Virtua Fighter 3 FAQ © 1996 by Stephen Hamilton First version: July 3, 1996: v .9 Current version: December 25, 1996: v 1.5 By: Dodee (Steve Hamilton) steveh@ime.net -=or=- dodee@vfhome.com (NOTE: Lots of this information is compiled from postings on the rec.games.video.arcade newsgroup, as well as other sources on the Internet. Some material is drawn from text, while others are inferred from pictures.) Table of Contents: INTRODUCTION I)Basic Gameplay a)conventions of this FAQ b)control layout c)changes from VF2 d)general moves II) Characters a)Akira b)Pai c)Lau d)Wolf e)Jeffry f)Kage g)Sarah h)Jacky i)Shun j)Lion k)Aoi l)Takaarashi m)Dural III) Stages IV) Miscellaneous Stuff a)where to get new versions of this FAQ b)version history c)acknowledgements d)legal crap INTRODUCTION This started out as a compilation of news posted about the game on r.g.v.a and has grown. Hopefully it'll live up to the standards set by Chia Jin Ngee, author of the VF2 FAQ. Hopefully in the future, each character's section will be written by a master of that character, most likely the author of that characters individual FAQ The model three boardset is what powers VF3 (see specs below). It has the capability to do thousands more polygons per second than the model 2, and that means better, more realistic looking characters. One major example of the power of the Model 3 is its ability to make different types of cloth move in different manners. For instance, Aoi's first outfit is made of silk. In the game it will move EXACTLY like silk would in the real world. And Jacky's leather jacket will move like leather would. One more, less interesting tidbit is that in Aoi's stage it is snowing. These snowflakes are just like real ones, no two are alike. I assume they did this through the use of fractals. Here are the specs: GRAPHICS Geometrizer; 1 million polygons per second. Renderer; 60 million pixels per second. 16 million colored textures. Trilinear Interpolation Micro Texture. SHADING High Specular Gouraud shading. Fix Shading. Flat Shading. Texture and edge Multi-Layered Anti Aliasing LIGHTING EFFECTS Parallel light. 4 Spot Lights. Pin Spot Light OTHERS Main CPU: Power PC 603e. Resolution 496x384~640x480 SPECIAL EFFECTS Zoning-fog. 32 Levels of Translucency I)Basic Gameplay a)conventions used in this FAQ G=Gaurd P=Punch K=Kick E=Escape f, b, u, d=Tap forward, backward, up, down x/y=tap diagonally, i.e. d/f means tap diagonally between down and forward. F, B, U, D=Hold forward, backward, up, down b)control layout Scince it is finally out, there is no use whining about the less than optimal control configuration. Adapt or die I guess... P K E G c)changes from VF2 * Jump motion: In VF2 it was simply (u), now it is (d,u). * Throws: all throws vs. standing opponents