Virtua Fighter Kids

Virtua Fighter Kids

15.10.2013 06:29:48
FAQ

English

[==================------------------======================]
| Part [1/2] |
[==================------------------======================]

[============-------------------===============|
| 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) |
[=============------------=====================]

[==================------------------======================]
| *### # ####### !SEGA! |
| ## ## ## # ## ## # # |
| # ## # ###### ## #### .#### ### ##, # |
| # ## ## # # # .#### #### # # ###*. # # ## # |
| #### # # # # # # # ## # `#### # # ## # |
| `*#' # # # `### `###' ## # ## # # `*#* # |
| **" **' |
<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|
| /##\ /###_ |
| |###W| ,##### ,,, |
| *##### _ ,,_ ######,####\, |
| \##### ,,####, ,/###/ /############| |
| ,#####_/*_,/####### {####; ,############/ |
| V################/ |### ,,****,, /########### |
| {#############/" |####,,/##############/ ##### |
| \############- |#####################/ \####\ |
| /#############\; |###########**######## ##### |
| /########"=*#####\, |########## ,######` \####\ |
| \/\#####| \#####\,|####*######,,/###### ,#####| |
| $####| $##########--#############* _/#####|TM|
| \###| -##### \##########",,/#######/ |
| --- ---- \#####" #########/ |
| \######/" |
[===================------------------=====================]

[==========---==========]
| FAQ V0.90 - [Release] |
|-----------------------|
| copyright 1996. |
[==========---==========]

[======-------======]
|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) |
[=============------------=====================]


[==================------------------======================]
| *### # ####### !SEGA! |
| ## ## ## # ## ## # # |
| # ## # ###### ## #### .#### ### ##, # |
| # ## ## # # # .#### #### # # ###*. # # ## # |
| #### # # # # # # # ## # `#### # # ## # |
| `*#' # # # `### `###' ## # ## # # `*#* # |
| **" **' |
<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|
| /##\ /###_ |
| |###W| ,##### ,,, |
| *##### _ ,,_ ######,####\, |
| \##### ,,####, ,/###/ /############| |
| ,#####_/*_,/####### {####; ,############/ |
| V################/ |### ,,****,, /########### |
| {#############/" |####,,/##############/ ##### |
| \############- |#####################/ \####\ |
| /#############\; |###########**######## ##### |
| /########"=*#####\, |########## ,######` \####\ |
| \/\#####| \#####\,|####*######,,/###### ,#####| |
| $####| $##########--#############* _/#####|TM|
| \###| -##### \##########",,/#######/ |
| --- ---- \#####" #########/ |
| \######/" |
[===================------------------=====================]

[==========---==========]
| FAQ V0.90 - [Release] |
|-----------------------|
| copyright 1996. |
[==========---==========]

[======-------======]
|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 |
[==================----------------------------------===============]

