[==================------------------======================] | Part [2/2] | [==================------------------======================] [============-------------------===============| | Virtua Fighter Kids FAQ | |----------------------------------------------| | Version : (VFK) FAQ V0.90 | | Revision : 1st Public Release %90 done | | Date : 9 / 27 / 96 | | Platforms : Sega Saturn / (ST - V Board) | | Copyright : (c),[TM] Sega USA | [============-------------------===============] [----------------------------------------------] | Release VERSION - READY FOR DISTRIBUTION | | you MAY distribute this | | (see the notes below first, though) | [=============------------=====================] [==================------------------======================] | *### # ####### !SEGA! | | ## ## ## # ## ## # # | | # ## # ###### ## #### .#### ### ##, # | | # ## ## # # # .#### #### # # ###*. # # ## # | | #### # # # # # # # ## # `#### # # ## # | | `*#' # # # `### `###' ## # ## # # `*#* # | | **" **' | <<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>| | /##\ /###_ | | |###W| ,##### ,,, | | *##### _ ,,_ ######,####\, | | \##### ,,####, ,/###/ /############| | | ,#####_/*_,/####### {####; ,############/ | | V################/ |### ,,****,, /########### | | {#############/" |####,,/##############/ ##### | | \############- |#####################/ \####\ | | /#############\; |###########**######## ##### | | /########"=*#####\, |########## ,######` \####\ | | \/\#####| \#####\,|####*######,,/###### ,#####| | | $####| $##########--#############* _/#####|TM| | \###| -##### \##########",,/#######/ | | --- ---- \#####" #########/ | | \######/" | [===================------------------=====================] [==========---==========] | FAQ V0.90 - [Release] | |-----------------------| | copyright 1996. | [==========---==========] [======-------======] |Section 0 - Part 0 | [======-------======] part [2/2] [------------------------------------------------------------------------] | Partition 4 Character Specifics | |------------------------------------------------------------------------| |Section 4 : Part 0 | Intro to characters | 8/19/96 | nd | |Section 4 : Part 1 | Improved moves for VKF | 9/27/96 | nd | |Section 4 : Part 2 | New programmable combos | 8/19/96 | nd | |Section 4 : Part 3 | New replay combos for VFK | 9/27/96 | c | |Section 4 : Part 4 | Character taunts | 9/27/96 | c | |Section 4 : Part 5 | Character endings | 9/15/96 | c | |------------------------------------------------------------------------| | Partition 5 Tricks | | | |------------------------------------------------------------------------| |Section 5 | Tips/Tricks (Saturn Version) | 9/27/96 | c | |------------------------------------------------------------------------| | Partition 6 Credits | |------------------------------------------------------------------------| |Section 6 | Credits | 9/15/96 | nd | |------------------------------------------------------------------------| | Partition END Appendices | |------------------------------------------------------------------------| |Section A : Part 0 | History of the FAQ | 8/19/96 | c | |Section B : Part 0 | Revisions of the FAQ | 9/27/96 | c | |Section C : Part 0 | Resources for VF2 FAQs | 8/19/96 | nd | |Section D : Part 0 | Glossary for this FAQ | 9/27/96 | nd | |Section E : Part 0 | References for this FAQ | 9/15/96 | nd | |Section F : Part 0 | FAQ design/philosophy | 8/20/96 | c | [============================------------------==========================] | notes on verify : c - completed, tbd - to be determined, nd - not done | [============================------------------==========================] [======-------======] |Section 0 - Part 1 | [======-------======] [============================------------------==========================] |Distribution notices : | |---------------------- | |This FAQ may be freely distributed among the VFing community. No fee is | |charged except for direct costs. You can obtain this FAQ by: | | | |1) web browser : world wide web [ i will upload it to all sites ] | | [ that contain game faqs........] | | | |2) news groups : ? ,i don't plan to post it, because i don't know | | how large it will get, this needs to be investigated. | | | | | | !! THIS IS BEING INVESTIGATED AS WE SPEAK !! | | | |3) Any updates, feedback and errors, please send to: | | /--------------------------/ | | | Rajeev Gantela aka | | | | rg@radix.net aka raj | | | /--------------------------/ | | | |4) Note: not officially sanctioned by Sega(c)! | | | |5) (sub)standard legal disclaimer | | | | i will not be held responsible for the information found within | | it is accurate and verified as