|--------------| |
|| | SgPalm | Single Palm | (FC, f+P) | |
|| | | | {FC, f+B} | |
||------------|----------|-------------------------|--------------| |
|| | DblPalm | Double Palm | (FC, b, f+P) | |
|| | | | {FC, b, f+B) | |
||------------|----------|-------------------------|--------------| |
|| | JK | Jumpkick, as in single | f, f+K | |
|| |Often, SJK| |(f, f+C) | |
||------------|----------|-------------------------|--------------| |
|| | DJK | Double Jumpkick | f, f+K, K | |
|| | | |(f, f+C, C) | |
||------------|----------|-------------------------|--------------| |
|| | ST | Stumble Throw |b,d+P+G | |
|| | | |(b,d+B+A) | |
|[----------------------------------------------------------------] |
| |
| |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
|| Jacky:| HBF | High Backfist | b+P | |
|| | | | (b+B) | |
||------------|----------|-------------------------|--------------| |
|| | LBF | Low Backfist | FS, d/b+P | |
|| | | |(FS, d/b+B) | |
||----------------------------------------------------------------| |
|| Note :As we all know, everybody has their own expressions for | |
|| certain moves. So often, when you use nominative notation, it's| |
|| often wise to accompany it with a motion notation form below | |
|| it. | |
|| | |
|| Eg. This is the latest Jacky combo i'm raving about: | |
|| | |
|| Toe Kick [interrupt], Senbon Punch, Kickflip | |
|| (d+K, hold f, PKG, u/b+K) | |
|| {d+C, hold f, BCA, u/b+C} | |
|| | |
|| | |
|| NOW... if you know stuff about Jacky's Toe kick, you'll | |
|| realize that an interrupt (and only an interrupt) creates | |
|| a float, usually pretty far. | |
|| | |
|| Tack on the Senbon to close the gap, then *whoosh* | |
|| Kickflip. | |
|| | |
|| Obviously, a knowledge of the various VF2 moves helps. | |
|| see the references. | |
|| | |
|[----------------------------------------------------------------] |
| |
| |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
||Jeffry: | XPD | Crucifix Piledriver | d/f, d/f+P+K | |
|| | | |(d/f, d/f+BC) | |
||------------|----------|-------------------------|--------------| |
|| | DE | Dashing Elbow | f,f+P | |
|| | | |(f,f+B) | |
||------------|----------|-------------------------|--------------| |
|| | DEU | Dashing Elbow-Uppercut | f,f+PP | |
|| | | |(f,f+BB) | |
||------------|----------|-------------------------|--------------| |
|| | TKoD | Toe Kick of Doom... | d+K [pause] | |
|| | | Toe Kick, into XPD | d,d/f, f+All | |
|| | | |(d+C [pause] | |
|| | | | d,d/f, f+ABC)| |
||------------|----------|-------------------------|--------------| |
|| | CA | Chiropractic Adjustment | | |
|| | | (rare). | see below | |
|| | | | | |
|| | | Colloquialism for the | | |
|| | | Backbreaker. | | |
||------------|----------|-------------------------|--------------| |
|| | Front CA | "front" backbreaker | b, f, f+All | |
|| | | |(b, f, f+ABC) | |
||------------|----------|-------------------------|--------------| |
|| | Back CA | backbreaker | P+G (behind) | |
|| | | |(B+A) {behind}| |
||----------------------------------------------------------------| |
|| Note: As far as the backbreaker goes, if it isn't preceded by | |
|| "front" or "back/behind", assume it's the one from behind. | |
|[----------------------------------------------------------------] |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
|| Kage: | TFT | Ten-foot toss | b+P | |
|| | | | (b+B) | |
||------------|----------|-------------------------|--------------| |
|| | swipe- | swipe with punch | d/b+P[KG] | |
|| | dodging | |(d/b+B[CA]) | |
|| | punch | | | |
|[----------------------------------------------------------------] |
| |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
||Lau: | UpKn |Up KnifeHand or Lifting | FC , d/f+P | |
|| | |Palm |(FC , d/f+B) | |
||------------|----------|-------------------------|--------------| |
|| | DnKn |Down KnifeHand or Knife | FS, d/f+P | |
|| | |Hand | (FS, d/f+B) | |
||------------|----------|-------------------------|--------------| |
|| | LgKn |Lunging Knifehand or | d/f, d/f+P | |
|| | |Dashing Palm | (d/f, d/f+B) | |
||------------|----------|-------------------------|--------------| |
|| | ST | Stumble Throw |b,d+P+G | |
|| | | |(b,d+B+A) | |
||----------------------------------------------------------------| |
|| | AutoKn |UpKn that comes out | block , P | |
|| | |automatically if P | | |
|| | |is pressed after a | (block , B) | |
|| | |connected(blocked or hit)| | |
|| | |High Kick, Heelkick | | |
|| | |or Hopping | | |
|| | |Kick |u/f+K, u/f+K+G| |
|| | | |(u/f+C,u/f+BA)| |
||----------------------------------------------------------------| |
|| Note: Often, Lau's Knifehands are suffixed by P's, indicating | |
|| more punches are comboed after the knifehand. | |
|| Eg. UpKnPPPK (FC, d/f+P, PPPK) | |
|| {UpKnBBBC (FC, d/f+B, BBBC)} | |
|[----------------------------------------------------------------] |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
|| Pai | ST | Stumble Throw |b,d+P+G | |
|| | | |(b,d+B+A) | |
|[----------------------------------------------------------------] |
| |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
|| Sarah: |Elbow-Knee| This is the Elbow-Knee |f+P, hold f,K | |
|| | | CANNED combo. |(f+B,hold f,C)| |
||----------------------------------------------------------------| |
|| Note: This is in contrast to a Elbow, Knee, which would be f+P| |
|| tap G, f+K.(f+B,tap A, f+K) However, this is nitpicking| |
|| people seldom speak of the latter, so it's pretty safe | |
|| to assume it's the first. | |
|[----------------------------------------------------------------] |
| |
| |
|[----------------------------------------------------------------] |
|| Character Notation Description Move(s) | |
|[----------------------------------------------------------------] |
|| Wolf: | T&H | Twirl and Hurl | b, d/b, d, | |
|| | |This is often written out| d/f, f+P | |
|| | | |(b,d/b,d,d/f, | |
|| | | | f+B) | |
|[----------------------------------------------------------------] |
| |
|[----------------------------------------------------------------] |
|| ?-Notations | |
|| ----------- | |
||----------------------------------------------------------------| |
|| To do an FC move, like SgPalm, or UpKn, you must be | |
|| crouching. | |
|| | |
|| There are several ways to "become" crouching, and the "?-"| |
|| notation (in which the ? represents a letter) reflects the| |
|| way in which you should "achieve crouching-ness" in order | |
|| to do this series of moves. | |
||----------------------------------------------------------------| |
|| * No letter: ...indicates that a crouch was done in the | |
|| "standard" way, that is, by holding d, d/f or d/b until | |
|| they bend their knees lots, then hitting the appropriate | |
|| direction and button. | |
||----------------------------------------------------------------| |
|| ...alternately, when stated in the MIDDLE of a combo, it | |
|| indicates that the previous move "left" the character in | |
|| a crouching position, and that the FC move is to be done | |
|| before the character returns to standing. | |
|| Eg. Low Punch, DblPalm. | |
||----------------------------------------------------------------| |
|| * g-move: ...indicates that the crouch was achieved by | |
|| guard cancelling a low kick. | |
|| | |
|| Eg. g-SgPalm is... d+K, tap G, f+P. The "g" stands for | |
|| "guard cancelled low kick". If you tap G too quickly | |
|| (ie. before the low kick begins to come out), the kick | |
|| will not come out and you will fail this trick miserably. | |
|| | |
|| As a result of the timing involved with guard cancelling, | |
|| you cannot buffer a g-move. | |
|| | |
|| Eg. My fav Akira combo is: | |
|| Surprise Exchange, Knee, g-DblPalm... | |
|| d/b+P+G [TA], K+G *aCk*, d+K, tap G, b, f+P. | |
|| | |
|| (d/b+B+A [TA], C+A *aCK*, d+C, tap A, b, f+B) | |
||----------------------------------------------------------------| |
|| * c-move: ...indicates that the crouch was achieved using | |
|| a crouch dash, and that the crouch dash was executed to | |
|| completion, or near completion, in order to get closer | |
|| to your opponent. | |
|| | |
|| Eg. The Dreaded SE combo is... | |
|| Surprise Exchange, c-SgPalm. | |
|| | |
|| This can be done in a variety of ways. | |
|| *Some* examples: d/f, D/F, f+P. d/f, d, d/f [pause], f+P | |
|| (d/f, D/F, f+B. d/f, d, d/f [pause], f+B) | |
|| | |
|| The "c", naturally, stands for "crouch dashing". | |
|| While the crouch dash portion of a c-move can be buffered,| |
|| trying to buffer the move itself will lead to a crouch | |
|| dash. | |
||----------------------------------------------------------------| |
|| * m-move: ...indicates that the crouch was achieved using | |
|| a crouch dash, but that the crouch dash was interrupted | |
|| early by entering the motion and button very early in the | |
|| crouch dash animation. The result is an "instant" crouch,| |
|| and an FC move that looks like it was performed from | |
|| standing. | |
|| | |
|| The "m" stands for "modified". M-moves can be buffered,if| |
|| you're good | |
|| | |
|| Eg. the Meat Plow is... (for Akira) | |
|| | |
|| Super Dashing Elbow [interrupt],m-DblPalm , | |
|| (f, f, f+P, d/f, d/f, b, f+P). | |
|| | |
|| {SDE [interrupt], m-DblPlm, f,f,f+B,d/f,d/f,b,f+B} | |
|| | |
||----------------------------------------------------------------| |
|| * r-move: ...indicates that the crouch was achieved by | |
|| timing the shortest crouch possible using "natural" | |
|| movements, ie. holding d, d/f, or d/b. A crouch, from a | |
|| totally standing position, takes 20 frames to execute | |
|| (1 frame = 1/60 sec). | |
|| | |
|| [authors note : all references to frames may be off due | |
|| to increase in speed] | |
|| | |
|| During this animation, you are considered to be standing | |
|| for the first 10 frames, and crouching for the last 10 | |
|| frames. The idea is to time a very short crouch (say, | |
|| holding a down motion for 10-15 frames) to get a /near/ | |
|| instant FC move from standing. | |
|| | |
|| The "r" stands for "rolling motion",which was the original| |
|| technique to apply this method, but other, non-rolling | |
|| motions exist as well, and are especially useful as | |
|| counters. | |
|| | |
|| Eg. r-UpKn has been done in a variety of | |
|| ways: b, d/b, d, d/f+P... f, d, d/f+P... D/B, d/f+P. | |
|| (b, d/b, d, d/f+B... f, d, d/f+B....D/B, d/f+B) | |
|| | |
|| | |
|| The last is used as a counter for a whiffed midlevel move,| |
|| which was hopefully dodged using the D/B motion. Because | |
|| of the timing factor, often r-moves come out by accident. | |
|| | |
|| For example, when attempting Akira's Close-In Ram (d/b, | |
|| f+P), i've often gotten the SgPalm (FC, f+P) | |
|| because i held d/b too long. | |
|| | |
|| Because of the "timing" nature of r-moves, they cannot be | |
|| buffered. | |
|[----------------------------------------------------------------] |
| |
| |
|[----------------------------------------------------------------] |