[==================----------------------------------===============]
|# Character description of move (standard notation) |
[==================----------------------------------===============]
|01 Akira | |
|-------------------------------------------------------------------|
| 1| reversals | G,b+P;G,d/b+P,G;d+P |
|-------------------------------------------------------------------|
| 2| yoho | d/f,d/f,P |
|-------------------------------------------------------------------|
| 3| tetsuzanko | b,f,f+P+K |
|-------------------------------------------------------------------|
| 4| SPoD (2x) | PKG,b,d/f+PK,b+P |
|-------------------------------------------------------------------|
|02 Dural | |
|-------------------------------------------------------------------|
| 1| triple kicks | |
|-------------------------------------------------------------------|
|03 Jacky | |
|-------------------------------------------------------------------|
| 1| lightning kicks | d+P+K,K,K,K,K |
|-------------------------------------------------------------------|
| 2| crescent + sweep | G+K, d+G+K |
|-------------------------------------------------------------------|
| 3| dancing turn kick | b,b+K |
|-------------------------------------------------------------------|
|04 Jeffry | |
|-------------------------------------------------------------------|
| 1| toe-kick hammer | d+P+K |
|-------------------------------------------------------------------|
| 2| thrusting headbutt | b,f+P+K |
|-------------------------------------------------------------------|
| 3| 3xheadbutt (2x) | b,f+P+K,f+PK,f+PK |
|-------------------------------------------------------------------|
| 4| Big Boot | f, f+K |
|-------------------------------------------------------------------|
|05 Kage | |
|-------------------------------------------------------------------|
| 1| reversal | d+P |
|-------------------------------------------------------------------|
| 2| flying kick | f,f+P+K+G |
|-------------------------------------------------------------------|
| 3| takedown | b,db,d+K |
|-------------------------------------------------------------------|
| | NOTE : I also think I remember the roll into a sweep |
| | (HCF,K) giving a triple replay |
|-------------------------------------------------------------------|
|06 Lau | |
|-------------------------------------------------------------------|
| 1| 3 punches + kick | PPPK |
|-------------------------------------------------------------------|
| 2| 3 punches + sweep | PPP,d+K |
|-------------------------------------------------------------------|
| 3| 3 punches + backflip | ppp,u/b+K |
|-------------------------------------------------------------------|
| 4| backflip w/kick | u/b+K |
|-------------------------------------------------------------------|
|07 Lion | |
|-------------------------------------------------------------------|
| 1| lunging sweep | d/f+P+K |
|-------------------------------------------------------------------|
| 2| swipe kick, crescent | d+K,K+G |
|-------------------------------------------------------------------|
| | NOTE : crescent from Lion's K+G must connect |
|-------------------------------------------------------------------|
| 3| tenshin ryouin kyaku | f,f+K+G |
|-------------------------------------------------------------------|
|08 Pai | |
|-------------------------------------------------------------------|
| 1| swallow kicks | u/f+K, |
|-------------------------------------------------------------------|
| | NOTE : The second swallow kick needs to connect. |
|-------------------------------------------------------------------|
| 2| 3 punches + kick | PPPK |
|-------------------------------------------------------------------|
| 3| reversals | b+P, or d/b+P |
|-------------------------------------------------------------------|
| 4| crane stomp | jump, f+K(ascending)|
|-------------------------------------------------------------------|
|09 Sarah | |
|-------------------------------------------------------------------|
| 1| 3 punches + back kick | PPP,b+K |
|-------------------------------------------------------------------|
| 2| 3 punches + high kick | PPP,u+K |
|-------------------------------------------------------------------|
| 3| tornado kick | u/f d+K |
|-------------------------------------------------------------------|
|10 Shun | |
|-------------------------------------------------------------------|
| 1| haito rensenkyaku | d/b, d/b+K |
|-------------------------------------------------------------------|
| | NOTE : The second kick of d/b,d/b+K must connect |
|-------------------------------------------------------------------|
| 2| retreating kicks | b+P+K |
|-------------------------------------------------------------------|
| 3| handstand kicks | HCB,K |
|-------------------------------------------------------------------|
| 4| NOTE : Shun's hop and trip is also a triple replay. |
| | | u,f+K (descending) |
|-------------------------------------------------------------------|
| 5| Shun's turn toward kicks (both high and low) |
|-------------------------------------------------------------------|
|11 Wolf | |
|-------------------------------------------------------------------|
| 1| shoulder ram | b,f+P |
|-------------------------------------------------------------------|
| 2| drop kick | K+G |
|-------------------------------------------------------------------|
| 3| clothesline | f,f+P |
[==================----------------------------------===============]



[======-------======]
|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! |
[==================----------------------------------===============]


[======-------======]
|Section 5 |
[======-------======]

[==================----------------------------------===============]
| 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 6 |
[======-------======]

[==================----------------------------------===============]
| Credits for the FAQ |
[-------------------------------------------------------------------]
| # person note on contribution |
|-------------------------------------------------------------------|
|01 rg organization/layout/typography/setting/type |
|02 yupasawa editor/contributor/proofreader/factual data |
[-------------------------------------------------------------------]


[======-------======]
|Section END |
[======-------======]

[==================----------------------------------===============]
| Appendices |
[-------------------------------------------------------------------]

[======-------======]
|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! |
[============================------------------=====================]


