Virtua Fighter 2 чит-файл №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
---
ftp.netcom.com
/pub/vi/vidgames/faqs

web browser
-----------
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
^^^^^^^^^^^^^^^^^
PREFACE TO VF1 FAQ
PREFACE TO VF2 FAQ
WHAT'S NEW
TERMINOLOGY
BUTTONS
WHILE STANDING
WHILE SQUATTING
HOPPING ATTACKS
JUMPING ATTACKS
MOVEMENT
TURNING AROUND WITH ATTACKS
COMMON MOVES FOR ALL CHARACTERS
MOVES USABLE WHILE GETTING UP
OTHER STANDARD MOVES
MOVES SPECIFIC TO EACH CHARACTER
AKIRA YUKI
PAI CHAN
LAU CHAN
WOLF HAWKFIELD
JEFFRY MCWILD
KAGE-MARU
SARAH BRYANT
JACKY BRYANT
SHUN DI
LION RAFALE
BASIC OPERATIONS
SELECTING YOUR CHARACTER
REPLAYS
ROUNDS AND SETS
VERSUS COMPUTER COMBAT
RANKING MODE
EXPERT MODE
ENTERING YOUR INITIALS
SUDDEN DEATH
CONTROLLER TECHNIQUE
JOYSTICK
BUTTONS
GENERAL FIGHTING TECHNIQUES
FLURRY OF JABS
HOPPING ATTACKS
JUMPING ATTACKS
DISTANCE DROP KICKS
LANDING KICKS
OVERHEAD HAMMERS
RING OUT
WAITING FOR YOUR BREAK
DODGING, COUNTER-ATTACKS, STOP ATTACKS AND REVERSALS
ATTACK WHILE RISING
HIT 'EM WHILE THEY'RE DOWN
THE UNIVERSAL PUNCH-KICK COMBO
SIDE KICKS AND ELBOWS
KICKFLIPPING
RUNNING
TURN AROUND ATTACKS
HARRASSMENT
AMBUSHES
PULLING BACK A KICK OR PUNCH
DELAYED ACTION MOVES
BUFFERING MOVES
THROWING
PUNCH THROW TECHNIQUES
ESCAPING FROM THROWS
DEFENSIVE STANCES
HIT 'EM IN THE AIR
DEVELOPING YOUR OWN COMBINATIONS
LOOK AND LISTEN
EASTER EGGS
SLOW MOTION REPLAYS
VICTORY TAUNTS
GAME COMPLETION REPLAYS
KAGE'S FACE MASK
IF YOU LIKE THE OLD BGM
WIN DURAL WITH A DRAW BUG
THE TRUE POWER OF AKIRA
CREDIT ROLL
MYSTERIES AND RUMORS
ABOUT SEGA'S POLYGON GRAPHICS SYSTEM 2
CHARACTER GUIDE
AKIRA YUKI
PAI CHAN
LAU CHAN
WOLF HAWKFIELD
JEFFRY MCWILD
KAGE-MARU
SARAH BRYANT
JACKY BRYANT
SHUN DI
LION RAFALE
GLOSSARY
CREDITS


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 - First initial release. Hits for standing or low defenders far
from updated. Keep me posted guys.

Version 2.00 - Totally new version. Attack levels added.

Version 2.01 - Added Expert Mode.
Corrected Jacky's Crescent and Sweep attack levels.
Akira long range dashing elbow corrected to dashing elbow
with feet position change.
Shun's long range sweep is corrected to sweep without feet
position change.
Added Wolf's punches and elbow.
This version is not distributed.

Version 2.50 - Added Kage's new shuto move.
Added Kage's roll and flying kick.
Added Kage's roll and low kick.
Added Jacky's kickflip combo.
Added dodging punch combos.
Added Akira's stun palm, backwards uppercut and double palm.
Added Glossary section.
Added characters' biodata.
Added new attack level "G" for ground-level.
Added damage points for characters' moves.
Corrected Jacky's beat knuckle attack level.
Corrected Lion's spinning side attack.
Corrected Lion's duck and side trip.
Corrected Shun's ducking moves.

Version 2.6b - Removed Jacky's punches, elbow and kickflip combo.
New format including basic moves and turn around attacks.
This version is not released.

Version 3.00 - Added timing and recovery from moves in frames.



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 - Steps forward with a punch
Repeat for multiple punches

KICK - A kick to the head

DEFEND - Blocks your opponents' high level and jumping attacks
You take no damage from such attacks
Low attacks do damage
You are still pushed backwards


While squatting
===============
PUNCH - Low punch; hits standing defenders
Stays in one place; quite weak and ineffective
Good for stopping incoming high attacks
If your character does not have a back/down+P or down+P
special move or combo, these are alternative ways
to execute a low punch.

KICK - Low snap kick to the leg; very weak
Hits standing
Longer reach than a low punch, but slower
Good for stopping incoming high attacks
Good for setting up combos and power attacks
Able to stop low attacks if executed in time
Able to push opponents back
If your character does not have a back/down+K or down+K
special move or combo, these are alternative ways
to execute a low kick.

DEFEND - Defends against all low attacks
Ducks under many standing attacks
Most jumping/hopping and mid-level attacks hit
Some moves may still push you back

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 Shun-s 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


Lau-s 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 Fireman-s 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 character-s 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:

* Floating your opponents.
* Behind throws.
* Finishing off your opponent fast.
* Receiving less damage.

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:

* when your enemy has very little life left.
* when your enemy is close to the edge of the ring (to get a RO).
* sometimes to start the round out with.
* if they are in the air, you can usually hit them with an attack, and
follow that up with two or three punches before they hit the ground Jeffry,
Lau, and Wolf can tag on their uppercut/knife hand to make a more deadly
combo whenever they catch someone in the air with a punch or a kick if you
tag on the kick part of their combos.

Works bad when:

* if you use it too much and the opponent counters with a low attack.
* if your opponent has a special counter-attack move.


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 TnL 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.

* a power move T like Kage's heel kick, Wolf's Shoulder Ram or Akira's
jumping kicks.
* a throw T just perform the motion for the throw you would like to do.
Characters are easy targets for throws while they recover from moves such
as high kicks, missed pounces and jumps.
* a combo or combination attack T like Jacky's elbow-heel kick combo or
Sarah's elbow-knee combo.


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:

Lion - rising rear kick inflicts 20+20 points of damage since he does 2 kicks
instead of one. It comes out when he has fallen with his face down.

Lion, Kage, Wolf, Jeffry - Counter-roll heel smash inflicts 30 points of
damage.

Jeffry - Rising head butt when head is towards the opponent gives 30 points
of damage. This will happen when Jeffry has fallen with his face down.

All characters are vulnerable to rising attacks after a missed pounce. If
your opponent plays a character that misses most of his pounces like Wolf and
Jeffry, do a rising attack.

Do not do too many rising attacks as most experienced players would rather
back off after a successful attack. Players with characters that have some
form of long distance attack like Kage (Flying kick) or Sarah (Toe kick-side
kick) would take the opportunity to attack from a distance with these moves.
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:

* do a hopping attack in response to any sweep. Hopping hammers and jabs are
good as they do the most damage.

* defend in response to a kick or sweep. Attack them with your best
depending on how they respond. If they defend, throw them. If they think
they can sneak some additional attacks after a missed rising attack, muster
your best attack against them.

Getting a bit too predictable can be a psychological weapon as well. Do
rising attacks different from previous attacks to make your opponent think
he's got you figured out.

Sometimes do an attack that allows you to fall flat on the ground. Shun's
attacks are a fine example. Falling flat on the ground after an attack tempts
your opponent to come closer especially for an opportunistic throw. Kick or
sweep them as they come near since recovery from such moves are faster. This
may be dangerous as characters now can kick or punch opponents on the ground.


Hit Lem when they-re down
^^^^^^^^^^^^^^^^^^^^^^^^^
NEARLY every time you knock your opponent down you should try for a pounce.
Below are the description for both low and high pounces with damage points
listed.

Character up+P UP+P
--------------------------
Akira Jumping punch none
20
Pai Low knees pounce High knees pounce
30 40
Lau Single feet stomp Double feet stomp
30 25+15
Wolf Low jumping elbow drop High jumping elbow drop
30 40
Jeffry Body splash Butt bomb
30 40
Kage Near: Head dive Same
30
Medium range: Feet pounce Same
40
Far range: Knees pounce Same
30
Sarah Low jumping knee hammer High jumping knee hammer
30 40
Jacky Low jumping knee hammer High jumping knee hammer
30 40
Shun Cartwheel heel smash Roll forward and elbow drop
30 30
Lion Heel smash Cartwheel heel smash
30 40

Pounce ranges in VF2 are much shorter that in VF1. Sarah and Kage do not have
unlimited pounce ranges anymore. The motions for pounces (up+P) can be done
the moment your opponent starts falling. You can also time your pounces to
hit someone trying to get up. The damage is even more severe in this case.
Imagine Jeffry's entire butt landing on your head!

On top of pouncing, characters can use alternative attacks against fallen
opponents. Kicks, punches to the ground, elbow drops are some of the few.
They are fast and rather efficient. These attacks will not keep the opponent
on the ground for long. Each kick or punch will move them further away from
your character, therefore each subsequent attack can fail opening you up for
a rising attack. At most get two of these attacks in and back off. The motion
for these attacks like pounces can be done when the opponent starts falling.
However, these alternative moves require you to be close to the fallen
opponent to connect.


The universal punch-kick combo
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is by far the most important combo to learn. It is fast and can be called
upon any time you need speed and power. Low pounces connect well after a
successful punch-kick combo. This combo is best used after your opponent
fails an attack that lands him close to you. Jacky has two different punch
kick moves. At close range, it is a punch and side kick. At further ranges,
it is a punch and crescent. Both have it-s uses but most likely, the punch
and side kick comes out. The punch and side kick of Jacky makes opponents
stagger rather than knock them down. Follow-up with any fast powerful attack
like a beat knuckle.

Learn this combo and remember to call it when you need it.

Side kicks and elbows
^^^^^^^^^^^^^^^^^^^^^
Side kicks and elbows are special. These moves are useful against low
crouching opponents. A connected elbow or side kick to an opponent causes the
opponent to stagger. You have to muster your fastest attack against the
staggering victim to take full advantage of their misfortune. Usually this
move is the punch-kick. In this exception is the elbow of Lion. Since he
backs off when the elbow connects, he is too far away to connect with
anything in time.