far as i possibly can research it | | if you feel you have a valid claim on the information , tell me! | | blah blah blah...etc..etc.....please don't sue me..so on and so. | | forth....i'm only doing this for fun..............Support SEGA.. | | | [============================------------------==========================] [======-------======] |Section 4 - Part 0 | [======-------======] [==================----------------------------------===============] | Intro to characters for VFK (Saturn) | [-------------------------------------------------------------------] | | | well, the following information is about all the character | | specific ones found in vfk. many references will be used. | | to make things somewhat easier, all info is organized on an | | alphabetical order, ok? | | | [==================----------------------------------===============] [======-------======] |Section 4 - Part 1 | [======-------======] [==================----------------------------------===============] | Improved Moves /Notes for VFK (Saturn) | [-------------------------------------------------------------------] | | | For people new to vf2 notation , consult resource 23, the | | shorthand faq, and/or refer to the next section which | | explains what most of the terms below mean.. | | | | basic info on gameplay and moves | | here are some notes to get you started... | | | | First off, the 'rules' for VFKids is the saturn2.1 VF set. | | Which means, like the arcade2.1 you can run easily; | | however, unlike the arcade you can throw using | | d+P+G among other little subtle nuances. | | | | 1) some info on floats | | | | First thing you'll notice is that floats aren't | | quite the same. In most cases float combos are easier | | to do (i.e. rising knee, kickflip with Kage is a given | | on everybody except the 'heavies' without a MC!). The | | only character that seems to have a harder time floating | | is Akira. The only reason he loses out is because he uses | | hand attacks in his floats, and his arms are so short. | | That said the only 'standard' Akira float I can't seem | | to get is SDE,m-DbPm after are SE. Oh, and Akira's | | SE,c-SgPm,SDE is now SE,c-SgPm,DE (and I can't get either | | of them to hit against the heavies). | | | | (author's note: i've got all kinds of akira floats to work | | usually do a SE, followed by SJK, or ST, with a SJK ) | | | | 2) I believe that the change in float mechanics was done to | | correct Sarah's knee-rising knee combo which now hits with | | the rising knee. | | | | (ed note: Unfortunately, her triple kick (d/f+KKK) is now | | completely useless... The third kick can never hit if the | | first two connected. Even Jeffry gets pushed out of range | | by the first two kicks.) | | | | 3) more notes on connecting with moves | | | | another important thing to note is that sometimes a | | move will not connect against a non-defender because | | the *Huge* heads prevent you from getting close enough | | to connect. An example of this is Lau's backflip with | | a kick, if your opponent is just standing there (w/o | | defending) it is very difficult to make the move connect. | | I had to execute the move while Lau was skidding to a | | stop from a run! But, it seems that move that miss like | | that are few and far between. | | | | 4) character notes on jeffry and akira | | | | Basically everyone can float better and that's about it. | | I'd say Jeff got the biggest performance boost (he has | | attacks that use that big head!) and Akira became a | | little bit more difficult to float with. | | | | (ed note: Anyway, Jeffry has to change most of his basic | | floats around, so the performance boost is debateable... | | MC knee, PG, PG, knee will never work in Kids.) | | | | 5) have you seen this? they move their heads when they dodge | | | | Also whenever a character crouches below a high attack, | | they move their head backwards to dodge the attack. It | | looks funny the first time you see it. They also open | | their mouths when they do this. | | | | (ed note:I prefer to think of this as only new animation | | that may affect low attacks. i.e. I think the range of a | | low punch is reduced while the head is leaning backwards.) | | | | [ref : 12 rgva] | | | | 6) Jeff and Wolf need to modify their floats, too. The knee | | has very little range once an opponent is in the air. | | | | 7) There seems to be a hole in the top of everyone's head. | | Kage's b,b+K+G, d+K combo and the Bryant's (MC) d+K+G,d/f+K | | don't work anymore. | | [ref : 13 e-mail] | | | | 8) Notes on the 'sparks' you see when you hit | | | | Just a quick word on something I noticed. Successful hits | | on an