|| Combos vs. Attack Patterns | |
|| -------------------------- | |
|| | |
||----------------------------------------------------------------| |
|| Note: It is important to note that this notation is | |
|| equally valid, and useful, for attack patterns... that is,| |
|| sequences of moves that are particularly effective. | |
|| | |
|| This is where good use of [foot]notes will explain WHY | |
|| and under what circumstances the sequences will be | |
|| effective. | |
|| | |
|| Eg. The Secret Clem Combo: | |
|| Jacky - Punch-Sidekick, Shin Slicer. | |
|| (PK, d+K+G) | |
|| {BC, d+C+A) | |
|| | |
|| * This is good because the PK often suckers players into quick| |
|| counters, resulting in an interrupt for the Shin Slicer. | |
|| * The PK must be done at short range, or you will get Punch - | |
|| Crescent Kick. | |
|| | |
|| | |
|| from :BigCat-=- VF2 Shorthand Guide v2.0 -=-: ref 23 | |
|| [included with major modifications for saturn users -author] | |
|| | |
|[----------------------------------------------------------------] |
| |
[==================----------------------------------===============]
[==================----------------------------------===============]
|# character | moves (standard notation : see resources) |
[==================----------------------------------===============]
| Akira | Notes on moves (ref)|
|-------------------------------------------------------------------|
| 1| NOTE: Akira's nose is almost out as far out as his |
| | hands when he double palms.The yoho comes out by his|
| | cheek, it doesn't look like it could ever hit. 11|
|-------------------------------------------------------------------|
| Dural | Notes on moves |
|-------------------------------------------------------------------|
| | Dural has forward hopping triple kick, as in vf2 |
|-------------------------------------------------------------------|
| Jacky | Notes on moves |
|-------------------------------------------------------------------|
| | Range on d/f+K is much shorter (soccerball kick) |
| | on downed opponent 12|
|-------------------------------------------------------------------|
| Jeffry | Notes on moves |
|-------------------------------------------------------------------|
| | The All-Purpose Knee: |
| | |
| | Punch, special G-cancel, Knee. |
| | (hold f, P, d+G, f+K) |
| | {hold f, B, d+A, f+C) |
| | |
| | * The punch is meant to leave you very deep for |
| | the follow-up. |
| | * The G-cancel is special because you tap down as |
| | you tap G. |
| | |
| | This allows the f+K to double as the MachineGun Knee |
| | (a crouch throw), and the Knee (a mid-level attack). |
| | If your opponent crouches, they will be thrown. |
| | If they try to counter the punch, they may be |
| | interrupted by the knee (add your fav Jeff combo). |
| | |
| | * This is particularly effective when mixed with |
| | Senbon Punch, XPD. 23 |
|-------------------------------------------------------------------|
| Kage | Notes on moves |
|-------------------------------------------------------------------|
| | tbd |
|-------------------------------------------------------------------|
| Lau | Notes on moves |
|-------------------------------------------------------------------|
| 1| NOTE:The increased speed and head dodging makes Lau |
| | much more deadlier. It's extremely difficuly to |
| | break out of the m-UpKn rush. You only have |
| | the sound FX to tell you when the UpKn was missed |
| | or blocked. 11 |
|-------------------------------------------------------------------|
| Lion | Notes on moves |
|-------------------------------------------------------------------|
| | tbd |
|-------------------------------------------------------------------|
| Pai | Notes on moves |
|-------------------------------------------------------------------|
| | tbd |
|-------------------------------------------------------------------|
| Sarah | Notes on moves |
|-------------------------------------------------------------------|
| 1| rising knee - rising knee connects! |
|-------------------------------------------------------------------|
| 2| range on soccer ball kick (d/f+K) is much shorter |
| | on downed opponent 12|
|-------------------------------------------------------------------|
| 3| 3rd kick on sarah's triple kick doesn't hit |
| | usually (d/f+KKK) 12|
|-------------------------------------------------------------------|
| Shun | Notes on moves |
|-------------------------------------------------------------------|
| | tbd |
|-------------------------------------------------------------------|
| Wolf | Notes on moves |
|-------------------------------------------------------------------|
| | tbd |
[==================----------------------------------===============]
[======-------======]
|Section 4 - Part 2 |
[======-------======]
[==================----------------------------------===============]
| "New" programmable combos for VFK (Saturn) |
[-------------------------------------------------------------------]
| |
| 1) well i'm not sure how "new" these combo's are ,but |
| in any case, we're starting a list, and we need to |
| define how they will be represented. any ideas? |
| |
| i'm thinking of setting up tables you can look up to input |
| directly into vfk (with the corrected frame numbers!) |
| |
| |
| < WORK IN PROGRESS!> |
| |
| (ed note: Yeah, that would probably be the best. Just a |
| list of numbers representing the correct row with the |
| command and frames would work, IMHO. It would probably be |
| best to represent the joystick direction with the number |
| keypad convention (forward = 6, down = 2, etc.) to cut down |
| on confusion.) |
| |
| example. 1 |
| |
| akira COMBO - m-DblPm |
| ------------------------------ |
| COMMAND HOW LONG |
| ------------------------------ |
| 1| 3 | | 001 | |
| ----------------- --------- |
| 2| (space) | | 001 | |
| ----------------- --------- |
| 3| 3 | | 001 | |
| ----------------- --------- |
| 4| 4 | | 001 | |
| ----------------- --------- |
| 5| 6P | | 001 | |
| ----------------- --------- |
| |
| example. 2 |
| |
| akira COMBO - SPoD (variation 1) |
| -------------------------------- |
| COMMAND HOW LONG |
| ------------------------------ |
| 1| PKG | | 001 | |
| ----------------- --------- |
| 2| 4 | | 001 | |
| ----------------- --------- |
| 3| 3PK | | 001 | |
| ----------------- --------- |
| 4| 2 | | 001 | |
| ----------------- --------- |
| 5| 1 | | 001 | |
| ----------------- --------- |
| 6| 4P | | 001 | |
| ----------------- --------- |
| |
| |
| 2) some combo's may be easier to do on vfk? |
| still investigating.. |
| |
| (ed note: High and low punches are much faster, while |
| the floating of the characters was not tweaked |
| accordingly, so it's easier to tack on more PKG's than |
| in normal VF2.) |
| |
| |
| |
| Editors Notes on programming Combos |
| =================================== |
| |
| -- Time in VF2 is measured in frames, |
| where 1 frame = 1/60 of a second. |
| |
| -- Every attack in VF2 is divided into 3 phases-- |
| execution time, hit (or continuation) time |
| and recovery time. |
| |
| -- During execution time, a character is vulnerable to |
| attack but not throws, and can be interrupted. |
| This is also called a major counter. |
| |
| (Exceptions: Akira's body check, Wolf's and Shun's |
| falling down attacks, and any character's |
| dodging punch can all be interrupted |
| with a throw.) |
| |
| -- During continuation (hit) time, a character will hit |
| his opponent if he makes contact and his opponent |
| is not defending. If the opponent was holding guard |
| at the time, he will go into block stun. If both |
| characters make contact while both are in continuation |
| time, the stronger attack will win. If both attacks |
| are the same strength, both characters take damage. |
| |
| -- During recovery time, a character is vulnerable to |
| both attacks and throws. Getting hit during the |
| recovery time is called a minor counter. |
| |
| Ex. A) Akira's high punch is 9-2-13. This means that |
| it takes 9 frames for the punch to come out once you |
| tap P. There are then 2 frames of hit time, over which |
| the punch can do damage. Finally, it takes 13 more |
| frames for Akira to recover before he can defend incoming|
| attacks again. |
| |
| -- Built-in (or canned) combos in VF2 are defined as a |
| string of attacks that flow from one attack to the next |
| without the recovery time of the previous attack being |
| experienced. Built-in combos also have the trait that |
| you can buffer in the input commands to do them as fast |
| as you want, and they will still work. |
| |
| Ex. B) Sticking with Akira, his PK combo has the |
| following timing stats, 12-4-22. These numbers are |
| actually the stats for the kick alone. What happens when |
| you tap P,K, is that the punch starts and goes thru its |
| hit time as explained in Ex. A), but instead of the |
| punch's recovery starting, the kick starts its 12 |
| frame execution time right away. The kick then goes |
| thru its 4 frame hit time, finally ending with a 22 |
| frame recovery. |
| |
| -- Rolled (or make your own) combos are simply strings of |
| attacks that don't fall under the the above definition |
| for built-in combos. This is where the true creativity |
| of VF2 combos shine. In general, you must wait for one |
| attack to completely recover before starting the next. |
| (As should be expected, there are a few exceptions to |
| this rule. See below.) You can, however, buffer in the |
| preliminary joystick motions of one attack during the |
| recovery of another attack. You have to wait, |
| however, for the first attack to completely recovered |
| before hitting the next attack's button(s). |
| |
| Ex. C) Again with Akira, a good combo in VF2.1/VFK is |
| PK-SDE. During the kick's 22 frame recovery time, you |
| can start tapping forward a couple of times to buffer |
| in the SDE. The only requirement is that you wait until |
| the kick has completely recovered before tapping the |
| third forward+P to get the SDE. (P,K, f,f,f+P) |
| |
| -- The following attacks are exceptions to the rolled |
| combo rule described above. You do not have to wait for |
| the recovery of the first attack before starting the |
| next attack or built-in combo. (There may be others |
| that I'm not aware of or have forgotten...) |
| |
| o Jacky, Sarah, Kage, Lion, and Shun: Any TT attack |
| after a TA attack |
| o Akira: SgPm or DbPm after a SE or ST |
| o Lau: Any punch combo after the UpKn. |
| (This may not be true.) |
| |
[==============----------------------------------===================]
[==================----------------------------------===============]
|# character | combos (standard notation : see resources) |
[==================----------------------------------===============]
| Akira | Notes + combo's (ref)|
|-------------------------------------------------------------------|
| | Note : Oh, and Akira's SE,c-SgPm,SDE is now 12|