end in (P+G), and that all throws vs. crouching opponents end in (P+K+G). Does this mean that every high throw is escapable? We are yet to see. * Pouncing: to pounce on a downed enemy you now must do (d,u+P). * Dashing: dashing can be accomplished by two procedures. The first is the same as in VF2, f,F. The new method is F+E. Forward can be exchanged for backward in both examples. * New animation: missed throw and missed reversal animation. No more cheesy "auto-select" crap. d)general moves E or u+E Dodge into screen d+E Dodge out of screen F or B Step forward or backward D/F or D/B Crouch Step f, f or f+E Forward Dash b, b or b+E Back Dash f, F or F+E Run d/b, d/b Dash from Crouch (Not crouch dash) d, u Small Jump d, U Big Jump d, u+P Small Pounce d, U+P Big Pounce II)Characters "?" indicates unknown. Use key to help read this part. KEY: Outfit 1: Player 1 costume. Outfit 2: Player 2 costume. Moves: A list of that character's moves, duh. ;) a)Akira Yuki Outfit 1: Dark Blue Gi, same as VF2 Outfit 2: Black Gi, Similar to VF1 Moves: Motion Damage Level Exe-Ht-Rec Reverse Comments ------ ------ ----- ---------- ------- -------- P 12 H 9 2 12 HP P+E 12 H 9 2 12 HP D+P 9 L 10 1 14 LP K 25 H 14 2 23 HK K+E 25 H 14 2 23 HK d/f+K 24 M 14 2 27 MK G half d/f+K+E 23 M 14 1 42 MK D+K 10 L 14 1 22 LK d/f+P 12 G 17 2 47 Ground P u+P 20 G 42 3 24 Pounce [TT] K 25 H 14 3 26 HK [TT] d+K 10 L 17 2 20 LK [TT] P 12 H 15 1 21 HP [TT] d+P 14 M 15 4 20 HP [TT] D+P 12 H 15 1 21 HP [TT] D+K 30 L 15 3 33 LK PP 12+12 HM 10 1 21 HP PK 12+20 HH 12 2 25 HK f+P 19 M 11 1 28 Elb G half ff+P 20~40 M 10 2 24 Elb G half fff+P 20~40 M 10 2 24(35) Elb G half d/f,d/f+P 36 M 17 3 29 HP (!) Yoho [FC] f+P 20~65 M 11 2 26(28) HP G full [FC] b,f+P 30~70 M 11 6 33 bff+P+K 20~80 M 11 1 45 G full bf+P 20~65 H 12 1 24 HP G full, -2DP [FC] f+P+K 30 M 14 1 31 bf+P+K 55 M 27 2 31 bf+P+K+E 32 M 17 2 37 d/f+P+K 25 L 25 2 24 LP ff+K 20(30) M 13 3 32 HK 30pts after any break guard ff+KK 20(30)+40 MM 11 3 41 HK K+G(rel G) 30 M 15 2 30 Knee d+P+G 12 M 16 2 17 HP {G full, f+P+G 12 H 12 1 18 HP {break guard d/f+K+G, 19 M 15 2 32 MK {The DLC. f+P, +20 M 20 1 32 Elb { bff+P+K +20~80 M 11 1 45 {(G full) P+K+G, 18 M 19 2 30 HP {The SPoD. b,d/f+P+K, +26 combo 17 1 49 { (D)(f OR b)+P +42 combo 19 1 34 { Throw Damage Level Position Comments ----- ------ ----- -------- -------- P+G 10+20+10 st front bf+P+G 20+15+25 st front bd+P+G 10 st front ST d/b,f+P+G 65 st front b,d/f+P+G 40 st front RBC d/f+P+G 20+30 st front d/b+P+G 0 st front SE P+G 40 st side P+G 55 stC back d/f+P+G 80 st wallbk Reversal Damage Level Type Comments -------- ------ ----- ---- -------- b+P+K 30 high punch closed stance b+P+K 30 high punch open stance b+P+K 30 high kick d/b+P+K 30 mid elbow d/b+P+K 30 mid kick closed stance d/b+P+K 30 mid kick open stance d/b+P+K 30 mid knee u/b+P+K 30 flipkick infinite range d+P+K 30 low punch d+P+K 30 low kick b)Pai Chan Outfit 1: White sleeveless top (flowers) w/tail and pajama-like pants Outfit 2: Single peice pink dress, low cut top, high cut skirt. Moves: Motion Damage Level Exe-Ht-Rec Reverse Comments ------ ------ ----- ---------- ------- -------- P 10 H 8 2 13 HP P+E 10 H 8 2 13 HP D+P 9 L 10 1 14 LP K 20 H 12 3 28 HK K+E 25 H 14 2 23 HK d/f+K 21 M 14 2 24 MK G half d/f+K+E 21 M 14 2 25 MK D+K 10 L 12 1 24 LK d/f+P 10 G 18 2 41 Grd punch u+P 30 G 30 9 40 low pounce dU+P 40 G 33 6 47 high pounce [TT] K 25 H 14 3 26 HK [TT] d+K 22 L 16 4 24 [TT] P 12 H 11 1 21 HP [TT] d+P 12 L 20 2 19 LP [TT] u/b+K 40 M 26 5 26 PP 10+10 HH 7 2 14 HP PPK 10+10+30 HHH 14 2 27 HK PPP 10+10+12 HHH 10 2 19 HP PPPu/b+K 10+10+12+20 HHHM 10 3 38 FlipK PPPF+K 10+10+12+30 HHHH 16 2 34 HK PPPK 10+10+12+45 HHHH 17 5 35(43) HCres PPPd+K 10+10+12+35 HHHL 17 4 38(45) LCres d/b+P 12 H 22 1 26 HP -2DP f+P 14 M 12 1 no data? HP b+P 20 H 18 1 26 HP PK 10+29 H 14 2 31 HK [FC] f+P 20 M 12 2 27 G full ff+P 20 M 14 3 30 G full ff+PK 20+20 MH 12 2 45 HK [run] K 20~70 H 33 7 24 d/f+P 12 L 19 2 26 LP d/f+PP 12+8 LH 11 2 18 HP d/f+PPP 12+8+12 LHH 10 2 19 HP d/f+PPK 12+8+30 LHH 14 2 27 HK d/f+PPf+P 12+8+26 LHM 16 5 24 HP PK+G 10+20~40 HH 17 5 25 HCres PD+K+G 10+35 HL 19 2 24(33) LCres KK 20+20 HM 15 3 28 HK ff+K 30 H 16 2 34 HK K+G 25~45 H 22 6 25(36) HCres b+K+G 45 H 16 4 31(39) HCres f+K+G 15+18 M 20 3 -- 5 4 19(35) [FC] K 35 M 14 2 33 HK u/f+K+G 30 M 32 4 37 u/f+K+Gb+K 30+40 MM 20 2 35 D+K+G 20~35 L 24 5 32(44) LCres d/b+K+G 25 L 19 5 37(45) u/b+K 40 M 20 2 35 FlipK u/b+Kf+K 40+30 MM 32 4 37 d+KK 10+19 LH 16 2 30 HK D+KK 10+12 LL 25 4 32 LCres u/f+K 19 M 12 3 22 u/f+KK 19+10 MM 2 2 41 [Bk P+G] K+G [10+]30 M 32 4 25 Throw Damage Level Position Comments ----- ------ ----- -------- -------- P+G 50 st front [FC] f+P+G 60 st front ff+P+G 10+40 st front bf+P+G 60 st front fb+P+G 55 st front (wallfr variant) bd+P+G 30 st front f+P+G 50(60) st front (?) d/f+P+G 0 st front f+P+K+G 0 cr front P+G 40 st side P+G 10 st back stumbles opponent Reversal Damage Level Type Comments -------- ------ ----- ---- -------- b+P+K 25 high kick b+P+K 25 high punch d/b+P+K 25 mid kick d/b+P+K 30 mid elbow d/b+P+K 25 mid knee [vs Pai's b+P+K] P+G 20 special - at the same time that the opponent Pai does her b+P+K reversal - P+G. c)Lau Chan Outfit 1: Red coat with orange tiger stripes, mint green pants. Eww. Outfit 2: Green coat, blue pants. Moves: Move Damage Level Exe-Ht-Rec Reverse Comments ---- ------ ----- ---------- ------- -------- P 12 H 9 2 12 HP P+E 12 H 9 2 12 HP D+P 9 L 10 1 14 LP K 25 H 14 2 23 HK K+E 25 H 14 2 23 HK d/f+K 21 M 14 2 24 MK G half d/f+K+E 23 M 14 2 27 MK D+K 15 L 14 1 27 LK d/f+K 13 G 19 2 20 Foot stomp u+P 30 G 32 7 24 low pounce dU+P 25+15 G 33 6 31 high pounce [TT] K 36 H 10 2 33 HK [TT] d+K 22 L 16 4 24 [TT] P 12 H 11 1 11 HP [TT] d+P 20 M 14 2 19 HP G full [TT] u/b+K 40 M 26 5 26 [TT] u+K+G 40 M 22 3 26 PP 12+12 HH 8 2 16 HP PPK 12+12+30 HHH 15 3 25 HK PPP 12+12+14 HHH 10 2 19 HP PPPu/b+K 12+12+14+26 HHHM 10 3 41 FlipK PPPK 12+12+14+50 HHHH 17 5 35(51) HCres PPPD+K 12+12+14+40 HHHL 17 5 35(47) LCres PK 12+29 HH 14 2 27 HK PK+G 12+20~40 HH 17 5 25(42) HCres Pd+K+G 12+20~35 HL 19 4 24(33) LCres d/f+P 15 M 17 1 23 HP G full d/f+PP 15+10 MH 9 1 23 HP d/f+PPK 15+10+20 MHH 14 2 27 HK d/f+PPP 15+10+14 MHH 10 2 21 HP d/f+PPPu/b+K 15+10 +14+26 MHHM 10 3 41 FlipK d/f+PPPK 15+10+14+50 MHHH 17 5 35(43) HCres d/f+PPPD+K 15+10+14+40 MMML 17 5 35(47) LCres D/F+P 20 M 13 3 28 HP G full D/F+Pd/f+P+K 20+22 MM 23 4 28 HP d/fd/f+P 22 M 22 2 23 HP G half d/f+P+K 34 M 21 4 33 HP bf+P 24 H 12 2 27 HP -2DP bff+P 35 M 15 2 42 f+P 19 M 11 2 25 Elb G half f+Pbf+P 19+20 MH 21 2 20 HP -1DP KK 26+30 HH 22 3 31(37) HCres d/f+Kf+P 21+10 MH 19 2 24 HP d/f+Kf+Pbf+P 21+10+15 MHH 18 2 19 HP -1DP K+G 20~45 H 25 3 23(32) HCres [FC] K 40 M 16 2 31 HK [TA] bb+K+G 30 H 15 5 21 bSCRf+K+G 50 H 15 5 37(45) HCres u/b+K 40 M 20 2 35 FlipK u/f+K+G 32 M 25 3 26 HK u/f+K 30 M 20 4 21 fd+K 30 L 20 2 33 LK D+K+G 20~35 L 24 5 32(45) LCres d+KK 15+19 LH 15 2 30 HK D+KK 15+19 LL 19 2 28 LK D+KKd+K 15+19+10 LLL 18 3 30 LK D+KKD+KK+G 15+19+10+12 LLLL 18 5 38(46) LCres [hop(rise)] P 15 M 21 3 22 hop knife [TA] bb+P 30 M 21 5 29 HP G full bb+PK+G 30+40 MM 33 4 28(33) HCres [TA] Pb+P 12+24 HM 15 3 27 HP G full Pb+Pf+P 12+24+28 HMM 28 2 33 Throw Damage Level Position Comments ----- ------ ----- -------- -------- P+G 40 st front f+P+G 50 st front f+P+G 50 st wallbk d/fd/f+P+G 65 st front bf+P+G 60 st front db+P+G 10 st front b+P+G 50 st front b+P+G 60 st wallbk P+G 40 st side P+G 50 st back d)Wolf Hawkfield Outfit 1: Orange/red spandex, chains as a belt. No shirt. Outfit 2: "New Cowboy Wolf" cowboy hat, leather, streamers, the whole nine yards. All he is missing is chaps and a horse... Moves: Technique Command Dam Rev I H R System Straight Hammer P 14 HP 12 2 13 HP Straight Hammer (near) P 14 HP 12 2 13 HP Straight Hammer (stepping in) 6_P 14 HP 12 2 13 HP Straight Hammer (dodging), (stepping in) P+E 14 HP 12 2 13 HP High Kick K 30 HK 16 2 23 HK High Kick (dodging), (stepping in) K+E 30 HK 16 2 23 HK Level Back Chop P+K 24 HP 21 2 26 HP Neck Cut Kick K+G 36 20 4 37 HK Jab Straight PP 14 HP 9 1 19 HP Double HK KK 20 HK 21 2 34 HK Hammer Kick PK 20 HK 12 2 25 HK 1, 2, Upper PPP 24 HP 18 2 29 MP Elbow Smash PP6P 16 HP 12 2 25 HP Combo Elbow Butt PP6P4P 20 HP 13 3 31 HP Sonic Upper (far) 3P 24 HP 18 2 29 MP Sonic Upper (near) 3P 24 HP 14 2 25 MP Vertical Upper 3_P 22 HP 14 2 23 MP Comet Hook 1P 19 Elb 12 1 27 MP Low Hammer 2_P 9 LP 10 1 14 LP Low Hammer (from standing) 2P 11 LP 16 1 14 LP Arrow Knuckle 2P+K 20 HP 13 2 30 MP Elbow Butt 4P 20 HP 13 3 31 HP Knee Blast 6K 30 Kn 15 2 30 MK Face Lift Kick 3K 28 MK 16 2 37 MK Body Blow 6P 14 HP 15 2 24 MP Axe Lariat 6P+E 40 24 16 31 HP Side Middle Kick 3K+E 33 MK 16 2 37 MK Grizzly Lariat 3P+K 20 LP 18 4 33 LP Tomahawk Flash (sobers 2 points) 6P+K 20 HP 15 3 23 HP Rolling Sabot 6K+G 30 HK 21 2 37 MK Dragon Fish Blow 6PP 20 HP 18 2 37 HP Reverse Sledgehammer 2_36P 30 14 3 39 MP Flying Kneel Kick 66K+G 30 23 6 48 HK Screw Hook 63214P 20 Elb 12 2 31 MP Screw Lariat 63214PP 20 23 2 25 HP Low Drop Kick 62K 20 LK 16 1 49 LK Shoulder Attack 46P 20-70 19 5 35 MP Shoot Shoulder 46P+K 30 17 4 30 MP Front Roll Kick 46K+G 30 34 3 28 MK Tomahawk Chop (sobers 1 point) 9P 15 18 2 17 MP Drop Kick 9K 40 23 5 29 MK Drop Kick (hits) 9K 0 1 76 MK HK (stepping in) 6_K 30 HK 16 2 23 HK Vertical Upper (near) 3_P 22 HP 14 2 23 MP Low Smash 2_K 17 LK 16 1 28 LK Low Smash 2_K+G 17 LK 16 1 28 LK Rolling Hammer (TT high), (chain into P) P 12 HP 11 1 21 Turning Attack Back Kick (TT high) K 36 HK 14 3 26 Turning Attack Back Low Hammer (TT low) 2P 30 HP 15 3 23 Turning Attack Back Drop Kick (TT low) 2K 36 LK 16 2 33 Turning Attack Rolling Hammer (TT high) 2_P 12 HP 14 2 25 Turning Attack Back Drop Kick (TT low) 2_K 36 LK 17 1 39 Turning Attack Running Shoulder Attack (high) P+K 20-35 20 3 29 Running Attack Jumping Lariat (midair) 6P 30 21 6 43 Jump Punch Rising Toe (ascending) K 36 4 5 61 Jump Kick Hammer Kick (midair) K 30 10 2 28 Jump Kick Heel Crush (descending) K 30 11 5 11 Jump Kick Missile Kick (midair) 6K 50 12 4 45 Jump Kick Back Side Kick (midair) 4K 48 12 3 45 Jump Kick Step Hammer (ascending), (midair) P 30 34 4 27 Hop Punch Toe Crush (ascending) K 30 39 4 28 Hop Kick Toe Crush (midair) K 30 10 2 22 Hop Kick Hammer Edge (descending) K 22 10 2 25 Hop Kick Toe Crush 8K+G 30 39 4 28 Hop Kick Brainbuster P+G 60 20 120 1 Throw Brainbuster (Taka-arashi) P+G 70 20 130 1 Throw Bodyslam 3P+G 50 20 159 1 Throw Bodyslam (Taka-arashi) 3P+G 65 20 159 1 Throw Steiner's Screwdriver 33P+G 80 20 194 1 Throw Steiner's Screwdriver (Taka-arashi) 33P+G 95 20 204 1 Throw Giant Swing 41236P+G 100 20 220 1 Throw Giant Swing (Taka-arashi) 41236P+G 100 20 235 1 Throw Wrist Lock Throw 63214P+G 80 145 60 1 Throw Catch 6P+G 1 0 55 Throw Thunder Fire Powerbomb P+G 40+20 20 220 1 Throw Combo Front Neck Chancery (?) 