Virtua Fighter 2 Wolf strategy guide Superdoug's (dougc¾umich.edu) Wolf strategy guide for VF2. ---------------------------------------------------------- Prologue: --------- Well, it's been a long time in coming. Since VF3 is almost here, I thought I would make up this Wolf strategy guide for all you aspiring Wolf players out there. I'm going to try to pack in as many Wolf tidbits that I can... I'll probably end up forgetting a lot of things that I want to put in here but for right now this is as complete as I can get it. Contents -------- Wolf intro Wolf philosophy Move analysis PKG (make it your friend) Low punch major counter throws The "Wolf rush" Okizeme Dashing in 2.0 and 2.1 Throwing a missing low punch Float combos Versus strategy Wolf intro: ----------- Wolf was always an under-rated character untill two Japanese "tetsujins," (literally "steel person", these people are the Japanese VF2 experts) Bun Bun Maru and Kashiwa Jeffry discovered valuable tricks with the two big guys to even the odds against the other characters. These complex and advanced tricks gave Wolf and Jeffry the advantages they needed as well as some flash to make them more popular. Wolf Philosophy: ---------------- I'm going to make this short and simple. A good, solid Wolf strategy is to mix up two modes of play: knocking down and pouncing, and throwing. There, that wasn't too wordy now was it? :) Move analysis: -------------- The motion and stats for all Wolf's moves here are gleaned straight from Tom Harper's excellent Wolf FAQ. (Thanks TomÏ) Name Motion Hits Damage Frames Reverse Notes ------ ------ ---- ------ -------- ------- ----- Punch P H 14 12,6 PKA F Low Punch d+P L 10 10,8 A See special section about low punch major counters. Kick K H 36 16,20 PA Low Kick d+K L 17 16,25 A Wolf's low kick has great reach. You can sometimes use low punch, low punch, low kick to make people back off. Side Kick d/f+K M 33 16,35 PAW Still a powerful move. Use it carefully, though. --- Knee f+K M 30 15,29 SF Wolf's knee is one of the weakest in the game for height of floats and damage, but you can still score high damaging combos. (see combo section for more info) Uppercut d/f+P M 22 13,22 PKA F A move you don't want to use against Kage and Akira because it can be reversed too easily. Better than a knee because it's uncounterable if blocked. Uppercut from crouch FC,d/f+P M 22 15,22 PKA F Same as normal uppercut... Remember, your best float combo off an uppercut is almost always uppercut (float), knee, light pounce. This will hit everyone, do good damage, and is super-easy to execute. --- Running Clothesline f,f+P M 40 24,38 Not a move I recommend using too much. If they're standing there blocking, throw them. --- Shoulder Ram b,f+P n 20-70 19,32 This is a good move to use to end float combos but doesn't have many more practical uses. You have a chance of scoring a "critical hit" when used on someone's back but I'd rather just do the back throw. --- Backhand Slap b+P H 20 20,32 PKA My vote for the most useless move in VF2Ï --- Scissors Kick K+G H 36 20,35 G This move can be used cautiously when you're ahead in lifebar because it makes you hit the ground, wasting time. You could use it if you think that someone will miss their move. This move is also ideal for snuffing heelkicks. If the two moves are executed simultaneously the scissors kick will always beat the heelkick. --- Drop Kick u/f+K M 22 23,22 G For the most part, don't bother. Somersault Heel Smash b,f+K+G M 30 30,29 G Mainly used as a defensive maneuver when you are ahead in life and your opponent starts getting desperate and too offensive. Ballet Kick f+K+G M 36 19,22 S Wolf's best move, period. Use this move in Kage's and Pai's sidekick range. It will interrupt low punches, sidekicks, Akira's dashing elbow and single palm, among many others. I personally use this move LIBERALLY. It is uncounterable if blocked, and tough to counter if missed. (but don't miss it. :) ) After the ballet kick is blocked or missed, ALWAYS be ready with a twirl and hurl if your opponent is trying to counter you with a throw. This is a move you use to feel your opponent out and make him react under your circumstances. It's what the dashing elbow is to Akira. Also, after a minor counter hit, always follow up with a heavy pounce. After a major counter hit, tap forward, forward then do a heavy pounce to get the maximum damage. Never forget to pounce. Flying Knee Attack f,f+K+G H 30 23,47 S This move is throw counterable if blocked. However, if this move hits "shallow," (hits from maximum range) you must DASH in to throw Wolf if