| | SE,c-SgPm,DE (and I can't get either |
| | of them to hit against the heavies). |
|-------------------------------------------------------------------|
| 1 | PKG-PKG-m-DblPm 12|
|-------------------------------------------------------------------|
| 2 | Surprise Exchange, c-SgPalm, m-DblPalm. |
| | d/b+P+G [TA], d/f, D/F, f+P, d/f, d/f, b, f+P. 23|
|-------------------------------------------------------------------|
| 3 | Also, a cool float: Akira rises from the ground |
| | with a d+K, interrupting the advancing Jacky. |
| | Akira tags on a bodycheck before Jacky hits the |
| | ground. 14|
|-------------------------------------------------------------------|
| 4 | Akira can easily do SE-SJK-Yoho in VFK, unlike |
| | in the Saturn version of VF2 (to connect SJK-Yoho, |
| | you have to start it with the stumbling trip). 14|
|-------------------------------------------------------------------|
| Dural | Notes + combo's |
|-------------------------------------------------------------------|
| | tbd |
|-------------------------------------------------------------------|
| Jacky | Notes + combo's |
|-------------------------------------------------------------------|
| 1| NOTE : Bryant's d+K+G, d/f+K combo doesn't seem to |
| | work. There seems to be a hole in the top of |
| | everyone's head... 12|
|-------------------------------------------------------------------|
| 2| Jacky's F+PG combo can be G-cancelled,(do it fast) 13|
| | so F+PGG is not a senbon. F+PKG seemed to work fine.|
|-------------------------------------------------------------------|
| 3| Elbow [stagger], Knee, Senbon Punch, Kickflip. |
| | f+P, tap G, f+K, hold f, PKG, u/b+K.... |
| | OR f+P, tap G, f+K, hold f, PGG, u/b+K. 23|
|-------------------------------------------------------------------|
| Jeffry | Notes + combo's |
|-------------------------------------------------------------------|
| 1| Knee [interrupt], Punch, Dashing Elbow-Uppercut. |
| | f+K, P, f, f+P, P. 23|
|-------------------------------------------------------------------|
| Kage | Notes + combo's |
|-------------------------------------------------------------------|
| 1| TFT-PKG-PPPK note:really easy 11 |
|-------------------------------------------------------------------|
| 2| NOTE : Kage's b,b+K+G, d+K combo doesn't work. 12 |
| | The second sweep always misses, even though the |
| | heads are so big. |
|-------------------------------------------------------------------|
| 3| rising knee, kickflip with Kage is a given on all 11|
|-------------------------------------------------------------------|
| 4| easier floats off the knee 13|
|-------------------------------------------------------------------|
| 5| TFT, c-Knee, Senbon Sideswipe, PPPK. |
| | b+P [TA], d/f, D/F, f+K, d/b+PKG, PPPK. 23|
|-------------------------------------------------------------------|
| Lau | Notes + combo's |
|-------------------------------------------------------------------|
| 1| Cartwheel Kick [interrupt], AutoKnP, r-UpKnPPP, Sweep|
| | u/f+K, PP, f, d, d/f+P, PPP, d+K. 23|
|-------------------------------------------------------------------|
| Lion | Notes + combo's |
|-------------------------------------------------------------------|
| |TA Hopkick [interrupt], TT DblPunch, K. |
| | b, b+K+G, P [pause], K. |
|-------------------------------------------------------------------|
| Pai | Notes + combo's |
|-------------------------------------------------------------------|
| 1|Sidekick [stagger], Down Chop [float], |
| |Dbl Swallow Kicks. |
| | |
| |d/f+K, d/f+P, u/f+K, K. 23|
|-------------------------------------------------------------------|
| Sarah | Notes + combo's |
|-------------------------------------------------------------------|
| 1| rising knee - rising knee |
|-------------------------------------------------------------------|
| 2| MC knee-PKG-PKG-d+KK note:easier to do 11|
|-------------------------------------------------------------------|
| 3| MC knee-PPu+P-PPb+PK note:easier to do 11|
|-------------------------------------------------------------------|
| 4| knee-PKG-PPu+P-PPb+PK 12|
|-------------------------------------------------------------------|
| 5| NOTE : Bryant's d+K+G, d/f+K combo doesn't seem to |
| | work. There seems to be a hole in the top of |
| | everyone's head... 11|
|-------------------------------------------------------------------|
| 6| Elbow-Knee, Puntkick-Sidekick. |
| | f+P, hold f, K, d+K, K. 23|
|-------------------------------------------------------------------|
| Shun | Notes + combo's |
|-------------------------------------------------------------------|
| 1| Cartwheel seems to combo off of any old man palm |
| | interrupts, even against the heavies. 13|
|-------------------------------------------------------------------|
| 2| Old Man Tiger, m-Old Man Tiger, Drunken Sweeps. |
| | FC, f+P, d/f, d, d/f+P, d+P+K, [K, K] (vs. Pai) 23|
|-------------------------------------------------------------------|
| Wolf | Notes + combo's |
|-------------------------------------------------------------------|
| 1| Knee [interrupt], Punch, Canadian Bodycheck. |
| | f+K, P, tap G, b, f+P. 23|
[==================----------------------------------===============]
[======-------======]
|Section 4 - Part 3 |
[======-------======]
[==================----------------------------------===============]
| New Replay Combos for VFK (Saturn) |ref 11 rgva|
| |ref 12email|
[-------------------------------------------------------------------]
|1) What are these moves? |
| yes, just as in fighting vipers(c) , another sega fighting game, |
| there are certain moves, when executed, get a double or triple |
| replay automatically, here are those moves. |
| |
|1a) here's a better explanation |
| Now on to the 'eye candy' side of things. Every |
| character has a few moves that 3peat (we get the original |
| hit, plus two other runs from different camera angles). |
| These are generally moves that are 'flashy'. |
| |
| (ed note: ...and cannot be comboed after except for a pounce |
| or ground punch/stomp.Also, you only get the |
| triple replays if the last part of the |
| below combos connect.) |
| |
|2) Can you combo aftewards? |
| due to the delay after the move, you cannot combo after the move |
| |
|3) Are all of them triple replays? |
| all moves are triple replays, except where noted with a (2x) |
| |
| NOTE : |
| in order to facilate the move reference, refer to sources :[1,23] |
| the vf2 faq, and the shorthand faq |
[==================----------------------------------===============]
[======-------======]
|Section 4 - Part 4 |
[======-------======]
[==================----------------------------------===============]
| Character taunts for VFK (Saturn) |ref 07 rgva |
| |ref 08 rgva |
[-------------------------------------------------------------------]
| |
| The following describe what the taunts look like, and what |
| |
| (unfortunately at this time, there is no sure way to activate |
| them)- to be updated later... |
| |
[==================----------------------------------===============]
[==================----------------------------------===============]
|# Character Description |
[-------------------------------------------------------------------]
|01 Akira | Visual description of taunt |
|-------------------------------------------------------------------|
| | Akira winks and smiles after his "Junen hayen daiyo"|
| | taunt |
| | |
|-------------------------------------------------------------------|
|02 Dural | Visual description of taunt |
|-------------------------------------------------------------------|
| | Dural just has a big grin on her face during all |
| | of her taunts. |
|-------------------------------------------------------------------|
| | Crystal Dural (or Goldfish Dural or Fish head Dural)|
| | doesn't smile at all during her taunts, but the |
| | fish laughs away inside her head the whole |
| | time. The goldfish has all the expressions of the |
| | normal characters--happiness, anger, pain, etc. |
|-------------------------------------------------------------------|
|03 Jacky | Visual description of taunt |
|-------------------------------------------------------------------|
| | Jacky has a can of Java Tea in his lower hand |
| | during his "I look forward to our next bout" taunt |
| | |
| | (note : found only in import) |
|-------------------------------------------------------------------|
| | Jacky smiles after his jump kick "Yeah!" taunt |
|-------------------------------------------------------------------|
|04 Jeffry | Visual description of taunt |
|-------------------------------------------------------------------|
| | Jeff is the only character that doesn't blink his |
| | eyes normally. He gets starry eyed by the end of |
| | his excellent winning pose, which can only be |
| | seen when you win without taking any damage. |
|-------------------------------------------------------------------|
|05 Kage | Visual description of taunt |
|-------------------------------------------------------------------|
| | Kage has a huge scar on his left cheek in Kids, |
| | which is not present when he gets his mask knocked |
| | off in VF2. Plastic surgery? ;) After his spinning |
| | "Namuu..." taunt , he closes his eyes, but then |
| | sneaks a peak with his right eye. This only happens |
| | if his masked was knocked off during the round. |
|-------------------------------------------------------------------|
|06 Lau | Visual description of taunt |
|-------------------------------------------------------------------|
| | Lau gets this really goofy grin after his |
| | laughing taunt |
|-------------------------------------------------------------------|
|07 Lion | Visual description of taunt |
|-------------------------------------------------------------------|
| | tbd |
|-------------------------------------------------------------------|
|08 Pai | Visual description of taunt |
|-------------------------------------------------------------------|
| | Pai sometimes makes an unsure/worried face after |
| | her laughing taunt |
|-------------------------------------------------------------------|
| | The chick on back of Pai's shirt flaps its wings |
| | during Pai's taunt. |
|-------------------------------------------------------------------|
|09 Sarah | Visual description of taunt |
|-------------------------------------------------------------------|
| | Sarah smiles after her "Better run home to |
| | mama now" taunt (A) |
|-------------------------------------------------------------------|
|10 Shun | Visual description of taunt |
|-------------------------------------------------------------------|
| | Shun makes a happy face which then changes to a |
| | sinister scowl after his short"-ha-ha"taunt |
| | |
| | (ed note :Again the Java Tea can was removed(US ver)|
| | Someone reported on RGVS that the can is |
| | replaced with a baby bottle now, and there's |
| | something different on it depending on which color |
