Revised Tue, Apr 11, 1995 Completed Thu, Apr 27, 1995 Copyright 1995 This FAQ may be freely distributed among the VFing community. No fee is charged except for direct costs. You can obtain this FAQ by: ftp --- http://aleph0.clarku.edu/~grace/vf2.html http://yallara.cs.rmit.edu.au/~s9407314/ Any updates, feedback and errors, please send to: Chia Jin Ngee
Different is good.
Lately, gamers have been hit pretty hard by a barrage of fighting games ranging from those whose only draw is blood and guts to those who resemble a sick horse that should be humanely shot or at least taken to a hospital for a few years....
With the release of their first ever fighting game, SEGA has broken new ground by designing the only current martial arts game whose appeal isn't violence or the ever popular 'magic' moves, but more geared towards realism, fluidity of motion, and genuine martial art techniques.
The ability to so successfully meet these goals is due to SEGA's System 1 polygon graphics engine which is much like the system used in their popular Virtua Racer. This system can handle over 180,000 flat shaded polygons per second, and since the fighters are three-dimensional figures made of polygons instead of just flat images, be prepared to be dazzled by more than just the backgrounds.
As for the game itself, Virtua Fighter plays like other recent fighting games in some respects. There are 8 characters to choose from, and the basic object of the game is to, through the use of punches, kicks, throws, grabs, pounces, and a variety of other techniques, drain your opponent's life meter. The problem is that at this point Virtua Fighter already shows its differences from other fighting games because you can also win by knocking your opponent out of the ring. Another difference is that Virtua Fighter has many more special moves than any previous fighting game; there are over 100 secret techniques to discover. Not to mention that it just feels more like a real battle due to the fluid motion and realistic moves.
Needless to say, Virtua Fighter is destined to be remembered as both a great one on one martial arts game and a spectacular fighting simulator. If you haven't seen one yet, then go check it out at your local arcade. Otherwise, check out the moves and strategies in this FAQ and then use them to help you master this exciting game before someone else gets ahead of you.
This manual borrows quite heavily from the original VF1 FAQ. Apart from the new moves, many of the old moves are taken from the VF1 FAQ.
VF2 is indeed a worthy successor to the original VF and has brought fighting games to new heights. Apart from a new graphics engine (System 2), it boasts two new and rather unorthodox characters with equally unorthodox fighting styles to match.
To minimize much confusion in this manual, almost all moves are considered to be taps. Hold down joystick moves are highlighted as such moves will only work properly when the stick is held down. Experimentation with moves has also revealed that most moves require the simultaneous tapping of joystick and buttons. A good example would be Jacky's Punt Kick which is now "for, for+K" instead of "for, for, K". Due to complex button and joystick combinations for certain moves, the holding of the defend button feature for some moves we know of in VF1 has been removed, so I have decided not to highlight this option. Enjoy the manual.
+-------------------------------------------------------------------------+ |Term Meaning As in | +-------------------------------------------------------------------------+ | For Forward Moving the joystick towards your | | opponent | +-------------------------------------------------------------------------+ | Back Back Moving the joystick away from your | | opponent | +-------------------------------------------------------------------------+ | Down Down Moving the joystick towards you | +-------------------------------------------------------------------------+ | Up Up Moving the joystick away from you | +-------------------------------------------------------------------------+ | D Defend The button that blocks (more below) | +-------------------------------------------------------------------------+ | P Punch The button that punches (more below) | +-------------------------------------------------------------------------+ | K Kick The button that Kicks (more below) | +-------------------------------------------------------------------------+ | All Press all 3 buttons Press all 3 buttons | +-------------------------------------------------------------------------+ | + And Down+Kick (tap Down & Kick as one) | | Punch+Def (press Punch & Def as one) | +-------------------------------------------------------------------------+ | lower case A quick tap Quickly tap the joystick; do not hold | | eg back | +-------------------------------------------------------------------------+ | UPPER CASE A long press Hold the joystick briefly. eg BACK | +-------------------------------------------------------------------------+ | / Diagonal direction For/Up (a jump forward) | +-------------------------------------------------------------------------+ | Jump A jumping direction Either Up/For, Up or Up/Back | +-------------------------------------------------------------------------+ | [ ] Optional Will work fine without [ ] part, but | | there IS more to the move you can do | +-------------------------------------------------------------------------+ | SCR Semi-circle roll Joystick is rolled half a circle like | | a "U" and not the other way round | | ie Back, SCR, For means joystick is | | pushed back with a half roll to | | forward | +-------------------------------------------------------------------------+ | QCR Quarter circle roll Joystick is rolled quarter of a circle| +-------------------------------------------------------------------------+ | 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 | +-------------------------------------------------------------------------+ | n Non-defenders Move affects non-defenders regardless | | of their defense position/level | +-------------------------------------------------------------------------+ | * See comments Check comments/description column for | | more info | +-------------------------------------------------------------------------+ | B Behind Only in the throws section | | Move can only be executed if standing | | or squatting opponent has his/her back| | facing you | +-------------------------------------------------------------------------+ | FC From crouching Move requires you to crouch/squat | | first | +-------------------------------------------------------------------------+ | O No effect Move has no effect on opponent | +-------------------------------------------------------------------------+
NOTE: defense doesn't work for attacks from behind
Collision in mid-air
When this happens, both players are just pushed away from each other, and neither one will hit the other.
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
for, for OO Quickly step forwards
back, back OO* Quickly step backwards
* Only Shun changes feet position when
he steps back quickly
for, FOR OO Run forwards
back, back OO ShunŐs special
Shun rolls away if his back faces his
opponent.
FOR O Inch forward slowly
BACK O Inch backward slowly
DOWN/FOR O Inch forward low
BACK/DOWN O Inch backward low
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
K M Rising heel kick
Only when head is not towards opponent
K M Rear kick
Only when head is towards opponent
DOWN+K L Rising sweep
D, K M Roll and rise with heel kick
D, DOWN+K L Roll and rise with sweep
BACK O Roll away
BACK, K M Roll away with mule kick
BACK, DOWN+K L Roll away with sweep
BACK, FOR+K M Pai, Lau, Sarah, Jack, Akira - Roll
away with rising heel kick.
Wolf, Jeffry, Lion, Kage - Roll away
then counter roll with heel slam.
Shun - Roll away then counter-flip with
toe slam
UP O Handspring AKA kip
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
up+P G Low fast pounce
UP+P G* Slow but high and heavy pounce
*Akira does not have a high pounce
This is the section is what everyone would zoom into. The motions are on the left and the description is on the right. The attack level is in the centre and just below the control motions are the damage points for each connected move. Only moves that inflict damage are shown. I have included that timing and recovery for the moves. The time is in frames. One frame of animation in VF2 is equivalent to 1/60th of a second. For example:
for, for+K M Jumping kick 16 29 30
There is 16 frames between the tow joystick motions and the recovery for the move is 29 frames. The number below is that damage in points. Also:
back, for, for+P+K n Dashing body check
(28) 42
20-28
The nuber of frames indicated in the brackets signify that the whole motion has to be done within 28 frames. The characters F after the recovery frames as in:
back, back+P H Jabbing footwork
16 24F
12
signify a feet position change and:
for, for+P H Jumping clothesline 16 81D 40
when the move results in the character lying on the ground. If there are missing recovery or timing frames, they are just not available.
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
10
down+P L Squatting punch
10
K H Roundhouse kick
30
down+K L Low kick
10
DOWN/FOR+K M Side kick
23
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Hopping downward punch
30
jump, P while ascending n Hopping jab
30
jump, K while ascending M Hop kick
30
K while descending M Hopping side kick
20
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M Distance drop kick to the front
40
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
Turning attacks with back facing opponent
=========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning punch
12
down+P M Turning overhead hook
14
DOWN+P H Turning punch from crouching
12
K H Turning roundhouse
30
down+K L Turning low kick
10
DOWN+K L Turning sweep
30
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HM Punch and body blow
20 18F
10+12
P, K HH Punch-kick combo
20 22
10+30
for for+K M Jumping kick
16 29
30
for, for+K, K MM Jumping kicks
16 15 38
30+30
for, for+P M Dashing elbow strike
16 23
20-40
for, for, for+P M Super dashing elbow
16 10 23F
20-40
FC, for+P n Dashing palm strike
26
20-65
FC, back, for+P M Double palm strike
(20) 32
30-70
for+P M Elbow strike
25
19
back, for, for+P+K n Dashing body check
(28) 42
20-28
down/for, down/for+P M Power uppercut
(28) 24
50
K+D, D M Knee
01 29F
30
down/for+P G Punch fallen opponent on the ground
32
12
Reversal attacks
================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
D, back+P H Reverse high attack with elbow
20 (49 or 65) (Recovery depends on stances)
50
D, back/down+P M Reverse mid attack with elbow
20 (50, 51 or 84) (Recovery depends on stances)
50
D, down+P L Reverse low attack with head hammer
20 (52 or 55) (Recovery depends on stances)
50
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Trip and 2 punches
113
20+10+10
All H Stun palm
45
15
All, back, down/for+P+K H Stun palm, back body check
14 (20) 73
15+40
All, back, down/forP+K, H Stun palm of Doom
14 (20) 17
down, for+P
(16) 52
back/down+P+D H Surprise exchange
34
for+P+D H Break stance
32
back+P+D H Shake `em up
43
down+P+D H Shake 'em up harder
43
for, back, for+P+K H Close-in ram
(30) 100
20+15+25
back/down, for+P H Pull in-push out
(15) 108
60
back/down, for+P+K H Backwards uppercut
(14) 64
35
back, down+P+D H Stumbling throw
(16) 69
10
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
10
down+P L Squatting punch
10
K n Snap kick
30
down+K L Low kick
10
down/for+K M Side kick
23
21
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Hopping double fist hammer
30
jump, P while ascending n Hopping jab
30
K while ascending M Simple hop kick
18
up/for+K M Single hopping scissors kick
19 F
up/for+K, K M Double hopping scissors kick
09 F
16+10
jump, K while descending M Hopping side kick
20
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M Crane stomp
40
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning punch
12