Wolf and Jeffry-s side kicks are too powerful to stagger opponents. They always
deliver a knock down.


Kickflipping
^^^^^^^^^^^^
All the characters except for Akira, Jeffry, and Wolf can backflip. Those who
can backflip can do a type of attack called kickflipping, which is a high
backwards flip in which the legs can hit the opponent and do major damage
besides looking just totally cool. Lion does not backflip but cartwheels.
Shun is able to backflip but does not have a kickflip.

There are two kinds of kickflips. Backward kickflips and kickflips. In
backward kickflips, the exponent backflips doing a handstand and kicks as
he/she is flipping backwards. Kickflips are performed as the exponent kicks
into the air and flips without ground contact until landing. Backward
kickflips and kickflips hits opponents jumping in though kickflips gain more
altitude thus giving a higher chance of a successful hit.

Only Pai, Lau, Kage, Sarah and Jacky have kickflips. Of the five, Jacky does
not have a kickflip combo. Kage has two different kickflips at his disposal.

All kickflips and their combos hit low defenders which is a feature not seen
in VF1.


Running
^^^^^^^
Running is very important in VF. To execute a run (as opposed to a quick step
forward) is to hold the second forward motion. This is a move that has to be
practised well. To stop running effectively instead of skidding to a halt by
the release of the second forward motion is to tap the D button. Running
enables you to close-in on opponents very quickly especially for throws. The
ability to run from one end of the ring and surprise throw an opponent on the
opposite side is indeed a skill. This is the way computer Kage throws opponents
with blinding speed. The technique of running also helps to get you out of
tight situations like when your back is against an opponent. Careful joystick
and button control would enable you to run away but still stay inside the ring.

When running towards opponents, your character will stop at an invisible
distance barrier very much similar to the distance when you face off an
opponent in the beginning of the set. Your character has to dash forward after
stopping to throw. If throwing is not your liking or for reasons of surprise,
execute an attack.


Turning around moves
^^^^^^^^^^^^^^^^^^^^
These moves are new and cool in VF2. Most fast characters have attacks that
turn them around to face their back at the opponent. These attacks can be
used in conjunction with turn around and face opponent attacks. This opens up
new opportunities for positional play. To play this way, one must have a
clear mind on the direction.

If you choose to turn around with a punch, this turn around punch can be
executed as part of a punch combo. So these moves can be used to set up
ambushes and combos.

The bad thing about this is that if you are caught with your back on an
opponent, the end may be drawing near.


Harrassment
^^^^^^^^^^^
Squatting and kick together will produce a harrassment kick to the leg. These
kicks are fast but are very weak. Their use as combo stoppers are good as
they have a good reach. They can be used to attack an already weakened
opponent for a KO. When used in conjunction with low punches, they can be a
major source of irritation for combo maniacs. Low punches are good to set up
for throws as well. All in all, low attacks are a major irritation to many.
Lion's low swipe kicks are so good they are a special move all by itself.

Low kicks and punches are also the fastest way to crouch. Consider this,
squatting down by pushing the joystick down takes 20 frames of animation.
Doing a squatting punch by down+P will immediately bring you to a squat. So,
you can actually avoid throws against standing opponents with this move. For
characters with moves requiring a initial low position (Akira's palms), this
can help you execute it not only easier but also faster.

Low punches and kicks can also be used to force an opponent to block low for
major attacks against low defenders. Sarah's squatting kick is fast and if
the defender blocks low for these kicks, her arsenal of attacks against low
defenders can be unleashed. Jeffry and Wolf are the tallest characters in the
game. Their low kicks have the longest reach. This can take many options away
from players who do not have any long range fast attacks.

Low punches and kicks are however not good if someone has you figured out.
All characters have moves that attack characters staying low and all of them
wreak tremendous havoc. Even Pai has a scissors kick that can spell trouble
to anyone punching or kicking low. Jeffry and Wolf have throws that are very
painful against low attackers who fail in their attacks. So, as much as
possible, do not overuse these moves.


Ambushes
^^^^^^^^
Due to the fast pace of action in VF2, you may find yourself behind facing an
opponents back. You can start combos or do behind throws from that position.
To set yourself up behind an opponent can be pure chance or pure cunning as
with Akira. His Surprise exchange pull and Backwards uppercut can be used to
do an all important knock out move or ring out.

Also, distance drop kicks to the back can be achieved on rising opponents.
This is a good ambush maneuver though very underhanded does the job pretty
well. Just jump forward till you are overhead the rising opponent and drop
kick his back. The timing and distance in this move is crucial.

If you do find yourself about to be ambushed from behind, you can:

* turn with an attack. This is particularly useful if someone wants to throw
you. Turning around with a low attack (down+K) is particularly useful.
* run. It is okay to run like a chicken at such a situation. Attacks and
throws from behind are devastating. It is the only way to escape from a
drop kick from behind.

Other uses for the D button
^^^^^^^^^^^^^^^^^^^^^^^^^^^
Pulling back a kick or punch
============================
To pull back a kick, press the kick button, and then press the D button
before your kick has been raised above your knee. This works for standing
punches, squatting punches and kicks too but you have to be faster. What
you do after that is up to you, but your opponent will probably block. You
can either throw them or attack them with a move that their defending
position is vulnerable to.

Combo cancelling
================
This works for combos as well. Doing P, P, P combos and tapping D halfway
through the punches will cancel the combo enabling you to lash out an
alternative attack that the opponent is vulnerable to. This is
particularly useful to Lau and Pai. The crescents and sweeps after the
punches are notorious for not connecting. Tapping D in-between the last
punch and down+K move produces a low kick that allows Lau and Pai to
escape after.

Precision control
=================
Using Akira as an example, after an opponent is knocked down, dashing
forward with "for, for" then followed by "down/for+P" for the ground punch
usually produces the dashing elbow. To produce a precision ground punch,
the D button helps if it is tapped after the "for, for" dash and before
the "down/for+P". This applies to Jacky and Sarah players who wish to
execute the elbow in preference over the clothesline.

Buffering moves
===============
In VF2, moves can be buffered. All complex joystick motion moves can be
buffered. Consider Akira's dashing elbow:

for, for+P

The first forward can be done by hold the D button. While the second
forward motion is done with the D button released and tapping P. So you
can do the following:

for while holding D, release D, for+P

Another alternative way if you are really fast at tapping the stick is:

double tap for while holding D, release D, P

This what they mean by buffering a move. Throws can apply buffering too. In
fact, as mentioned all moves requiring more than one joystick direction.
The advantages are that you can do moves without the tell-tale twitching
or dashing forward moves. This applies especially to Kage's corkscrew
kicks and flying kicks to catch players unaware.


Delayed action moves
^^^^^^^^^^^^^^^^^^^^
Combos and special moves that have many motions can be done with delayed
action. A fine example is the P, P, P, K combos. Tap the three Ps quickly,
then pause for a few milliseconds before tapping K. What you get is three
punches, a short pause and the kick move. Lau players have been known to use
this very often to fool opponents. Sarah and Jacky's elbow combos can do this
too if you hold the joystick forward after the elbow before tapping K
milliseconds later. There are many moves that can do this. Discover these
yourself.


Throwing and close range moves
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Throwing and other close range moves can only be done at punch range. Besides
being close to the opponent, ideally you should have a closed stance (see
DEFENSIVE STANCES).

Depending on the type of throw, the control motions, especially "for, for"
motions; throws can be done with open stances (see DEFENSIVE STANCES). This
motion allows your character to TcrashL onto the opposing character thereby
creating a closed stance. You can also effect frontal throws from your
opponent-s sides if you find youself in such a position and if your
character-s throw allows it.

If you are facing the side of your opponent more towards the back, a behind
throw can be executed.

Punch-throw techniques
======================
If an opponent tends to try to close distance with you by moving forward,
try punch and throwing him. Do a single punch, crouching or standing,
followed QUICKLY by the motion for the throw you want to do. If the punch
connects, there is a good chance they will still be in range for a throw.
"Heavy" fighters, such as Jeffry and Wolf, are particularly vulnerable,
since the punch will hardly move them at all.

The punch is fast enough to interrupt any attack the opponent may be
attempting, and the throw if done correctly will come out while they are
still reeling from the punch. Even if the opponent blocks, the throw will
connect so long as you are close enough. Many consider low punch and throw
techniques as a stop attack combination.

Typical Punch and Throw techniques are Kage's Punch and Toss (P, back+P),
Wolf's Punch and Twirl (P, back, SCR, for+P) and Lau's Punch and Head Slam
(P, back, for+P).

Escaping throws
===============
You can escape all P'd throws and Jeffry's body press only. To escape from
a P'd throw, tap P'd the moment the opponent begins to throw you. To be
extra sure, you can tap P'd continuously as the throw begins as if you are
getting up after being knocked down. To escape Jeffry's body press, do
back+P'd.

What you do after successfully escaping from the throw is up to you. Wolf's
Backfall suplex is particularly vulnerable to attacks as the escapee falls
upright just behind him.

You cannot escape from complex control motion throws and behind throws. When
throwing experienced opponents, it is best to use complex control motion
throws. However, P'd throws are given preference if both players executes
the throws at the same time. So it may be safe to use P'd throws in some
situations. Its all up to you.


Defensive stances
^^^^^^^^^^^^^^^^^
There are two kinds of defensive stances. They are open and close stances. If
viewed from the top, the stances can be explained by the diagram below:

Player A Player B Player A Player B
Feet positions: X X X X
X X X X
Closed Stance Open Stance

As you can see, close stances enable the characters to be closer thus enabling
throws to be executed. Open stances are just more difficult for throwing
though this can be done.


Hit Lem in the air
^^^^^^^^^^^^^^^^^^
Sometimes characters play a little hand-ball with their opponents by
repeatedly punching, uppercutting and otherwise bouncing them along in the
air. Lau is the true master of this technique, able to bounce opponents up to
eight times in a single combination of moves. With the increased speed in
VF2, almost all characters are able to do this better than in VF1.

There are many combination attacks that keep opponents in the air. Possible
combinations are:

* Knee and uppercuts for Jeffry
* Knee and running punches for Wolf
* Toss and flying kick for Kage
* Aerial jumping turn kick, rising knee combo and kickflip for Sarah
* Any attack from Shun followed by triple sweeps
* Any of Lion's moves followed by his low swipe kicks

The list goes on. Discover these yourself.