opponent yield a "hit spark", and these are either | | blue or yellow. It just occurred to me that you get a | | yellow spark if you manage a MC interrupt, and blue | | otherwise. But you can tell from now on if your VFK floats | | are done with or without the intial MC. | | | | [ref : 15 r.g.v.s] | | | | | | 9) This is nitpicking, but the Bryant's only need a minor | | counter (mC) shin slicer to knock their opponent down, | | because it's VF2.1. | | (editor) | | | [==================----------------------------------===============] [==================----------------------------------===============] | Standard Notation (excerpts) - see reference 23 | | ----------------------------------------------- | | to translate standard notation to default Saturn mapping use this | | guide | | | | Joystick & Button Key: Saturn Notation | | u, up - Up same | | d, down - Down same | | f, for - Forward same | | b, back - Back same | | | | * See above | | U, UP, D, DOWN, F, FOR, B, BACK - Caps indicates that the | | joystick should be held in that direction. | | / - a slash indicated diagonals... like d/f is diagonally | | down and forwards. As a convention, up and down are | | usually listed first. | | | | [authors note: the only confusion arises for using the B button | | and B for hold Back, usually the reference will | | tell which is which, as the direction goes first!]| | | | | | Standard Saturn | | | | p,P - Punch button B | | k,K - Kick button C | | g,G - Defense button A | | * This is contrast with "D", which would | | | | indicate holding down | | + - a plus sign indicated pressing the | | button with another, or with a direction. | | Eg. f+P (f+B)is tap forwards and tap punch at the same | | time. As yet another convention, buttons should be | | listed in the same order as above... ie. P+K+G (B+C+A) | | All - Tap all buttons together... the same as P+K+G. (B+C+A)| | | | Additional Notes: | | | | Hold - the word "hold" indicates that a direction should | | be held /prior/to any button presses, usually until after | | the first button has been tapped, or until the word | | "Release" is indicated. | | | | Roll to - instead of writing out all the motions, a Roll to | | indicates a rolling motion from one direction to the other, | | passing through the down half of the joystick... so | | "f roll to b" is f, d/f, d, d/b, b. | | | | FC - From a crouching position. How you /got/ to crouching | | is irrelevant in motion notation, since FC is used only at | | the beginning of a notation. | | | | * People often use FC to designate "Full Circle", indicating| | a rolling motion. | | | | FS - From a standing position | | | | *aCk* - This indicates a move in which the controls are | | very special and very difficult to do. | | Up til now, there are two: Akira's Knee and Akira/Jacky | | Iaigeri Kick. The Knee is done by hitting K+G together | | (with any joystick movement) and releasing the G button | | immediately, so that it is only held for 1 frame (1/60 of | | a second). | | | | (ed note : the iaigeri kick is not possible in vfk due to | | vf2.1 game engine.) | | | | Eg. Jacky's Elbow-Heelkick combo is: f+P, K. (f+B,C) | | Sarah's Elbow-Knee combo is: f+P, Hold f, K.(f+B,hf,C) | | | | In the case of some guard cancelled combos, the expression | | "tap G" (A)is used rather than simply "G"(A)to emphasize the| | point that the guard is there as a cancel. | | | | Eg. Sarah's Elbow, g-cancel, Kickflip is: f+P, tap G, u/b+K | | (f+B, tap A, u/b+C)| | | | Punch and/or Kick Combos (so-called Canned combos) can be | | listed without commas for simplicity. In this notation, "E"| | can be used to indicate an elbow, in the case of Jacky's | | combo. | | | | Sweep and Kickflip combos, however, should have the | | kick marked seperately, to avoid confusion. This used | | especially often in the case of Punch combos, and less in | | Kick combos, although it can be done. | | | | The Senbon Punch (PK combo with the kick being guard | | cancelled) is often written PKG as well. This is in | | contrast to P+K+G, which indicates that the buttons are | | pressed TOGETHER, rather than in succession. | | | | Eg. Pai's 3 Punch & Crescent is PPPK, not P, P, P, K. | | (BBBC) | | Jacky's 2 Punch, Elbow & Heelkick is PPEK. (BBEC) | | Kage's 3 Punch & Kickflip is PPP, b+K. (BBB, b+C) | | Sarah's Puntkick & Sidekick could be d+KK. or. d+K, K. | | (d+CC,or d+C,C) | | Motions or buttons in [square brackets] are often used to | | indicate optional additions to the sequence or combo. | | | | Eg. Sarah's Shadow Kicks could be d/f+K, [K, K] | | d/f+C, [C, C] | | Nominative Notation | | ------------------- | | | | Nominative notation is used more to