you want to catch him in time. This is a tough thing to do and you will beat the person to the throw if they just tapped for, for for.. and didn't dash in. --- Body Blow f+P M 20 14,24 P F Wolf's second best move. Use it liberally against Kage and Akira because it cannot be reversed. (EVEN by Pai, TomÏÏ) I like to mix it up between my PKG-throws because it's harder to counter than a knee (although it *IS* still counterable by a PK combo, so if your opponent has a knack for countering your blocked bodyblows, ease up) This sounds lame but most people CAN NOT PK counter the bodyblow because their reflexes aren't good enough (or they forget, I dunno..) Also, ALWAYS ALWAYS use a heavy pounce after you knock down with this m --- Drop Elbow b+P+K H 30 13,25 This move appears useless at first, but it comes out very fast and can always be followed up by a *heavy* pounce if it major counters. The ideal use for this move is against a character who relies on elbow staggers (Jacky, Kage, Lau.. etc) If done from maximum elbow distance the drop elbow will cleanly interrupt any elbow attempt by these characters if executed simultaneously. Honest. Try it. If someone if in your face with PKGs and elbows, throw in a drop elbow when you think they are going to do their normal elbow. The knockdown and pounce will make them more cautious next time. --- Sliding attack f,d+K L 20 16,44 This move isn't really all it's cracked up to be. It hits low, comes out fast and knocks down (use light pounce), which are all good, but is THROW COUNTERABLE if blocked, which is very bad. The motion is also very fickle and the move tends not to come out when you need it. Against advanced players, I tend to reserve this move in float combos. For that purpose, it's still pretty cool. --- Two Hand Upward Slap FC,f+P M 30 12,38 Great when you're being rushed with PKGs and elbows... You can duck under a punch and nail someone... It's uncounterable if blocked but as with most moves very counterable if missed, so don't miss it. Always try to go all the way back (full half circle instead of a quarter circle) when doing this move because it can double as a twirl and hurl. Also feel free to try a light pounce if you hit someone with it. WOLF'S THROWS AND THE SIDE KICK REVERSAL ---------------------------------------- Name Motion Grabs Damage Frames Notes ---- ------ ----- ------ ------ ----- Backfall Suplex P+G H 60 137 G Not a horrible throw, I use it in a jam when my brain can't remember to do a different throw. If someone breaks out of it, RUN FORWARD. DO NOT DO A TURN-TOWARD ATTACK. If a fellow Wolf or Jeffry player breaks out of this move, they get a free backthrow. --- Body Slam f+P H 50 178 My most-used throw. It shares the same motion as the bodyblow, so don't feel guilty about getting up close and pushing for+p just to see what happens. Can always be followed up by an elbow drop, usually followed up by a short pounce, or, if you see that your opponent is being lazy and not struggling, get him with the heavy pounce. --- Twirl And Hurl HCT+P H 100 226 Well, it's the single most damaging move in the game. A heavy part of your offensive strategy should be to get this throw off. An rgva poster, Mason Wood, said that the twirl and hurl is most dangerous when you make your opponent forget that you have it. This is very true. Use knees, ballet kicks, bodyblows, etc and play for the knockdown. When your opponent starts to stand and defend against your offense, twirl them. Also, always remember to dash in and pounce after this move. A heavy pounce is possible, but if you're slow to dash in do a drop elbow or light pounce. Oh, and don't forget to ring them out with the up/towards + kick+guard move if they're close to the ring edge. >:) --- Ghostbuster d/f,d/f+P+K H 80 213 A good throw, but it just doesn't match up with Jeffry's crucifix piledriver. After you tap the first d/f motion you have (I belive) 14 frames to do the next d/f and the P+K. This makes it possible to stretch out a small crouch dash before you unleash the throw, giving it added range. --- Frankensteiner u/f+K+G H 60 118 A fun, cool looking throw, but the bodyslam is better in any situation. The bodyslam + elbow drop is more damage than a frankensteiner because the frank can't be followed up by a ground hit. A missed frankensteiner attempt also results in a horrible hopping weird kicking attack that should be avoided at all costs. :) --- Double Arm Suplex d/b+P+K+G L 70 179 Tombstone d/f+P+K+G L 70 182 Torso Takedown d+P+G L 60 109 For some reason I favor the torso takedown in low punch MC - throws, and the double