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