[==================----------------------------------===============]
| Resources |
[-------------------------------------------------------------------]
| # format Name ver author date|
[-------------------------------------------------------------------]
|01 |txt/faq|VF2 faq |3.0 | Chia Jin Ngee | 1995|
|-------------------------------------------------------------------|
|02 |txt/faq|Akira FAQ|1.01 | Joji Suzuki | 1995|
|-------------------------------------------------------------------|
|03 |txt/faq|Shun FAQ |1.0 | Doug Rosengard | 1995|
|-------------------------------------------------------------------|
|04 |txt/faq|Sarah FAQ|2.0b | S. Hyun Yim | 1995|
|-------------------------------------------------------------------|
|05 |txt/faq|Sarah Floating | | |
| | |Combo |1.01 | Pakorn "Pek" Pongpaet | 1995|
|-------------------------------------------------------------------|
|06 |txt/faq|Lion FAQ |1.01 | Cleo Saulnier | 1995|
|-------------------------------------------------------------------|
|07 |txt/faq|Lion vs. Humans| | |
| | |Guide |1.1 | Alan Tan | 1995|
|-------------------------------------------------------------------|
|08 |txt/faq|Lion vs. Humans| | |
| | |Guide |2,0 | Alan Tan | 1995|
|-------------------------------------------------------------------|
|09 |txt/faq|Lion FAQ |1.1 | BigCat (Jon Tanaka) | 1995|
|-------------------------------------------------------------------|
|10 |txt/faq|Jacky FAQ|0.51 | James M. Ross | 1995|
|-------------------------------------------------------------------|
|11 |txt/faq|Pai FAQ |1.0 | Steve Suh | 1995|
|-------------------------------------------------------------------|
|12 |txt/faq|Jeffry | | | |
| | |Guide |6.0 | Thomas H Harper | 1995|
|-------------------------------------------------------------------|
|13 |txt/faq|Wolf | | | |
| | |Guide |3.0 | Thomas H Harper | 1995|
|-------------------------------------------------------------------|
|14 |txt/faq|Kage FAQ |2.0b4| Tan Wu Meng | 1995|
|-------------------------------------------------------------------|
|15 |txt/faq|Lau FAQ |0.9 | Colin Leong | 1995|
|-------------------------------------------------------------------|
|16 |txt/faq|Combo FAQ|3.0 | Doug Rosengard | 1995|
|-------------------------------------------------------------------|
|17 |txt/faq|Taunt FAQ|0.5a | Donny Chan | 1995|
|-------------------------------------------------------------------|
|18 |txt |Copy Taunt|0.3 | Donny Chan | 1995|
|-------------------------------------------------------------------|
|19 |txt/faq|Ranking | | | |
| | |Mode FAQ |? | Jirawat Uttayaya | 1995|
|-------------------------------------------------------------------|
|20 |txt/faq|Stance FAQ|? | Jirawat Uttayaya | 1995|
|-------------------------------------------------------------------|
|21 |txt/faq|PKG-Senbon | | |
| | |Punch |0.2 | Anthony Goh | 1995|
|-------------------------------------------------------------------|
|22 |txt/faq|VF2 for | | | |
| | |Beginners|? | Ian Schirado | 1995|
|-------------------------------------------------------------------|
|23 |txt |Shorthand| | | |
| | |Guide |2.0 | BigCat (Jon Tanaka) | 1995|
|-------------------------------------------------------------------|
|24 |txt |VF2 Jargon|? | Darcy Brockbank | 1995|
[==================----------------------------------===============]


[======-------======]
|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 |
[==================----------------------------------===============]


[======-------======]
|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] |
[==================----------------------------------===============]

[==================------------------======================]
| End Part [2/2] |
[==================------------------======================]

 
Kommentare:
Der Kommentar wurde gespeichert!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

FAQ

15.Oktober 2013
Cheat

03.August 2013
 
Beliebte Cheats
01.Dezember 2014
25.September 2015
07.April 2014
07.Juli 2015
30.Dezember 2013
11.Februar 2016
24.Juli 2014
01.April 2020
01.April 2020
01.April 2020
24.März 2020
24.März 2020
24.März 2020