| | Shun you use. I think it was either a bunny rabbit |
| | or teddy bear... can't remember) |
|-------------------------------------------------------------------|
| | Wolf either makes a worried face or shows his teeth |
| | and scowls after his howling taunt where he looks |
| | upward |
[==================----------------------------------===============]
[======-------======]
|Section 4 - Part 5 |
[======-------======]
[==================----------------------------------===============]
| Character endings for VFK (Saturn) |
[-------------------------------------------------------------------]
| following is a description of all the endings for the characters |
| if you don't want to spoil it, don't look! |
[==================----------------------------------===============]
[==================----------------------------------===============]
| Character endings for VFK (Saturn) |ref 07 rgva |
[-------------------------------------------------------------------]
| |
| In order to get the endings , you may continue, but make sure |
| you play on normal strength, and also normal computer ai. |
| |
| Once you get an ending, there will be a movie section on the |
| options menu, so you can view them without having to play it |
| over again. there are subtitles for the movie, but i don't |
| have all of them yet. |
| |
| |
[==================----------------------------------===============]
[==================----------------------------------===============]
|# Character Description | ref 9,10 - r.g.v.a |
[-------------------------------------------------------------------]
|01 Akira | Visual description of ending |
|-------------------------------------------------------------------|
| | Akira: He's meditating in his home, and some goon |
| | comes in, apparently to challenge the great "Akira".|
| | Once he approaches, Akira stands up, and of course. |
| | ... does the SPoD! He pushes the guy right through |
| | his wall, and then has to patch up the wall. |
| | Of course, he snubs his thumb with the hammer, |
| | and ends up in pain... THE END. |
|-------------------------------------------------------------------|
|02 Dural | Visual description of ending |
|-------------------------------------------------------------------|
| | Dural: Okay, this is the WIERDEST of them all. |
| | Basically, they're implying that Dural is a martian |
| | ... y'know, those big-headed, grayish, slanty-eyed, |
| | no ears thingies? One of them flies down in a UFO, |
| | Dural meets him and is HAPPY to see somebody she |
| | looks like, and joins him! they both fly off |
| | together into the bubbly sky, and that's... it. |
|-------------------------------------------------------------------|
| | Crystal Dural/Gold Dural - should be the same. |
|-------------------------------------------------------------------|
|03 Jacky | Visual description of ending |
|-------------------------------------------------------------------|
| | Jacky: Getting ready for a big race, Jacky sees |
| | Sarah running toward him. He opens his arms to |
| | hug her, and we see her cute smile turn cruel, and |
| | she does a flip kick and knocks him flat on his |
| | butt. Jacky, ticked, does a series of lightning |
| | kicks.....on his car, and totals it! Then, his |
| | manager whacks him on the head with a mallet..hehe |
|-------------------------------------------------------------------|
|04 Jeffry | Visual description of ending |
|-------------------------------------------------------------------|
| | Jeffry: This was weird... Jeff smoking daisies? |
| | Possibly. Anyways, he eventually gets the courage |
| | to fight his enemy the Great Shark, and ends up |
| | doing the XPD on it when it comes up onto the beach.|
| | Guess who wins! |
|-------------------------------------------------------------------|
|05 Kage | Visual description of ending |
|-------------------------------------------------------------------|
| | dark shot of ninja's eyes, beads of sweat pouring |
| | down his face, glances at several other ninja's. |
| | the camera pans back and all the ninjas are playing |
| | a heated game of mahjjong. kage is about to play |
| | the most difficult hand in the game, when another |
| | ninja puts down his hand. kage, enraged knocks over |
| | the table and does a spinning drill at the guy. |
| | another scene shows him overlooking a great sunset. |
|-------------------------------------------------------------------|
|06 Lau | Visual description of ending |
|-------------------------------------------------------------------|
| | Lau: Basically he's just cooking in the kitchen, |
| | GREAT graphical effects with the fire and smoke, |
| | 'cause he's flipkicking and dancing away in the |
| | kitchen. He ends up serving his dishes in the |
| | restaurant, everybody loves it, and of course.... |
| | Lau ends up with his trademark laugh. |
| | |
|-------------------------------------------------------------------|
|07 Lion | Visual description of ending |ref:14 |
|-------------------------------------------------------------------|
| | He wakes up in his house, sleeping cap and all. |
| | He gets out of bed very tired and walks through |
| | some girls. He then changes into his Lion costume |
| | and appears much more active and awake. He goes |
| | outside and finds the grasshopper and they begin |
| | doing fighting moves and practicing. Then Lion |
| | accidentally steps on the grasshopper. The flattened |
| | grasshopper gets up and starts chasing Lion around |
| | the lawn. We see Lion leap into the air after the |
| | grasshopper hits him and the screen goes black except|
| | for a little circle showing Lion in the air. |
|-------------------------------------------------------------------|
|08 Pai | Visual description of ending |
|-------------------------------------------------------------------|
| | Pai: Starts off with a bunch of baddies in suits |
| | shooting guns at Pai....Pai kicks all their butts |
| | and then you see it's just a movie set. As Pai is |
| | gettin' her braids fixed and drinking some juice, |
| | some dorky fan boy with a foot fetish comes and |
| | starts drooling....Pai doesn't like pervert fan |
| | boys and kicks him right out off the set. |
|-------------------------------------------------------------------|
|09 Sarah | Visual description of ending |
|-------------------------------------------------------------------|
| | Sarah: This explains why Sarah kicks Jacky. Dural |
| | tells Sarah to get rid of Jacky . So she goes to |
| | the race....and, the klutz Sarah is, she trips on |
| | a can...then some guy pushes her ....then she |
| | finally finds Jacky, kicks him, and as she runs off |
| | happily, runs right smack into a Sega sign. |
|-------------------------------------------------------------------|
|10 Shun | Visual description of ending |
|-------------------------------------------------------------------|
| | Shun: This one's REALLY funny. Shun comes up to a |
| | rock sitting on the edge of a cliff....being tired |
| | (drunk?...nah, he's just a kid), he gets on |
| | the rock and falls asleep. We see nights and days |
| | and seasons go by, as Shun sleeps, and nothing |
| | wakes him up, not even 5 feet of snow piled on |
| | him! He finally wakes up and crawls off the rock |
| | as it plummets into the canyon below. |
|-------------------------------------------------------------------|
|11 Wolf | Visual description of ending |
|-------------------------------------------------------------------|
| | Wolf: I loved this one. Wolf gets into the ring in a|
| | championship bout with the HUGE guy, literally |
| | dwarfs Wolf. Wolf ends up winning, and carries his |
| | trophy high, with tons of flashlights going off in |
| | the crowd... a true moment for the Canuck! |
[==================----------------------------------===============]
[==================----------------------------------===============]
| Tips and Tricks |
[-------------------------------------------------------------------]
| TRICK 1 : 1st person view / wireframe mode |
| |
| To get the 1st person view, just hold the "L" button during |
| all your selections. |
| |
| [Update 01] |
| The effect of this is that characters appear as wireframe |
| ones |
| |
| [main ref: 03 rec.games.video.arcade] |
| [update 01 ref:06 e-mail] |
| |
| [Update 02] you do not get goldfish with crystal dural and |
| this mode. |
| [update 02 reg:13 e-mail] |
| |
| |
| (ed note: Also, I think this only works with the left side |
| controller, and right is always toward the opponent, |
| while left is always away from the opponent. |
| This makes many Akira SE or RBC combos very |
| tricky and unnatural...) |
| |
[-------------------------------------------------------------------]
| TRICK 2 : How to get normal DURAL |
| |
| Yes, the code for dural is the same for Saturn VF2. Just to |
| make sure,here's how to do it. |
| |
| |
| -Dural can be selected from any character. |
| -Use "dular" to get gold Dural. |
| to it until the fight begins. |
| |
| Note: This code will work for Arcade mode and 2P vs mode. |
| It should work in ranking mode also. |
| |
| |
| [ref: 04 e-mail] |
[-------------------------------------------------------------------]
| TRICK 3 : How to get Crystal DURAL |
| |
| |
| At the character select screen, after entering the code |
| for DURAL, press and HOLD C button (when you choose between |
| kids or normal mode) until the fight begins. |
| |
| You will see a tranparent dural with a red fish floating |
| inside her head (who, BTW, also makes funny facial |
| expressions during fight). |
| |
| [ref: 04 e-mail] |
[-------------------------------------------------------------------]
| TIP 4 : Select Camera Angles (during watch mode) |
| |
| In watch mode you have a choice of 7 different camera |
| angles. |
| |
| Press X to get a random angle, and from there press any |
| of the other buttons (L, R, XY, Z, A, B, C) |
| |
|[ref : 16 r.g.vs.] |
[==================----------------------------------===============]
[======-------======]
|Section A - Part 0 |
[======-------======]
[==================----------------------------------===============]
| History |
[-------------------------------------------------------------------]
| well , this is my first attempt at anything vf related, i've |
| been reading vf faqs for more than a year now, and i wondered |
| how the heck anyone had the time and inclination to make one |
| of these things, so here goes..anyways i've written the sega |
| rally championship faq, indy500 arcade faq, wipeout faq for |
| saturn, and am working on several more racing games...i like |
| vf2 and thought i could give something back to the community |
| for all the fun and help i've gotten off the net, i know |
| everyone's gearing up for VF3 , and efforts are underways for |
| that, and there was no way i was getting involved with that... |
| of course the only problem is at the time of writing this, i |