down+P L Turning low double punch
14+14
DOWN+P L Turning punch from crouching
12
K H Turning heel kick
30
down+K L Turning heel slide
36
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
19 11
10+10
P, P, P HHH Triple punches
19 19 18
10+10+12
P, K HH Punch and heel kick
19 38
10+30
P, K+D HH Punch and crescent
34
10+(20-40)
P, down+K+D HL Punch and sweep
34
10+(20-40)
P, P, K HHn 2 punches and heel kick
19 19 26
10+10+30
P, P, P, K HHHH 3 punches and crescent
19 19 28 39
10+10+12+50
P, P, P, back+K HHHM 3 punches and backward kickflip
19 19 28 34
10+10+12+20
P, P, P, down+K HHHL 3 punches and sweep
19 19 28 43
10+10+12+40
back/down+P H Dodging punch
20 Substitute this for the first punch
14 in running punch combos for dodging
FC release+K M Rising heel kick
30
35-40
D+K H Crescent kick
24
25-45
back+D+K H Reverse crescent kick
25
20-40
back/up+K M Backward kickflip
34
40
back/up O Backflip
for, for+K H High lunging leg thrust
30
30
down/for+P M Downward chop
16
14
for+K M Snap side kick
17
19
back, back+P H Jabbing footwork
16 24F
12
down/for+P G Punch fallen opponent on the ground
31
10
Reversal attacks
================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back+P H Grab and throw
(66 or 70) Recovery depends on type of attack
30
back/down+P M Grab and throw
(54 or 70) Recovery depends on type of attack
30
Throws and close range move
===========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Wrist twist
118
50
for, down+P H Falling DDT
(20) 93
60
back, down+P+D H Stomach throw
(20) 103
30
for, for+P+K H Reaping throw and punch
16 132
40+10
back, for+P H Pushover
(20) 118
60
for+All L Cartwheel over low opponent
55F
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
12
down+P L Squatting punch
10
K H Roundhouse kick
30
down+K L Low kick
10
down/for+K M Side kick
25
23
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Downward swipe
30
jump, P while ascending n Hopping jab
30
jump, K while ascending M Hop kick
30
jump, K while descending L Hop and sweep
20
up/for+K M Aerial cartwheel kick
30
up/for+K+D M Short jump kick
32
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M Distance drop kick to the front
40
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning punch
12
down+P L Turning double low punch
14+14
DOWN+P L Turning punch from crouching
12
K H Turning heel kick
36
down+K L Turning heel slide
36
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
20 15
12+12
P, P, P HHH Triple punch
20 24 18
12+12+14
P, K HH Punch and heel kick
20 38
12+30
P, K+D HH Punch and crescent
34
12+(20-40)
P, down+K+D HL Punch and sweep
34
12+(20-40)
P, P, K HHn 2 punches and straight kick
20 24 24
12+12+30
P, P, P, K HHHH 3 punches and crescent
20 24 29 40
12+12+14+50
P, P, P, back+K HHHM 3 punches and backward kickflip
20 24 20 34
12+12+14+20
P, P, P, down+K HHHL 3 punches and sweep
20 24 29 43
12+12+14+40
back/down+P H Forearm strike
22 (Substitute this for the first punch
14 in running punch combos for dodging)
FC, down/for+P H Lifting palm
22 Lifting palm automatically comes out
20 after a connected roundhouse, heel kick
hop kick attack
Insert this before punch combos for
lifting palm combos
down/for+P M Knife hand
20
15
down/for+P, P MH Knife hand and punch
37 14
15+12
down/for+P, P, P MHH Knife hand and double punch
37 25 18
15+12+12
down/for+P, P, K MHn Knife hand, punch and straight kick
37 25 26
down/for+P, P, P, K MHHH Knife hand, 2 punches and crescent
37 25 29 40
15+12+14+50
down/for+P, P, P, back+K MHHM Knife hand, 2 punches and backward
37 25 29 34 kickflip
15+12+14+50
down/for+P, P, P, down+K MHHL Knife hand, 2 punches and sweep
37 25 29 43
15+12+14+40
FC release+K M Rising heel kick
30
40
D+K H Crescent kick
24
30-50
down+K+D L Sweep
32
20-35
down/for, down/for+P M Dashing knife hand
(28) 18F
20
back/up+K M Backward kickflip
34
40
back/up O Backflip
for+P M Elbow strike
21
19
for+K M Snap side kick
15
19
for, down+K L Sliding attack
30
30
down/for+K G Stamp foot on fallen opponent
51
15
LauŐs throws and close range moves
==================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Waterwheel drop
109
40
back+P H Piggyback drop
98
50
back, for+P H Head slam
(20) 164
60
back, down+P+D H Sideways throw
(16) 93
15
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
14
down+P L Squatting punch
10
K H Roundhouse kick
36
down+K L Low kick
17
down/for+K M Side kick
33
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Hopping double fist hammer
30
jump, P while ascending n Hopping jab
30
jump, K while ascending M Hop kick
30
jump, K while descending M Hopping side kick
22
up/for+K M Drop kick
22
30
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
36
JUMP, for+K while ascending M Distance drop kick to the front
50
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks while back is facing opponents
==============================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning punch
12
down+P L Turning low punch
30
DOWN+P L Turning punch from crouching
12
K H Turning roundhouse kick
30
down+K L Turning sliding attack
36
DOWN+K L Turning kick from crouching
30
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
19 14
14+14
P, P, for+P HHH Double punch with high elbow strike
19 25 24
14+14+20
P, P, P HHM 1, 2 upper
19 25 26
14+14+28
P, K HH Punch-kick combo
19 22
14+30
for+K M Knee
29F
30
down/for+P M Uppercut
26
22
DOWN/FOR+P M Uppercut from low position
22
22
for, for+P L Running clothesline
38
40
back, for+P n Dashing shoulder ram
(20) 32
20-70
back+P H Backhand slap
24
20
K+D H Scissors kick
47
30
back, for+K+D M Somersault heel smash
(20) 29
30
for+K+D H Roundhouse kick
35F
36
for, for+K+D H Flying knee attack
16 47F
30
for+P M Body blow
24
20
back+P+K M Drop elbow
25
30
for, down+K L Sliding attack
(16) 44
20
FC, for+P M Two hand upward slap
38
30
down/for+P G Elbow drop on fallen opponent
49
20
up+K G Back body splash
20
Reversal-attacks
================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back/down+P M Grab side kicks
83
60
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Backfall suplex
137D
60
P+D B German suplex
176
80
for+P H Body slam
178
50
back, SCR, for+P H Twirl and hurl
(26) 226
100
down/for, down/for+P+K H Ghostbuster
(28) 213
80
up/for+K+D H Frankensteiner
118
60
back/down+All L Double arm suplex
182
70
down/for+All L Tombstone
179
70
down+P+D L Torso takedown
109
60
All B Variation german suplex
169
85
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
14
down+P L Squatting punch
10
K H Roundhouse kick
36
down+K L Low kick
17
down/for+K M Side kick
35
33
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Hopping double fist hammer
30
jump, P while ascending n Hopping jab
30
jump+K M Hopping heel smash
30
jump, K while ascending M Hop kick
30
jump, K while descending M Hopping side kick
22
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
36
JUMP, for+K while ascending M Distance drop kick to the front
50
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning punch
12
down+P L Turning low punch
30
DOWN+P L Turning punch from crouching
12
K H Turning roundhouse kick
36
down+K L Turning heel slide
36
DOWN+K H Turning roundhouse from crouching
30
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
19 14
14+14
P, P, P HHM 1, 2 upper
19 25 26
14+14+28
P, K HH Punch-kick combo
19 22
14+30
down+P+K H Dodging side jab
19
30
down/for+P M Uppercut
22
22
down/for+P, P MM Uppercuts
89 22
22+19
FC, down/for+P M Uppercut from low position
22
22
down+K M Toe kick
24
24
down+K, P Mn Toe kick and hammer
45 30
24+19
down+K, DOWN, QCR, for+All M Toe kick of doom
44 (20) 248
24+100
for+P M Elbow strike
26
19
for+P, back+P Mn Elbow-hammer combo
38 28
19+30
for, for+P M Dashing low elbow
06 20F
19
for, for+P, P MM Dashing low elbow and uppercut
06 37 26
19+19
for, for+K M Frontal foot thrust
16 23
40
for, down+K M Heel axe
(16) 29F
36
for+K M Knee
29F
35
back, for+P M Drop elbow
(20) 31F
30
back, down/for+P M Lunging drop elbow
(20) 44
30
for+P+K H Head butt
13
40
back/down, for+P+K M Thrusting head butt
(20) 35
40
All M Flying butt attack
21D
30
down/for+K G Foot stomp
39
20
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H FiremanŐs carry
163D
60
P+D B Backbreaker
199
100
for+P H Power slam
158
50
back+P+D H Body press
252
60
down/for, down/for+P+K H Crucifix piledriver
(28) 248
80
back, for+P+K H Single headbutt
(20) 86
20
back, for+P+K, for+P+K H Double headbutt
(20) 26 97
20+15
back, for+P+K, for+P+K, for+P+K H Triple headbutt
(20) 26 33 69
20+15+32
back, for, for+All H Backbreaker
(28) 159
70
down+P L Face grab AKA Iron claw
198
50
down, for+K L Triple knee bash
16 130
10+10+10+30
for/down+All L Powerbomb
158
70
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
10
down+P L Squatting punch
10
K H Roundhouse kick
30
down+K L Low sliding heel kick
14
down/for+K M Side kick
22
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Hopping chop
30
jump, P while ascending M Hopping jab
24
up or up/for+K M Hurdling hop kick
20
jump, K while ascending M Hop kick
20
jump, K while descending L Hop and sweep
20
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K M Distance drop kick to the front
40
K while ascending n Mid-air kick
30
K while descending M Landing kick
30
JUMP, back+K M Distance drop kick to the rear
40
UP/FOR+K M Two and a half somersault butt-
40 slam
Turning attacks while facing opponents
======================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back, back+P H Turning downward slap
16
14
back, back+P+D H Turning upward slap
16
14
back, back+K H Turning high back thrust
16
30
back, back+K+D L Turning toe slide attack
16
12
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning punch
12
down+P L Turning double low punch
14+14
DOWN+P L Turning punch from crouching
12
K H Turning roundhouse kick
30
down+K L Turning sliding low kick
30
DOWN+K L Turning kick from crouching
30
up+K M Flip over knee attack
30
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
19 13
10+10
P, P, P HHH Triple punch
19 21 28
10+10+12
P, K HH Punch-kick combo
19 22
10+30
P, P, K HHn 2 punches and straight kick
19 21 28
10+10+13
P, P, P, K HHHM 3 punches and spinning mid-kick
19 21 28 32
10+10+12+30
P, P, P, back+K HHHM 3 punches and backward kickflip
19 21 22 34
10+10+12+20
back/down+P HHH Dodging punch
16 (Substitute this for the first punch
14 in running punch combos for dodging)
for+P M Elbow strike
21
19
down+K+D M Heel kick
28
35
FC, for+K n Rising knee
36F
38
back/up+K M Backward kickflip
34
40
back/up+K+D M Kickflip
60
50
back/up O Backflip
for, for+K L Back heel sweep
16 30F
20-30
for, for+All L Flying kick
16 76
40
for, for+K+D M Flying corkscrew kick
16 46F
30
back, SCR, for O Roll forwards
(12) 27
back, SCR, for+K OL Roll forwards and sweep
(12) 40
20-35
back, SCR, for, OL Roll forwards and do flying kick
(12) 27
back, SCR, for+All
(12) 84
40
back, SCR, for, OL Roll forwards and kick low
(12) 27
back, SCR, for+P
(26) 25
15
back, SCR, for, OL Roll forwards twice and sweep
(12) 27
back, SCR, for+K
(16) 40
for, SCR, back O Roll backwards
(12) 27
for, SCR, back+K OL Roll backwards and sweep
(12) 30
20-35
for, SCR, back, OL Roll backwards and do flying kick
(12) 27
back, SCR, for+All
(12) 84
40
for, SCR, back, OL Roll backwards and kick low
(12) 27
back, SCR, for+P
(12) 30
15
back+D O Cartwheel backwards
back+K+D n Back thrust
21
30
back, QCR, down+K L Sliding tackle
(20) 47F
19
back, for+P+K M Slashing shuto
(20) 25F
16
back, for+P+K, P+K MH Slashing shuto, horizontal shuto
(20) 12 32
16+16
down+P+K H Slashing shikan-ken
19F
16
down+P+K, P+K HM Slashing shikan-ken, back shikan-ken
21 25
16
FC, for+P+K M Chopping shuto
26F
16
FC, for+P+K, P+K MH Chopping shuto, horizontal shuto
05 24
16+16
down/for+K G Heel smash on fallen opponent
39
15
Reversal-attacks
================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
down+P H Grab incoming single fist/palm attacks
75
50
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Hip throw AKA shoulder throw
78
50
P+D B Torso takedown
139
50
back+P H Ten foot toss
83
40
back, for+P H Reaping throw
(20) 98
50
All H Toka throw
90