A rule of thumb is to lower the height level of your attacks. Start out
attacking high. If the opponent is hit, keep him in the air. As he/she starts
falling, progress to mid-level attacks, then finally to low-level attacks.

Increasing damage of attacks
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This game is realistic in every sense. Inertia and relative velocities of
opponents are taken into account. Damage is increased if:

* your character runs forward and executes a move that connects. This effect
will be negated if your character crashes onto the opposing character
before the move is executed.

* both your character runs toward the opposing character who is also running
toward you and you execute a move that connects.

* an opponent runs towards you and you execute a move that connects.

Practice precision joystick control for running to take advantage of this
realism. This is just a simplistic overview. The process is much more complex
and difficult to calculate. Just play your best and don-t worry.


Developing your own combinations
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
You have to develop your own combinations. One lovely system to develop
combinations is what I call the "common joystick motion" system. For example,
let us take a look at Akira.

Akira has a close range defense breaking move called the shake 'em up. Its
control motion is back+P'd. He also has a dashing elbow and its motions are
back, for, for+P. You can combine these two moves into a beautiful move and
so what you do is:

back+P'd, for, for+P

This would effectively give you a shake 'em up to soften their defenses and a
dashing body check to the opponent.

Here is another example you might consider. Again we will use Akira. There
are 2 Akira moves that require him to stay low first and these are his
dashing palm moves. So his combination can be developed as:

down+P or down+K, for+P for a low punch or kick followed by a palm.

This works very well as Akira does not have any special move that have the
motion of down+P or down+K. Effectively, you get a low kick or punch with
this motion by tapping down and the respective buttons. This makes Akira
squat first for the low punch or kick, then tap forward and punch for the
single palm. There is no need to roll the stick forward. If you need a double
palm, do a low punch or kick followed by back then forward and punch.

Just study your characters' moves and check out which moves have common
motions. Develop your own combinations and have fun!


Listen and look
^^^^^^^^^^^^^^^
Above all be alert. Listen for loud bangs from the speaker that signify a
damaging hit that would knock the opponent out cold for some time. This would
help you know when to pounce. Also, listen for powerful moves that make
whistling noises. If they hit, the opponent is also knocked down cold for
some time. Small "bish" noises usually signify a minor hit. Pouncing after
this may land you into trouble.

Listening to your opposing characters is also crucial. Lion for example,
gives two different war-cries for the spin forward and kick attacks. Lending
your ears to the game can help you defend against attacks.

Keep your eyes on the opposing character and judge the distances. Above all
practice till the moves come out instinctively even without you looking at
your character.


EASTER EGGS


Slow motion replay
^^^^^^^^^^^^^^^^^^
If a particular finishing is funny, gross, painful, humiliating or
spectacular; you may opt for a slow motion replay. As you KO, RO or TO your
opponent, hold down all three buttons to effect the slow motion replay
option. You are only allowed one slow motion replay per credit insertion.


Victory taunts
^^^^^^^^^^^^^^
Another nice touch to replays is the victory taunts and phrases. You can
actually control what your character says. During the replay, hold down
either P, K, or D to select the taunts. Win a set under ten seconds and your
character will say the "below ten second taunt".


Game completion replays
^^^^^^^^^^^^^^^^^^^^^^^
If you complete the game, the replays of all the stages will be played. The
trailing animation frame shadows for these replays can be controlled. Tap the
left player D button to negate the frames and the right player D button to
reveal the frames. Tapping the joystick up decrease the number and speed of
trailing animation frames. Tapping down will increase the number and speed of
trailing animation frames.


Kage-s face mask
^^^^^^^^^^^^^^^^
Kage's face mask will only fall off if he wins 20 straight wins from
challengers. After that, Kage will have his face mask falling off
indefinitely after being knocked down; provided that the VF2 machine is not
turned off at the end of the day. He has no scar on his cheek anymore and he
is described as rather handsome.

A little bird told me
^^^^^^^^^^^^^^^^^^^^^
At Jacky's stage where the background are mountains. You can actually see a
virtua bird! Just hold down all buttons including the start buttons and
joysticks. You will see the bird swooping down from far away. This bird will
hover around the losing character. As long as a human versus human fight
features the Jacky mountain background, this bird can be called out. You need
not do it at the beginning of the round, in fact, you can call the bird out
anytime on Jacky's mountain stage. Please note that when playing Sarah
against the computer, the background will not be mountains when you reach
Jacky. The background will be a city street, thus you cannot see the bird.


If you like the old BGM
^^^^^^^^^^^^^^^^^^^^^^^
In the momentary silence before the first set of every round begins, hold down
PLAYER 1 START button to play a funkier VF1 version of the music played in
Jacky-s stage. Hold down the PLAYER 2 START button for a funkier version of
the music played in Sarah-s stage. This old VF1 BGM would end when you start
a new round.


Win Dural with a DRAW bug
^^^^^^^^^^^^^^^^^^^^^^^^^
When you reach Dural, Fight win all sets except the last one so that you are
ahead. For the last set, back off a little then stay low and squat doing
nothing. Dural will keep doing 2 low punches and a low kick but will not
advance to attack or even throw you. The resulting set will be a DRAW but you
still win the round. During the replays, your character will be shown in a
ready state facing Lau but nothing happens during the credit scroll.

When the next in line starts a new game, the scenary is different from the
normal and the characters show trailing animation frames or even disappear.
It is very difficult to fight the game in this mode. The only way to get rid
of this is to reset the machine. Try not to do this unless you are in the
mood to pick up a real fist fight.

The true power of Akira
^^^^^^^^^^^^^^^^^^^^^^^
If you get to key in your own initials for getting to the top twenty with
Akira, do not key in the "END". Make Akira run quite far away until he
appears quite small. Don't run too far though. Do a special move of Akira and
you will see the whole screen shake.


Credit roll
^^^^^^^^^^^
In the demo mode, hold down the player start button to invoke the credit
rolls. Release the start button and the credit roll will freeze.


Mysteries and rumors
^^^^^^^^^^^^^^^^^^^^
The skybreaker is still a rumor.

Akira does have a sliding attack. Well, not really sliding. He actually gets
down on one knee and gives a low side kick. Any information on how it is done
is appreciated. This is not the rising sweeps of Akira but done while he is
still standing.

Any info on selecting Dural would be appreciated.

Finally, news of VF3 under development has reached many ears. Among the plans
are 4 new characters and Kage as the new star replacing Akira. Dural is
confirmed to be linked to Kage-s mother and may be modelled after her.



About SEGA-s Polygon Graphics System 2
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
CPU : 32-bit RISC processor rated at 16 MFLOPS, 25 MHz
RAM : 8 Mb
ROM : 248 Mb
Graphics : 900 000 polygons with 2 097 152 colors


CHARACTER GUIDE


The Background
^^^^^^^^^^^^^^
The number one fighter at the First World Fighting Tournament is Lau Chan. Lau
used the legendary Koen-ken. Watching Lau's distinctive style of fighting,
Akira realizes that he lacks experience. After the Tournament, Akira returns
to a worldwide fighting tour. One year later, an invitation for the Second
World Fighting Tournament reaches Akira. The invitation contained a list of
participants including Lau Chan as well as new participants unknown to him.
Akira felt an evil overtone to the letter, nevertheless his enthusiasm as a
fighter made him determined to participate in the Tournament.

Editor's Notes
==============
Lau Chan is the champion because of a nationwide VF1 competition held at
Game Spot 21 in Tokyo, Japan. This explains the sequence in which the
player challenges computer controlled characters. Shun and Lion are
inserted in the sequence where a character appeared more than once in the
top ten winning characters.



Akira Yuki
^^^^^^^^^^
Biodata
-----------------------------
Date of birth : 23th September 1968
Sex : Male
Blood type : O
Height : 1.80 m
Weight : 79 kg
Job : Kung Fu teacher
Hobby : Kung Fu
Nationality : Japan
Fighting style : Hakkyoku-ken/Eight Extremes Fist


VF1 Storyline
=============
Hakkyoku-ken, one of the foremost Chinese martial arts.

During the Second World War, the Japanese arm developed their own
Hakkyoku-ken techniques to improve their infantry's fighting ability.

Akira Yuki is the son of the man who developed these techniques. He serves
as the assistant instructor at Yuki Budokan. Hot-blooded and impulsive by
nature, he also can be naive and intemperate.

After completing his training under his father's tutelage at the age of 23,
he went on a quest to test his abilities.

When he got word of this World Fighting Tournament, he decided to enter.

VF2 Storyline
=============
The only person to whom the ultimate martial art of Hakkyoku-ken is handed
down. Realizing that the last time he lacked experience; Akira is now
testing the results of last year's training and practice. During the last
Tournament, Akira was a bit too "enthusiastic" and his attitude was met
with much disapproval. He was humiliated by Kage and bears a grudge against
him.

Editor's notes
==============
Akira is the "star" character of VF1. He didn't do very well and so Jacky
became more or less the star. Also the VF1 competition in Japan had a Lau
player as the winner.

Many players attributed this to difficulty in using Akira as a playing
character in VF. They decided to make Akira stronger for VF2 as a result.
He is truly Mr Dynamite now.

VF developers seem to have Eight Directions Palm Boxing or Pa Kua when they
worked on Akira. The style is based on the premise that if you can defend
yourself at the eight compass points covered by the trigrams (an octogon),
you will be fully protected from attack. This the reason for the compulsory
D button for Akira's reversals, to align himself to the incoming attack.

The main characteristics of this style are open palm strikes and footwork
based on the trigrams. Being one of the "internal" styles (most famous of
which is Tai Chi), emphasis is placed upon developing "chi" energy. This
explains the power of Akira's attacks. Also, each move is done by stamping
one's feet which explains the explosive sounds of Akira's dashing elbow
strike and power uppercut. The cracks on his stage explains this too.

Advanced students of this form of martial arts mount their attacks in
twisting, spiralling movements. The twist is done from the waist and
generates tremendous power. This is seen in Akira's dashing body check,
backwards uppercut and his counter-attacks.

The style is brought to light by Tung Hai Chuan 400 years ago in China.
However, many believed the fighting style has existed for more than 1,500
years.

Research and posts from the rec.games.video.arcade suggests that Akira's
style of fighting is a mix of Chinese kung fu. His pull-in, push-out throw
has Shoalin origins. Hence, a totally new name of Eight Extremes Fist or
Ba Ji Chuan.