explain the moves used | | in an attack sequence or combo. It is also used to explain | | in more detail the circumstances under which a combo / | | sequence takes place, that is, staggers, floats, etc. These| | circumstances are often shown in [brackets]. | | | | [bracket] key: | | | | [stagger] - The opponent was crouching (defending or not) | | and the move preceding the brackets caused them to stagger | | backwards, leaving them vulnerable to the follow-up. | | | | [float] - The opponent was "floated" or taken off their feet| | by the preceding move, and as a result, will be hit in the | | air by the next attack. This also implies that it could | | have been an interrupt (qv) as well. | | | | [pause] - indicates a short pause (ie. stop mashing the | | buttons) before continuing. | | | | [interrupt] - The opponent was hit during the execution of | | one of their moves, and as a result was interrupted. | | This is also referred to as a "Major Counter", but i find | | "interrupt" to be a more intuitive term. This almost always| | leads to a float. This depends on the move with which you | | attacked. This is used to distinguish between a regular | | float, say, one that occured as a result of a counter | | (eg. Knee) and a higher float, which occurs as a result of | | an interrupt. | | | | eg. Knee [float], Knee is a combo which only Jeffrey can do,| | while Knee | | | | [interrupt], Knee is a combo which almost any character can | | do. | | | | [DEEP] - This indicates that the preceding move had to be | | done at extremely close range, and has left you very close | | to your (soon-to-be-victimized) opponent. Eg. [DEEP stagger]| | | | [TA] - Turnaround. This indicates a point at which your | | character turns completely around, because your opponent | | has changed sides. (eg. after a Surprise Exchange) | | | | | | Also note that: | | | | MC - major counter and, | | | | mC - minor counter. | | | | (ed note : I think this short hand actually developed after | | BigCat wrote the notation guide. the reason why | | we care about this is because major/minor | | counters get an attack bonus of 50 or 25 percent | | more damage, respectively, which affects the | | height of floats.) | | | | Senbon - Senbon Punch... A punch followed by a guard | | cancelled High Kick (from a PK combo) | | | | (ed note: only Akira, Jacky, Sarah, Kage, Wolf, Jeffry, | | and Dural are capable of doing senbon punches.) | | | | | | Pounce - This is the move to attack a downed opponent. | | It is the low pounce (u+P) {u+B} unless otherwise noted. | | (usually by "high pounce") | | | | Ground Kick/Punch - Another attack for downed opponents. | | The motion is always d/f+button. Also called "stomps". | | | | TA - TurnAway Attack. An attack done, facing forward, | | which leaves you with your back turned to your opponent. | | Often suffixed by Punch, Kick, HopKick, or Sweep. | | (B , C , u+C , d+C (various char))| | | | TT - TurnTowards Attack. An attack begun while facing | | away from your opponent. This will almost always leave you | | facing your opponent once again. | | | | [-------------------------------------] | | | Common Conventions by Character... | | | [-------------------------------------] | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | || Akira :| DE |Dashing Elbow (rare) |f,f+P (f,f+B) | | ||------------|----------|-------------------------|--------------| | || | SDE |Super Dashing Elbow(rare)|f,f,f+P (fffB)| | ||------------|----------|-------------------------|--------------| | || | SE |Surprise Exchange | d/b+G+P | | || | | | (d/b+AB) | | ||------------|----------|-------------------------|--------------| | || | RBC |Reverse Bodycheck (rare) | b,d/f+P+K | | || | | | (b,d/f+BC) | | ||------------|----------|-------------------------|--------------| | || | Yoho |Stomping Uppercut | d/f,d/f+P | | || | | | (d/f,d/f+B) | | ||------------|----------|-------------------------|--------------| | || | SPoD | Stun Palm of Doom... | | | || | | Stun Palm, Reverse | All,b,d/f+P+K| | || | | Bodycheck, Double Palm | b+P | | || | | | | | || | | |(ABC,b,d/f+BC,| | || | | | b+B) | | ||------------|----------|-------------------------|--------------| | || | 1/2 SPoD | First two moves of the | All,b,d/f+P+K| | || | or | Stun Palm of Doom |(ABC,b,d/f+BC)| | || | 2/3 SPoD,| | | | || | 2-hit, | | | | || | AS2 | | | | ||------------|----------|-------------------------|--------------| | || | BC | Bodycheck (rare) | b,f,f+P+K | | || | | | (b,f,f+BC) | | ||------------|----------|-------------------------|--------------| | || | SgPalm | Single Palm | (FC, f+P) | | || | | | {FC, f+B} | | ||------------|----------|-------------------------|--------------| | || | DblPalm | Double Palm | (FC, b, f+P) | | || | | | {FC, b, f+B) | | ||------------|----------|-------------------------|--------------| | || | JK | Jumpkick, as in single | f, f+K | | || |Often, SJK| |(f, f+C) | | ||------------|----------|-------------------------|--------------| | || | DJK | Double Jumpkick | f, f+K, K | | || | | |(f, f+C, C) | | ||------------|----------|-------------------------|--------------| | || | ST | Stumble Throw |b,d+P+G | | || | | |(b,d+B+A) | | |[----------------------------------------------------------------] | | | | | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | || Jacky:| HBF | High Backfist | b+P | | || | | | (b+B) | | ||------------|----------|-------------------------|--------------| | || | LBF | Low Backfist | FS, d/b+P | | || | | |(FS, d/b+B) | | ||----------------------------------------------------------------| | || Note :As we all know, everybody has their own expressions for | | || certain moves. So often, when you use nominative notation, it's| | || often wise to accompany it with a motion notation form below | | || it. | | || | | || Eg. This is the latest Jacky combo i'm raving about: | | || | | || Toe Kick [interrupt], Senbon Punch, Kickflip | | || (d+K, hold f, PKG, u/b+K) | | || {d+C, hold f, BCA, u/b+C} | | || | | || | | || NOW... if you know stuff about Jacky's Toe kick, you'll | | || realize that an interrupt (and only an interrupt) creates | | || a float, usually pretty far. | | || | | || Tack on the Senbon to close the gap, then *whoosh* | | || Kickflip. | | || | | || Obviously, a knowledge of the various VF2 moves helps. | | || see the references. | | || | | |[----------------------------------------------------------------] | | | | | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | ||Jeffry: | XPD | Crucifix Piledriver | d/f, d/f+P+K | | || | | |(d/f, d/f+BC) | | ||------------|----------|-------------------------|--------------| | || | DE | Dashing Elbow | f,f+P | | || | | |(f,f+B) | | ||------------|----------|-------------------------|--------------| | || | DEU | Dashing Elbow-Uppercut | f,f+PP | | || | | |(f,f+BB) | | ||------------|----------|-------------------------|--------------| | || | TKoD | Toe Kick of Doom... | d+K [pause] | | || | | Toe Kick, into XPD | d,d/f, f+All | | || | | |(d+C [pause] | | || | | | d,d/f, f+ABC)| | ||------------|----------|-------------------------|--------------| | || | CA | Chiropractic Adjustment | | | || | | (rare). | see below | | || | | | | | || | | Colloquialism for the | | | || | | Backbreaker. | | | ||------------|----------|-------------------------|--------------| | || | Front CA | "front" backbreaker | b, f, f+All | | || | | |(b, f, f+ABC) | | ||------------|----------|-------------------------|--------------| | || | Back CA | backbreaker | P+G (behind) | | || | | |(B+A) {behind}| | ||----------------------------------------------------------------| | || Note: As far as the backbreaker goes, if it isn't preceded by | | || "front" or "back/behind", assume it's the one from behind. | | |[----------------------------------------------------------------] | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | || Kage: | TFT | Ten-foot toss | b+P | | || | | | (b+B) | | ||------------|----------|-------------------------|--------------| | || | swipe- | swipe with punch | d/b+P[KG] | | || | dodging | |(d/b+B[CA]) | | || | punch | | | | |[----------------------------------------------------------------] | | | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | ||Lau: | UpKn |Up KnifeHand or Lifting | FC , d/f+P | | || | |Palm |(FC , d/f+B) | | ||------------|----------|-------------------------|--------------| | || | DnKn |Down KnifeHand or Knife | FS, d/f+P | | || | |Hand | (FS, d/f+B) | | ||------------|----------|-------------------------|--------------| | || | LgKn |Lunging Knifehand or | d/f, d/f+P | | || | |Dashing Palm | (d/f, d/f+B) | | ||------------|----------|-------------------------|--------------| | || | ST | Stumble Throw |b,d+P+G | | || | | |(b,d+B+A) | | ||----------------------------------------------------------------| | || | AutoKn |UpKn that comes out | block , P | | || | |automatically if P | | | || | |is pressed after a | (block , B) | | || | |connected(blocked or hit)| | | || | |High Kick, Heelkick | | | || | |or Hopping | | | || | |Kick |u/f+K, u/f+K+G| | || | | |(u/f+C,u/f+BA)| | ||----------------------------------------------------------------| | || Note: Often, Lau's Knifehands are suffixed by P's, indicating | | || more punches are comboed after the knifehand. | | || Eg. UpKnPPPK (FC, d/f+P, PPPK) | | || {UpKnBBBC (FC, d/f+B, BBBC)} | | |[----------------------------------------------------------------] | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | || Pai | ST | Stumble Throw |b,d+P+G | | || | | |(b,d+B+A) | | |[----------------------------------------------------------------] | | | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | || Sarah: |Elbow-Knee| This is the Elbow-Knee |f+P, hold f,K | | || | | CANNED combo. |(f+B,hold f,C)| | ||----------------------------------------------------------------| | || Note: This is in contrast to a Elbow, Knee, which would be f+P| | || tap G, f+K.