50
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
10
down+P L Squatting punch
10
K H Roundhouse kick
30
back/down+K L Low skipping kick
10
down/for+K M Side kick
19
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P while ascending n Hopping elbow hammer
30
P while descending n Hopping jab
30
K while ascending M Hop kick
30
K while descending M Hopping side kick
20
up+K M Hopping roundhouse kick
25
up/for+K M Forward hopping roundhouse kick
25
up/for+K+D H Tornado kick
20-50
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
20
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M One-legged drop kick to the front
40
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks while facing opponents
======================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back, back+P H Turning punch
16
14
back, back+K H Jumping back roundhouse
16
30
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning backfist
20
down+P L Turning low punch
14
DOWN+P L Turning punch from crouching
20
K H Turning back thrust
36
back+K H Jumping back roundhouse
36
back/down+K H Turning high back thrust
36
down+K L Turning sweep
36
DOWN+K H Turning roundhouse from crouching
36
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
19 11
10+10
P, P, P HHH Triple punch
19 21 14
P, K HH Punch-kick combo
19 23
10+30
P, P, K HHH 2 punches and straight kick
19 21 28
10+10+30
P, P, P, K HHHn 3 punches and rising knee
19 21 26 40F
10+10+10+40
P, P, P, up+K HHHM 3 punches and hopping toe kick
19 21 26 50F
10+10+10+30
P, P, P, back+K HHHM 3 punches and kickflip
19 21 26 48
10+10+10+30
P, down+K HM Punch and side kick
19 21
10+19
back/down+P HHH Dodging punch
19 Replace the first punch in punch
14 combos for dodging punch combos
K, P HH Kick and punch
19 12
30+08
for+P M Elbow strike
19
15
for+P, K MM Elbow-knee combo
31 28F
15+25
for+K M Knee
29F
30
for+K, down/for+K Mn Knee and rising knee
16 52
FC, for+K n Rising knee
40F
40
for, for+K M Lunging knee
16 36F
30
down+K M High snap kick AKA Big punt
30
30
down+K, K MM Toe kick, side kick
23 31F
30+20
down/for+K, K MH Double illusion kick AKA Shadow kicks
24 36
19+20
down/for+K, K, K MHH Triple kick AKA Shadow kicks
24 21 32
19+20+30
down+K+D L Crouching side kick AKA Leg slicer
36
20
back/up+K M Kickflip
48
50
back/up O Backflip
back+K H Double kick
29F
10+30
K+D M Downward crescent kick
26
20-30
back/down+K+D M Side hook kick
22
20
FC, back+K H Full turning roundhouse
24 Sarah turns away from opponent
20
FC, back+K, K HH Full turning roundhouse and heel kick
19 18
20+20
down/for+P M Downward backfist
14
12
down/for+K G Kick fallen opponent
48
15
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Belly suplex
112
50
P+D B Torso takedown
91D
60
for, for+P H Jumping clothesline
16 81D
40
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
12
down+P L Squatting punch
10
K H Roundhouse kick
30
back/down+K L Low skipping kick
10
down/for+K M Side kick
25
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
jump+P n Hopping elbow hammer
30
P while ascending n Hopping jab
30
K while ascending M Hop kick
30
K while descending M Hopping side kick
20
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M Distance drop kick to the front
40
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks while facing opponents
======================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back, back+P H Turning hook
16
14
back, back+K H Turning back roundhouse kick
16
30
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning backfist
20
back+P H Turning hook
12
down+P L Turning low punch
14
DOWN+P H Turning hook from crouching
20
K H Turning half crescent
36
back+K H Turning back roundhouse kick
36
down+K L Turning sweep
36
DOWN+K H Turning roundhouse from crouching
36
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Double punch
20 16
12+12
P, P, P HHH Triple punch
20 25 15
12+12+14
P, K HM Punch and side kick combo
20 19 Only in close range
12+19
P, K HH Punch and crescent combo
20 18
for, P, K HH Normal punch-kick combo
22
12+30
P, down+K HL Punch and sweep
20 34
12+(20-40)
P, P, K HHH 2 punches and straight kick
20 25 28
12+12+30
P, P, for+P HHM 2 punches and elbow
20 25 21
12+12+19
P, P, for+P, K HHMn 2 punches, elbow, heel kick
20 25 33 30
12+12+19+30
P, P, back+P HHH 2 punches, spinning backfist
20 25 28
12+12+22
P, P, back+P, K HHHH 2 punches, spinning backfist, crescent
20 25 31 32
12+12+22+30
D, P, H Dodging punch
10 16 Replace the first punch with this
14 for dodging punch combos
back+P HH Spinning backfist
14
22
BACK+P, P HH Double spinning backfist
31 22
22+30
back+P, K HH Spinning backfist and crescent
31 32F
22+(30-50)
back+P, down+K HL Spinning backfist and sweep
31 36F
22+(20-35)
BACK+P, back/down+P HL Spinning backfist and low spinning
31 25 backfist
22+22
for+P M Elbow strike
21
19
for+P, K Mn Elbow-heel kick combo
33 30
19+30
back/down+P L Low spinning backfist
22
22
back/down+P, K LL Low spinning backfist and sweep
39 36
22+(20-35)
for+K M Knee
29F
30
back/up+K M Kickflip
50
60
back/up O Backflip
down+K M Toe kick
24
24
for, for+K M Punt kick
40
30
K+D H Crescent
24
(30-50)
K+D, down+K+D HL Crescent and sweep
29 40
(20-40)
down+K+D L Crouching side kick AKA Leg slicer
36
20
K, K HM Roundhouse kick, heel kick
37 28
30+30
down/for+P H Smash hook
16
14
back+K M Side hook kick
20
20
P+K M Beat knuckle AKA bitch slap
32
30
down+P+K M Single lightning kick
26
08
down+P+K, K MM Double lightning kicks
16 24
08+08
down+P+K, K, K MMM Triple lightning kicks
16 22 25
08+08+08
down+P+K, K, K, K MMMH 4 lightning kicks
16 22 20 27
08+08+08+10
down+P+K, K, K, K, K MMMHH Full lightning kick load-out
16 22 20 23 31
08+08+08+10+30
back, for+K+D M Spinning mid-kick
(20) 41F
36
down/for+K G Kick fallen opponent
48
15
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Brainbuster
153D
50
P+D B Backside clothesline AKA bulldog
179
60
for, for+P H Jumping clothesline
16 81D
40
down,down/for, K, K MM Toe kick, side kick
24+25 Jacky changes feet position after the
side kick
for, back+P+K H Trip and hammer
(20) 65F
60
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
10
down+P L Squatting punch
8
K H Twisting heel kick
30
down+K L Low ground hugging kick
10
down/for+K M Side kick
21
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
up/for+P M Twisting hook punch
30
back/up or up+P M Falling back hammer
30 Shun changes feet position after
this move
jump, P while ascending M Hopping jab
30
up/for+K M Spinning scissors kick
35
back/up or up+K M Mule kick
30
jump, K while ascending M Hop kick
30
jump, K while descending L Hop and slide
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M Distance drop kick to the front
40
K while ascending n Mid-air kick
30
K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
40
Turning attacks while facing opponents
======================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back, back+P H Turning punch
16
12
back, back+K H Turning arms akimbo crescent
16
30
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning backfist
12
down+P L Turning sit and punch
14
DOWN+P L Turning backfist from crouching
12
K H Drunken stupor kick
30
down+K L Turning sliding low kick
36
DOWN+K H Turning roundhouse
36
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Punch and elbow
23 41
10+12
P, P, P HHM Punch, elbow and uppercut
23 27 28
10+12+14
P, K HH Punch-kick combo
23 41
10+30
down/for+P M Uppercut
28
14
DOWN, for+P M Lunging punch
27
30
for+P H Running punches
29
10+14+8
back/down+P L Backpush
27
22
down+K+D M Scorpion kick
34
35
back+P H Twisting back hook fist
21
24
back/up O Backflip
for, for+K M Cartwheel kick
16 32
35
K+D M Jumping spin kick
28
35
K+D, P MH Jumping spin kick, double-hand push
20 19
35+19
P+K M Two hand push
30 Shun drinks if this move hits
30
back/down+K+D L Breakdance sweep
38
30
DOWN+K+D L Breakdance sweep
38F
30
down+P+K L Single short range sweep
29 Works when Shun drinks once
10
down+P+K, K LL Double sweep
25 27 Works when Shun drinks twice
10+10
down+P+K, K, K LLL Triple sweep
25 25 27 Works when Shun drinks three times
10+10+10
back+K+D M Backward hopping kicks
34
35
back, SCR, for, [K] OH Handstand [bicycle kicks]
(12) Shun can move with his hands by
30 double tapping forward or backward
back+K H Kick and fall face up
33D
24
back/down+K, [D] L Low back kick, [fall flat]
23 21
10
back/down+K, K, [D] LH Low back kick, heel kick, [fall flat]
20 23 28
10+30
back/down, back/down+K HH Falling twist kicks
(28) 13
30+15
down, down O Sit down
16 42 Shun can do a slide kick and stand up
24 when K is tapped
back/down+D O Side step backwards
21
back/down+D, P OH Side steps backwards with backfist
19 17
20
back/down+D, P+K OM Side steps backwards with two-hand push
19 27
30
down/for+D O Side steps forwards
34
back+D O Steps backwards tucking in his tummy
21
back+D, P OH Steps backwards and punch
19 13
15
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Dances with punches
178 Shun drinks after this move
10+10+10+20
All H Grab and fall
99D
30+20
Basic moves
===========
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Punch
12
down+P L Squatting punch
08
K H Kick
30
down+K L Low swipe kick
(F)
12
down/for+K M Side kick
24 (F)
24
Hopping attacks
===============
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back/up or for/up+P M Hopping downward swipe
F
30
jump, P while ascending M Hopping jab
30
up+P M Armspin strike
F
30
up+K M Hopping roundhouse kick
25
up+K, K MM Dancing kicks
32 F
25+30
up/for+K M Cartwheel spin kick
F
20
jump, K while ascending M Hop kick
20
jump, K while descending L Hop and slide
20
Distance jumping attacks
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending n Overhead hammer
30
JUMP+K M Take-off jump kick
30
JUMP, for+K while ascending M Distance drop kick to the front
40
JUMP, K while ascending n Mid-air kick
30
JUMP, K while descending M Landing kick
30
JUMP, back+K while ascending M Distance drop kick to the rear
48
Turning attacks while facing opponents
======================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back, back+P H Turning punch
16
14
back, back+K H Turning high back thrust
16
30
back, back+K+D M Turning side kick
16
Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P H Turning double punch
12+12
down+P L Turning low punch
14
DOWN+P H Turning punch from crouching
12
K H Turning back thrust
36
down+K L Tripping low kick
36
DOWN+K H Turning high back thrust
36
Special moves and combos
========================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P HH Punch and elbow thrust
29 20F
12+14
P, P, P HHH Punch, elbow thrust, backfist
29 23 32F
12+14+15
P, K HH Punch-kick combo
29 42
12+30
for+P M Elbow strike
24
19
for+K M Knee
31F
30
down/for+P M Uppercut
19
10
down/for+P, P Mn Uppercut and downward swipe
12 36
10+20
FC, down/for+P LL Low forward creeping peck
12
12
FC, down/for+P, P LL Double low creeping pecks
15 21
12+12
back/down+P LL Low thrusting peck
20
12
back/down+P, P LL Double low thrusting pecks
16 13
12+08
for, for+P M Long range fist thrust
16 20
40
for, for+K+D M Spin forward and kick high
16 36F
24
down/for+K+D L Spin forward and kick low
43F
24
back+P H Duck and poke head from above
21
30
for+P+D H Recoil and poke head directly
14
30
P+D L Short range low wind-up attack
20
15
down/for+P+D L Long range low wind-up attack
28
20
down+K+D L Sweep
39
24
down, down+K M One-handstand kicks
40
24+24
back/up O Cartwheel backwards
down+K, K LL Double low swipe kick
25 34
12+12
down+K, K+D LH Low swipe kick, high spin kick
31 26
12+30
D, for+P H High spinning side attack
10 22
20
D, down/for+P L Spin to the side with low trip
10 34
20
back/down+D O Ducks and steps away sideways
29
for/down+D O Ducks and closes in
23
Throws and close range moves
============================
CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D H Trip
50
10+15+25
P+D B Piggyback attack
89
10+20+20
back+P+K H Reaping throw
57
30+20
for, for+P+D H Grab and fling
16 80
30+20
for, SCR, back+P+D H Frontal piggyback attack
(26) 69
10+15+15+30
Before we start, on fighting techniques, below is the basic operation in VF.