| have vfk, but no tv, so i won't be able to play it for quite |
| a while,oh well, whatever - rg 8/18/96 |
[==================----------------------------------===============]
[======-------======]
|Section B - Part 0 |
[======-------======]
[==================----------------------------------===============]
| Revision |
[-------------------------------------------------------------------]
| # status ~% comments version date |
[-------------------------------------------------------------------]
|00 alpha %5 very first version ever, bare bones 0.01 8/18/96|
|-------------------------------------------------------------------|
|whats up with the new , v 0.01 alpha |
|------------------------------------ |
|- created header |
|- outlined format |
|- filled in basic info |
|- designed table of contents |
|- wrote out several introductory sections |
|- designed brackets, tables, and notes |
|-------------------------------------------------------------------|
|01 alpha %6 second version ever, slowly but surely 0.02 8/19/96|
|-------------------------------------------------------------------|
|whats up with the new , v 0.02 alpha | am |
|------------------------------------ --- |
|- modified tips |
|- fixed up breaks in format |
|- added taunts to Section 4: Part 4 |
|-------------------------------------------------------------------|
|02 alpha %10 third version, now we're getting on.. 0.05 8/20/96|
|-------------------------------------------------------------------|
|- moved sections from 3 to 4 , character specifics | pm |
|- added endings,except lions - section 4: part 5 --- |
|- added intro to characters - section 4: part 0 |
|- added quick review of vfk - section 2: part 1 |
|- added character replay moves - section 4: part 3 |
|- added character table to moves - section 4: part 1 |
|- added character table to combos - section 4: part 2 |
|- added faq philosophy - Appendix F |
|-------------------------------------------------------------------|
|03 beta %15 fourth version, now we're movin' on up..0.10 8/28/96|
|-------------------------------------------------------------------|
|- added yupasawa as the official editor of faq |
| (if you see ed:note it should be his) |
|- new and improved logo/old one at very end |
|- modified tips |
|- fixed up breaks in format |
|- added most of yupasawa's comments, various including but not |
| limited to: |
| - fixing up differences from vf2 |
| - fixed up review |
| - adding comments to option screen |
| - adding movie room screen |
| - adding comments about kids mode |
| - added combo tables |
| - new combo examples |
| - fixed combo comments |
| - added new comments for replays |
| - fixed up some notation for moves |
| - added new moves to triple replays |
| - fixed up tips and tricks |
| - added to glossary |
|-------------------------------------------------------------------|
|04 beta2 %50 fifth version, to a deluxe apartment...0.50 9/15/96|
|-------------------------------------------------------------------|
|- important NOTE : faq is split into two parts, to make for easier |
| editting, and also to separate the moves/combos from basic info |
| |
|- HUGE UPDATE on move notation, and some moves for characters (like|
| Akira (you can tell akira's my favorite can't you?!) in ENGLISH, |
| and in Saturn Notation (unlike the otherwise well done US manual)|
| (Section 4 part 1) under New Moves |
| |
| This may be moved to an appendix, but i like it here , because |
| you get the background on the moves, before all the talk starts, |
| |
| (fake)eg. why don't you SPoD-iai-Mc-m-Up-Kn+pppk-TFT-XPD? |
| |
|- added bonus text file, akira combos (tested) with frame number! |
| (and to totally disregard the first update on notation), i |
| haven't bothered to update that yet, i was so happy i got them |
| working, i haven't even put them in handy,dandy table form!!!! |
| man, it's great crushing the computer with akira!!!!! |
| |
|- added MASSIVE updates on glossary, mostly from resource 24, |
| cleaned up, and checked wordings |
| |
|- to fight crystal dural, play on hard mode with any character |
| and you get fight under normal conditions,noted:section 3, part 1|
|- added new combos from bigcats notation guide (ref 23) |
|- also fixed up a few of the character notes also jacky/sarah/akira|
|- fixed up appendix broken lines, and added new additions from v.10|
|- rewrote notes from the author |
|- added lions ending |
|- added new difference, akira misses bodycheck in intro |
|- added 32x version of virtua fighter to chronological list, |
| fixed north american version of vf2.1, added vfk domestic, |
| dates for vf3 release added,and pc-cdrom version of vfremix |
|- added information about sparks, under Sega Saturn notes for VFK |
| section 4, part 1 |
|- fixed up references to say r.g.v.s instead of r.g.v.a |
|- added differences in US domestic release of VFKids |
|-------------------------------------------------------------------|
|05 release%90 sixth version,come and knock on our door 0.9 9/27/96|
|-------------------------------------------------------------------|
| I Major addition of section describing combo programming |
| terminology |
| |
| II Akira Sega saturn faq - by permission of joji suzuki |
| |
| Numerous fixes, descriptions, and additions as follows : |
| |
| 1. changed 'new moves' to 'improved' moves , and added more |
| descriptions |
| 2. completed all the captions for movies |
| 3. reworded section on 'improved' moves |
| 4. added note about minor counter concerning jacky/sarah |
| 5. added saturn notation for most moves |
| 6. removed iagieri kick note |
| 7. added MC,mC notation |
| 8. updated all changes and additions in beginning notices |
| 9. added notes concerning senbon punches |
|10. added ST to akira's moves , also to pai, and lau(stumble throw)|
|11. added basic character moves for ALL characters |
|12. added DE/DEU for jeffry |
|13. added swipe for kage |
|14. note: no shun puri for sarah |
|15. investigate lion okizeme, complete and removed |
|16. added flying kick for kage |
|17. removed reversal for lau |
|18. added swallow kick for pai |
|19. added crane stomp for pai |
|20. check out taunts..(buttons) section updated |
|21. added note to jacky taunt |
|22. added note to shun taunt |
|23. rewrote trick for dural |
|24. removed extra note for crystal |
|25. changed number in revisions |
|26. removed extra P, in b&b float |
|27. added hoppy-zeme to glossary |
|28. make note in iageri-glossary |
|29. investigate IHjacky combo, noted |
|30. cleared up def of 'sweep', added to glossary |
|31. approve defs of level of move /added vf2 definitions |
|32. added muteki-oki to glossary |
|33. added note to proximity |
|34. added note to stagger |
|35. added note to stagger throw |
|36. added note to struggle |
|37. added notation to stumble throw |
|38. added note for taiwan backbreak |
|39. added note for taiwan kick |
|40. changed note for kage TFToD |
|41. added new camera angles for replays |
|42. figured out who yupasawa is!! updated information! |
[============================------------------=====================]
[======-------======]
|Section D - Part 0 |
[======-------======]
[==================----------------------------------===============]
| Basic Glossary for VFK (SATURN) |
[-------------------------------------------------------------------]
| |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| ! Most terms from resource 24: ! |
| ! For history of terms see resource 24 also. ! |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| ! most references of 'i' or 'i think' are from ! |
| ! darcy !!! (see copyright at end of glossary)! |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| |
| |
| [Numbers] |
| |
| 2/3 SPoD |
| - Just the stun palm and reverse bodycheck, but no |
| double palm; |
| |
| Some call it a 1/2 SPoD, because it does half |
| damage of the SPoD |
| |
| Also referred to as AS2 (akira special 2) by |
| yupasawa |
| |
| [A] |
| |
| AI |
| - artificial intelligence, or how the computer determines |
| how it will play against you, a game with bad a/i will |
| do the same moves every time, a better a/i will be |
| unpredictable and learn from its mistakes. ie. expert |
| learning mode in vf2 (Saturn) |
| |
| Ali Shuffle, Jacky's Dance |
| - Name given to the dance Jacky does when he performs a |
| major interrupt with a turn toward kick(K while facing |
| away). Named after Muhammed Ali's slick steps. |
| |
| |
| AS2 |
| - see 2/3 SPOD |
| |
| Autoduck |
| - A term used to describe the esoteric feature of predictive|
| crouching. A predictive crouch will take place if a |
| defender taps down, or (down+G) (can't do it while |
| holding G) within a frame or two of a high attack coming |
| in. The defender will do an immediate crouch, from where |
| he/she may counterattack, or return for a throw. |
| |
| Autoknife |
| - A term used to describe Lau's ability to break out a |
| lifting palm, or lifting knife hand, when certain kicks |
| are blocked. This feature was discovered and posted to |
| usenet by John Novak, back in the VF1 days. John was |
| reputedly able to defeat the CPU without touching the |
| joystick, using autoknife combos. |
| - Lau can execute an autoknife after hitting, or having |
| blocked the following combos: |
| |
| (K... up/for+K+D... up/for+K... P,K... up+K...up/for,K) |
| |
| |
| attack patterns |
| - sequences of moves that are particularly effective. |
| |
| [B] |
| |
| Beast Cannon |
| - Jacky rolled combo in which a beat knuckle (P+K) |
| float is followed by a kickflip (back/up+K) followup. |
| |
| Big Ass Boot |
| - Jeff's (for,for+K) move... it's very slow, but actually |
| has a surprisingly fast recovery time. |
| - It's the hallmark of an expert Jeff to use this move to |
| set up a throw, such as the Xpd. |
| - AKA the Big Foot Thing |
| - Can be reversed as a sidekick by Pai, Wolf and Akira |
| |
| Big Ass Uppercut / Yoho |
| - Akira's stomping uppercut, (down/for,down/for+P) |
| |
| Boot to the Head |
| - Sarah or Jacky's (down/for+K) ground attack. |
| - Often landed after a shin slicer, or some such attack, |
| leaving the opponent's head facing the attacker. |
| |
| Bodycheck |
| - Akira's (back,for,for+P+K) move. Looks like a hocky |
| bodycheck, see iron mountain. |
| - The reverse bodycheck (back,down/for+P+K) used to be |
| called the reverse uppercut in the VF1 days. |
| |
| Bread and Butter Float |
| - Lau- Elbow [stagger], DnKnPP [float], PPP, Sweep. |
| |
| [C] |
| |
| Canadian Bodycheck |
| - Wolf's shoulder ram, back,for+P |
| |
| Cat Scratch |
| - Lion's uppercut-frontal piggy (d/f+P, f,d/f,d,d/b,b+G+P). |
| The half circle motion is buffered in during the recovery |
| of the uppercut. If the uppercut hits or is blocked, |
| the frontal piggy has a great chance of connecting as well|
| |
| Crouch Dash, Taiwan Step |
| - A technique in VF2, consisting of several joystick motions|
| resulting in a quick hop forwards or backwards,having many|
| interesting strategic qualities. The most basic crouch |
| dash can be executed by doing a for,for motion while |
| keeping the joystick in a down position. |
| - It's important for crouch dashers to hold the second |
| position, (ie. down,down/for,down,DOWN/FOR), as the dash |
| takes effect a few frames after the motion is completed. |
| - There are ways of crouch dashing from standing, in |
| particular, the modified dragon punch motion, so named |
| because it's similar to the SF series dragon punch. |
| The motion is for,down,DOWN/FOR. Essentially, this will |
| key in a crouch dash from standing, and is the key |
| element in generating the modified upknife, which also |
| gives that move its name. |
| - Taiwan Step is an alternate name for this technique, based|
| on the strategic mastery of the technique by the high |
| ranking Taiwan players |
| |
| Clem's Secret Trick |
| - A simple Jacky technique, (P,K,down+K+G), which often |
| suckers opponents into knockdowns as they try to |
| counterattack the P,K. Best executed up close, where |
| P,K gives Jacky's punch/sidekick. |
| - Sarah can also perform this technique. |
| |
| combos |
| - "Combos" in the strictest sense, or rather built-in |
| combos in VF2, are attacks that string together so that |
| there is no recovery time from one move to the next. |
| There's no prerequisite that a whole combo should hit |
| once the first attack connects. |
| |
| Cancelled, G-cancelled combo |
| - A term referring to the premature halt of a combo, brought|
| on by tapping the defense button (also preferably called |
| the guard button to avoid the confusing use of D for down |
| and defense. |
| |
| |
| [D] |
| |
| Deep, deep bodycheck |
| - Deep refers to any technique in which a delay in |
| execution results in the attacker moving closer to the |
| opponent. A move which executes in closer proximity |
| often can do more damage. |
| - The canonical example of this is the deep bodycheck, |
| in where the Akira player enters, |
| (back,for,FOR,(pause),P+K) in order to dash in a bit |
| before striking with the bodycheck. The for,FOR |
| constitutes a dash in this example. |
| |
| Delayed (Combo) |
| - A delayed combo is one in which the attacker, rather |
| than executing the combo as fast as possible, uses most |
| of or all of the time allowed for a particular move in |
| the combo. The strategy is to trap an overagressive |
| defender into beginning a counterattack, thus causing the |
| counterattack to be interrupted by the completion of |
| the delayed combo. |
| - Examples are, (Jacky) (for+P,(pause),K) (interrupt with |
| the delayed heelkick), |
| or (Jeffery) (down/for,DOWN/FOR,(pause),P+K) (crouch dash,|
| delayed Xpd). |
| |
| |
| Double Bodycheck, Double Mountain |
| - Akira- Reverse Bodycheck, Powercheck. |
| |
| Drunken Ali Shuffle |
| - One of Shun's mocking moves... if Shun connects with |
| (K while facing away), he does similar steps as in the |
| Ali shuffle, but as a drunk. |
| |
| DSoD |
| - Drunken Sweeps of Doom, which is Shun's double sweep, |
| then triple sweep when fully drunk. |
| |
| |
| |
| [E] |
| |
| Exchanging Cards |
| - A name for Lau's upknife, as it looks like he's |
| proffering a business card. |
| |
| Execution, Hit and Recovery times |
| - The time it take respectively to have an attack enter a |
| damage causing phase, after the attack sequence is |
| entered, the time during which it may cause damage, |
| and the time it takes after exiting the damage phase |
| before a new attack, or defense may be established. |
| - These times are measured in frames. |
| |
| [F] |
| |
| Float |
| - Depending on circumstances, an opponent who has been hit |
| will pop up into the air before falling to the ground. |
| If they pop up high enough so that they can be struck in |
| the air, it's called a float. |
| - Floats often come about from major counters. |
| - Lau is the master floater. |
| - It's the hallmark of an expert player to formulate and |
| execute flashy and damaging combos on an opponent who |
| is floating. It's like improvisational performance art. |
| |
| Flying Kick |
| - Kage's for,for+ALL attack |
| |
| Frame |
| - The unit of time in VF2. There are sixty frames every |
| second. |
| |
| Fried Noodles |
| - The victim of Lau's rush. |
| |
| Frontbreaker |
| - Jeff's front backbreaker... (back,for,for+ALL). |
| |
| [G] |
| |
| Ghostbuster, Frankensteiner |
| - Two of Wolf's throws, namely (down/for,down/for+P+K) |
| and (up/for+K+D). |
| The Frankensteiner's name comes from the Steiner |
| Brothers, who are professional wrestlers. |
| |
| Going Home |
| - The technique of running away like a chicken if you are |
| ahead in life points, and time is almost up. |
| (other Ed. note, the m-GoingHome is to do a turning |
| punch, then dash forward, away from the other guy. |
| If you're going to run, might as well run with style). |
| - Also, a takeoff kick going backwards. |
| |
| Grampa Tiger, Grampa Knife, Grampa Mountain |
| - Shun Di's mocking versions of Akira's Single (Tiger) |
| palm, Lau's lifting knife hand and Akira's iron mountain. |
| - The moves are executed via: (DOWN,for+P... down,down/for, |
| for+P... and down/back+P) respectively. |
| |
| G-cancel |
| - See cancelled. |
| |
| [H] |
| |
| Happy Dance |
| - Lion's up+K,K hopping kick combo |
| |
| Hardwired, Canned, Built-In combo |
| - A combo which has been concieved and programmed into |
| the game by the programmers, consisting of an explicit |
| series of joystick movements and button pushes, within |
| time constraints, performing a unique move on-screen. |
| - While the difference would be difficult to distinguish |
| to the untrained eye, a hardwired combo is always |
| seamless in execution, one move flows into the other, |
| without a particularly large recovery time inbetween |
| moves. |
| - Other games consider hardwired combos to be moves in |
| which should the first strike land, all strikes land |
| until the end of the hardwired combo. VF2 is notable in |
| that there are hardwired combos in which it is possible |
| to block the last move, or part of the combo, and has |
| rolled combos in which it is impossible to escape the |
| last move of the combo. |
| |
| Indeed the question is really one of semantics. |
| |
| Hit-stun senbon, block-stun senbon |
| |
| - (not defined yet) |
| |
| Hoppy-zeme |
| - A kind of okizeme in which a hop is employed to avoid a |
| rising sweep. |
| - Hopping kicks are the conventional means of doing this, |
| but Wolf and Jeffry can use this strategy to hop over a |
| rising sweep to get a crouch throw during their recovery. |
| Be warned, however, that some rising sweeps have a |
| standing recovery, and cannot be crouch thrown. Use a |
| standing throw on them instead. |
| |
| |
| [I] |
| |
| Iaigeri |
| - A G-cancelled kick, which only Akira and Jacky can do. |
| You must tap G at the 12th or 13th frame, which allows |
| them to G-cancel their kick and still allow the kick to |
| hit the opponent. |
| |
| (ed note1: this in not possible in vfk due to vf2.1 |
| game engine) |
| |
| (ed note2:You also have to be holding forward on the |
| joystick for it to work.) |
| |
| |
| I Hate Jacky Combo |
| - SE, sidekick, dashing elbow-float, YoHo, ground punch |
| |
| (ed note : doesn't work in vfk, jacky is too heavy) |
| |
| |
| |
| [J] |
| |
| Jackhammer |
| - A modified Beast Cannon, that is, a Beast Cannon |
| prefixed by a crouch dash: |
| (for,down,DOWN/FOR+P+K,back/up+K) |
| |
| |
| [K] |
| |
| Knife Hand, UpKnife, DownKnife, Lunging Knife, |
| Modified Up Knife, m-UpKn, etc. |
| - Lau's variations on (down/for+P), the knife hand. |
| The upknife tends to float quite well, and has different |
| properties from the downknife. The upknife is executed |
| by doing a knifehand from crouching. |
| - The modified knife is a crouch dash upknife followed by |
| a single punch. |
| See Lau's Rush. |
| |
| [L] |
| |
| Lau's rush |
| - A series of modified knife hand, punch attacks. |
| The abbreviation is m-UpKn,P. |
| - When the m-UpKn,P is chained together, a defender has few |
| options due to the 1 frame opening between block stun |
| recovery, and onset of a new m-UpKn,P. |
| - It's the hallmark of an expert Lau to chain several |
| m-UpKn,P moves into a rush... also, should one hit, |
| it's the hallmark of an expert Lau to strike a floating |
| opponent with up to five (rumoured six) extra |
| m-UpKn,P combos. |
| |
| Legendary |
| - A combo or move which has been rumoured to exist, |
| but has not been discovered. |
| - Examples are Jeff's skybreaker, which is a military press |
| with a sky-high toss at the end, Jacky's toekick/sidekick |
| and Akira's sweep. |
| |
| (ed note:It's actually d/f+K (in relation to Akira) or |
| D+K. The TT d+K is just the dinky little TT low |
| kick.) |
| |
| - see Sweep |
| |
| Lion's Lost Punch |
| - A Lion move discovered by Jon Tanaka, heretofore never |
| mentioned in print, etc. The move can only be executed |
| by hitting (P+K) immediately after doing a turning attack |
| with Lion. |
| |
| [M] |
| |
| Major Counter, Interrupt |
| - A major counter occurs when one player successfully |
| strikes his/her opponent while the opponent is just |
| beginning an attack. |
| - The result is a high damage bonus,and often times a float.|
| - Achieving major counters is a key to victory. It's the |
| hallmark of an excellent player when they seem to get |
| quite a few of them. It's also known as an interrupt. |
| - See execution time. |
| |
| Meat Plow |
| - super dashing elbow-float, low punch, double palm |
| - Yupa points out that the low punch is at best, optional, |
| and the double palm is modified. |
| |
| Metacombo |
| - A term used to describe stringing together techniques |
| by overlapping joystick moves. A simple example of a |
| metacombo is Akira's (down+P,for+P). The joystick motion |
| of the crouch punch is donated forward into the joystick |
| motion for the single palm, which is normally |
| (DOWN,for+P). |
| |
| mid-level, high-level, low-level |
| - the area in which a attack hits the other character, |
| relatively speaking. |
| |
| (ed note :I think it would be better to define these in |
| terms of how you block different level attacks.) |
| |
| High level is blocked by a standing defender, |
| and misses a croucher. |
| |
| Mid-level is blocked by a standing defender, |
| but hits a croucher. |
| |
| Low level hits a standing defender, |
| but is blocked by a crouching defender. |
| |
| (authors note: the vf2 faq has this to say - ref: 01) |
| |
|-------------------------------------------------------------------|
| H High-level High level attack |
| Move affects standing non-defenders |
| Block high or low to defend |
| In the reversal attacks section, move |
| reverses high-level attacks |
| In the throws section, move affects |
| standing opponents only |
|-------------------------------------------------------------------|
| M Mid-level Mid-level attack |
| Move affects squatting opponents and |
| non-defenders but not low-level |
| attackers |
| Block high to defend |
| In reversal attacks section, move |
| reverses mid-level attacks |
|-------------------------------------------------------------------|
| L Low-level Low level attack |
| Move affects standing opponents and |
| squatting non-defenders |
| Block low to defend |
| In reversal attacks section, move |
| reverses low level attacks |
| In throws section, move affects low or|
| squatting opponents |
|-------------------------------------------------------------------|
| G Ground-level Ground-level attack |
| Move affects fallen opponents only |
|-------------------------------------------------------------------|
| |
| |
| mini-Beast Cannon |
| - A Jacky rolled combo consisting of |
| (back,back+P,down+P,back/up+K). |
| It's a turning punch, midlevel turntowards punch, |
| and a kickflip. Named because of the resemblance to |
| the beast cannon. |
| |
| minor counter |
| - A minor counter occurs when one player successfully |
| strikes his/her opponent while they are recovering from |
| a previously executed attack. |
| It's much more common than the major counter, and has a |
| smaller damage bonus. |
| |
| |
| Modified, m-* |
| - Terminology referring to the addition of special |
| joystick motions before a standard move, resulting in a |
| special version of that same move. See Modified Knife |
| Hand |
| - The joystick motion is usually a buffered crouch dash. |
| |
| Mountain: hidden mountain, iron mountain, splash mountain |
| - The mountain moves are so named from the Japanese |
| translations, which are very often more evocative than |
| the english language names. In particular, these refer |
| to Akira's "reverse bodycheck" (back,down/for+P+K), |
| his "bodycheck", (back,for,for+P+K) and Jeff's |
| crucifix piledriver, (down/for,down/for+P+K). |
| |
| Muteki-oki |
| - A way of getting up that allows a character to be |
| completely invulnerable to attacks for up to about 30 |
| frames. This is primarily used to counter aggressive |
| okizeme. |
| - Simply hold down to get up in place. Don't tap G or K, |
| but struggling by tapping P is alright. You can only get |
| up with the invulnerability when your character falls |
| down so that he is face up and feet near his opponent. |
| Muteki-oki doesn't work in the other 3 possible positions |
| that a character can be in after they are knocked down. |
| - An attack will simply pass thru a character that is |
| using muteki-oki. He doesn't experience block stun, |
| therefore he may counter with the power attack of |
| his choice. |
| |
| M-Starfleet Maneuver, Starfleet Maneuver:TNG |
| - Even sillier term, referring to Jeffery's (down+P) |
| attack when facing away, in which he swings both hands |
| around as in the starfleet maneuver. The silliness is |
| in the use of modified to imply alternate or different, |
| and in the use of TNG which is a common abbreviation |
| used in the Star Trek newsgroups to refer to the second |
| Star Trek series on TV. |
| - Akira also has a surprisingly similar (down+P) attack |
| from facing away. |
| |
| [N] |
| |
| Nice |
| - A blanket term for any move that is remotely interesting, |
| or impressive. Often highly complimentary by an opponent |
| that just got hit by the nice move. |
| |
| [O] |
| |
| Okizeme |
| - A Japanese word used to refer to the art of keeping |
| pressure on a rising attacker. During okizeme, a standing |
| player will stay just outside, or just inside range of |
| attack. The guessing game that results is often most |
| interesting. |
| - It's the mark of an outstanding player to successfuly |
| employ okizeme, as this implies that their ability to |
| predict the actions of their opponent is superior. |
| - An example of okizeme is a Sarah player that ducks a |
| high rising attack, and executes a (for,for+P) on the |
| now-helpless defender. If the Sarah were too close to |
| the rising attacker, the high rising kick would hit her. |
| Should she be too far away, she wouldn't be able to react |
| in time to punish the missed kick. |
| |
| Old Man |
| - Affectionate nickname for Shun |
| |
| Oh Yeah! |
| - A long Lau float, particularly one ending in a crescent |
| kick. Lau yells "OYEAH" during the crescent kick of his |
| PPPK combo. |
| |
| [P] |
| |
| Pai-chain |
| - Literally translates as "little Pai" or "cutey Pai" |
| from Japanese. |
| |
| Piggyfront, the Mating Ritual |
| - Lion's front facegrab, where he hops up onto his |
| opponent. |
| |
| It's executed with a bottom semicircle starting at |
| forward, ending at (back+P+D). |
| |
| Proximity Damage |
| - Increased damage from certain moves because they were |
| executed (and hit) while closer to your opponent. |
| |
| (ed note: This also works in reverse, too. Sweeps |
| generally do more damage when they |
| hit at extreme range compared to right up close.) |
| |
| Powercheck |
| - Another name for a deep bodycheck. |
| |
| Psycho Pai |
| - Pai tactic of continous attack and pressure using Pai's |
| quickest attacks--sidekicks,punches, chops,and low kicks. |
| Basic attack pattern is d/f+K, b+P, P, P, and repeat |
| without hesitation. Psycho Pai's will look to primarily |
| push you out of the ring. |
| |
| |
| [R] |
| |
| Reversal |
| - A term used to describe a defensive technique, used |
| simultaneous to an incoming attack. A reversal will cause |
| the attacker to take damage from his/her attack. |
| - Only Dural, Akira, Pai, Kage and Wolf can reverse attacks,|
| in order of ability. |
| - It's the hallmark of an excellent player to land reversals|
| as they require good execution, excellent timing, and |
| the ability to predict what an opponent will do next. |
| Kage is a notable exception here, as his reversal is both |
| simple to execute, and a two pronged attack. |
| |
| Rolled Combos |
| - A term used to imply that a combo is not hardwired. Jacky |
| is the master of the rolled combo, which is to mean that |
| his attacks are such that you can easily string together |
| independent moves into what would appear to be a seamless,|
| or close to seamless, combo. |
| - The implication is that you ``roll your own'' combo, |
| like a cigarette. |
| |
| |
| [S] |
| |
| SD |
| - Super Deformed, term for characters in game, that are |
| deformed from their normal state. ie. vfkids |
| |
| |
| |
| SE, Surprise Exchange |
| - Akira's (down/back+P+D) throw. Does no damage, but |
| reverses the playing field and leaves Akira facing the |
| opponent's back. A particularly punishing move on VF2 in |
| the hands of an expert. |
| |
| Sega |
| - Sega Electronics of America, maker of Sega Saturn, and |
| Virtua Fighter Series of games (oh yeah, Japan too) |
| |
| |
| |
| Senbon, Senbon Throw |
| - A senbon punch is a combo executed by tapping quickly, |
| the P,K,G keys in that order. The kick part of the combo |
| will be cancelled, effectively giving the attacker a punch|
| with a next-to-nothing recovery time. Senbon punches are |
| hard to do, especially consecutively. |
| - The senbon throw is a senbon punch, followed by a throw. |
| As a technique, this works both because of the quick |
| followup time to the punch, and because of the reaction |
| of an opponent to try to block a followup to a senbon |
| punch. |
| |
| Shun-puri |
| - Japanese term referring to Sarah's ``instant'' |
| turnaround. The move is executed via (down,back+K,G). |
| A seamless shun-puri is the hallmark of a polished Sarah |
| player, and exhibits quite a few interesting strategic |
| benefits. |
| |
| (ed note: removed from vf2.1/ vfkids) |
| |
| |
| |
| Soccer Combo |
| - Term used to refer to Jeff's rolled combo, |
| (for+P+K,UP/FOR+K). Jeff will do a headbutt, |
| then a jumping kick (try it, you'll like it), and |
| the similarities to soccer are evident. |
| |
| SPoD, The Stun Palm of Doom |
| - Akira's fabulous three part throw: |
| (ALL,back,down/for+P+K,back+P) |
| |
| Spiced Beef Jerky |
| - Jacky- Toe Kick [float], Senbon Punch, Kickflip. |
| |
| Stagger, Stagger Combo, Stagger Throw |
| - A stagger occurs in VF2 when a crouching opponent is |
| struck with certain mid-level moves, often elbows |
| and sidekicks. During a stagger, an opponent is very |
| vulnerable to followup strikes, and will often float. |
| |
| |
| (ed note: The effectiveness of stagger *combos* are |
| generally decreased in 2.1 (and therefore VFK |
| as well.) Staggers don't last as long, are |
| easier to struggle out of, and the staggeree |
| tends to stumple further away. |
| |
| - In VF2.1, staggers also occur if you get hit |
| while backing away. These staggers are a |
| special case, there is no hit sound effect, |
| and the staggeree doesn't take damage, |
| although he/she is still vulnerable during |
| the stagger animation.) |
| |
| - A stagger throw is a technique used to take advantage |
| of a skilled player's reaction to staggering, which |
| is often an attempt to re-establish their block to |
| prevent a float. This reaction sets up a good |
| opportunity for throws. Newbies will not realize their |
| vulnerability when staggering though, and will thus |
| will attack rather than defending, often preventing |
| a stagger throw. |
| |
| |
| (ed note: Stagger throws are actually easier in |
| VF2.1 because it's easier to *run* into |
| throw range. You only need to tap f,F |
| then enter the desired throw motion, |
| vs. the technique in 2.0, which usually |
| involved tapping forward 3 times |
| before starting the throw motion.) |
| |
| |
| Struggle |
| - Shaking or circling the joystick while holding down |
| defense to shorten the time that you are vulnerable |
| after being staggered. Can also shorten the time of |
| vulnerability after some of Akira's stumbling throws. |
| |
| (ed note: Struggling is also affective after |
| Lau's stumble throw.) |
| |
| - A technique to get up quicker after being knocked down. |
| |
| (ed note: Struggling is more affective overall in 2.1, |
| for both shortening the stagger time, as well as |
| getting up quicker.) |
| |
| Starfleet Maneuver |
| - Silly term referring either to Jeff's (back,down/for+P) |
| attack, or Jacky's (for,back+P+K) throw, both of which |
| consist of the attacker slamming two forearms into the |
| defender. |
| - It's named such because Starfleet officers in TV's Star |
| Trek often use this (very silly) form of striking people. |
| |
| Stumble, Stumble throw |
| - There are three main stumble throws in VF2, all of |
| which are excuted with a fast and clean joystick motion |
| of (back,down+P+D). The intention of a stumble throw is |
| to bring the opponent to a position of helplessness for a |
| damaging followup, as the stumble throws each inflict only|
| minimal damage. |
| - Lau, Pai and Akira have this style of stumble throw. |
| Akira also has partial stumble throws via (down+P+D) and |
| (back+P+D), which can be followed up with only the |