arm suplex in missed low punch - low throws, but that's just me. I *ALWAYS* follow up a torso takedown with a *HEAVY* pounce, making it the most damaging low throw. (the torso takedown can technically be struggled out of, but use it and see how often people struggle out in time. I'd say 1 in 50 people struggle out of my torso take downs). The double arm suplex is safely followed up with a light pounce but a heavy pounce is sort of easy to struggle out of. --- German Suplex P+G B 80 176 Full Nelson Suplex P+K+G B 85 169 The difference: the full nelso suplex does more damage but will not grab a crouching opponent with his back to you, where the german suplex does less damage but *will* grab a croucher. Always follow both these up with a heavy pounce. --- Side Kick Reversal d/f+P M 60 83 A very cool and useful move, try to anticipate the sidekick and then go for it. Really cool people might always do their low punches by pressed d/b+p instead of just down+P. Here's the moves that can be reversed by Wolf's reversal: Anyone's Side Kick--d/f+K Pai and Lau's Snap Side Kicks--f+K Kage's Heel Kick--d+K+G Kage's Kick in his P,P,P,K combo Sarah's second or third Illusion Kick--d/f+K,K,K Sarah's Side Kick in her Punt Kick-Side Kick combo--d+K,K Jacky's Side Kick in his Punch-Side Kick combo--P,K up close Jeffry's Big-Ass Boot--f,f+K COMBOS ------ Description Motions Damage ----------- ------- ------ 2 Punches P,P 28 2 Punches, Uppercut P,P,P 56 2 Punches, Elbow Strike P,P,f+P 48 I find these combos pretty useless, the delay on the PPP (punch punch uppercut) is just too long. The PPfor+P combo is just plain silly, fun if you could fit it into a float, though. Universal Punch-Kick Combo P,K 44 A good virtua skill to know when to use this. Remember that Wolf's punch is slower than anyone elses (besides Jeff) and it's a lot harder for him to PK counter moves that other people can PK counter easily. IE: blocked knees, single palms, etc. After I block these moves I usually try to throw rather than PK counter. PKG (make it your friend): -------------------------- PKG is a built in combo. It is effectively a no-recovery punch that is done by executing a PK combo, and then G-cancelling the kick part of the combo. After the kick is cancelled, any move can be immediately executed. This is good for fighting up close. Mix knees and/or bodyblows and throws between PKGs for effective trickery. But, probably the most useful aspect of the PKG is the ability to do a PKG (major counter) - throw. Here's how it works. If you hit someone with a PKG and you interrupt them while they were doing a move, you will get a major counter. This will result in a different sound (a heavier "bish" noise) and a longer stun period resulting from the punch. In this circumstance you recover from the PKG while your opponent is still in "punch stun" and can get a free throw. Be sure to master the very powerful PKG (MC) - twirl and hurl. It's tough to learn but is a neccesity in become a master Wolf player. You must tap P.. K.. G.. HCT+P all in the same rythem. The button presses should be spaced out with exactly the same pause inbetween them. Don't do the button presses too quickly. If you do the PKG too quickly, you will do the equivilent of just pushing PG, which is a punch that has SOME recovery. (you will be unable to throw them immediately afterwards). If you find that it helps, you can also start the HCT (half circle towards) motion as you're are doing the PKG, but this isn't necessary. (IE, P, back+K, down/back+G, down, down/for, for+P) However, I've found that the problem most people have with this is that they try to do it TOO FAST, so you shouldn't have to consolidate the twirl and hurl motion into the PKG. Low punch major counter throws: ------------------------------- Low punch major counter throws work differently than the PKG major counter throw. Let's say we were to try to do a low punch major counter - bodyslam. Here's the joystick presses: down+punch, forward, forward, forward+P. That's a low punch, a buffered-in forward dash, and then the motion for the bodyslam. Similarly, a low punch (MC) twirl and hurl, motion would be this: down + punch, forward, forward, HCT+P. You press the down+punch and then *immediately* do the forward, forward motion, then *immediately* do the HCT+punch. It will all flow together. The for,for dash buffers in while you are doing the low punch, and the twirl and hurl buffers in while you're doing the forward dash. It is essential that you always tap forward, forward DURING the low punch to buffer in a dash after the low punch connects in order to get in range to throw. Low punch (MC) low throws work exactly the same way. If you interrrupt someone while they are doing a move from a crouch, or a move that will result in them crouching, like a low punch, they will be "low punch stunned" in a crouch position long enough for you to dash in and get the throw. A low punch (MC), torso takedown is simply: down+punch, forward, forward, down+punch+guard You get the idea. Due to the nature of low punch major counters (they make the same noise as a low punch minor counter) it is impossible to tell if the low punch major countered untill it is too late to throw, so you MUST commit yourself to the dash-in and throw not necessarily knowing if the low punch major countered or not. You can, however, with some fast reflexes, judge whether your opponent is stunned in a standing or crouching position and use the appropriate throw in time. Tap down+P, for for, while watching your opponent closely. After the low punch hits him, you will be able to see if he is crouching or standing. Here I press for+P for a fast bodyslam or down+P+G for a fast torso takedown. Since these are simple, fast motions for throws you can learn to react to the low punch (MC) with a little practice. I find that the low punch (MC) twirl and hurl is pretty much a guess that your opponent will be standing after the low punch (MC). I don't have the reflexes to do a low punch, dash in, and do either a low throw or HCT+P, but maybe someone out there can. The "Wolf rush" --------------- You'll often hear of Lau's dreaded knifehand rush or Akira's rush, but what could the Wolf rush be? Here's a basic setup that starts with a PKG that hits or is blocked. Then I'll show you some things to mix in after your opponent catches on. PKG - down/for, down/for+P+K, for, for, (low throw or high throw) This is a PKG, then a ghostbuster (that you should get if the PKG major counters), then a shot a low punch MC high throw or low throw if the ghostbuster misses and comes out as a low punch. If your opponent tries to execute any move during this sequence he will get major countered by the first PKG or the low punch. If he starts blocking without attacking, try to skip a part of the rush and just throw the person as he stands there. You can also mix it up with PKG - knee if people start looking to reverse or interrupt your low punch (only if they block the first PKG), PKG - bodyblow could also be substituted here. When you watch a master Wolf player rush you will often see this rapid series of high punch, low punch, high punch, low punch. Get the opponent blocking and simply stop the rush and throw them, or interrupt them with a knee, bodyblow or ballet kick from close range. Okizeme: -------- Okizeme means something like "attacking the rising opponent" in Japanese. This is the name for pressuring someone after you have knocked them down. This is a very important tactic with Wolf and should always be used after you've knocked someone down to keep the inititive. Here's some simple tactices for anyone except Akira: (see the vs. section for special Akira okizeme information). Knock someone down, and then crouch dash into their body while they're on the ground, trying to provoke a rising attack. If you think that they have taken the bait and hit 'k' to execute a rising attack, quickly dash out of the way of the kick and immeditaely dash back in to low throw a missed sweep or high throw a missed rising high kick. This, of course, takes some practice, but is an invaluable tool. After you pulverise someone with this, they will likely rise without an attack. Here you want to try to throw them as soon as they get up, or do a low punch MC if you think they are going to execute a move as soon as they get up to avoid a throw. Yes, this is a guessing game, but a guessing game that is in Wolf's favor. If someone uses muteki-okizeme, (holding DOWN as they get up to get a short peroid of invincibility) try to recognize when the invincibility period is over and do down+P+G, for, for, throw. If you executed the down+P+G at the right time you will low throw them, but if they buffered in a move into the invincibility peroid you can likely low punch major counter it and then follow up with a throw. A special note here while I'm thinking about it. Wolf's best use for muteki-oki (when he is using it himself) is to hold DOWN, then do a HCT+P. This will twirl and hurl them if they don't attack you as soon as you rise, or hit them with a double fisted uppercut if they DID try to attack youÏ Dashing in in 2.0 and 2.1 ------------------------- Dashing in in 2.0 