Just highlight your character and tap P, K or D. To select alternate colors of the character, hold the joystick up and tap the buttons.
After a set, a replay will take place. If you find that the replay is irritating, may bypass it by tapping the START button. Be careful to tap your own player start button. If someone has put in some tokens and you tap the other player button, you have accidently forced someone to play against you or worse challenged yourself as the tokens inside are yours. There is more you can do during the replays and this will be covered in the EASTER EGGS section.
The new boxes that are used for VF2 are now standard. The button positions form some form of circular arc which aid your fighting technique if you position for fingers properly.
The joystick is best held rather loosely. The are 3 main ways to hold the joystick in VF:
The recommended technique is to use 3 digits for each of the buttons. Personally, I think switching from button to button using a finger is rather ineffecient though it is possible in VF1. In VF2 the moves especially the elbow-knee and elbow-heel kick combo of the Bryants require you to be fast. The recommended finger positioning is:
Defend: Thumb
Punch : Index finger
Kick : Middle finger
An alternate way for big hands is:
Defend: Index finger
Punch : Middle finger
Kick : Ring finger
The action is VF is divided into rounds. In each round, you would spar the opposing character. Each round is further divided into sets. Depending how your arcade manager setups the box, rounds can be divided into 2/3, 3/5, 4/7 or 5/9 sets. 2/3 means you have to win 2 sets out of a total of 3. 3/5 means you have to win 3 sets out of a total of 5 and so on. The number of sets you have to win is highlighted just below you characterŐs lifebar. Two empty boxes shows that the machine is set to 2/3 and so on.
If you choose to fight with the computer, the opponents follow in the order below:
Lau, Sarah, Shun, Pai, Lion, Jeffry, Kage, Jacky, Wolf, Akira, Dural
The last fight which is a bonus stage is a battle between your character and Dural. This takes place underwater amongst the ruins of the sunken city of Atlantis. Action is in slow motion due to fluid viscosity.
If you choose to fight against computer controlled opponents, you may invoke the "ranking mode". This allows the computer to grade your fighting skills. Upon completion of the game (beating Akira but not necessarily Dural), the computer gives recommendations to improve your technique.
However, if you get beaten halfway through, a grade will only be given. If someone challenges you to a duel, ranking mode is not cancelled if you defeat the challenger. You cannot continue ranking mode if you are defeated by the computer.
To invoke ranking mode, tap all three buttons and press start together. Current observations seem to suggest that the computer awards more points for:
You can beat all computer opponents easily by just throwing, but what you get would just be 9th grade.
For those craving for a challenge. You can turn the VF2 computer AI up by invoking the "expert mode". At the character selection screen. Tap the joystick down twice, up twice, left twice and finally right twice. You will hear a sound (YAHOO). This means that expert mode is on. Select your character. Under expert mode, the computer AI is souped up. It defends against attacks better and uses more variety of attacks. Throwing computer controlled opponents becomes more difficult and the computer adds more throws to its variations.
This mode is good for practice. The variety of moves used against you would help you learn how to defend and counter them. Definitely a must for those serious in perfecting their VFing skills. Expert mode can work in conjunction with ranking mode.
The flashing "USE" that appears sometimes just below that computer opponent's lifebar has great significance. It shows that the computer is using a move you or other previous opponents have successfully used against it. Theoretically, the computer gets better and better as more opponents challenge it in expert mode.
If a challenger comes and you lose to him, expert mode is not turned off. The challenger will "inherit" the expert mode.
There is some general confusion in entering your initials. Actually it is rather simple. Just hold the D button and move the joystick left or right to select the character. The trick is to look at the characters changing at the bottom of the screen. Once highlighted, release D and run towards the character. You are to knock the character down and not just hit it to get it entered. Once a character is entered, you can erase it with a backspace by highlighting the backspace and knock it down. Be careful and quick when entering the characters. You have 30 seconds to do this only. You can only enter your initials after you beat Akira and made it to the top 20 fastest completion times. Beating Dural is optional.
If the last deciding round happens to be a draw, the game goes to sudden death where the fight takes place on a ring which size is 1/16 of the original. The object is to mainly RO the opponent as a decider for that round. If the sudden death is a draw, the challenger is the loser. If you are playing against the computer, the player loses if a draw happens; which is most unlikely.
This part covers some basic fighting techniques in VF2. Please note that VF2 is still a ground based game. SEGA has made air attacks in this game fairly worthless. Though now with increased speed, aerial attacks are still rather quite slow. Hopping attack speeds are however improved, so they are now more useful. To make matters worse for jump kickers from VF1, computer controlled opponents are able to return a jump kick to your character once a jump kick is missed.
The guide below is just a basic guide. Most are borrowed from the VF1 FAQ. It is by no means a formula to successful VFing. A flexible fighting technique is needed for human versus human fights. This is also required for versus computer fights since the computer now remembers the moves that are successfully used against it and will defend itself against these same attacks. Now then, the techniques...
By simply tapping the punch button repeatedly, your character, whomever he (or she) may be, will step forward and punch as they go. They will punch 2-3 times and then pause for a second before they can begin to attack again. Works good when:
Works bad when:
With the increased speed in VF2, hopping attacks can be used to counter low attacks. Very useful against opponents who are getting up to sweep you. Hop kicks are useful against low defenders though they are quite weak in terms of damage inflicted. Hopping hammers and jabs inflict heavy damage. However, they cannot attack low or standing defenders. They are more useful at close range when a low attack is expected. Some characters' hopping kicks are just pure deception. Kage, Lau, Shun and Lion have toe slides or sweeps in place of a hop kick. This can be achieved by tapping K while descending from the hop.
Jumping and kicking immediately works well if they are really close to you. You can catch them off guard if they are closing in with a fury of jabs. This attack also hits a low defenders. Therefore it is very valuable to people who don't have many other attacks which can hit a squatting opponent. If they aren't close, then you have three options:
Has deceptive range. Probably the best distance attack. You must hit the kick button before you reach the peak of your jump. You can only be hit out of it if your opponent does a close jumping kick before your kick comes out and that is a very hard move to time (of which the computer opponents do so well). This works well as an ambush attack as well. As an opponent closes in with punches, jump overhead him and drop kick him from behind since defend does not work for attacks behind.
If you hit the kick when descending from a jump, you will kick before you land. This does have benefits as you can surprise someone who thinks you are easy meat after a failed jumping attack.
Mid-air kicks
This is the most useless of all distance jumping attacks. This attack is rated ŇnÓ as it will only connect already airborne opponents. It would be better off if you attacked an airborne opponent with a take-off kick or a kickflip, if your character possesses one.
You need to hit the punch button before you reach the peak of your jump. Better than the mid-air kick, but not as good as the drop kick. VF2 allows you to have two jumping attacks per jump. It may surprise many who do not know this. However, do not be complacent. Jumping kicks are still desperation moves and recovery from a jumping attack is slow leaving you vulnerable to any attack or worse, a throw.
Knocking your opponent out of the ring is a perfectly legitimate way to win a set. The simplest way to accomplish this is, when they are close to the edge, to use a fury of jabs or a sweep since these attacks will push them backwards even if they defend. Squatting kicks are rather good too as your character will skip forwards for the kick. Note that Kage's flying kick pushes people back very far, and that Wolf's spinning throw can throw the person out of the ring if you are lucky for that, try to have your back to the edge since that is the direction that he finally lets them fly. Akira's close-in ram can knock lighter opponents like Lion, Sarah and Pai out of the ring from just off the center of the ring. Jeffry's flying butt attack is good to push people out too.
One of the more successful defenses can be to simply just crouch and sit below your opponents attacks until they pause in their attack. You can then counter with one of the following.
With the increased speed in VF2, you can execute dodges and counter-attacks at a moments notice. Certain moves are vulnerable to attacks if missed or blocked forming the basis of counter-attacks. There are many ways you can counter-attack. Everytime you see an attack coming, just back off or defend and retaliate while the opposing character recovers. Running punches are vulnerable to quick low attacks. Just be imaginative. For example, backward kickflips duck under many punches if timed well.
In addition, those special dodge and punch moves can break your opponent's defences at close range. The success of these moves depend on an open stance (see DEFENSIVE STANCES).
However, there are some moves that CANNOT be counter-attacked. This is due to the character's fast recovery after the move. This means that executing a blocked "uncounterable attack" and holding defend after would make you immune to counter-attacks. This would make you vulnerable to throws only. In order for uncounterable attacks to work, the intended victim has to block the attack. That means the attack has to come in contact with the victim but did not connect due to the victim's defensive posture. Most experienced players alternate between defensive and aggressive postures after these moves to confuse inexperienced opponents. However, in the event that the attack misses, i.e. did not come in contact with the opponent, such attacks are vulnerable to counter-attacks. You must know that blocking an attack requires you to recover too. In this case, recovery from blocking takes more or about the same time as the attacker's recovery from an uncounterable attack. If an attack misses you, your character doesn't need to recover from blocking and thus can attack as the attacker recovers.
Uncounterable doesn't mean they cannot be stopped. Some of these uncounterable attacks are slow so low punches or quick moves can stop them if you have good reflexes. Such attacks are called stop attacks. Stop attacks can be applied to many other moves. With all this in mind, it is essential in VF to judge distances correctly. Evasion is of course a better form of defense from what we have learned from uncounterable attacks. In the case of those reversals. It is best to set up your opponent to make that crucial move you want them to make. On purpose in previous sets, make yourself vulnerable to a particular move like a side kick or punch for a certain situation. Then present this same situation to them and reverse their attack. It is all up to you to set up the "sting". An example would be to present yourself as vulnerable after Akira's dashing elbow to punch-kick combos. Then after a set, do a dashing elbow, tap D then back+P when you know the opponent's punch is incoming. This is what they mean by using these reversals with finesse. This applies to all characters with a reversal move.
When an opponent knocks you down, you can get up with an attack. There are many ways to do it thus giving you many variations. Rising attacks depending on how they are executed will hit either low or standing defenders. However, a missed rising attack with an opponent nearby spells a free attack on your character. It is wiser to use the rolling away attacks as they get you away from the action and discourages throws from players that follow you through the roll hoping for a free throw.
Rising attacks inflict 20 points of damage with the following exceptions:
Be careful when you get up or you may find yourself trying to get up again. Countering rising attacks now are more difficult. However, if your opponent gets a bit too predictable, you can:
NEARLY every time you knock your opponent down you should try for a pounce. Below are the description for both low and high pounces with damage points listed.
Character up+P UP+P
-----------------------------------------------------------------------
Akira Jumping punch none
20
Pai Low knees pounce High knees pounce
30 40
Lau Single feet stomp Double feet stomp
30 25+15
Wolf Low jumping elbow drop High jumping elbow drop
30 40
Jeffry Body splash Butt bomb
30 40
Kage Near: Head dive Same
30
Medium range: Feet pounce Same
40
Far range: Knees pounce Same
30
Sarah Low jumping knee hammer High jumping knee hammer
30 40
Jacky Low jumping knee hammer High jumping knee hammer
30 40
Shun Cartwheel heel smash Roll forward and elbow drop
30 30
Lion Heel smash Cartwheel heel smash
30 40
Pounce ranges in VF2 are much shorter that in VF1. Sarah and Kage do not have unlimited pounce ranges anymore. The motions for pounces (up+P) can be done the moment your opponent starts falling. You can also time your pounces to hit someone trying to get up. The damage is even more severe in this case. Imagine Jeffry's entire butt landing on your head!
On top of pouncing, characters can use alternative attacks against fallen opponents. Kicks, punches to the ground, elbow drops are some of the few. They are fast and rather efficient. These attacks will not keep the opponent on the ground for long. Each kick or punch will move them further away from your character, therefore each subsequent attack can fail opening you up for a rising attack. At most get two of these attacks in and back off. The motion for these attacks like pounces can be done when the opponent starts falling. However, these alternative moves require you to be close to the fallen opponent to connect.