Fighting with Akira
===================
He has his main strength in his special moves and close range moves. Almost
all of those multi-punch and kick combos have be removed since not many
people use them anyway. The speed of all his special attacks would more
than compensate for this. Use them all to your advantage.

Playing with Akira would mean pure aggressive play. The increased speed in
VF2 would mean his special moves would come out faster. I have seen many
Akira players do five continuous dashing elbows in a row to RO an opponent.
Cheesy it may seem but it displays the level of aggressiveness he should
be played.

His close range moves are rather deceptive than powerful. Only his trip and
punches; the pull in, throw out; and close-in ram can knock an opponent
down. The rest of the close range moves allow him for free strikes based
on confusion created by these moves. The insidious surprise exchange is a
good example.

His dashing palm is a move everyone fears. It will knock down a standing
non-defender or send a squatting non-defender across the ring dragging on
their butt. If the latter happens, rush forward and throw the person using
the close-in ram. In fact, any throw or close range move would be good.

The single jumping kick (some call it the Dragon Kick) is great for floating
opponents for subsequent moves. So this move has great potential over the
dashing elbow if an RO is needed.

His dashing elbow is fast and safe. Holding defend after a failed dashing
elbow will defend against all moves (with the exception of Sarah's
punch-kick combo). Thus, this move is safe but makes Akira vulnerable to
throws if he doesn't unleash another attack. This is not likely as Akira
players always follow-up their moves.

Though Akira is fast in his attacks, the recovery from these attacks are
slow. The notorious dashing body check is the slowest in its recovery and
exposes Akira's back to the opponent momentarily. However, he has his
counter-attacks to make up for this. These counter-attacks are precisely
used to defend Akira from attacks after his special moves. This makes him
even more dangerous in attack or defense.

To do his reversals, the D button is compulsory. You have to tap it prior
to the back+P, back/down+P or down+P motion. According to the way he is
attacked, the reversals come out in 8 variations; more or less influenced
by the counter-attack control motions. It is most essential to learn his
reversals to harness Akira's full potential. All his reversals are very
damaging and can push opponents far away.

Most consider the stun palm, backwards uppercut and double palm combo as the
desired move to master. This combo's first two moves are quite clear cut.
However, the last palm move can be done while holding the down/for from the
backwards uppercut momentarily followed quickly by back+P or for+P. The
actual full motion is:

All, back, down/for+P+K, (back/down or down or down/for), (back or for)+P

A recommended read is Joji Suzuki's Akira FAQ. This is the ultimate guide
for Akira enthusiasts.

Akira's uncounterable moves
===========================
Dashing elbows - for, for+P or for, for, for+P
Side kick - down/for+K (only Pai, Kage and Sarah can counter)



Pai Chan
^^^^^^^^
Biodata
-----------------------------
Date of birth : 17th May 1975
Sex : Female
Blood type : O
Height : 1.66 m
Weight : 49 kg
Job : Action star
Hobby : Dancing
Nationality : Hong Kong
Fighting style : Ensei-ken/White Crane Fist


VF1 Storyline
=============
She is a leading star in Hong Kong action films.

Her moods change as quickly as a cat's - she can erupt in passion in one
minute, and turn icy cold in the next.

Lau's only daughter, Pai was especially trained by her father in martial
arts from a young age. Lau was jealous of her superior abilities, however,
so she ran away from home at 16 when her mother died.

Two years later, she was a success in the movie industry. When she recieved
word that her father was going to enter the World Fighting Tournament, she
also decided to enter.

VF2 Storyline
=============
Pai took part in the First World Fighting Tournament to test her skills.
It revealed that she was rather weak and she decided to train for a year
before the Second World Fighting Tournament. During the past year, she
incorporated her own techniques and tactics she has discovered.

She determined to defeat (this time for sure) her father for pursuing his
own ideals at the expense of his family.

Editor-s Notes
==============
Pai, the "weak" little girl of VF1 is better than before. Now there are not
many Pai players but there is one I met that could trash any Sarah player.
She is mainly used by her fans and die-hards. With this new speed in VF2,
she can float opponents as well of her father now. Until the completion
of this version of the FAQ, not much interest has been generated from Pai.
This is in contrast to the interest she generated in the in early days of
VF1. She has much undiscovered potential as her reversals can remove many
attack options. She is the only character that can give everyone headaches
and even to excellent Akira players as she can reverse the dashing elbow
with a simple joystick motion.

This fighting style is actually named Bok Hok Pai or White Crane. It is
invented by a Tibetan lama. It is said that the lama observed a fight
between a crane and a monkey. The crane would defend by evading and
retaliating with its wings. The "wings" motion can be seen in Pai downward
chop and defensive chop with changing of feet position. The lama who
observed this put together 8 techniques from the crane's natural movement
with the ape's footwork and grabbing maneuvers. This style is is not to
be confused with the Southern Shaolin 5 Animal System which also involves
a crane.

Incidently, the Chinese emperor's imperial guards are taught this fighting
style in secret to protect him. This style also found its way to many other
kung fu. Watching Pai fight in VF2 is a joy. The moves are flawless and
show a sense of grace and beauty.

Fighting with Pai
=================
Pai's strength is still her parry. She is fast and avoiding attacks is easy
with Pai. She still has a weakness for low defenders but that is partially
solved with her downward slap and scissors kicks. Her combos come out fast
but would leave her totally vulnerable to throws if they fail to connect.
Believe me, nobody in the right mind would want to punch or kick Pai.

Her back+P reversal is now more versatile and can grab a variety of attacks.
Punt kicks, toe kicks, hop kicks, hop jabs, attacks requiring one fist or
palm and roundhouses are vulberable to this reversal move. The back/down+P
reversal is reserved only for elbows and side kicks. This move grabs
Akira's dashing elbow also. This takes away many attack options from
players so playing her is exactly the opposite of Akira. Pure defense. Her
throws are rather fast and for anyone running up to her hoping for a free
throw must be nuts. Her punches are fast enough to counter any would be
throwers. For anyone closing in with punches, she can just back off easily
due to the speed of her quick step back. Depending on the range they are
closing in, a quick step back followed by her high reversal would deter
most.

If a more aggressive Pai is more your liking, use downward slaps combined
with sweeps or side kicks. If the side kick floats the opponent, follow-up
with the running punches with sweep combo or the crescent combo if they are
kept in the air longer. Her single scissors kick spells trouble if she is
not stopped in mid-flight. She closes in quite fast with this move and
recovers fast for downward slaps, sweeps or side kicks with punch combos.
Since she this move enables her to change her feet position, she can throw
almost immediately. If they squat low after the scissors kick, she can
cartwheel over and deliver moves for more devastation.

Against low attacking opponents, her hopping double-hand hammer can be
followed by punches and sweep combo. Against light opponents, this move can
connect all the way for the most lethal effect.

All in all, concentrate on defense but insert pockets of total assaults.
Remember the storyline above: "she can erupt in passion in one minute, and
turn icy cold in the next". Make pouncing a habit for sure hit moves. She
is weak in her moves so pouncing and ground punches helps a lot. Throw all
those dumbfounded defenders afraid of attacking her. Set up your "stings".
Her falling DDT and stomach throw can RO many. Use the pushover throw to
avoid ROs.

Pai's uncounterable moves
=========================
Downward slap - down/for+P
Side kick - down/for+K



Lau Chan
^^^^^^^^
Biodata
-----------------------------
Date of birth : 2nd October 1940
Sex : Male
Blood type : B
Height : 1.72 m
Weight : 77 kg
Job : Chinese chef
Hobby : Chinese poem
Nationality : China
Fighting style : Koen-ken/Tiger and Swallow System

VF1 Storyline
=============
A leading Chinese chef, he is also a master of the legendary Koen-ken
martial art. A quiet man, he nevertheless has the air of resourcefulness
and skill seen only in those skilled in the art of Koen-ken. His cold
appearance belies a gentle nature.

He achieved one of his life's ambitions when he was awarded the Grand Prix
at the world's most renowned competition for Chinese chefs. Now, he is
ready to fulfill his next ambition. He is resolved to enter the World
Fighting Tournament and achieve his ultimate goal.

VF2 Storyline
=============
He is came from Northern China, Shandong Province. He was the strongest
fighter and winner of the last Tournament. This made him happy as his
martial arts school was looking for successor and the requirement was for
him to win the Tournament.

After the First Tournament, he retreated to the mountains to train and
develop new techniques to improve his ultimate art. He is taking part in
the Second World Fighting Tournament using advanced Koen-ken techniques.

Editor-s Notes
==============
Lau is still the Super Ring Outer. Once you are caught by the knife hand
or equivalent, you better stop tapping those buttons. A dashing knife
followed by a full volley of punches and crescent would usually mean the
end.

Lau's fighting style is a blend of 2 Chinese kung fu. Tiger and Swallow
Fist. Tiger Fist stresses a lot on simplicity in strokes but every stroke
filled with every ounce of force. This is evident in his knife hands and
lifting palm. It also emphasizes on "mabu" or horse stance which explains
Lau's powerful sweeps. The Swallow has speed in its strikes. You can see
this when Lau does a knife hand; the swallow "wing" can be seen on his
non-striking hand balancing his movement.

This looks like a brand new fighting style and could have its roots on the
Tiger and Crane System of Southern Shaolin.

Fighting with Lau
=================
Lau indeed has the speed and he has the power. This is the guy that made
Jacky players re-evaluate their prowess. Mix up all your attacks. Do a
combination of high and low attacks. Do not start your combos unless your
knife hand or lifting palm hits. Both these moves either stun or lifts
opponents high into the air. There is plenty of time to float them.

Use the punches and sweep combo for opponents who are heavy or falling fast.
The punches and kickflip is good for ROs as they fling opponents far away.
At any situation, try to make the crescent in the punches and crescent
combo connect. A pounce after would end everything.

With this speed, you may think getting all these in is good enough. No!
Lau's strength is in his punches. Everyone knows that. Have Akira, Pai,
Kage or Wolf opposing you and you are going to have a difficult time. These
characters possess reversals. One reversal and this would end your
assault.

It is here where his throws are useful. Because of his speed in punches,
most would prefer a defend and wait attitude when playing against Lau. Just
throw these defenders. His sideways throw is the most useful now. One
sideways throw leaves Lau standing and ready; a dashing knife hand connects
well straight after. If you need further damage, carry on with his punches
and insert your favorite kick here. What you will see is Lau going totally
psycho punching the ribs of the thrown opponent.