and 2.1 is different, most find the dashing in 2.0 to be more difficult. In order to dash in 2.0, you must press forward, FORWARD (hold the second forward) to start to dash, and then let the joystick go to neutral right as you get in range of your opponent. Here Wolf will "skid out." After Wolf skids out you will be in range to execute a throw. (if you dont skid Wolf will stop dashing before he can get into throw range). If your opponent is backing off, dash in at him and do a high/low throw on him. After he learns to reach with a low punch or something to stop the throw, start doing a ballet kick just out of throw range to interrupt almost any attack he could do to stop the throw. This is another great guessing game that's in Wolf's favor. Oh, in 2.1 dashing is made easier. You still tap for, FOR but you will dash all the way into someone's throw range without having to "skid." The "dash in and throw or dash in and ballet kick" is even more effective in 2.1 because people generally dash more in 2.1 because it's easier to do. Let them know which character "jousts" the bestÏ Throwing a missed low punch: ---------------------------- Actually, before I talk about throwing a missed low punch, here's some more great info taken straight from Tom Harper's Wolf FAQ that talks about normal times to look for low throws. >Here are a set of opponent's moves that provide perfect opportunities >for low throws. A 'B' before the move means if you block it a throw is >possible. An 'M' means a throw is possible if it misses entirely, and an >'H' means it's possible if it hitsÏ > >Jacky's Low Backfist M > >Jacky, Kage, Lau, and Pai's Sweep BM > >Jacky's and Sarah's Leg Slicer BMH > >Shun's Slow Sweep BM > >Lion's 2 Low Thigh Kicks B > >Shun's Low Shoulder Backpush BM > >Lau's double foot sweep BM > >Shun's Fast Sweeps after drinking B > >Pai's Scissor Kicks BM > >Akira's Low Rising Attack B > >Jacky's Rising Sweep BM > >Sarah's Rising Sweep BM > >Note that if Lau and Pai's Sweep is part of a PPPK combo it cannot be >low thrown. Use a high throw or counter method of your choice. Okay, now on to the nitty-gritty about throwing a missed low punch. In order to throw a missed low punch, you have to be quick. I usually execute the low throw motion as soon as I see the low punch extended out. It's very difficult to get a missed low punch low throw on the fly, but easier if you use a set up. Here are some common set ups: Low punch (hit or blocked), uppercut (hit or miss), opponent low punches, low throw. Opponent low punches (hit), opponent low punches (whiffs), low throw. Akira does stun palm, then low punch (miss), low throw. Wolf blocks a rising sweep close, stands up, opponent low punches, misses, low throw. PP combo (hit, hit), guard cancel. Opponent low punches, low throw. (against Akira): Wolf low punches (hit), Wolf low punches again, Akira tries low reversal (missed), low throw. Remember that it is always helpful to LET GO OF GUARD when you're looking for a missed low punch/low throw. Wolf's torso extends out more when he's not guarding which seems to give him some added range with the low throws. If you want to do a missed low punch/low throw without using one of setups, here are a few tips: Get a feel for the range where a low punch will just barely miss. Good times to look for low punches that barely miss are after blocked elbows, sidekicks and heel kicks. Not every low punch after you block one of these moves will miss (or miss close enough for you to get the low throw) but after a while you'll develope that "feel" for it. Float combos: ------------- Here are some reliable combos that I like to do to each opponent for the best damage: Akira: Knee, low punch, heavy pounce. Pai: Knee, pkg, pkg, (pkg), knee. (light pounce) Lau: Knee, pkg, (pkg), knee. (light pounce) Kage: Knee, pkg, pkg, knee. (light pounce) Wolf/Jeff: Knee, heavy pounce. Shun/Lion: Knee, pkg, pkg, (pkg), knee. Sarah: Knee, pkg, pkg, (pkg), knee. (light pounce) Jacky: Knee, pkg, (pkg), knee. (light pounce) If a move is in ()'s that means that you can squeeze it on but it might be a little tough. "But those combos are boringÏÏÏÏ" you must be crying out about now. Well then, here are some cooler combos that don't necessarily do more damage, but are still worth while because they are crowd pleasers. Lau/Kage: knee, pkg, pkg, bodyram. Pai: knee, pkg, pkg, pkg, pkg, PPP. (anyone done this one yet? :P ) Pai: knee, pkg, kick+guard. Pai: knee, pkg, for+kick+guard. Pai: knee, pkg, uppercut, pkg, bodyram. (how about this one?) Kage/lighter: bodyblow (special float), low punch, body