This is by far the most important combo to learn. It is fast and can be called upon any time you need speed and power. Low pounces connect well after a successful punch-kick combo. This combo is best used after your opponent fails an attack that lands him close to you. Jacky has two different punch kick moves. At close range, it is a punch and side kick. At further ranges, it is a punch and crescent. Both have it's uses but most likely, the punch and side kick comes out. The punch and side kick of Jacky makes opponents stagger rather than knock them down. Follow-up with any fast powerful attack like a beat knuckle. Learn this combo and remember to call it when you need it.
Side kicks and elbows are special. These moves are useful against low crouching opponents. A connected elbow or side kick to an opponent causes the opponent to stagger. You have to muster your fastest attack against the staggering victim to take full advantage of their misfortune. Usually this move is the punch-kick. In this exception is the elbow of Lion. Since he backs off when the elbow connects, he is too far away to connect with anything in time. Wolf and Jeffry's side kicks are too powerful to stagger opponents. They always deliver a knock down.
All the characters except for Akira, Jeffry, and Wolf can backflip. Those who can backflip can do a type of attack called kickflipping, which is a high backwards flip in which the legs can hit the opponent and do major damage besides looking just totally cool. Lion does not backflip but cartwheels. Shun is able to backflip but does not have a kickflip. There are two kinds of kickflips. Backward kickflips and kickflips. In backward kickflips, the exponent backflips doing a handstand and kicks as he/she is flipping backwards. Kickflips are performed as the exponent kicks into the air and flips without ground contact until landing. Backward kickflips and kickflips hits opponents jumping in though kickflips gain more altitude thus giving a higher chance of a successful hit. Only Pai, Lau, Kage, Sarah and Jacky have kickflips. Of the five, Jacky does not have a kickflip combo. Kage has two different kickflips at his disposal. All kickflips and their combos hit low defenders which is a feature not seen in VF1.
Running is very important in VF. To execute a run (as opposed to a quick step forward) is to hold the second forward motion. This is a move that has to be practised well. To stop running effectively instead of skidding to a halt by the release of the second forward motion is to tap the D button. Running enables you to close-in on opponents very quickly especially for throws. The ability to run from one end of the ring and surprise throw an opponent on the opposite side is indeed a skill. This is the way computer Kage throws opponents with blinding speed. The technique of running also helps to get you out of tight situations like when your back is against an opponent. Careful joystick and button control would enable you to run away but still stay inside the ring. When running towards opponents, your character will stop at an invisible distance barrier very much similar to the distance when you face off an opponent in the beginning of the set. Your character has to dash forward after stopping to throw. If throwing is not your liking or for reasons of surprise, execute an attack.
These moves are new and cool in VF2. Most fast characters have attacks that turn them around to face their back at the opponent. These attacks can be used in conjunction with turn around and face opponent attacks. This opens up new opportunities for positional play. To play this way, one must have a clear mind on the direction. If you choose to turn around with a punch, this turn around punch can be executed as part of a punch combo. So these moves can be used to set up ambushes and combos. The bad thing about this is that if you are caught with your back on an opponent, the end may be drawing near.
Squatting and kick together will produce a harrassment kick to the leg. These kicks are fast but are very weak. Their use as combo stoppers are good as they have a good reach. They can be used to attack an already weakened opponent for a KO. When used in conjunction with low punches, they can be a major source of irritation for combo maniacs. Low punches are good to set up for throws as well. All in all, low attacks are a major irritation to many. Lion's low swipe kicks are so good they are a special move all by itself.
Low kicks and punches are also the fastest way to crouch. Consider this, squatting down by pushing the joystick down takes 20 frames of animation. Doing a squatting punch by down+P will immediately bring you to a squat. So, you can actually avoid throws against standing opponents with this move. For characters with moves requiring a initial low position (Akira's palms), this can help you execute it not only easier but also faster. Low punches and kicks can also be used to force an opponent to block low for major attacks against low defenders. Sarah's squatting kick is fast and if the defender blocks low for these kicks, her arsenal of attacks against low defenders can be unleashed. Jeffry and Wolf are the tallest characters in the game. Their low kicks have the longest reach. This can take many options away from players who do not have any long range fast attacks.
Low punches and kicks are however not good if someone has you figured out. All characters have moves that attack characters staying low and all of them wreak tremendous havoc. Even Pai has a scissors kick that can spell trouble to anyone punching or kicking low. Jeffry and Wolf have throws that are very painful against low attackers who fail in their attacks. So, as much as possible, do not overuse these moves.
To pull back a kick, press the kick button, and then press the D button before your kick has been raised above your knee. This works for standing punches, squatting punches and kicks too but you have to be faster. What you do after that is up to you, but your opponent will probably block. You can either throw them or attack them with a move that their defending position is vulnerable to.
Combo cancelling
This works for combos as well. Doing P, P, P combos and tapping D halfway through the punches will cancel the combo enabling you to lash out an alternative attack that the opponent is vulnerable to. This is particularly useful to Lau and Pai. The crescents and sweeps after the punches are notorious for not connecting. Tapping D in-between the last punch and down+K move produces a low kick that allows Lau and Pai to escape after.
Precision control
Using Akira as an example, after an opponent is knocked down, dashing forward with "for, for" then followed by "down/for+P" for the ground punch usually produces the dashing elbow. To produce a precision ground punch, the D button helps if it is tapped after the "for, for" dash and before the "down/for+P". This applies to Jacky and Sarah players who wish to execute the elbow in preference over the clothesline.
In VF2, moves can be buffered. All complex joystick motion moves can be buffered. Consider Akira's dashing elbow:
for, for+P
The first forward can be done by hold the D button. While the second forward motion is done with the D button released and tapping P. So you can do the following:
for while holding D, release D, for+P
Another alternative way if you are really fast at tapping the stick is:
double tap for while holding D, release D, P
This what they mean by buffering a move. Throws can apply buffering too. In fact, as mentioned all moves requiring more than one joystick direction. The advantages are that you can do moves without the tell-tale twitching or dashing forward moves. This applies especially to Kage's corkscrew kicks and flying kicks to catch players unaware.
Combos and special moves that have many motions can be done with delayed action. A fine example is the P, P, P, K combos. Tap the three Ps quickly, then pause for a few milliseconds before tapping K. What you get is three punches, a short pause and the kick move. Lau players have been known to use this very often to fool opponents. Sarah and Jacky's elbow combos can do this too if you hold the joystick forward after the elbow before tapping K milliseconds later. There are many moves that can do this. Discover these yourself.
Throwing and other close range moves can only be done at punch range. Besides being close to the opponent, ideally you should have a closed stance (see DEFENSIVE STANCES). Depending on the type of throw, the control motions, especially "for, for" motions; throws can be done with open stances (see DEFENSIVE STANCES). This motion allows your character to ŇcrashÓ onto the opposing character thereby creating a closed stance. You can also effect frontal throws from your opponentŐs sides if you find youself in such a position and if your characterŐs throw allows it. If you are facing the side of your opponent more towards the back, a behind throw can be executed.
Punch-throw techniques If an opponent tends to try to close distance with you by moving forward, try punch and throwing him. Do a single punch, crouching or standing, followed QUICKLY by the motion for the throw you want to do. If the punch connects, there is a good chance they will still be in range for a throw. "Heavy" fighters, such as Jeffry and Wolf, are particularly vulnerable, since the punch will hardly move them at all. The punch is fast enough to interrupt any attack the opponent may be attempting, and the throw if done correctly will come out while they are still reeling from the punch. Even if the opponent blocks, the throw will connect so long as you are close enough. Many consider low punch and throw techniques as a stop attack combination. Typical Punch and Throw techniques are Kage's Punch and Toss (P, back+P), Wolf's Punch and Twirl (P, back, SCR, for+P) and Lau's Punch and Head Slam (P, back, for+P).
Escaping throws You can escape all P+D throws and Jeffry's body press only. To escape from a P+D throw, tap P+D the moment the opponent begins to throw you. To be extra sure, you can tap P+D continuously as the throw begins as if you are getting up after being knocked down. To escape Jeffry's body press, do back+P+D. What you do after successfully escaping from the throw is up to you. Wolf's Backfall suplex is particularly vulnerable to attacks as the escapee falls upright just behind him. You cannot escape from complex control motion throws and behind throws. When throwing experienced opponents, it is best to use complex control motion throws. However, P+D throws are given preference if both players executes the throws at the same time. So it may be safe to use P+D throws in some situations. Its all up to you.
There are two kinds of defensive stances. They are open and close stances. If viewed from the top, the stances can be explained by the diagram below:
Player A Player B Player A Player B
Feet positions: X X X X
X X X X
Closed Stance Open Stance
As you can see, close stances enable the characters to be closer thus enabling throws to be executed. Open stances are just more difficult for throwing though this can be done.
Sometimes characters play a little hand-ball with their opponents by repeatedly punching, uppercutting and otherwise bouncing them along in the air. Lau is the true master of this technique, able to bounce opponents up to eight times in a single combination of moves. With the increased speed in VF2, almost all characters are able to do this better than in VF1. There are many combination attacks that keep opponents in the air. Possible combinations are:
The list goes on. Discover these yourself. A rule of thumb is to lower the height level of your attacks. Start out attacking high. If the opponent is hit, keep him in the air. As he/she starts falling, progress to mid-level attacks, then finally to low-level attacks.
Increasing damage of attacks
This game is realistic in every sense. Inertia and relative velocities of opponents are taken into account. Damage is increased if:
You have to develop your own combinations. One lovely system to develop combinations is what I call the "common joystick motion" system. For example, let us take a look at Akira. Akira has a close range defense breaking move called the shake 'em up. Its control motion is back+P+D. He also has a dashing elbow and its motions are back, for, for+P. You can combine these two moves into a beautiful move and so what you do is: back+P+D, for, for+P This would effectively give you a shake 'em up to soften their defenses and a dashing body check to the opponent. Here is another example you might consider. Again we will use Akira. There are 2 Akira moves that require him to stay low first and these are his dashing palm moves. So his combination can be developed as: down+P or down+K, for+P for a low punch or kick followed by a palm. This works very well as Akira does not have any special move that have the motion of down+P or down+K. Effectively, you get a low kick or punch with this motion by tapping down and the respective buttons. This makes Akira squat first for the low punch or kick, then tap forward and punch for the single palm. There is no need to roll the stick forward. If you need a double palm, do a low punch or kick followed by back then forward and punch. Just study your characters' moves and check out which moves have common motions. Develop your own combinations and have fun!
Above all be alert. Listen for loud bangs from the speaker that signify a damaging hit that would knock the opponent out cold for some time. This would help you know when to pounce. Also, listen for powerful moves that make whistling noises. If they hit, the opponent is also knocked down cold for some time. Small "bish" noises usually signify a minor hit. Pouncing after this may land you into trouble. Listening to your opposing characters is also crucial. Lion for example, gives two different war-cries for the spin forward and kick attacks. Lending your ears to the game can help you defend against attacks. Keep your eyes on the opposing character and judge the distances. Above all practice till the moves come out instinctively even without you looking at your character.
If a particular finishing is funny, gross, painful, humiliating or spectacular; you may opt for a slow motion replay. As you KO, RO or TO your opponent, hold down all three buttons to effect the slow motion replay option. You are only allowed one slow motion replay per credit insertion.
Another nice touch to replays is the victory taunts and phrases. You can actually control what your character says. During the replay, hold down either P, K, or D to select the taunts. Win a set under ten seconds and your character will say the "below ten second taunt".
If you complete the game, the replays of all the stages will be played. The trailing animation frame shadows for these replays can be controlled. Tap the left player D button to negate the frames and the right player D button to reveal the frames. Tapping the joystick up decrease the number and speed of trailing animation frames. Tapping down will increase the number and speed of trailing animation frames.
Kage's face mask will only fall off if he wins 20 straight wins from challengers. After that, Kage will have his face mask falling off indefinitely after being knocked down; provided that the VF2 machine is not turned off at the end of the day. He has no scar on his cheek anymore and he is described as rather handsome.