His sweeps are powerful but use them judiciously. At longer ranges, the
sliding attack comes in handy. In fact, a single punch followed by a
sliding attack surprises many.

His side kick is still fast but with counter-attacks from other characters,
you have to use it judiciously. If a side kick connects, floating the
opponent, he can be used like Pai floating with punch combos. A side kick
that staggers are are best followed with knife hand or lifting palm combos
if you like float fests.

The dashing knife hand actually staggers squatting opponents. It would float
opponents if they are caught off guard making a high move. As usual float
away but many know this trick already. Before you write off this move, you
must note that Lau changes his feet position after this move. This move has
very good range and if it fails to connect, throw them if they expect you
to do punch combos.

If you are a combo happy player, learn the timing for his delay action
moves. This applies especially to the punches and sweep to fool opponents.
A low stationery Lau after three punches catches many by surprise. They see
it as an opening for retaliation but gets swept off their feet instead.
This however is not good if you face Wolf who is fast enough to throw you
before the sweep.

To play with Lau is to play with caution. Learn to do his combos at the
opportune time but don't forget his basic moves.

Lau's uncounterable moves
=========================
Side kick - down/for+K




Wolf Hawkfield
^^^^^^^^^^^^^^
Biodata
-----------------------------
Date of birth : 8th Febuary 1966
Sex : Male
Blood type : O
Height : 1.81 m
Weight : 110 kg
Job : Wrestler
Hobby : Karaoke
Nationality : Canada
Fighting style : Professional wrestling


VF1 Storyline
=============
He lived as a woodsman and hunter in the Canadian wilderness until he was
discovered on a scouting trip by a professional wrestling promoter. A quiet
man who loves nature, he has his gentle side. He is filled with fighting
spirit, however. Once aroused, he is not satisfied until he finishes the
job at hand.

He was an instant star in the pro wrestling area, and successfully defended
his title several times. Dissatisfied with the level of competition,
however, he turned in his belt and retired from the ring.

He entered the World Fighting Tournament in search of a rival worthy of his
abilities.

VF2 Storyline
=============
He is determined to fight against Akira again, an opponent that defeated him
at the last Tournament.

Editor-s Notes
==============
He is big and huge now. Have moves and looks of a real wrestler. He is fast
becoming a favorite among many due to all those fabulous throws.

Professional wrestling technique? Well, TV has many fine examples of pro
wrestling techniques. I don't think I need to explain this.

Fighting with Wolf
==================
As usual, go for throws. I would however go easy on the backfall suplex. Any
intended victim escapes and you are in trouble.

His aerial attacks are magnificent and deadly. Learn to defend stoutly but
insert a few attacks here and there. His uppercuts are still slow compared
to Jeffry's but his body blow has tremendous range.

Many of his moves are similar to the motions for the throws. Use this to
your advantage. The upward two-hand slap has almost the same motion for the
twirl and hurl. At close range you may get a twirl and hurl but at longer
range, you have an attack that has very good reach. This applies to his
body blow and his body slam which both apply the same control motion,
for+P.

At mid range, his side kick is the most useful attack. More powerful than
the uppercuts, it always knocks down opponents. At close range, his knee
is good for lifting opponents into the air. If followed by an uppercut and
running punches, it would push them really far back.

Due to his great height, the sliding attack can be considered one of the
best long range "sweeps". His sliding attack catches many by surprise.
It can be used just like Lau's sliding attack but it has greater range due
to those long legs. The last thing everyone expects is Wolf having a
"sweep" move. Another great use of Wolf's long legs is the somersault heel
smash. After getting up while rolling away, perform this move in preference
over the counter-roll heel slam. Very useful against fast characters
rushing in to pound Wolf.

Anytime Wolf is in trouble, he can call upon his drop elbow to assist him.
This is a wonderful move against opponents relentlessly punching, hoping
to overwhelm Wolf with speed attacks.

Whenever an opponent is down, hit them with his back body splash or elbow
drop. His jumping elbow drop has very little range and should be used at
close range. The elbow drop connects easily after all his throws except for
the frankensteiner.

The grab side kick counter-attack is essential for the most ardent Wolf
fans. Learn to get it out by instinct. It can grab Kage's spinning mid-kick
from his punches and mid-kick combo if you time it well.

His low punches and kicks have very good reaches. All low punches can be
combined with an uppercut to stagger opponents for throws.

Be opportunistic for throws at all times. For example, anyone rising with
a low attack be it a sweep or a mule kick is asking for trouble. If the
attack misses Wolf, a tombstone, double arm suplex or a torso takedown is
all it takes to inflict damage.

Wolf's uncounterable moves
==========================
Punches and uppercut - P, P, P



Jeffry McWild
^^^^^^^^^^^^^
Biodata
-----------------------------
Date of birth : 20th Febuary 1957
Sex : Male
Blood type : A
Height : 1.83 m
Weight : 111 kg
Job : Fisherman
Hobby : Reggae music
Nationality : Australia
Fighting style : Pancractium


VF1 Storyline
=============
A fisherman on the Australian coast, he lived in the salty tang of the tides
and the hot sun. The most skillful fisherman of his village, he has an
engaging personality.

He was bested by only one opponent - the giant, eight-meter long, man-eating
Satan Shark. They fought several battles, and finally met in their ultimate
match. Jeffry was routed and his boat wrecked, but he somehow managed to
recover as he hovered on the verge of death. He entered the World Fighting
Tournament with a vow to build a new boat and do battle with the shark
again.

VF2 Storyline
=============
A fisherman who mastered Pancratium on his own. He is participating again
in the Tournament to earn him the prize money to rebuild his boat.

Editor-s Notes
==============
Like Wolf, he is huge. Does the name King Kong apply?

Pancratium (literally All Powers) was the ancient Olympic sport/martial art
of the Greeks. It included punching, kicking, and grappling. The original
Pancratium is long gone, but its spirit lives on. During the 1960s and 70s,
Jim Aravantis (Arvantis?), a Greek immigrant to the US, formalized his own
re-creation of the Pancratium which he calls Mu Tau.

Fighting with Jeffry
====================
Use him as you would for Wolf. He is a lot faster than Wolf but he recovers
just as slow. Use your mid level attacks to force opponents to stand
defending making them vulnerable to your more devastating throws. His
fireman's carry would leave him entirely open if anyone should escape so
I would go easy on it too. He does have a slight advantage in this case
as the escapee falls far behind. His body press would leave him in the same
vulnerable position as Wolf's backfall suplex if the victim escapes.

His flying butt attack has great range and what better way to humiliate low
defenders than to sit on them! The best throw he has now is the
backbreaker. Though the control motions look complicated it is actually
much easier to do than the crucifix piledriver. If you fail to throw, you
would most likely get off a butt attack which is not too bad. Defend
stoutly but as usual, look for breaks for your throws. In VF2, his throws
against low defenders or attackers are very easy to do. Learn to get them
all out.

His throws are a bit slower than Wolf's. The crucifix piledriver has a very
long "wait" time before the opponent is actually smashed on the ground.
This doesn't work against a player who observes the clock. So Jeffry's
throws may actually work against him. This wait time is also seen in his
body press and face grab.

His side kick is as powerful as Wolf's but it has longer reach. Besides side
kicks, his forward foot thrust and heel axe has good range too. Use them
to your advantage. They are all rather damaging. The other moves like the
lunging elbow drop and thrusting head butt have very long reaches too. His
dodging side jab has incredible reach. With the correct feet positioning
or when someone is in the middle of a move, this attack will come out from
nowhere to knock them down.

His pounces are much faster than Wolf's. His butt bomb has much better range
but it is still not good enough. His body splash is worst. He has a foot
stomp so use it when you know opponents are rising fast. Use his pounces
only after throws or kicks that land opponents near to Jeffry. A body
splash after a side kick connects well. Use the butt pounce especially for
a connected knee.

Do not forget his powerful uppercuts. They are much faster and thus help you
keep opponents in the air longer.

Just keep the pressure on your opponents. Even the sight of Jeffry adds a
lot of pressure already.

Jeffry's uncounterable moves
============================
Uppercuts - down/for+P, P
Head butt - for+P+K
Dashing low elbow - for, for+P


Kage-maru
^^^^^^^^^
Biodata
-----------------------------
Date of birth : 6th June 1971
Sex : Male
Blood type : B
Height : 1.78 m
Weight : 66 kg
Job : Ninja
Hobby : Mahjong
Nationality : Japan
Fighting style : Hagakure-ryu Jujutsu/Jujitsu, Hagakure style


VF1 Storyline
=============
He was born in the village of Hagakure. Kagemaru is the name given to
members of the Hagakure clan who work in secret in the shadows of
society.

His birthright was to become the tenth-generation Kagemaru. His father, the
ninth-generation Kagemaru, taught him the fearsome Hagakure fighting
technique.

One day, his mother, the eighth-generation Tsukikage, was kidnapped by a
mysterious figure. Nothing was heard of her fate.

Several years later, the village of Hagakure was attacked by an unknown
force. Kagemaru and his father were out fishing, but quickly returned when
they saw the blazing village. They were too late, however, and the village
was destroyed. Kagemaru's father was felled by a bullet from the mystery
group.

The next morning, Kagemaru salvaged a keepsake from his father, donned his
costume, and embarked on a journey to prepare himself to take vengeance
on those who spilled his father's blood.

VF2 Storyline
=============
Kage whose specialty is Jujitsu, has a vendetta against the Syndicate that
killed his father. Not only did they kill his father, they also took his
mother away from him and made her as one of their fighters.

Editor-s Notes
==============
By far, the character with the greatest improvement. Most likely, he would
be called Mr Versatile (we already have a Mr Dynamite and he is Japanese
also). Makes other game ninjas look rather pale in comparison. Fast rising
as a favorite among many.

Because Kage is a ninja, he should actually use ninjitsu techniques.
Ninjitsu relies on stealth; otherwise, a dark, quiet and subtle method over
the bold, active and forceful. So ninjas actually avoid confrontations.
However, Virtua Fighter is a ring fight, so the developers cannot have Kage
popping out of nowhere to ambush his opponents. With this in mind, the game
developers made his fighting style jujitsu. Jujitsu is a generic term for
a large number of fighting skills of various styles. The ninjitsu influence
to Kage's fighting technique is the fists he makes and his reaping throw.
The Karate-like chop fists are called shuto or sword fist.

Jujitsu also known as yawara or "gentle art"; gentle, however in the sense
of yielding to an opponent's direction of attack while attempting to
control it. It began as sechie-zumo (court banquet wrestling). There are
many schools. Jujitsu declined with the collapse of the samurai class after
the Meiji Restoration in 1868. Dr Kano Jigaro studied methods of the Tenjin
Shin'yo and Kito schools that gave rise to judo. Judo is the only Oriental
martial art allowed in the Olympics as a medal event. Evidence of judo in
Kage's style of fighting is in his hip or shoulder throw and his torso
takedown.

Japanese policemen viewed judo as too sporty without much self-defense
applications. They rejected judo and adopted aikido as their form of
unarmed combat. This technique obtained much of its influence from
Daito-ryu Aikijujitsu and is developed by Morihei Ueshiba. Aikido can be
seen in Kage's defensive counter-attack for incoming punches. An aikido
exponent is often called the "eye of a hurricane", filled with peace and
tranquility, yet surrounded by a powerful field of energy. True words
indeed as this has brought fear into punching Kage.

Be aware that Hagakure is not a village or school but a fascicle manual for
samurai. The Hagakure (translated as In the Shadow of Leaves) has 1,300
short anecdotes and reflections. It is completed in 1716 and is considered
as one of the classics on bushido. Its first verse is: "The way of the
bushi is to die."

Fighting with Kage
==================
Use his range to your advantage. His flying kick, corkscrew kick, back
thrust and heel kick have deceptively long reaches. To aid him against low
defenders, the corkscrew kick works well at far range. He doesn't have any
good combos however. The punches and kickflip is by far the best he has;
and the punches and spin kick is the weakest four hit combo in the game.

His strength is mainly in fancy and tricky moves. His turn around attacks
can connect well and above all; with his new found speed in punches, he can
be played just like Lau. Mixing up his attacks is very easy. Attacking at
high and low, this would confuse many. His most useful tagged on move is
still his backheel sweep. Though his pounces connects well now, the
backheel sweep is still good habit to keep. Against heavier opponents, a
heel smash after a followed-up backheel sweep demoralizes many opponents.
This even works well against lighter characters who are still within his
heel smash range after the sweep.

His range of movement is even greater with a cartwheel added. Catching him
would be difficult if he gets ahead. To play Kage is to play the whole
ring. Movement must be a top priority for Kage players. His rolls can turn
out to be flying kicks making him elusive yet offensive. Forward rolls can
allow him to advance under punches unmolested for throws or kickflips if
opponents defend low expecting a sweep.

The turning attacks are tricky and many combinations can be achieved. The
slashing shutos and shikan-kens are deceptively similar with different
attack levels. These slashing fists can catch hopping opponents very
easily. Following them with a punch-kick combo and subsequently the
backheel sweep can be devastating.

All his throws are so easy to do and solid. The infamous "back+P" ten foot
toss is the most useful throw in the whole game. When followed on with
attacks or combos that cover distance, ROs are really very easy. Throws
that land opponents at close range connect well with the heel smash. Use
this always.

His reversal grabs incoming punches only. Learn to use it when your opponent
becomes to predictable. This move also grabs hopping jabs and Akira-s
single palm. It does quite sizeable damage and the heel smash is a good
follow-up.

Playing him would mean sticking to the basics. That is all to it. Combining
all those basic attacks would be the feat that every Kage player has to
develop. Combinations especially with his ten foot toss would be the
ultimate skill Kage players will have to master. Many may consider this
as cheap but these combinations are difficult to time and execute.

Kage's uncounterable moves
==========================
Back thrust - back+K'd
Slashing shikan-ken - down+P+K
Side kick - down/for+K



Sarah Bryant
^^^^^^^^^^^^
Biodata
-----------------------------
Date of birth : 4th July 1973
Sex : Female
Blood type : AB
Height : 1.73 m
Weight : 55 kg
Job : College student
Hobby : Sky diving
Nationality : USA
Fighting style : Sekken-do/Jeet Kune Do


VF1 Storyline
==============
Sarah is Jacky's sister and the oldest daughter of the Bryant family. Filled
with curiosity, she quickly becomes embroiled in every situation
imaginable.

Sarah was suspicious of the circumstances surrounding her brother Jacky's
racing accident. When she was investigating this accident, the mystery
group kidnapped her. They use hypnosis to control her actions.

Her innate fighting sense aroused by the hypnotism, Sarah will be sent into
the Tournament to deliver the knock-out blow to her brother Jacky.

VF2 Storyline
=============
Sarah is still held captive and hypnotized by the Syndicate. She is further
trained by the Syndicate to become the strongest fighting machine in order
to kill her elder brother Jacky.

Editor-s Notes
==============
Apart from a cleavage, she is loaded with a variety of kicks mainly. Still
a hot favorite, her speed and seemless ability to link up all her moves
have won many fans.

First a historical view of this fighting technique or rather the concept.
Jeet Kune Do is authored by Bruce Lee himself. He was influenced by the
Wing Chun fighting technique. Wing Chun means "beautiful springtime" and
originated from a nun named Ng Mui.

It is said that 5 of China's grandmasters met in the Southern Shaolin Temple
to discuss and develop a training program to produce an efficient fighter
in 5-7 years. Before the program began, the Southern Temple was sacked and
burned to the ground.

Ng Mui was the only survivor who knew the full training program. She
wandered in the countryside and took a young orphan girl Yim Wing Chun as
a student. The system then is called Mui Fa Chuan or Plum Flower Fist. It
stressed a lot on power strikes and mabu (horse stance) which suited men.
Yim Wing Chun was rather small in her stature so the style did not fit her.
She simplified the technique to involve less energy wastage. The improved
fighting style is named after Wing Chun. Wing Chun is a style that contains
many "traps"; highly evident in Sarah's elbow moves.

This style is shrouded in secrecy until grandmaster Yip Man began teaching
Wing Chun in Hong Kong during the early 50s. One of Wing Chun's students
was Bruce Lee.

What we see in VF2 is not Jeet Kune Do but Lee Jun Fan Gung Fu. Jeet Kune
Do does not rely on speed and 'irritation'. While speed is one of many
important attributes it is not the most important one, at least not for
most practitioners. Sensitivity, appreciation of distance, and timing are
much more important. While techniques such as the eye jab are used it is
generally as a way of 'bridging the gap' between ranges and as a
distraction while one sets up for another technique.

Jeet Kune Do concepts are more an analytical framework for understanding and
teaching martial arts. What you will see at the Inosanto Academy is this
understanding applied to a variety of arts. Chief among these is Lee Jun
Fan Gung Fu (the funny looking Wing Chun with Western Boxing), but Muay
Thai, Filipino Kali, other Chinese Boxing, grappling, and a number of other
things will be in evidence as well. These days you will see a lot of
Pentjak Silat and Gracie Jujitsu in the mix.

Sarah's style of fighting is very different from her brother Jacky. Though
both share the same concepts. Her knees are very Muay Thai, her shadow
kicks and jumping back roundhouse seems to be borrowed from Taekwondo. Her
elbow has Wing Chun influence.

Fighting with Sarah
===================
Playing with Sarah is like playing with Akira. Very offensive. She is fast
and this should be used to your advantage. To date, no new throws are
discovered for her. However, the clothesline of hers has great range. This
can be used to "encourage" opponents to stay low and be vulnerable to
Sarah's arsenal of attacks against low defenders.

The strength of Sarah is in combination not combos. Tag on all moves that
connect and you will go far with her. Her speed of movement is fast so
avoiding attacks is just a breeze. Her rising knee combo connects rather
well now and can be followed on with a kickflip. With this new speed in
VF2, Sarah has now earned the same notoriety as Lau for floating
opponents.

Her recovery from moves are amazingly fast and she can avoid P'd throws
after any move if you hit P'd after them. Sometimes, if you are lucky, she
throws the opponent before they make their moves. This is especially true
when you do her belly suplex after a failed elbow-knee combo. Since she may
get thrown or get hit by some other move, it is a good gamble.

Her turn around moves are fast and powerful. Her turn around punch followed
by any 4-hit combo would push many back. She possesses a sweep now but is
only useful when her back is facing the opponent. The spinning heel kicks
are fast both in execution and recovery. A single spinning heel kick can
be used to turn around providing a avenue to use the sweep. This can be
mixed up with a back kick to hit those who defend by staying low.

Her toe kick-side kick has good range and would spell trouble for all who
miss their rising attacks. The roundhouse kick can jump over many low
attacks and the same goes to the tornado kick which has even greater range.
These moves recover slowly and should be used when the opportunity
allows.

Sarah does not side kick opponents. She shadow kicks them. If a side kick
could hit at close range, make sure you shadow kick them. Most likely all
the three kicks will connect making it a very powerful side kick attack.

Her low attacks are rather dismal. The crouching side kick does not knock
standing defenders down but is able to knock down high attackers. It has
a poor recovery, slow and weak. Use this only for incoming high
attackers.

Her pounce is very fast. Like Pai, make pouncing a habit for sure hit moves.
Her moves are still weak so pouncing helps a lot.

Do not give them any room at all. Punch-throw techniques work like a charm
with her and; low kicks and punches do very well too.

An FAQ for Sarah by S. Hyun Yim is currently circulating. Avid Sarah fans
can check it out.

Sarah's uncounterable moves
===========================
Side hook kick - back/down+K'd


Jacky Bryant
^^^^^^^^^^^^
Biodata
-----------------------------
Date of birth : 28 August 1970
Sex : Male
Blood type : A
Height : 1.82 m
Weight : 75 kg
Job : Indy car racer
Hobby : Training
Nationality : USA
Fighting style : Sekken-do/Jeet Kune Do


VF1 Storyline
=============
The eldest son of the Bryant family, Jacky is Sarah's brother. He maintains
his cool in every situation. Those on the Indy racing circuit call him the
Blue Flash.

Jacky was seriously injured in an accident in the 1990 Indianapolis 500, and
spent two years in a grueling rehabilitation program. Just when his injury
had healed, he discovered the existence of the mystery group behind the
accident. At the same time, his sister Sarah disappeared.

Jacky's battle began as he pursued the trail of the group who held the key
to these mysteries.

VF2 Storyline
=============
During the last Tournament, he was not really himself. He was defeated and
he went back training and improving his skills. Now he is an instructor
in Jeet Kune Do.

As his second effort to seek revenge on the Syndicate and rescue his sister
Sarah; he participates again in the Tournament

Editor-s Notes
==============
The favorite character of VF1 is still a favorite with many but is toned
down a lot. Still deadly though. If you play him with the intent to win,
you have to play him mechanically. Be prepared to be despised by other
players if you play a purely mechanical Jacky.

In his technique, you can find Karate as in the back sweep and turning back
roundhouse. Taekwondo is evident in the last kick of his lightning kicks.
His elbow technique, like Sarah's, is Wing Chun.

Fighting with Jacky
===================
He is still not the best at everything. However, like Sarah, combinations
are the way to go.

His elbow-heel kick is not fearsome anymore as with his punt kick, but his
beat knuckle is really bad for everyone. He still does not possess a
kickflip combo but his kickflip alone is the most powerful kickflip in the
game. Able to take as much as eighty percent of the lifebar, it has left
many wondering why the round ended so fast.

His spinning backfists, both high and low are much faster. A deadly
combination for Jacky involves a low spinning backfist. As opponents charge
in punching, do a single low backfist, elbow, knee then kickflip. This
drains the entire lifebar in an instant. Such is the power of Jacky.

Combine all his moves. Try to get the trip and hammer throw in and kick
them. His turn around moves are nice to see especially when they connect
but use them carefully. This applies to his crescent and sweep; and the low
spinning kick as well. His lightning kicks is best used sparingly. Try to
do one or two lightning kicks as they would most likely stun opponents.

Many have seen his punch-kick combo (punch and side kick) as rather useless
but this is not the case. The side kick staggers the opponent after the
side kick, another side kick or beat knuckle that follows knocks them out
cold. If you like fast KOs, do a kickflip instead. The punch and crescent
is slow but has great range. The normal punch-kick has optimum speed and
power. All these punch-kick moves gives Jacky great flexibility.

His low attacks are much better than Sarah's but the crouching side kick
plagued with the same problem as Sarah's, so use it against high attackers
only. The low spinning backfist and sweep, punch and sweep; and crescent
and sweep have the element of surprise. The sweeps can be done with delay
action making them more effective. This gives Jacky the element of surprise
as this delay can be interpreted as an incoming kickflip, elbow, knee or
a throw. All these makes Jacky a character with many "holes" in his moves
with totally unpredictable follow-up moves. This gives Jacky an edge as
described in the VF1 FAQ as "the fear of the unknown".

Play a balanced game of offense and defense. Play him a little like Pai and
Sarah. Use combos to deter throwers and counter mainly with his low
spinning backfist. You can try using all the fancy stuff he has but don't
be overwhelmed by them. However, using his fancy stuff requires much higher
amount of skill and adds color to fights. Spectators are bored quickly with
a mechanical Jacky doing low backfists, elbows, heel kicks, side kicks and
kickflips. Though many players hold these moves as effective ways to win,
one must note that winning in style (like floating) wins many cheers.

Combinations with the lightning kicks and his very difficult toe kick, side
kick move is often hailed as a mark of an excellent Jacky player.

Jacky's uncounterable moves
===========================
Side hook kick - back+K
Low spinning backfist - back/down+P




Shun Di
^^^^^^^
Biodata
-----------------------------
Date of birth : 2nd January 1912
Sex : Male
Blood type : O
Height : 164 m
Weight : 63 kg
Job : Herbal doctor
Hobby : Collecting the medicinal herbs
Nationality : China
Fighting style : Sui-ken/Drunken Fist


VF1 Storyline
=============
None

VF2 Storyline
=============
He is from Northern China and is considered as a sage by many. He teaches
in his small training hall and had many students in the past but most have
left him by now. This is due to his keen interest in taking students able
to take hardship as part of the training.

While drinking with his friends, Shun hears them boasting about the success
one of their student fighters (Akira) in recent tournament competitions.
He suddenly exclaims, "I also want to participate in the World Fighting
Tournament". Shun's friends pleaded with him not to, but once Shun had
mentioned his intent to fight, he was adamant and eventually joined the
tournament.

Editor-s Notes
==============
There are many bald characters in the video games lately like Wan Fu and
Nienhalt Sieger. Wonder if it is a trend or do bald guys really rule.

Drunken Fist also known as the 8 Drunken Immortals is based on moves from
8 Immortals from Chinese mythology. It is a Northern Chinese Style.

This fighting style requires the exponent (not player) to be drunk in the
mind but alert in the body. It stresses more on defensiveness. Ducking and
jumping over attacks. This is true as most of Shun's moves are defensively
offensive (what the hell am I talking about?). They jump, duck and dodge
many attacks. His two hand upside-down push ducking under punches is a fine
example.

Fighting with Shun
==================
To play him, you have to be totally unpredictable. Stop combos or attacks
with you backpush. It attacks REALLY LOW so that elbows, knees and side
kicks seldom hit you. The only moves that stand a chance are toe kicks,
punt kick; and kickflips against this move. He also squats really low so
that elbows do not hit him at all.

Use his jumping attacks like the twisting hook punch to hop over low and
mid-level attacks. You have to be completely reactionary in your execution.
You have to be alert all throughout and have to have good reflexes. You
can't do a lot of planning for Shun. Play as the situation goes. You can't
outguess opponents either so reflexes are the way. For example, his
cartwheel kick is fast but recovers slowly. Use this to stop charging
opponents hoping to connect with a throw.

His falling moves can be good too. These moves evade power attacks after and
the only vulnerable thing is a punch or kick to fallen opponents. Not much
damage will be done with these moves on Shun. Nobody would be crazy enough
to pounce. His rising rotorblade kicks get anyone jumping in. This is due
to Shun-s amazing ability to get up faster than anyone.

His fancy sit down and handstand moves are very disruptive to charging
attackers. If you are a true Shun fan, you should aspire to use the
handstand kicks once to hit your opponent. It is the most hilarious move
available in VF2. Ability to use it and hit opponents is shown to increase
your popularity in the video arcades. Besides these two moves, the backward
hopping kicks are a bane to many inexperienced in handling Shun. This move,
is quite fast and hits those who fail their low-level attacks or those
closing in recklessly. Even his kick and fall back is useful in this
aspect.

Apart from the above, he can dupe many with his twisting hook punch and
hopping scissors kicks. Once these hits fail, many interpret his getting
up (both moves make Shun fall on the ground) as vulnerability to power
moves. Not so, Shun cannot be hit with mid-level attacks when he is getting
up, let alone be thrown. Let them see the full glory of Dances with
Punches. Only low punches and kicks stand a chance while he is getting up.

The hopping spin kick hits low defenders or attackers. The motion is simple
(K'd) and hops over attacks. This is the move to use against incoming low
attackers if executed fast enough (remember, reflexes!).

As much as possible, dodge attacks if you are a beginner and learn to do the
dodge followed by the dances with punches. Progress onwards to learn the
rest. Note that all his moves are slow and recover slowly; and if you play
him like any other character in VF2, you are playing him wrong. He can
float opponents in some limited way but that is not his main strength.

His dashing punch can be used in just the same way as Akira's dashing palm.
Most inexperienced players do not expect this move and think that a
squatting Shun is easy meat. This move floats opponents very well and can
be followed by the twisting kicks or cartwheel kick.

Both his pounces actually inflict the same amount of damage. The only
difference is that the high pounce has longer range due to the roll
forward. Therefore, use the low pounce in preference over the high pounce.
It is fast.

Progress on to hone your reflexes for all his moves. Try to use the dances
with punches and two hand upside-down push at least three times in a match.
Get him drunk (SERIOUS!). His skin complexion turns lobster red the more
he drinks. The following happens when he has:

One drink - able to do down+P+K sweep. Able to do a foot slide after sitting
down, instead of a low kick. His back+P and down+P looks slightly
different.

Two drinks - able to do down+P+K, K sweeps. His back/down'd, P will become
a side step backwards and two-hand side push. His back+P and down+P changes
and again looks slightly different.

Three drinks - able to do down+P+K, K, K sweeps. His back+P and down+P move
changes again.

In addition, the power of his connected attacks increase by 5% after each
drink. The maximum is reached after eight drinks. At the maximum, his moves
will inflict 1.4 times more damage than what he starts out with in a round.
This is evident in his low backpush. Without drinking, this move just
irritates standing defenders. After drinking, the move has the ability to
knock them down. So don't stop at the third drink. Drink as much as you
can.

Playing with Shun is sheer fun and if you like to improve your style, check
out the Expert Mode Shun. He-ll have you stumped!

Doug Rosengard has written a Shun FAQ. For all those drunken fans, this is
a great guide.

Shun's uncounterable moves
==========================
Side kick - down/for+K



Lion Rafale
^^^^^^^^^^^
Biodata
-----------------------------
Date of birth : 24th December 1979
Sex : Male
Blood type : AB
Height : 1.71 m
Weight : 61 kg
Job : High School student
Hobby : Collecting knives
Nationality : France
Fighting style : Toru-ken/Seven Stars Mantis Fist


VF1 Storyline
=============
None

VF2 Storyline
=============
He is born into the Rafale family, one of the most wealthy families in
France. They are involved in the aircraft industry. This business is but
a front for their involvement in illegal arms contracts with terrorists.

Lion has been practising Toruken under an instructor as part of management
education since he was five. He resents his father's control over his life
and during one of their arguments, his father proposed to Lion to win the
World Fighting Tournament as a prerequisite to become free from him. Thus
Lion is participating in the tournament competition.

Editor-s Notes
==============
This Frenchman has a lot of sting as a fighter. He has youth on his side but
is rather weak in most of his attacks. Nimble and small, he fights and
moves like the bug his fighting style is based upon.

Praying Mantis Fist also called Wong Long Fist is invented by a Chinese
boxer named Wong Long. He became distraught after losing so many fights,
so he retreated to a forest to meditate. One day, during one of his
meditation sessions, he saw a mantis fighting with a grasshopper. Though
the mantis is smaller (should be a male mantis, a female mantis is the size
of a grasshopper), he was amazed by its ability to attack with quick
strikes with its "arms". So amazed with it, he brought the insect home and
"fought" with it using twigs to study it. He then developed movements based
on the insect and he named the fighting style after it.

Soon a variation came forth from it called Seven Stars Mantis Fist based
on the Chinese constellation. This is Lion's fighting technique. His
spinning arms attack is not found in the original Mantis Fist but in this
variant. Mantis Fist like Drunken Fist is one of the Northern Shaolin
Styles.

Mantis Fist stress not only in speed but also in footwork and grip. This
explains the many wierd ways Lion moves his feet around and the way he
throws his opponents. He winds up and fights in a crouched position which
looks very tiring.

It is interesting to know that Rafale is the name of an advanced, agile
multi-role fighter produced by a European consortium; in which French
aerospace companies have a big stake in.

Fighting with Lion
==================
Playing Lion would mean playing with guerilla tactics. All his moves enable
him to close-in very fast. He is small so he doesn't have much reach. His
main strength is actually his throws. They are fast and difficult to avoid.
As much as possible practice his ducking moves. It is very useful as many
attacks just zip past his head. He, like Shun, squats really low that
elbows do not hit him at all. Fight a balanced game but concentrate on
throws at close range. At further ranges, his spinning to the opponents
side counter-attacks are a good option. This move confuses many.

His side kicks are the fastest so use them to your advantage. He does have
a knee but it comes out slow; definitely not recommended for low defenders.
Rely more on his faster recovering moves. The uppercut and downward swipe
is good and fast. His long range spinning sweeps are deceptive as one hits
standing defenders and the other hits low defenders. Use this creatively
as an illusion.

His speed is his greatest asset so keep that in mind. Backing off from
attacks is pretty easy with him. However, go easy on his low attacks. They
are fast but recover slow.

His long range fist thrust is the furthest for, for movement attack in the
game. He doesn't really run forward but leaps forward making this awful
noise like a kid seeing broccoli on the dinner table. If you examine it
carefully, the leap he makes for this move would break all world records
for long jump. Use this move against those who miss rising attacks or
charging in for throws.

The creeping pecks are very irritating to the uninitiated. At close range,
this move stops any move of all opponents unless they block low or back
off. His elbow is more of a harrasment move since he hits and backs off
quickly. If connected successfully, it staggers opponents for side kicks
or uppercuts.

Insert the second kick in the dancing kicks once in a while. The hop kick
has almost instant recovery and therefore safe unless you are caught in
mid-flight. Some good Lion players replace this second kick with the punch,
elbow and backfist to push opponents back. The handstand kicks give the
impression of a low attack fooling opponents to block low. This I emphasize
cannot be used too often.

Though he doesn't have much aerial attacks like a kickflip, the swinging
arms attack would be sufficient. It has good range and is an effect counter
to kickflips.

Try to do the reaping throw in preference over the trip. It is unbreakable
and is easy. The ultimate frontal piggyback attack demoralizes many and can
be easily done when the opportunity allows.

It is difficult to float opponents with Lion so you might as well forget it.
The best he can muster is the low swipe kicks, one hand-stand kicks and his
arm spin for falling opponents. However, his knee connects very well on
already airborne opponents. He does not have much combos to muster against
airborne opponents other than the punch, elbow thrust and backfist combo.

Lion's uncounterable moves
==========================
Long range fist - for, for+P
Side kick - down/for+K



Dural
^^^^^
Biodata
-----------------------------
None available

Editor's Notes
==============
According to sources, the name Dural means Devil. Dural is a development
from the Syndicate mentioned in the storylines of the above characters. She
is modelled after a human (Kage's mother?) and is made from an unknown
alloy. Her fighting technique comes from a master who mastered all of the
martial arts. This Syndicate is called J6 or Judgement 6. It stands for:

Judgement, their belief in their superiority over others
Devil, weapon research and discovery to further their purposes
Wheel of Fortune, interest in increasing economic power
Moon, their involvment in international political affairs
Tower, the way they are organized
Death, their involvement in NBC methods of destruction

Apparently, you can select Dural in VF2 but no known method is available.
Dural has the following moves:

Akira's backwards uppercut
Akira's dashing elbow
Akira's dashing body check
Akira's jumping kicks
Akira's counter-attacks
Pai's counter-attacks
Pai's DDT
Lau's side kick
Wolf's tombstone
Wolf's frankensteiner
Jeffry's running punches and uppercut
Jeffry's face grab
Jeffry's triple knee bash
Jeffry's crucifix piledriver
Kage's ten foot toss
Kage's backheel sweep
Kage's reaping throw
Sarah's knee and elbow-knee combo
Sarah's 2 punches and straight kick
Jacky's punches, elbow and kickflip

There may be more to this list.


GLOSSARY


Aikido - A martial art that stresses on self-defense and escapes. Considered
to be an evolution from the original jujitsu. Evidence of aikido influence on
VF is in Kage's down+P counter-attack.

BGM - Abbreviation for Background Music.

Chi - Internal intrinsic power developed by the individual.

Chuanfa - the proper term for kung fu.

Do - way; as in Ju*do*.

Elbow - A universal move in almost all martial arts.

Floater - A process whereby an opponent is tossed or hit into the air then
continually kept in the air by moves. This gives an image that the victim is
floating amidst the moves. Doesn't happen in real life but only in VF. Also
known as handballing or juggle.

Handball - see Floater.

Inosanto Academy - A martial arts school started by Dan Inosanto, one of
Bruce Lee's students. The school specializes in the application of Jeet Kune
Do concepts to martial arts.

Jeet Kune Do - A concept in martial arts rather than a technique. Check for
"The Tao of Jeet Kune Do" by Bruce Lee in your local library.

Jitsu - art; as in Ju*jitsu*.

Juggle - see Floater.

Jujitsu - A generic term for various forms of fighting techniques.

Muay Thai - the proper term for Thai Boxing.

NBC - Nuclear, Biological and Chemical.

Ninja - One who practises ninjitsu.

Ninjitsu - The art of covert operations. Formerly known as shinobi. It covers
a lifestyle rather than just a fighting technique.

rec.games.video.arcade - A USENET Newsgroup where most of the VF discussions
take place.

Roundhouse - A kick used in virtually all the martial arts. Its circular path
gives it extra power by generating a centrifugal force. It is one of the most
powerful kicks in the martial artists arsenal. A heel kick is also known as a
back roundhouse. Sarah's jumping back kick is also known as a jumping back
roundhouse.

Ryu - School or tradition for Japanese martial arts.

Shikan-ken - Extended-knuckle fist. A ninja fist. Seen in Kage's down+P+K,
P+K move. Comes from a ninja school, Shikan-ryu

Shuto - Sword fist. A ninja fist. Fist is slightly different from the karate
hand chop fist (knife hand). Kage's normal hand chopping punches.

Side kick - A kick seen in all martial arts. This kick is also known as a
side thrust and mid-kick.

Sweep - Technique which catches the opponent's foot or feet and unbalances
him. Comes from the chinese term "shao jiao" translated as "sweeping leg".

Throw - Altering your opponents center of gravity by means of grappling or
minimal force causing them to fall.

Thrust - A kick done by using the sole of your feet. Heel kicks can be
considered as thrusts.

Uppercut - An upward punch.

VF - Acronym for Virtua Fighter.

VFing - Virtua Fighting. What a VFer does in the arcades.

VFer - Anyone who plays and is a fan of Virtua Fighter. Comes from combining
the acronym for Virtua Fighter with "er" as in "fighter". Pronounced as
"veefer".

Wing Chun - One of the most effective forms of martial arts today. Bruce Lee
was highly influenced by this technique when he wrote the eclectic Jeet Kune
Do.



CREDITS



Produced by:

Chia Jin Ngee TSarahL, mcblab47@leonis.nus.sg

Special thanks to the contributors of VF1 of which there won't be VF2:

God keeping my head on straight
The Family Fun Center, for Virtua Fighter
Omaha, NE
SEGAш info and for VF
Andrea SEGAш
Dave SEGAш
Andy Eddy vidgames@netcom.com
Shorty Family Fun Center
Michael Wang mmwang@mv.us.adobe.com
Jose Family Fun Center
Derrick Family Fun Center
Christopher R. Boggs gt93986@acme.gatech.edu
Harry Teasley III het3@crash.cts.com
Ryan Wolfe wolfe@cps.msu.edu
Jeremy Hinton hinton@cs.odu.edu
Steve Lamb sandman@netcom.com
R. 'Tom' Cruz Sogeuco rc_sogu@paro.concordia.ca
Alan Fasick fasick@ucsu.colorado.edu
Brian Tao taob@io.org
Graham Chubb chubb@ecf.toronto.edu
Eric eric@parcplace.com
Vax vax@ccwf.cc.utexas.edu
Kevin Miller miller@midget.towson, edu.
Marie E. Antoon Marie.E.Antoon@Students.Miami.edu
Koh Kawabe kawabee@is.s.u-tokyo.ac.jp
World Book Dictionary definitions of virtual & fighter
Replay Magazine some info on VF
Iain Sinclair some info on VF1
Chad E Reznicek for original VF1 FAQ
Doug Rosengard dug@lugaru.com for maintaining VF1 FAQ

VF2 info providers:

Chris Halim halim@getreal.uucp.netcom.com
Alan Tan "Lion" tanhl@merlion.singnet.com.sg
Robert Laus robert@jolt.mpx.com.au
Koh Kawabe kawabee@is.s.u-tokyo.ac.jp
Scirocco Boy! wcox@black.clarku.edu
Jurri Munkki jmunkki@snakemail.hut.fi
Todd D. Ellner tellner@cs.pdx.edu
rec.martial.arts FAQ Randy Pals
Virtua Fighter 2: Akira FAQ Joji Suzuki
Joji Suzuki
David, Mgr of Country Funworld Country Funworld
Harley "Jacky" Country Funworld
Gary Peh "Kage" Country Funworld
Joseph Lim "Akira" Country Funworld
Eric Chen "Sarah" Country Funworld
Julian Chia "Kage" Country Funworld and twin brother
Lau Bie See "Lau" Country Funworld
Danny Leung "Kage" Country Funworld
Ahmad "Sarah" Country Funworld
Alex Ho "Wolffry" WYWY Clementi

Virtua Fighter Maniax For VF1 storylines
by Yoichi Shibuya
ISBN4-89366-264-3

A SEGA Poster For VF2 storylines

Virtua Fighter 2: Act 1 Confirmed VF2 moves and such
GamestMook Volume 5

The Ninja and their secret fighting art
by Stephen K Hayes

Encyclopedia Britannica
Encyclopedia Americana
Kodansha Encyclopedia of Japan