| quickest of damaging attacks. |
| |
| (auth note : Stumble throw is denoted by ST) |
| |
| |
| Style Points |
| - Silly term playing off of Olympic competitions which |
| feature judging of technical and stylistic merit. Consider|
| that the outright win of a round indicates technical |
| success... some players consider winning with |
| style to be of equal importance, as it would be in |
| said Olympic competition. |
| - For instance, rather than do an uncounterable low backfist|
| to end a round, a Jacky player might opt instead for |
| executing Clem's Secret Trick for the extra style points |
| awarded from the (down/for+K) boot to the head against |
| the prone defender. |
| - In general, you get more style points (and hence, more |
| respect) for executing riskier and flashier techniques, |
| rather than safe things like a simple (P,K) combo. |
| |
| Sweep |
| - A sweep is a low kicking attack in which the striking leg |
| travels in an arc around the body. In VF2 terms, however,|
| it may also refer to a low kick attack that always knocks |
| down when it connects (i.e. Kage TT sweep) "The opponents|
| legs are swept out from under them." |
| |
| [T] |
| |
| |
|Taiwan backbreaker, TB |
| - A very powerful Akira throw combo. SE, c-SgPm, SDE
| - A running character takes more damage than a standing |
| character, and the TB takes advantage of that. The |
| natural reaction of a good player after being surprise |
| exchanged is to run away from Akira. When the super |
| dashing elbow float is added, this combo also sends its |
| victim floating for a very long distance (almost half |
| of the ring's width.) |
| |
| |
| Taiwan Grind, Senbon Grind |
| - several senbon punches against a floating opponent, |
| as quickly as humanly possible; No.4 demonstrated this. |
| |
| (ed note: It's not as quick as possible. There's a |
| certain frequency for each character. |
| It's not easy.) |
| |
| Taiwan kick |
| - A technique developed to counter the Taiwan backbreacker. |
| With Akira, after being surprise exchanged, crouch dash |
| forward (away from the TBing Akira) in step with the |
| c-SgPm and turn around with the turn toward sweep |
| (d/f+K). If the timing is right, Akira will duck under |
| the SgPm while he's sweeping, and hit for a minor counter.|
| - Jacky and Sarah have a similar counter, but they need to |
| step forward slightly with a *standing* dash, and then |
| (turn toward) sweep to take down the SgPming Akira. |
| |
| Tetsujin |
| - The top players in Japan... the original six were: |
| T.S. (Kage), Kashiwa Jeffrey (Jeffrey), Bun Bun Maru |
| (Wolf), Ikebukuro Sarah (Sarah), Shinjuku Jacky (Jacky), |
| K.K. (Shun). |
| - Some of the names come from the area where that player |
| comes from or dominates (eg. Ikebukuro, Shinjuku, Kashiwa)|
| Some of these tetsujin have "retired" their titles as |
| tetsujin after the second Maximum Battle. |
| - A couple of the more famous VF2 players in Japan who |
| could easily be Tetsujin are Kyasao (Kage), who beat |
| Taiwan #1 during the Japan-Taiwan matches. In fact, I |
| think Kyasao is actually a full-fledged member of |
| the Tetsujin now. Also, Yoshikawa Akira, the winner of |
| the 2nd Maximum Battle. |
| |
| TFT, Ten Foot Toss |
| - Kage's gravity-breaking judo throw... (back+P). Tosses |
| the opponent about ten feet in the air. |
| |
| TFToD |
| - The Ten Foot Toss of Doom, which is |
| (TFT, knee, d/b+PKG, d/b+PKG, PPPK)) |
| |
| (this might have to move to Legendary section!) |
| |
| EDITORS WARNING !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| |
| |
| NOT!!! Lan Bui combined 2 different TFT combos to get |
| that monstrosity... He later admitted his mistake. It's |
| not possible to do in normal VF2, although it may be |
| in Kids... |
| |
| Anyway, the original |
| TFToD (defined by Tan Wu Meng) is TFT-TA chop-TT PPPK. |
| |
| Later,two other more affective variations of TFT combos |
| were discovered. |
| |
| 1) the rising knee variations (TFT-knee-PPPK) abbreviated "TFTKoD"|
| 2) the swipe (d/b+PKG) variations (TFT-swipe-swipe-swipePPK) |
| |
| As far as VFK goes, it should be possible to do |
| TFT-PPP-PPPK, as this is a doable combo in the Saturn |
| version of VF2. |
| |
| Tip, Tip, Tip |
| - A Jacky floating combo. |
| - The move sequence is as follows: (down+K,P,K,down+K+D). |
| You should see the toekick[float],punch,spinkick, |
| shinslicer. |
| The shinslicer should hit them after the first bounce |
| on the ground... the move is so named because each attack |
| barely hits the opponent. |
| |
| TKoD -- Toe Kick of Doom |
| - The very first item of Jargon, it's believed, referring |
| to Jeff's |
| |
| (down+K,down,down/for,for+ALL) throw. |
| |
| It has spawned a variety ``of Doom'' throws and |
| move sequences. |
| |
| Tricky |
| - Using unorthodox movement and attacks to confuse an |
| opponent. Applies mostly to Shun and Lion. |
| "Old man is very tricky." |
| |
| Twist Backfist, Pump Backfist |
| - Jacky's two different kinds of turn toward punches. |
| The twist BF is quicker, stronger, capable of generating |
| floats, and combos into any built in punch combo. The |
| pump BF (b+P) is slower, weaker, not capable of floats, |
| and does not combo into Jacky's built in combos, but it |
| recovers very quickly, offering a variety a rolled combo |
| options such as, pump backfist-low backfist. |
| |
| Two Pronged Attack, Forking Attack |
| - An attack which hits at multiple semantic levels. |
| - An example is Kage's reversal, (down+P) which will either |
| reverse an incoming attack, or low punch a standing |
| attacker. |
| - It's great and simple strategy... heads I win, tails you |
| lose, get it? |
| |
| [V] |
| |
| VFK |
| - Virtua Fighter Kids (this game, duh) |
| |
| |
| [X] |
| |
| Xpd -- The Crucifix Pile Driver |
| - Short and long notation for Jeff's Splash Mountain throw. |
| |
| |
| [Y] |
| |
| Yupasawa |
| - Nick name for James Ross. He is not Japanese. Plays a |
| mean Sarah. |
| - According to him, Yupa-sawa is a favorite character of |
| mine from Miyazaki Hayao's epic manga, _Nausicaa of the |
| Valley of Wind_. He's a great swordsman, and Nausicaa's |
| mentor. |
| |
| |
| |
| -_Sawa_ is just a more honorific form of _san_ |
| (i.e. Suzuki-san) and translates as either master or lord.|
| (san = mister) The US manga translation of Yupa-sawa is |
| Master Yupa. I just like the way Yupa-sawa sounds better |
| |
|-------------------------------------------------------------------|
| Most terms from resource 24: |
| |
| Copyright ®, 1996, Darcy Brockbank. All rights reserved. |
| You may duplicate this information for personal, or recreational|
| usage, provided this copyright remains attached and intact. |
| Commercial use prohibited without express written consent of |
| the copyright holder. |
[==================----------------------------------===============]
[======-------======]
|Section E - Part 0 |
[======-------======]
[==================----------------------------------===============]
| References for VKF (Saturn) |
[-------------------------------------------------------------------]
| # format date person note |
[-------------------------------------------------------------------]
|01 e-mail 8/04/96 tellure Subject:Re vfk info |
|02 e-mail 8/03/96 SEVEN RE :virtua fighter kids |
|03 r.g.v.s 7/30/96 lionel RE :virtua kids |
|04 e-mail 7/30/96 william bacon VFK New CODES |
|05 e-mail 8/05/96 barberman vfk info |
|06 e-mail 8/19/96 andy cheng Subject : VF kids |
|07 r.g.v.s 8/14/96 yupasawa [VF Kids] Quick Comments |
|08 r.g.v.s 8/16/96 master young [VF Kids] Quick Comments |
|09 r.g.v.s 8/05/96 Moby [VFK] VF Kids endings |
|10 r.g.v.s 8/05/96 Viacommie [VFK] VF Kids endings |
|11 r.g.v.s 7/24/96 graham [VFK] on the saturn |
|12 e-mail 8/05/96 Yupasawa VFK review |
|13 e-mail 8/20/96 yupasawa re:vfk faq alpha va0.05 |
|14 e-mail 9/04/96 grouchy smurf RE: virtua fighter kids |
|15 r.g.v.s 9/09/96 brian dainton Regarding the hit sparks.|
|16 e-mail 9/15/96 poon camera angles for replay |
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[======-------======]
|Section F - Part 0 |
[======-------======]
[==================----------------------------------===============]
| FAQ philosophy |
[-------------------------------------------------------------------]
| While it may not seem appropriate for this , here it is |
| anyway.. |
| |
| 1) after writing a couple of faqs (sega rally arcade, |
| indy500 (arcade) , wipeout (saturn) ) , i learned |
| a couple of things |
| |
| trying to write a faq is a very time consuming, |
| and tiring effort, and if done incorrectly results |
| in misinformation and unhappiness for the people |
| reading it. |
| |
| 2) in an effort to minimize the amount of non-information |
| (like this!) in the faq, many time saving efforts |
| were used to eliminate the redundacy in this faq, and |
| also to boost the accuracy.. |
| |
| 3) accreditation and references |
| well having never written anything vf related, why |
| bother? |
| |
| just as payback to the community, and seeing an opening |
| for something no one was apparently doing yet.. |
| |
| besides i just got a net account, so why not use it, |
| |
| i got references from all the major vf2 faq writers, |
| and joji suzuki! is also involved since has borrowed |
| my copy of vfk!...anyway that should be a big plus |
| |
| and i also self volunteered yupasawa to edit this!!! |
| |
| 4) all sources should be referenced carefully and noted |
| for future reference |
| |
| do you think i'm going to rewrite all the info in all |
| the other faqs, i've got time on my hands, but not |
| that much!...get real |
| |
| 5) make it "user-friendly" , this faq can literally be |
| taken apart section by section , so you can get |
| just what you need, try that with some other ones... |
| |
| 6) no ansi-or line-art., but plenty of ASCII and separators|
| to separate and clarify information |
| |
| 7) explanation of non-standard terms, or references to |
| them ,why don't you SPoD-iai-Mc-m-Up-Kn+pppk-TFT-XPD? |
| |
| 8) oh there's more to come, i'll get around to it later |
| |
| <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>> |
| | /| /+/ | |
| | /~/ | /^\ /+\ /+/ / / | |
| / | / |+| _ /+> \./ | | | / | |
| | | / - / | | < | / __ / / | | | |
| | | / / / | | /\+/\ /\ / /\ \|+| | | | |
| |/ -/- | / / | | |+| |+| \ \/ |+| | |
| | / /+ / \ \ | | \ \ / / / / | |
| ------- /-----| < /| |+| |+| \___/ /+/ | |
| |WeB PaGe AnD | | | \_\ \/ /_/ TM | |
| |SiTe CoMiNg | \./ | |
| |SoOn \ ------------------------------------------- |
| ----------------|<<<<<<<<<<<<<<<<<G>A>>>>>C>mcmxcvi>>>>> |
| | "Motto tsuyoi yatsu to tatakaitai!" - kid akira , vfk | |
| <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |
|design:generic design (c) MCMXCVI rg...the...MaNaGeMeNt [0] |
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| End Part [2/2] |
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