A little bird told me
At Jacky's stage where the background are mountains. You can actually see a virtua bird! Just hold down all buttons including the start buttons and joysticks. You will see the bird swooping down from far away. This bird will hover around the losing character. As long as a human versus human fight features the Jacky mountain background, this bird can be called out. You need not do it at the beginning of the round, in fact, you can call the bird out anytime on Jacky's mountain stage. Please note that when playing Sarah against the computer, the background will not be mountains when you reach Jacky. The background will be a city street, thus you cannot see the bird.
In the momentary silence before the first set of every round begins, hold down PLAYER 1 START button to play a funkier VF1 version of the music played in Jacky's stage. Hold down the PLAYER 2 START button for a funkier version of the music played in Sarah's stage. This old VF1 BGM would end when you start a new round.
When you reach Dural, Fight win all sets except the last one so that you are ahead. For the last set, back off a little then stay low and squat doing nothing. Dural will keep doing 2 low punches and a low kick but will not advance to attack or even throw you. The resulting set will be a DRAW but you still win the round. During the replays, your character will be shown in a ready state facing Lau but nothing happens during the credit scroll. When the next in line starts a new game, the scenary is different from the normal and the characters show trailing animation frames or even disappear. It is very difficult to fight the game in this mode. The only way to get rid of this is to reset the machine. Try not to do this unless you are in the mood to pick up a real fist fight.
If you get to key in your own initials for getting to the top twenty with Akira, do not key in the "END". Make Akira run quite far away until he appears quite small. Don't run too far though. Do a special move of Akira and you will see the whole screen shake.
In the demo mode, hold down the player start button to invoke the credit rolls. Release the start button and the credit roll will freeze.
The skybreaker is still a rumor. Akira does have a sliding attack. Well, not really sliding. He actually gets down on one knee and gives a low side kick. Any information on how it is done is appreciated. This is not the rising sweeps of Akira but done while he is still standing. Any info on selecting Dural would be appreciated. Finally, news of VF3 under development has reached many ears. Among the plans are 4 new characters and Kage as the new star replacing Akira. Dural is confirmed to be linked to Kage's mother and may be modelled after her.
About SEGA's Polygon Graphics System 2
CPU : 32-bit RISC processor rated at 16 MFLOPS, 25 MHz RAM : 8 Mb ROM : 248 Mb Graphics : 900 000 polygons with 2 097 152 colors
The Background
The number one fighter at the First World Fighting Tournament is Lau Chan. Lau used the legendary Koen-ken. Watching Lau's distinctive style of fighting, Akira realizes that he lacks experience. After the Tournament, Akira returns to a worldwide fighting tour. One year later, an invitation for the Second World Fighting Tournament reaches Akira. The invitation contained a list of participants including Lau Chan as well as new participants unknown to him. Akira felt an evil overtone to the letter, nevertheless his enthusiasm as a fighter made him determined to participate in the Tournament.
Editor's Notes
Lau Chan is the champion because of a nationwide VF1 competition held at Game Spot 21 in Tokyo, Japan. This explains the sequence in which the player challenges computer controlled characters. Shun and Lion are inserted in the sequence where a character appeared more than once in the top ten winning characters.
Biodata -------------------------------------------------------------------------- Date of birth : 23th September 1968 Sex : Male Blood type : O Height : 1.80 m Weight : 79 kg Job : Kung Fu teacher Hobby : Kung Fu Nationality : Japan Fighting style : Hakkyoku-ken/Eight Extremes Fist
His dashing palm is a move everyone fears. It will knock down a standing non-defender or send a squatting non-defender across the ring dragging on their butt. If the latter happens, rush forward and throw the person using the close-in ram. In fact, any throw or close range move would be good. The single jumping kick (some call it the Dragon Kick) is great for floating opponents for subsequent moves. So this move has great potential over the dashing elbow if an RO is needed.
His dashing elbow is fast and safe. Holding defend after a failed dashing elbow will defend against all moves (with the exception of Sarah's punch-kick combo). Thus, this move is safe but makes Akira vulnerable to throws if he doesn't unleash another attack. This is not likely as Akira players always follow-up their moves. Though Akira is fast in his attacks, the recovery from these attacks are slow. The notorious dashing body check is the slowest in its recovery and exposes Akira's back to the opponent momentarily. However, he has his counter-attacks to make up for this. These counter-attacks are precisely used to defend Akira from attacks after his special moves. This makes him even more dangerous in attack or defense. To do his reversals, the D button is compulsory. You have to tap it prior to the back+P, back/down+P or down+P motion. According to the way he is attacked, the reversals come out in 8 variations; more or less influenced by the counter-attack control motions. It is most essential to learn his reversals to harness Akira's full potential. All his reversals are very damaging and can push opponents far away. Most consider the stun palm, backwards uppercut and double palm combo as the desired move to master. This combo's first two moves are quite clear cut. However, the last palm move can be done while holding the down/for from the backwards uppercut momentarily followed quickly by back+P or for+P. The actual full motion is: All, back, down/for+P+K, (back/down or down or down/for), (back or for)+P. A recommended read is Joji Suzuki's Akira FAQ. This is the ultimate guide for Akira enthusiasts.
Dashing elbows - for, for+P or for, for, for+P
Side kick - down/for+K (only Pai, Kage and Sarah can counter)
Biodata -------------------------------------------------------------------------- Date of birth : 17th May 1975 Sex : Female Blood type : O Height : 1.66 m Weight : 49 kg Job : Action star Hobby : Dancing Nationality : Hong Kong Fighting style : Ensei-ken/White Crane Fist
If a more aggressive Pai is more your liking, use downward slaps combined with sweeps or side kicks. If the side kick floats the opponent, follow-up with the running punches with sweep combo or the crescent combo if they are kept in the air longer. Her single scissors kick spells trouble if she is not stopped in mid-flight. She closes in quite fast with this move and recovers fast for downward slaps, sweeps or side kicks with punch combos. Since she this move enables her to change her feet position, she can throw almost immediately. If they squat low after the scissors kick, she can cartwheel over and deliver moves for more devastation. Against low attacking opponents, her hopping double-hand hammer can be followed by punches and sweep combo. Against light opponents, this move can connect all the way for the most lethal effect.
All in all, concentrate on defense but insert pockets of total assaults. Remember the storyline above: "she can erupt in passion in one minute, and turn icy cold in the next". Make pouncing a habit for sure hit moves. She is weak in her moves so pouncing and ground punches helps a lot. Throw all those dumbfounded defenders afraid of attacking her. Set up your "stings". Her falling DDT and stomach throw can RO many. Use the pushover throw to avoid ROs.
Downward slap - down/for+P
Side kick - down/for+K
Biodata -------------------------------------------------------------------------- Date of birth : 2nd October 1940 Sex : Male Blood type : B Height : 1.72 m Weight : 77 kg Job : Chinese chef Hobby : Chinese poem Nationality : China Fighting style : Koen-ken/Tiger and Swallow System
With this speed, you may think getting all these in is good enough. No! Lau's strength is in his punches. Everyone knows that. Have Akira, Pai, Kage or Wolf opposing you and you are going to have a difficult time. These characters possess reversals. One reversal and this would end your assault.
It is here where his throws are useful. Because of his speed in punches, most would prefer a defend and wait attitude when playing against Lau. Just throw these defenders. His sideways throw is the most useful now. One sideways throw leaves Lau standing and ready; a dashing knife hand connects well straight after. If you need further damage, carry on with his punches and insert your favorite kick here. What you will see is Lau going totally psycho punching the ribs of the thrown opponent.
His sweeps are powerful but use them judiciously. At longer ranges, the sliding attack comes in handy. In fact, a single punch followed by a sliding attack surprises many.
His side kick is still fast but with counter-attacks from other characters, you have to use it judiciously. If a side kick connects, floating the opponent, he can be used like Pai floating with punch combos. A side kick that staggers are are best followed with knife hand or lifting palm combos if you like float fests.
The dashing knife hand actually staggers squatting opponents. It would float opponents if they are caught off guard making a high move. As usual float away but many know this trick already. Before you write off this move, you must note that Lau changes his feet position after this move. This move has very good range and if it fails to connect, throw them if they expect you to do punch combos.
If you are a combo happy player, learn the timing for his delay action moves. This applies especially to the punches and sweep to fool opponents. A low stationery Lau after three punches catches many by surprise. They see it as an opening for retaliation but gets swept off their feet instead. This however is not good if you face Wolf who is fast enough to throw you before the sweep.
To play with Lau is to play with caution. Learn to do his combos at the opportune time but don't forget his basic moves.
Side kick - down/for+K
Biodata -------------------------------------------------------------------------- Date of birth : 8th Febuary 1966 Sex : Male Blood type : O Height : 1.81 m Weight : 110 kg Job : Wrestler Hobby : Karaoke Nationality : Canada Fighting style : Professional wrestling
He was an instant star in the pro wrestling area, and successfully defended his title several times. Dissatisfied with the level of competition, however, he turned in his belt and retired from the ring. He entered the World Fighting Tournament in search of a rival worthy of his abilities.
His aerial attacks are magnificent and deadly. Learn to defend stoutly but insert a few attacks here and there. His uppercuts are still slow compared to Jeffry's but his body blow has tremendous range.
Many of his moves are similar to the motions for the throws. Use this to your advantage. The upward two-hand slap has almost the same motion for the twirl and hurl. At close range you may get a twirl and hurl but at longer range, you have an attack that has very good reach. This applies to his body blow and his body slam which both apply the same control motion, for+P.
At mid range, his side kick is the most useful attack. More powerful than the uppercuts, it always knocks down opponents. At close range, his knee is good for lifting opponents into the air. If followed by an uppercut and running punches, it would push them really far back.
Due to his great height, the sliding attack can be considered one of the best long range "sweeps". His sliding attack catches many by surprise. It can be used just like Lau's sliding attack but it has greater range due to those long legs. The last thing everyone expects is Wolf having a "sweep" move. Another great use of Wolf's long legs is the somersault heel smash. After getting up while rolling away, perform this move in preference over the counter-roll heel slam. Very useful against fast characters rushing in to pound Wolf.
Anytime Wolf is in trouble, he can call upon his drop elbow to assist him. This is a wonderful move against opponents relentlessly punching, hoping to overwhelm Wolf with speed attacks.
Whenever an opponent is down, hit them with his back body splash or elbow drop. His jumping elbow drop has very little range and should be used at close range. The elbow drop connects easily after all his throws except for the frankensteiner.
The grab side kick counter-attack is essential for the most ardent Wolf fans. Learn to get it out by instinct. It can grab Kage's spinning mid-kick from his punches and mid-kick combo if you time it well.
His low punches and kicks have very good reaches. All low punches can be combined with an uppercut to stagger opponents for throws.
Be opportunistic for throws at all times. For example, anyone rising with a low attack be it a sweep or a mule kick is asking for trouble. If the attack misses Wolf, a tombstone, double arm suplex or a torso takedown is all it takes to inflict damage.
Punches and uppercut - P, P, P
Biodata -------------------------------------------------------------------------- Date of birth : 20th Febuary 1957 Sex : Male Blood type : A Height : 1.83 m Weight : 111 kg Job : Fisherman Hobby : Reggae music Nationality : Australia Fighting style : Pancractium
He was bested by only one opponent - the giant, eight-meter long, man-eating Satan Shark. They fought several battles, and finally met in their ultimate match. Jeffry was routed and his boat wrecked, but he somehow managed to recover as he hovered on the verge of death. He entered the World Fighting Tournament with a vow to build a new boat and do battle with the shark again.
His throws are a bit slower than Wolf's. The crucifix piledriver has a very long "wait" time before the opponent is actually smashed on the ground. This doesn't work against a player who observes the clock. So Jeffry's throws may actually work against him. This wait time is also seen in his body press and face grab.
