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 ÒnÓ 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 Ñ like Kage's heel kick, Wolf's Shoulder Ram or Akira's

    jumping kicks.

*   a throw Ñ 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 Ñ 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 ÒcrashÓ 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,