ram. Kage, Lau, lighter: knee, pkg, pkg, uppercut, up+kick pounce. (guaranteed) Sarah: knee, pkg, pkg, for, down+kick. Sarah: knee, pkg, pkg, double fisted uppercut. Note: In order to get the double fisted uppercut or normal uppercut in these combos, you must buffer in a crouch dash first. More simply, you must do down/for, down/for then down/for+P for the uppceut or WCT+P for the double fisted. Special versus character secion: -------------------------------- Here's some special information while fighting specific characters. Akira: Use heavy okizeme. If Akira tries any rising attack, block it and then throw him. His rising high and low kick recover so slowly that after you block them a throw is guaranteed. After he learns that it's futile to do a rising attack, you can use okizeme with the assumption that he is NOT going to ever do a rising attack and then base your oki-strategies from there (see the okizeme section). If Akira starts using the "option select," ie, PKG, down+P repeatedly, tap back,down+kick,G along with him. This will auto-duck a PKG in time, and then cancel the low kick in time to block the low punch. Don't try any move because it will just be interrupted, and any low punch will be reversed. Just fizzy guard like this and you should eventally get a reversal jam. (counter a cheesey tactic with a cheesey tacticÏ) while he's jammed, walk up and do a back throw (you can, even though it looks weird). This will make him think twice aboue his little option select. Lau: His knifehand rush is a nightmare. If he starts it from a slightly farther range than usual, you could crouch dash backwards, and retaliate with say, and uppercut. If he's in your face and in "upknifeP auto pilot mode," let go of block and keep jamming on PPPPPPP. After you block the first upknife if Lau continues the normal rush, you will automatically continue to block, and when the tiny 2 frame or so window where you can attack (it's in there...) comes, hopefully one of your P's will register and you will punch your way out of it. Be careful of elbow staggers and use the drop elbow to stop them. And, if you get staggered, down forget to struggle while holding down blockÏÏ Also remember that Lau's two footed sweep (for, down+K) is NOT throw- counterable if blocked so you will have to get him to miss it if you want to throw him. Pai: Eh, who plays Pai? :) Just practice your big float combos on her. :) Kage: Be careful with body blows and ballet kicks against defensive-minded Kage players always looking for the throw. Use the drop elbow up close for stagger-happy Kages, and remember, DON'T forget to stuggle if you get staggered all while wailing on P+G. If Kage tries to stagger-throw you you could struggle out in time and suplex him. Try to use the body blow from it's max range because Kage's fast PKG can interrupt it, but you need the bodyblow to fight against his low punch - punch reversal 2 in 1 attack. Also don't forget that the scissors kick (kick + guard) will snuff his heelkicks. It also doesn't hurt to look for sidekick reversals against Kage's because Kage's sidekick is one of the best. Jeff: Use the ballet kick a lot as well as his bodyblow. Get up close and use the Wolf rush tactics first. Watch out for the dashing elbow (delay) uppercut throw traps. Fight him with the PKG throw and low punch MC throw tactics, but you'l have to beat him to it because he is likely trying the same thing. Sarah: Be cautious of a Sarah with her back turned. Her turn towards punch will interrupt almost anything you could do to her at that range, and watch out after you block a turn toward sweep because her punches will interrupt anything you could counter a blocked sweep with. Against a back turned Sarah, use the ballet kick from max range at her and you could actually even use the up/for+kick+guard move effectively. At mid range, use the ballet kick again, and try to get up close to rush, but be cautious. Look for big floats because Sarah is light. ;) Jacky: If Jacky is in low backfist range, a back, back, for, for, down+P+G will dodge the backfist and low throw him. Once again, watch for elbow staggers, use the drop elbow to snuff elbows. Remember the elbow-heelkick is throw counterable, twirl and hurl him every time after you block it. Watch out when mixing in your low punches into a Wolf Rush because the kickflip has this annoying tendancy of snuffing them. Use the knee more liberally than you normally would because Jacky players have a hard time PK countering blocked knees due to his weird PK combos. Shun: Watch for a lot of low throw opportunities and high throw opportunities while Shun is dodging. Watch his fast down/back+k,k up close, poor on the bodyblows and maybe some knees. The ballet kick is, as always, a good move to poke around with. Watch out for his kick+def from that range. Also, you could look for more sidekick reversals than usual due to Shun's useful sidekick. Lion: Like Shun, look to reverse more sidekicks that usual and look to throw him out of his dodge moves. PK will smear a lot of stuff Lion has to offer, so poor it on. Lion players can be tough and unpredictable, just keep with a consistant offense with a lot of the tradition mixing in of throws and knockdowns. Ranking Mode: ------------- Here's yet another rippoff of Tom Harper's FAQ. These are the moves you need to get first grade in ranking mode: Kudos to Jirawat Uttayaya and his Ranking Mode FAQ for this information. Remember to reach 1st Grade you must beat Dural, defeat CPU Akira within 6 minutes and 30 seconds, and score 100 technical points. Score the technical points with these moves. Remember you must do each move in a separate match. 5 Drop Kicks u/f+K 4 Backfall Suplexes P+G 3 Ghost Busters d/f,d/f+P+K 3 Twirl And Hurls HCT+P 3 Two Hand Upward Slaps FC, for+P 3 Shoulder Rams b,f+P 3 Running Clotheslines f,f+P 3 Backflip Pounces u+K 2 Frankensteiners u/f+K+G 2 Side Kick Reversals d/b+P 2 Torso Takedowns d+P+G 1 Double Arm Suplex d/f+P+K+G 1 Tombstone d/b+P+K+G Many thank yous: ---------------- I have many VF2 buddies all over the world that have helped me me become the player that I am today. Without all these people (and many more) I wouldn't have a virtua clue. Sorry if I don't have your email address... maybe I'll dig them up later if I remember to. Chia Jin Ngee - mcblab47¾leonis.nus.sg : For the first FAQ and great early info. Colin Leong - leongtk¾singnet.com.sg : One of the top 3 Vf2ers in the world, thanks for your great : competition and your help with missed low punch/low throws. Michael K. Im sim+¾andrew.cmu.edu : Mike is just a great guy and a great player. Yupasawa - yupasawa¾aol.com : Thanks Yupa for all the great matches and all the technical data : you offer to the VF2 community. Also thank you for all the : ground breaking Sarah stuff that is all copyrighted by YOU. Joji Suzuki - joji.g¾channel1.com : Thanks for adding many flames to the Vf2-mania fire. And thanks : for the definitive Akira FAQ. Mason Wood - mwood¾titan.oit.umass.edu : Also one of the top three players in the world, probably best : player in the USA. Thanks for the great big-man discussion and : all the ass whippings you've given me. Darcy Brockbank - samurai¾cs.mcgill.edu : Thanks for great early info on The Big Guys. Your "Jacky Labs" : info is also invaluable. (reallyÏ) Lan Bui - : Thanks for all the great matches, and your Lau help. (I finally : revealed your secret Lau rush beating technique, hope you're not : too madÏ (I figured it was timeÏ) One of my best VF2 buds. Vabrio (Yu Robertson) - : Thanks for the severe pummeling with Akira and the extreme high : level of play that you offer. The third guy in my top 3 group. Jo Shun - : Thanks for being a great pal and one of the best VFers around. : Also thanks for the pioneering Shun strategy and all your : contributions to the VF2 community by forming the VFIC and : organizing tournaments. Moby (Heny Kong) : Another one of my best VF2 buds, thanks for being so cool at all : the VF2 functions, and for the formidible Kage competition. Your : so-called Lau prowess I will have to judge for myself the next : time I see you. >:) Evil Space Maggot (Rich Williams) : Thanks for all the painstakingly good Kage matches you gave meÏ : I learned a LOT. Bigcat (Jon Tanaka) - : Another person I consider a good friend, and a hell of a Vf2 : player. Thanks for all the trouncing with LionÏ Truly the best : Lion player. Lars - : Cool guy and fellow VF2 fanatic. Maker of the definitive VF2 Web : Page, The Home of VF. (www.w3masters.com/vfhome/) Bun Bun Maru and Kashiwa Jeffry - : Wherever you are guys, thanks for being kickass VF2 players and : being the originators af ALL the tricks. Godeater - : Thanks for letting me crash at your place in Toronto :). : And also thanks for the fun Sarah vs. Wolf VFkids matches. Grahm - : A big thanks for our early Akira vs. Jeff rivalry. I wish you : would go back to playing Jeff and get away from that annoying Lau. : :) Jirrawat (Peaking Duck) - : Thanks a lot, Jirawatt, for the great Gamest and other Japanese : translations from the fj. news groups. That info is invaluable. To everyone else I forgot, I'll fit you in here, I promise. It's late. -Superdoug