His side kick is as powerful as Wolf's but it has longer reach. Besides side kicks, his forward foot thrust and heel axe has good range too. Use them to your advantage. They are all rather damaging. The other moves like the lunging elbow drop and thrusting head butt have very long reaches too. His dodging side jab has incredible reach. With the correct feet positioning or when someone is in the middle of a move, this attack will come out from nowhere to knock them down.
His pounces are much faster than Wolf's. His butt bomb has much better range but it is still not good enough. His body splash is worst. He has a foot stomp so use it when you know opponents are rising fast. Use his pounces only after throws or kicks that land opponents near to Jeffry. A body splash after a side kick connects well. Use the butt pounce especially for a connected knee.
Do not forget his powerful uppercuts. They are much faster and thus help you keep opponents in the air longer.
Just keep the pressure on your opponents. Even the sight of Jeffry adds a lot of pressure already.
Uppercuts - down/for+P, P
Head butt - for+P+K
Dashing low elbow - for, for+P
Biodata -------------------------------------------------------------------------- Date of birth : 6th June 1971 Sex : Male Blood type : B Height : 1.78 m Weight : 66 kg Job : Ninja Hobby : Mahjong Nationality : Japan Fighting style : Hagakure-ryu Jujutsu/Jujitsu, Hagakure style
His birthright was to become the tenth-generation Kagemaru. His father, the ninth-generation Kagemaru, taught him the fearsome Hagakure fighting technique.
One day, his mother, the eighth-generation Tsukikage, was kidnapped by a mysterious figure. Nothing was heard of her fate.
Several years later, the village of Hagakure was attacked by an unknown force. Kagemaru and his father were out fishing, but quickly returned when they saw the blazing village. They were too late, however, and the village was destroyed. Kagemaru's father was felled by a bullet from the mystery group.
The next morning, Kagemaru salvaged a keepsake from his father, donned his costume, and embarked on a journey to prepare himself to take vengeance on those who spilled his father's blood.
Because Kage is a ninja, he should actually use ninjitsu techniques. Ninjitsu relies on stealth; otherwise, a dark, quiet and subtle method over the bold, active and forceful. So ninjas actually avoid confrontations. However, Virtua Fighter is a ring fight, so the developers cannot have Kage popping out of nowhere to ambush his opponents. With this in mind, the game developers made his fighting style jujitsu. Jujitsu is a generic term for a large number of fighting skills of various styles. The ninjitsu influence to Kage's fighting technique is the fists he makes and his reaping throw. The Karate-like chop fists are called shuto or sword fist.
Jujitsu also known as yawara or "gentle art"; gentle, however in the sense of yielding to an opponent's direction of attack while attempting to control it. It began as sechie-zumo (court banquet wrestling). There are many schools. Jujitsu declined with the collapse of the samurai class after the Meiji Restoration in 1868. Dr Kano Jigaro studied methods of the Tenjin Shin'yo and Kito schools that gave rise to judo. Judo is the only Oriental martial art allowed in the Olympics as a medal event. Evidence of judo in Kage's style of fighting is in his hip or shoulder throw and his torso takedown.
Japanese policemen viewed judo as too sporty without much self-defense applications. They rejected judo and adopted aikido as their form of unarmed combat. This technique obtained much of its influence from Daito-ryu Aikijujitsu and is developed by Morihei Ueshiba. Aikido can be seen in Kage's defensive counter-attack for incoming punches. An aikido exponent is often called the "eye of a hurricane", filled with peace and tranquility, yet surrounded by a powerful field of energy. True words indeed as this has brought fear into punching Kage.
Be aware that Hagakure is not a village or school but a fascicle manual for samurai. The Hagakure (translated as In the Shadow of Leaves) has 1,300 short anecdotes and reflections. It is completed in 1716 and is considered as one of the classics on bushido. Its first verse is: "The way of the bushi is to die."
His range of movement is even greater with a cartwheel added. Catching him would be difficult if he gets ahead. To play Kage is to play the whole ring. Movement must be a top priority for Kage players. His rolls can turn out to be flying kicks making him elusive yet offensive. Forward rolls can allow him to advance under punches unmolested for throws or kickflips if opponents defend low expecting a sweep.
The turning attacks are tricky and many combinations can be achieved. The slashing shutos and shikan-kens are deceptively similar with different attack levels. These slashing fists can catch hopping opponents very easily. Following them with a punch-kick combo and subsequently the backheel sweep can be devastating.
All his throws are so easy to do and solid. The infamous "back+P" ten foot toss is the most useful throw in the whole game. When followed on with attacks or combos that cover distance, ROs are really very easy. Throws that land opponents at close range connect well with the heel smash. Use this always.
His reversal grabs incoming punches only. Learn to use it when your opponent becomes to predictable. This move also grabs hopping jabs and AkiraŐs single palm. It does quite sizeable damage and the heel smash is a good follow-up.
Playing him would mean sticking to the basics. That is all to it. Combining all those basic attacks would be the feat that every Kage player has to develop. Combinations especially with his ten foot toss would be the ultimate skill Kage players will have to master. Many may consider this as cheap but these combinations are difficult to time and execute.
Back thrust - back+K+D
Slashing shikan-ken - down+P+K
Side kick - down/for+K
Biodata -------------------------------------------------------------------------- Date of birth : 4th July 1973 Sex : Female Blood type : AB Height : 1.73 m Weight : 55 kg Job : College student Hobby : Sky diving Nationality : USA Fighting style : Sekken-do/Jeet Kune Do
Sarah was suspicious of the circumstances surrounding her brother Jacky's racing accident. When she was investigating this accident, the mystery group kidnapped her. They use hypnosis to control her actions. Her innate fighting sense aroused by the hypnotism, Sarah will be sent into the Tournament to deliver the knock-out blow to her brother Jacky.
First a historical view of this fighting technique or rather the concept. Jeet Kune Do is authored by Bruce Lee himself. He was influenced by the Wing Chun fighting technique. Wing Chun means "beautiful springtime" and originated from a nun named Ng Mui.
It is said that 5 of China's grandmasters met in the Southern Shaolin Temple to discuss and develop a training program to produce an efficient fighter in 5-7 years. Before the program began, the Southern Temple was sacked and burned to the ground.
Ng Mui was the only survivor who knew the full training program. She wandered in the countryside and took a young orphan girl Yim Wing Chun as a student. The system then is called Mui Fa Chuan or Plum Flower Fist. It stressed a lot on power strikes and mabu (horse stance) which suited men. Yim Wing Chun was rather small in her stature so the style did not fit her. She simplified the technique to involve less energy wastage. The improved fighting style is named after Wing Chun. Wing Chun is a style that contains many "traps"; highly evident in Sarah's elbow moves.
This style is shrouded in secrecy until grandmaster Yip Man began teaching Wing Chun in Hong Kong during the early 50s. One of Wing Chun's students was Bruce Lee.
What we see in VF2 is not Jeet Kune Do but Lee Jun Fan Gung Fu. Jeet Kune Do does not rely on speed and 'irritation'. While speed is one of many important attributes it is not the most important one, at least not for most practitioners. Sensitivity, appreciation of distance, and timing are much more important. While techniques such as the eye jab are used it is generally as a way of 'bridging the gap' between ranges and as a distraction while one sets up for another technique.
Jeet Kune Do concepts are more an analytical framework for understanding and teaching martial arts. What you will see at the Inosanto Academy is this understanding applied to a variety of arts. Chief among these is Lee Jun Fan Gung Fu (the funny looking Wing Chun with Western Boxing), but Muay Thai, Filipino Kali, other Chinese Boxing, grappling, and a number of other things will be in evidence as well. These days you will see a lot of Pentjak Silat and Gracie Jujitsu in the mix.
Sarah's style of fighting is very different from her brother Jacky. Though both share the same concepts. Her knees are very Muay Thai, her shadow kicks and jumping back roundhouse seems to be borrowed from Taekwondo. Her elbow has Wing Chun influence.
The strength of Sarah is in combination not combos. Tag on all moves that connect and you will go far with her. Her speed of movement is fast so avoiding attacks is just a breeze. Her rising knee combo connects rather well now and can be followed on with a kickflip. With this new speed in VF2, Sarah has now earned the same notoriety as Lau for floating opponents.
Her recovery from moves are amazingly fast and she can avoid P+D throws after any move if you hit P+D after them. Sometimes, if you are lucky, she throws the opponent before they make their moves. This is especially true when you do her belly suplex after a failed elbow-knee combo. Since she may get thrown or get hit by some other move, it is a good gamble.
Her turn around moves are fast and powerful. Her turn around punch followed by any 4-hit combo would push many back. She possesses a sweep now but is only useful when her back is facing the opponent. The spinning heel kicks are fast both in execution and recovery. A single spinning heel kick can be used to turn around providing a avenue to use the sweep. This can be mixed up with a back kick to hit those who defend by staying low. Her toe kick-side kick has good range and would spell trouble for all who miss their rising attacks. The roundhouse kick can jump over many low attacks and the same goes to the tornado kick which has even greater range. These moves recover slowly and should be used when the opportunity allows.
Sarah does not side kick opponents. She shadow kicks them. If a side kick could hit at close range, make sure you shadow kick them. Most likely all the three kicks will connect making it a very powerful side kick attack. Her low attacks are rather dismal. The crouching side kick does not knock standing defenders down but is able to knock down high attackers. It has a poor recovery, slow and weak. Use this only for incoming high attackers.
Her pounce is very fast. Like Pai, make pouncing a habit for sure hit moves. Her moves are still weak so pouncing helps a lot.
Do not give them any room at all. Punch-throw techniques work like a charm with her and; low kicks and punches do very well too.
An FAQ for Sarah by S. Hyun Yim is currently circulating. Avid Sarah fans can check it out.
Side hook kick - back/down+K+D
Biodata -------------------------------------------------------------------------- Date of birth : 28 August 1970 Sex : Male Blood type : A Height : 1.82 m Weight : 75 kg Job : Indy car racer Hobby : Training Nationality : USA Fighting style : Sekken-do/Jeet Kune Do
Jacky was seriously injured in an accident in the 1990 Indianapolis 500, and spent two years in a grueling rehabilitation program. Just when his injury had healed, he discovered the existence of the mystery group behind the accident. At the same time, his sister Sarah disappeared.
Jacky's battle began as he pursued the trail of the group who held the key to these mysteries.
As his second effort to seek revenge on the Syndicate and rescue his sister Sarah; he participates again in the Tournament
In his technique, you can find Karate as in the back sweep and turning back roundhouse. Taekwondo is evident in the last kick of his lightning kicks. His elbow technique, like Sarah's, is Wing Chun.
His elbow-heel kick is not fearsome anymore as with his punt kick, but his beat knuckle is really bad for everyone. He still does not possess a kickflip combo but his kickflip alone is the most powerful kickflip in the game. Able to take as much as eighty percent of the lifebar, it has left many wondering why the round ended so fast.
His spinning backfists, both high and low are much faster. A deadly combination for Jacky involves a low spinning backfist. As opponents charge in punching, do a single low backfist, elbow, knee then kickflip. This drains the entire lifebar in an instant. Such is the power of Jacky. Combine all his moves. Try to get the trip and hammer throw in and kick them. His turn around moves are nice to see especially when they connect but use them carefully. This applies to his crescent and sweep; and the low spinning kick as well. His lightning kicks is best used sparingly. Try to do one or two lightning kicks as they would most likely stun opponents. Many have seen his punch-kick combo (punch and side kick) as rather useless but this is not the case. The side kick staggers the opponent after the side kick, another side kick or beat knuckle that follows knocks them out cold. If you like fast KOs, do a kickflip instead. The punch and crescent is slow but has great range. The normal punch-kick has optimum speed and power. All these punch-kick moves gives Jacky great flexibility.
His low attacks are much better than Sarah's but the crouching side kick plagued with the same problem as Sarah's, so use it against high attackers only. The low spinning backfist and sweep, punch and sweep; and crescent and sweep have the element of surprise. The sweeps can be done with delay action making them more effective. This gives Jacky the element of surprise as this delay can be interpreted as an incoming kickflip, elbow, knee or a throw. All these makes Jacky a character with many "holes" in his moves with totally unpredictable follow-up moves. This gives Jacky an edge as described in the VF1 FAQ as "the fear of the unknown".
Play a balanced game of offense and defense. Play him a little like Pai and Sarah. Use combos to deter throwers and counter mainly with his low spinning backfist. You can try using all the fancy stuff he has but don't be overwhelmed by them. However, using his fancy stuff requires much higher amount of skill and adds color to fights. Spectators are bored quickly with a mechanical Jacky doing low backfists, elbows, heel kicks, side kicks and kickflips. Though many players hold these moves as effective ways to win, one must note that winning in style (like floating) wins many cheers. Combinations with the lightning kicks and his very difficult toe kick, side kick move is often hailed as a mark of an excellent Jacky player.
Side hook kick - back+K
Low spinning backfist - back/down+P
Biodata -------------------------------------------------------------------------- Date of birth : 2nd January 1912 Sex : Male Blood type : O Height : 164 m Weight : 63 kg Job : Herbal doctor Hobby : Collecting the medicinal herbs Nationality : China Fighting style : Sui-ken/Drunken Fist
While drinking with his friends, Shun hears them boasting about the success one of their student fighters (Akira) in recent tournament competitions. He suddenly exclaims, "I also want to participate in the World Fighting Tournament". Shun's friends pleaded with him not to, but once Shun had mentioned his intent to fight, he was adamant and eventually joined the tournament.
Use his jumping attacks like the twisting hook punch to hop over low and mid-level attacks. You have to be completely reactionary in your execution. You have to be alert all throughout and have to have good reflexes. You can't do a lot of planning for Shun. Play as the situation goes. You can't outguess opponents either so reflexes are the way. For example, his cartwheel kick is fast but recovers slowly. Use this to stop charging opponents hoping to connect with a throw.
His falling moves can be good too. These moves evade power attacks after and the only vulnerable thing is a punch or kick to fallen opponents. Not much damage will be done with these moves on Shun. Nobody would be crazy enough to pounce. His rising rotorblade kicks get anyone jumping in. This is due to ShunŐs amazing ability to get up faster than anyone.
His fancy sit down and handstand moves are very disruptive to charging attackers. If you are a true Shun fan, you should aspire to use the handstand kicks once to hit your opponent. It is the most hilarious move available in VF2. Ability to use it and hit opponents is shown to increase your popularity in the video arcades. Besides these two moves, the backward hopping kicks are a bane to many inexperienced in handling Shun. This move, is quite fast and hits those who fail their low-level attacks or those closing in recklessly. Even his kick and fall back is useful in this aspect.
Apart from the above, he can dupe many with his twisting hook punch and hopping scissors kicks. Once these hits fail, many interpret his getting up (both moves make Shun fall on the ground) as vulnerability to power moves. Not so, Shun cannot be hit with mid-level attacks when he is getting up, let alone be thrown. Let them see the full glory of Dances with Punches. Only low punches and kicks stand a chance while he is getting up. The hopping spin kick hits low defenders or attackers. The motion is simple (K+D) and hops over attacks. This is the move to use against incoming low attackers if executed fast enough (remember, reflexes!).
As much as possible, dodge attacks if you are a beginner and learn to do the dodge followed by the dances with punches. Progress onwards to learn the rest. Note that all his moves are slow and recover slowly; and if you play him like any other character in VF2, you are playing him wrong. He can float opponents in some limited way but that is not his main strength. His dashing punch can be used in just the same way as Akira's dashing palm. Most inexperienced players do not expect this move and think that a squatting Shun is easy meat. This move floats opponents very well and can be followed by the twisting kicks or cartwheel kick.
Both his pounces actually inflict the same amount of damage. The only difference is that the high pounce has longer range due to the roll forward. Therefore, use the low pounce in preference over the high pounce. It is fast.
Progress on to hone your reflexes for all his moves. Try to use the dances with punches and two hand upside-down push at least three times in a match. Get him drunk (SERIOUS!). His skin complexion turns lobster red the more he drinks. The following happens when he has: One drink - able to do down+P+K sweep. Able to do a foot slide after sitting down, instead of a low kick. His back+P and down+P looks slightly different.
Two drinks - able to do down+P+K, K sweeps. His back/down+D, P will become a side step backwards and two-hand side push. His back+P and down+P changes and again looks slightly different.
Three drinks - able to do down+P+K, K, K sweeps. His back+P and down+P move changes again.
In addition, the power of his connected attacks increase by 5% after each drink. The maximum is reached after eight drinks. At the maximum, his moves will inflict 1.4 times more damage than what he starts out with in a round. This is evident in his low backpush. Without drinking, this move just irritates standing defenders. After drinking, the move has the ability to knock them down. So don't stop at the third drink. Drink as much as you can.
Playing with Shun is sheer fun and if you like to improve your style, check out the Expert Mode Shun. He'll have you stumped!
Doug Rosengard has written a Shun FAQ. For all those drunken fans, this is a great guide.
Side kick - down/for+K
Biodata -------------------------------------------------------------------------- Date of birth : 24th December 1979 Sex : Male Blood type : AB Height : 1.71 m Weight : 61 kg Job : High School student Hobby : Collecting knives Nationality : France Fighting style : Toru-ken/Seven Stars Mantis Fist
Praying Mantis Fist also called Wong Long Fist is invented by a Chinese boxer named Wong Long. He became distraught after losing so many fights, so he retreated to a forest to meditate. One day, during one of his meditation sessions, he saw a mantis fighting with a grasshopper. Though the mantis is smaller (should be a male mantis, a female mantis is the size of a grasshopper), he was amazed by its ability to attack with quick strikes with its "arms". So amazed with it, he brought the insect home and "fought" with it using twigs to study it. He then developed movements based on the insect and he named the fighting style after it.
Soon a variation came forth from it called Seven Stars Mantis Fist based on the Chinese constellation. This is Lion's fighting technique. His spinning arms attack is not found in the original Mantis Fist but in this variant. Mantis Fist like Drunken Fist is one of the Northern Shaolin Styles.
Mantis Fist stress not only in speed but also in footwork and grip. This explains the many wierd ways Lion moves his feet around and the way he throws his opponents. He winds up and fights in a crouched position which looks very tiring.
It is interesting to know that Rafale is the name of an advanced, agile multi-role fighter produced by a European consortium; in which French aerospace companies have a big stake in.
His speed is his greatest asset so keep that in mind. Backing off from attacks is pretty easy with him. However, go easy on his low attacks. They are fast but recover slow.
His long range fist thrust is the furthest for, for movement attack in the game. He doesn't really run forward but leaps forward making this awful noise like a kid seeing broccoli on the dinner table. If you examine it carefully, the leap he makes for this move would break all world records for long jump. Use this move against those who miss rising attacks or charging in for throws.
The creeping pecks are very irritating to the uninitiated. At close range, this move stops any move of all opponents unless they block low or back off. His elbow is more of a harrasment move since he hits and backs off quickly. If connected successfully, it staggers opponents for side kicks or uppercuts.
Insert the second kick in the dancing kicks once in a while. The hop kick has almost instant recovery and therefore safe unless you are caught in mid-flight. Some good Lion players replace this second kick with the punch, elbow and backfist to push opponents back. The handstand kicks give the impression of a low attack fooling opponents to block low. This I emphasize cannot be used too often.
Though he doesn't have much aerial attacks like a kickflip, the swinging arms attack would be sufficient. It has good range and is an effect counter to kickflips.
Try to do the reaping throw in preference over the trip. It is unbreakable and is easy. The ultimate frontal piggyback attack demoralizes many and can be easily done when the opportunity allows.
It is difficult to float opponents with Lion so you might as well forget it. The best he can muster is the low swipe kicks, one hand-stand kicks and his arm spin for falling opponents. However, his knee connects very well on already airborne opponents. He does not have much combos to muster against airborne opponents other than the punch, elbow thrust and backfist combo.
Long range fist - for, for+P
Side kick - down/for+K
Dural
Biodata -------------------------------------------------------------------------- None available
Judgement, their belief in their superiority over others
Devil, weapon research and discovery to further their purposes
Wheel of Fortune, interest in increasing economic power
Moon, their involvment in international political affairs
Tower, the way they are organized
Death, their involvement in NBC methods of destruction
Apparently, you can select Dural in VF2 but no known method is available.
Dural has the following moves: Akira's backwards uppercut Akira's dashing elbow Akira's dashing body check Akira's jumping kicks Akira's counter-attacks Pai's counter-attacks Pai's DDT Lau's side kick Wolf's tombstone Wolf's frankensteiner Jeffry's running punches and uppercut Jeffry's face grab Jeffry's triple knee bash Jeffry's crucifix piledriver Kage's ten foot toss Kage's backheel sweep Kage's reaping throw Sarah's knee and elbow-knee combo Sarah's 2 punches and straight kick Jacky's punches, elbow and kickflip There may be more to this list.
Produced by: Chia Jin Ngee ŇSarahÓ, mcblab47@leonis.nus.sg Special thanks to the contributors of VF1 of which there won't be VF2: God keeping my head on straight The Family Fun Center, for Virtua Fighter Omaha, NE SEGA¨ info and for VF Andrea SEGA¨ Dave SEGA¨ Andy Eddy vidgames@netcom.com Shorty Family Fun Center Michael Wang mmwang@mv.us.adobe.com Jose Family Fun Center Derrick Family Fun Center Christopher R. Boggs gt93986@acme.gatech.edu Harry Teasley III het3@crash.cts.com Ryan Wolfe wolfe@cps.msu.edu Jeremy Hinton hinton@cs.odu.edu Steve Lamb sandman@netcom.com R. 'Tom' Cruz Sogeuco rc_sogu@paro.concordia.ca Alan Fasick fasick@ucsu.colorado.edu Brian Tao taob@io.org Graham Chubb chubb@ecf.toronto.edu Eric eric@parcplace.com Vax vax@ccwf.cc.utexas.edu Kevin Miller miller@midget.towson, edu. Marie E. Antoon Marie.E.Antoon@Students.Miami.edu Koh Kawabe kawabee@is.s.u-tokyo.ac.jp World Book Dictionary definitions of virtual & fighter Replay Magazine some info on VF Iain Sinclair some info on VF1 Chad E Reznicek for original VF1 FAQ Doug Rosengard dug@lugaru.com for maintaining VF1 FAQ VF2 info providers: Chris Halim halim@getreal.uucp.netcom.com Alan Tan "Lion" tanhl@merlion.singnet.com.sg Robert Laus robert@jolt.mpx.com.au Koh Kawabe kawabee@is.s.u-tokyo.ac.jp Scirocco Boy! wcox@black.clarku.edu Jurri Munkki jmunkki@snakemail.hut.fi Todd D. Ellner tellner@cs.pdx.edu rec.martial.arts FAQ Randy PalsVirtua Fighter 2: Akira FAQ Joji Suzuki Joji Suzuki David, Mgr of Country Funworld Country Funworld Harley "Jacky" Country Funworld Gary Peh "Kage" Country Funworld Joseph Lim "Akira" Country Funworld Eric Chen "Sarah" Country Funworld Julian Chia "Kage" Country Funworld and twin brother Lau Bie See "Lau" Country Funworld Danny Leung "Kage" Country Funworld Ahmad "Sarah" Country Funworld Alex Ho "Wolffry" WYWY Clementi Virtua Fighter Maniax For VF1 storylines by Yoichi Shibuya ISBN4-89366-264-3 A SEGA Poster For VF2 storylines Virtua Fighter 2: Act 1 Confirmed VF2 moves and such GamestMook Volume 5 The Ninja and their secret fighting art by Stephen K Hayes Encyclopedia Britannica Encyclopedia Americana Kodansha Encyclopedia of Japan