(f+B,tap A, f+K) However, this is nitpicking| | || people seldom speak of the latter, so it's pretty safe | | || to assume it's the first. | | |[----------------------------------------------------------------] | | | | | |[----------------------------------------------------------------] | || Character Notation Description Move(s) | | |[----------------------------------------------------------------] | || Wolf: | T&H | Twirl and Hurl | b, d/b, d, | | || | |This is often written out| d/f, f+P | | || | | |(b,d/b,d,d/f, | | || | | | f+B) | | |[----------------------------------------------------------------] | | | |[----------------------------------------------------------------] | || ?-Notations | | || ----------- | | ||----------------------------------------------------------------| | || To do an FC move, like SgPalm, or UpKn, you must be | | || crouching. | | || | | || There are several ways to "become" crouching, and the "?-"| | || notation (in which the ? represents a letter) reflects the| | || way in which you should "achieve crouching-ness" in order | | || to do this series of moves. | | ||----------------------------------------------------------------| | || * No letter: ...indicates that a crouch was done in the | | || "standard" way, that is, by holding d, d/f or d/b until | | || they bend their knees lots, then hitting the appropriate | | || direction and button. | | ||----------------------------------------------------------------| | || ...alternately, when stated in the MIDDLE of a combo, it | | || indicates that the previous move "left" the character in | | || a crouching position, and that the FC move is to be done | | || before the character returns to standing. | | || Eg. Low Punch, DblPalm. | | ||----------------------------------------------------------------| | || * g-move: ...indicates that the crouch was achieved by | | || guard cancelling a low kick. | | || | | || Eg. g-SgPalm is... d+K, tap G, f+P. The "g" stands for | | || "guard cancelled low kick". If you tap G too quickly | | || (ie. before the low kick begins to come out), the kick | | || will not come out and you will fail this trick miserably. | | || | | || As a result of the timing involved with guard cancelling, | | || you cannot buffer a g-move. | | || | | || Eg. My fav Akira combo is: | | || Surprise Exchange, Knee, g-DblPalm... | | || d/b+P+G [TA], K+G *aCk*, d+K, tap G, b, f+P. | | || | | || (d/b+B+A [TA], C+A *aCK*, d+C, tap A, b, f+B) | | ||----------------------------------------------------------------| | || * c-move: ...indicates that the crouch was achieved using | | || a crouch dash, and that the crouch dash was executed to | | || completion, or near completion, in order to get closer | | || to your opponent. | | || | | || Eg. The Dreaded SE combo is... | | || Surprise Exchange, c-SgPalm. | | || | | || This can be done in a variety of ways. | | || *Some* examples: d/f, D/F, f+P. d/f, d, d/f [pause], f+P | | || (d/f, D/F, f+B. d/f, d, d/f [pause], f+B) | | || | | || The "c", naturally, stands for "crouch dashing". | | || While the crouch dash portion of a c-move can be buffered,| | || trying to buffer the move itself will lead to a crouch | | || dash. | | ||----------------------------------------------------------------| | || * m-move: ...indicates that the crouch was achieved using | | || a crouch dash, but that the crouch dash was interrupted | | || early by entering the motion and button very early in the | | || crouch dash animation. The result is an "instant" crouch,| | || and an FC move that looks like it was performed from | | || standing. | | || | | || The "m" stands for "modified". M-moves can be buffered,if| | || you're good | | || | | || Eg. the Meat Plow is... (for Akira) | | || | | || Super Dashing Elbow [interrupt],m-DblPalm , | | || (f, f, f+P, d/f, d/f, b, f+P). | | || | | || {SDE [interrupt], m-DblPlm, f,f,f+B,d/f,d/f,b,f+B} | | || | | ||----------------------------------------------------------------| | || * r-move: ...indicates that the crouch was achieved by | | || timing the shortest crouch possible using "natural" | | || movements, ie. holding d, d/f, or d/b. A crouch, from a | | || totally standing position, takes 20 frames to execute | | || (1 frame = 1/60 sec). | | || | | || [authors note : all references to frames may be off due | | || to increase in speed] | | || | | || During this animation, you are considered to be standing | | || for the first 10 frames, and crouching for the last 10 | | || frames. The idea is to time a very short crouch (say, | | || holding a down motion for 10-15 frames) to get a /near/ | | || instant FC move from standing. | | || | | || The "r" stands for "rolling motion",which was the original| | || technique to apply this method, but other, non-rolling | | || motions exist as well, and are especially useful as | | || counters. | | || | | || Eg. r-UpKn has been done in a variety of | | || ways: b, d/b, d, d/f+P... f, d, d/f+P... D/B, d/f+P. | | || (b, d/b, d, d/f+B... f, d, d/f+B....D/B, d/f+B) | | || | | || | | || The last is used as a counter for a whiffed midlevel move,| | || which was hopefully dodged using the D/B motion. Because | | || of the timing factor, often r-moves come out by accident. | | || | | || For example, when attempting Akira's Close-In Ram (d/b, | | || f+P), i've often gotten the SgPalm (FC, f+P) | | || because i held d/b too long. | | || | | || Because of the "timing" nature of r-moves, they cannot be | | || buffered. | | |[----------------------------------------------------------------] | | | | | |[----------------------------------------------------------------] | || Combos vs. Attack Patterns | | || -------------------------- | | || | | ||----------------------------------------------------------------| | || Note: It is important to note that this notation is | | || equally valid, and useful, for attack patterns... that is,| | || sequences of moves that are particularly effective. | | || | | || This is where good use of [foot]notes will explain WHY | | || and under what circumstances the sequences will be | | || effective. | | || | | || Eg. The Secret Clem Combo: | | || Jacky - Punch-Sidekick, Shin Slicer. | | || (PK, d+K+G) | | || {BC, d+C+A) | | || | | || * This is good because the PK often suckers players into quick| | || counters, resulting in an interrupt for the Shin Slicer. | | || * The PK must be done at short range, or you will get Punch - | | || Crescent Kick. | | || | | || | | || from :BigCat-=- VF2 Shorthand Guide v2.0 -=-: ref 23 | | || [included with major modifications for saturn users -author] | | || | | |[----------------------------------------------------------------] | | | [==================----------------------------------===============] [==================----------------------------------===============] |# character | moves (standard notation : see resources) | [==================----------------------------------===============] | Akira | Notes on moves (ref)| |-------------------------------------------------------------------| | 1| NOTE: Akira's nose is almost out as far out as his | | | hands when he double palms.The yoho comes out by his| | | cheek, it doesn't look like it could ever hit. 11| |-------------------------------------------------------------------| | Dural | Notes on moves | |-------------------------------------------------------------------| | | Dural has forward hopping triple kick, as in vf2 | |-------------------------------------------------------------------| | Jacky | Notes on moves | |-------------------------------------------------------------------| | | Range on d/f+K is much shorter (soccerball kick) | | | on downed opponent 12| |-------------------------------------------------------------------| | Jeffry | Notes on moves | |-------------------------------------------------------------------| | | The All-Purpose Knee: | | | | | | Punch, special G-cancel, Knee. | | | (hold f, P, d+G, f+K) | | | {hold f, B, d+A, f+C) | | | | | | * The punch is meant to leave you very deep for | | | the follow-up. | | | * The G-cancel is special because you tap down as | | | you tap G. | | | | | | This allows the f+K to double as the MachineGun Knee | | | (a crouch throw), and the Knee (a mid-level attack). | | | If your opponent crouches, they will be thrown. | | | If they try to counter the punch, they may be | | | interrupted by the knee (add your fav Jeff combo). | | | | | | * This is particularly effective when mixed with | | | Senbon Punch, XPD. 23 | |-------------------------------------------------------------------| | Kage | Notes on moves | |-------------------------------------------------------------------| | | tbd | |-------------------------------------------------------------------| | Lau | Notes on moves | |-------------------------------------------------------------------| | 1| NOTE:The increased speed and head dodging makes Lau | | | much more deadlier. It's extremely difficuly to | | | break out of the m-UpKn rush. You only have | | | the sound FX to tell you when the UpKn was missed | | | or blocked. 11 | |-------------------------------------------------------------------| | Lion | Notes on moves | |-------------------------------------------------------------------| | | tbd | |-------------------------------------------------------------------| | Pai | Notes on moves | |-------------------------------------------------------------------| | | tbd | |-------------------------------------------------------------------| | Sarah | Notes on moves | |-------------------------------------------------------------------| | 1| rising knee - rising knee connects! | |-------------------------------------------------------------------| | 2| range on soccer ball kick (d/f+K) is much shorter | | | on downed opponent 12| |-------------------------------------------------------------------| | 3| 3rd kick on sarah's triple kick doesn't hit | | | usually (d/f+KKK) 12| |-------------------------------------------------------------------| | Shun | Notes on moves | |-------------------------------------------------------------------| | | tbd | |-------------------------------------------------------------------| | Wolf | Notes on moves | |-------------------------------------------------------------------| | | tbd | [==================----------------------------------===============] [======-------======] |Section 4 - Part 2 | [======-------======] [==================----------------------------------===============] | "New" programmable combos for VFK (Saturn) | [-------------------------------------------------------------------] | | | 1) well i'm not sure how "new" these combo's are ,but | | in any case, we're starting a list, and we need to | | define how they will be represented. any ideas? | | | | i'm thinking of setting up tables you can look up to input | | directly into vfk (with the corrected frame numbers!) | | | | | | < WORK IN PROGRESS!> | | | | (ed note: Yeah, that would probably be the best. Just a | | list of numbers representing the correct row with the | | command and frames would work, IMHO. It would probably be | | best to represent the joystick direction with the number | | keypad convention (forward = 6, down = 2, etc.) to cut down | | on confusion.) | | | | example. 1 | | | | akira COMBO - m-DblPm | | ------------------------------ | | COMMAND HOW LONG | | ------------------------------ | | 1| 3 | | 001 | | | ----------------- --------- | | 2| (space) | | 001 | | | ----------------- --------- | | 3| 3 | | 001 | | | ----------------- --------- | | 4| 4 | | 001 | | | ----------------- --------- | | 5| 6P | | 001 | | | ----------------- --------- | | | | example. 2 | | | | akira COMBO - SPoD (variation 1) | | -------------------------------- | | COMMAND HOW LONG | | ------------------------------ | | 1| PKG | | 001 | | | ----------------- --------- | | 2| 4 | | 001 | | | ----------------- --------- | | 3| 3PK | | 001 | | | ----------------- --------- | | 4| 2 | | 001 | | | ----------------- --------- | | 5| 1 | | 001 | | | ----------------- --------- | | 6| 4P | | 001 | | | ----------------- --------- | | | | | | 2) some combo's may be easier to do on vfk? | | still investigating.. | | | | (ed note: High and low punches are much faster, while | | the floating of the characters was not tweaked | | accordingly, so it's easier to tack on more PKG's than | | in normal VF2.) | | | | | | | | Editors Notes on programming Combos | | =================================== | | | | -- Time in VF2 is measured in frames, | | where 1 frame = 1/60 of a second. | | | | -- Every attack in VF2 is divided into 3 phases-- | | execution time, hit (or continuation) time | | and recovery time. | | | | -- During execution time, a character is vulnerable to | | attack but not throws, and can be interrupted. | | This is also called a major counter. | | | | (Exceptions: Akira's body check, Wolf's and Shun's | | falling down attacks, and any character's | | dodging punch can all be interrupted | | with a throw.) | | | | -- During continuation (hit) time, a character will hit | | his opponent if he makes contact and his opponent | | is not defending. If the opponent was holding guard | | at the time, he will go into block stun. If both | | characters make contact while both are in continuation | | time, the stronger attack will win. If both attacks | | are the same strength, both characters take damage. | | | | -- During reco