Virtua Fighter 2 FAQ Version 3.00


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

mcblab47@leonis.nus.sg

TABLE OF CONTENTS


INTRODUCTION

Preface to Virtua Fighter 1 FAQ

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.

Preface to Virtua Fighter 2 FAQ

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.

What's new

Version 1.00
Version 2.00
Version 2.01
Version 2.50
Version 2.6b
Version 3.00

Terminology


+-------------------------------------------------------------------------+

|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        |

+-------------------------------------------------------------------------+

BASICS

The buttons

While standing

PUNCH
KICK
DEFEND

While squatting

PUNCH
KICK
DEFEND

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.

Movement


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

Common moves for all characters

Moves usable while getting up


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

Other Standard Moves


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

MOVES SPECIFIC TO EACH CHARACTER

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.

Akira Yuki


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

Pai Chan


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

Lau Chan


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

Wolf Hawkfield


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

Jeffry McWild


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

Kage-maru


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

Sarah Bryant


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

Jacky Bryant


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

Shun Di


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

Lion Rafale


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

BASIC OPERATIONS

Before we start, on fighting techniques, below is the basic operation in VF.

Selecting your character

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.

Replays

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.

Controller technique

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.

Joystick

The joystick is best held rather loosely. The are 3 main ways to hold the joystick in VF:

  1. Thumb and fingertips: Very much the same as you would hold an eyedropper. It gives somewhat firm control for the diagonal movements. Good response for taps in any direction using thumb or fingertips. Recommended technique.
  2. Engulfing: The ball on the stick is completely grasped into a fist. This is not recommended though some have found this technique comfortable for rolling actions in Akira's Dashing Palm or Wolf's Twirl and Hurl.
  3. In-between: The stick is in-between the index finger and the middle finger with palm facing upwards. Great control over up, down, forward and back motions but lends poor control over diagonals. I've seen this technique in one person who has tiny hands. So it is recommended for people with little hands I think.
  4. Situational: The use of 2 or all of the above techniques as the situation demands.

Buttons

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

Rounds and sets

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.

Versus computer combat

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.

Ranking mode

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.

Expert mode

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.

Entering your initials

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.

Sudden death

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.

GENERAL FIGHTING TECHNIQUES

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...

A flurry of jabs

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:

Hopping attacks

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 attacks

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:

Distance drop kicks

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.

Landing kicks

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.

Overhead hammer

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.

Ring out

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.

Waiting for your break

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.

Dodging, counter-attacks, stop attacks and reversals

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.

Attacking while rising

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: