Virtua Fighter 2 FAQ Version 3.00

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Revised Tue, Apr 11, 1995

Completed Thu, Apr 27, 1995

Copyright 1995



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      ShunÕs 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





LauÕs 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       FiremanÕs 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



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 characterÕs 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 ŌnĶ 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 Ņ like Kage's heel kick, Wolf's Shoulder Ram or Akira's

    jumping kicks.

*   a throw Ņ 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 Ņ 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 opponentÕs

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 victimÕs 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 attackerÕs

recovery from an uncounterable attack. If an attack misses you, your character

doesnÕt 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 'em 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 itÕs 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 JeffryÕs 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 ŌcrashĶ onto the opposing character thereby

creating a closed stance. You can also effect frontal throws from your

opponentÕs sides if you find youself in such a position and if your

characterÕs 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 Ôem 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 attackin

g high. If the opponent is hit, keep him in the air. As he/she starts falling, p

rogress 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 donÕt 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.





KageÕs 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

JackyÕs stage. Hold down the PLAYER 2 START button for a funkier version of

the music played in SarahÕs 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 KageÕs mother and may be modelled after her.







About SEGAÕs 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.



    EditorÕs 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.



    EditorÕs 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.



    EditorÕs 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.



    EditorÕs 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.



    EditorÕs 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 AkiraÕs

    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



    EditorÕs 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.



    EditorÕs 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 ShunÕs 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. HeÕll 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.



    EditorÕs 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 ŌSarahĶ, mcblab47@leonis.nus.sg



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



God                             keeping my head on straight

The Family Fun Center,          for Virtua Fighter

Omaha, NE

SEGA¨                           info and for VF

Andrea                          SEGA¨

Dave                            SEGA¨

Andy Eddy                       vidgames@netcom.com

Shorty                          Family Fun Center

Michael Wang                    mmwang@mv.us.adobe.com

Jose                            Family Fun Center

Derrick                         Family Fun Center

Christopher R. Boggs            gt93986@acme.gatech.edu

Harry Teasley III               het3@crash.cts.com

Ryan Wolfe                      wolfe@cps.msu.edu

Jeremy Hinton                   hinton@cs.odu.edu

Steve Lamb                      sandman@netcom.com

R. 'Tom' Cruz Sogeuco           rc_sogu@paro.concordia.ca

Alan Fasick                     fasick@ucsu.colorado.edu

Brian Tao                       taob@io.org

Graham Chubb                    chubb@ecf.toronto.edu

Eric                            eric@parcplace.com

Vax                             vax@ccwf.cc.utexas.edu

Kevin Miller                    miller@midget.towson, edu.

Marie E. Antoon                 Marie.E.Antoon@Students.Miami.edu

Koh Kawabe                      kawabee@is.s.u-tokyo.ac.jp

World Book Dictionary           definitions of virtual & fighter

Replay Magazine                 some info on VF

Iain Sinclair                   some info on VF1

Chad E Reznicek                 for original VF1 FAQ

Doug Rosengard                  dug@lugaru.com for maintaining VF1 FAQ



VF2 info providers:



Chris Halim                     halim@getreal.uucp.netcom.com

Alan Tan "Lion"                 tanhl@merlion.singnet.com.sg

Lars Holst Soerensen            larshs@vnet.ibm.com

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