1P+G 60 10 1 113 Throw Combo Slingshot Front Suplex 4P+G 60 20 91 1 Throw Combo Push 3P+G 0 10 72 1 Throw Combo Change 6P+G 0 40 1 100 Throw Combo German Suplex P+G 70 1 142 1 Throw Combo Calf Branding 3P+G 70 1 117 1 Throw Combo Tiger Suplex 4P+G 70 1 160 1 Throw Combo Push 6P+G 0 1 49 1 Throw Combo Combo Double Arm Suplex PP6P1P+K+G 70 20 163 1 Low Throw Tiger Driver 3P+K+G 70 20 160 1 Low Throw Side Suplex 2P+K+G 60 20 90 1 Low Throw Double Arm Suplex 1P+K+G 70 20 163 1 Low Throw Sliding Leg Scissors (side) P+G 50 15 119 1 Throw Cyclone Whip (side) 46or46P+G 60 10 81 1 Throw Close Arm Breaker (side) P+K+G 50+20 10 156 1 Low Throw German Suplex (back standing) P+G 80 20 157 1 Throw Dragon Suplex (back standing) 4P+G 85 20 150 1 Throw German Suplex (back low) P+K+G 70 20 150 1 Low Throw Arm Whip (hits), (from standing) 66P+G 60 1 111 1 Catch Throw Arm Whip 66P+G 1 0 63 Catch Throw Frankensteiner (hits), (from standing) 9P+G 60 1 98 1 Catch Throw Frankensteiner 9P+G 1 0 73 Catch Throw Frankensteiner (back standing), (hits) 9P+G 60 1 98 1 Catch Throw Frankensteiner (back standing) 9P+G 1 0 73 Catch Throw Neck Rolling Throw (Chop hits) 9P6P+G 60 1 0 86 Hit Throw Wrist Lock Throw 63214P+G 80 145 53 1 Wall Throw Wall Bodyslam (wall in front) 3P+G 50+30 103 97 1 Wall Throw Captured (HKs) 4P+K 40 20 125 1 High Reversal Dragon Screw (MKs) 1P+K 30 15 85 1 Mid Reversal Elbow Drop 3P 15 29 2 50 Ground Elbow 8P 30 39 3 23 Ground Elbow (hits) 8P 0 1 72 Ground High Elbow 28_P 40 39 3 23 Ground High Elbow (hits) 28_P 0 1 72 Ground Front Roll Kick 46K+G 18 34 3 28 Ground Somersault Drop 8K 16 32 3 76 Ground Somersault Drop (hits) 8K 1 1 61 Ground Double Claw fd, ht 2P+G 0 1 0 80 Ground Throw Double Claw fu, ht 2P+G 0 1 0 80 Ground Throw Double Claw fd, ft 2P+G 0 1 0 80 Ground Throw Double Claw fu, ft 2P+G 0 1 0 80 Ground Throw Double Claw fu, (hits) 2P+G 0 1 109 1 Ground Throw Double Claw fd, (hits) 2P+G 0 1 120 1 Ground Throw Rising Attacks -------------- Heel Kick (in place), fd, ft KKK 20 29 2 27 Heel Kick (side), fd, ft KKK 20 14 2 33 Heel Kick (forw), fd, ft KKK 20 14 2 33 Heel Kick (back), fd, ft KKK 20 14 2 33 Heel Kick (in place), fd, ft, (delay) KKK 20 14 2 33 Rolling Clear (in place), fd, ht KKK 20 14 3 30 Rolling Clear (side), fd, ht KKK 20 14 3 30 Rolling Clear (forw), fd, ht KKK 20 14 3 30 Rolling Clear (back), fd, ht KKK 20 14 3 30 Rolling Clear (in place), fd, ht, (delay) KKK 20 14 3 30 Rolling Clear (in place), fu, ft KKK 20 34 6 17 Rolling Clear (side), fu, ft KKK 20 14 4 30 Rolling Clear (forw), fu, ft KKK 20 14 4 30 Rolling Clear (back), fu, ft KKK 20 14 4 30 Rolling Clear (in place), fu, ft, (delay) KKK 20 14 4 30 Heel Kick (forw), fu, ht KKK 20 14 2 35 Hose Kick (back), fu, ht KKK 20 19 2 35 Heel Kick (in place), fu, ht KKK 20 34 2 21 Heel Kick (side), fu, ht KKK 20 17 3 28 Heel Kick (in place), fu, ht, (delay) KKK 20 14 2 35 Heel Kick (in place), fu, ht, (delay) KKK 1 1 37 Heel Kick (forw), fu, ht KKK 1 1 37 Heel Kick (in place), fd, ft, (delay) KKK 1 1 37 Heel Kick (side), fd, ft KKK 1 1 37 Heel Kick (back), fd, ft KKK 1 1 37 Heel Kick (forw), fd, ft KKK 1 1 37 Rolling Clear (side), fu, ft KKK 1 1 34 Rolling Clear (forw), fu, ft KKK 1 1 34 Rolling Clear (back), fu, ft KKK 1 1 34 Rolling Clear (in place), fu, ft, (delay) KKK 1 1 34 Rolling Clear (in place), fd, ht KKK 1 1 34 Rolling Clear (side), fd, ht KKK 1 1 34 Rolling Clear (forw), fd, ht KKK 1 1 34 Rolling Clear (back), fd, ht KKK 1 1 34 Rolling Clear (in place), fd, ht, (delay) KKK 1 1 34 Heel Kick (side), fu, ht KKK 1 1 37 Heel Kick (in place), fd, ft KKK 1 1 37 Heel Kick (in place), fu, ht KKK 1 1 37 Rolling Clear (in place), fu, ft KKK 1 1 34 Sliding Kick (in place), fd, ft 2_KKK 20 30 3 26 Low Clear (forw), fd, ft 2_KKK 20 17 3 30 Low Clear (back), fd, ft 2_KKK 20 17 3 30 Low Clear (side), fd, ft 2_KKK 20 17 3 30 Low Clear (in place), fd, ft, (delay) 2_KKK 20 17 3 30 Double Heel Clear (in place), fd, ht 2_KKK 20 32 4 35 Low Clear (side), fd, ht 2_KKK 20 17 2 28 Low Clear (forw), fd, ht 2_KKK 20 17 2 28 Low Clear (back), fd, ht 2_KKK 20 17 2 28 Low Clear (in place), fd, ht, (delay) 2_KKK 20 17 2 28 Low Clear (forw), fu, ft 2_KKK 20 16 5 26 Low Clear (in place), fu, ft 2_KKK 20 32 5 22 Low Clear (side), fu, ft 2_KKK 20 16 5 26 Low Clear (back), fu, ft 2_KKK 20 16 5 26 Low Clear (in place), fu, ft, (delay) 2_KKK 20 16 5 26 Low Clear (forw), fu, ht 2_KKK 20 17 3 30 Low Clear (in place), fu, ht 2_KKK 20 34 4 21 Low Hose Kick (back), fu, ht 2_KKK 20 20 3 33 Low Clear (side), fu, ht 2_KKK 20 17 3 30 Low Clear (in place), fu, ht, (delay) 2_KKK 20 17 3 30 Low Clear (forw), fu, ft 2_KKK 1 1 35 Low Clear (side), fu, ft 2_KKK 1 1 35 Low Clear (back), fu, ft 2_KKK 1 1 35 Low Clear (in place), fu, ft, (delay) 2_KKK 1 1 35 Low Clear (forw), fu, ht 2_KKK 1 1 37 Low Clear (side), fu, ht 2_KKK 1 1 37 Low Clear (in place), fu, ht, (delay) 2_KKK 1 1 37 Low Clear (forw), fd, ft 2_KKK 1 1 27 Low Clear (back), fd, ft 2_KKK 1 1 27 Low Clear (side), fd, ft 2_KKK 1 1 27 Low Clear (in place), fd, ft, (delay) 2_KKK 1 1 27 Low Clear (side), fd, ht 2_KKK 1 1 27 Low Clear (forw), fd, ht 2_KKK 1 1 27 Low Clear (back), fd, ht 2_KKK 1 1 27 Low Clear (in place), fd, ht, (delay) 2_KKK 1 1 27 Low Clear (forw), fu, ht 2_KKK 1 1 27 Low Clear (side), fu, ht 2_KKK 1 1 27 Low Clear (in place), fu, ht, (delay) 2_KKK 1 1 27 Low Clear (in place), fu, ft 2_KKK 1 1 27 e)Jeffry McWild Outfit 1: No shirt, loose fitting pants. (Same as VF2?) Outfit 2: Blue sleeveless shirt, fishing pants and fireman boots. Moves: Technique Name Command Damage Reversal Ini Hit Rec System Straight Knuckle (near) P 14 High Punch 12 2 13 High Punch Straight Knuckle P 14 High Punch 12 2 13 High Punch Straight Knuckle (stepping in) 6_P 14 High Punch 12 2 13 High Punch Straight Knuckle 4_P 14 High Punch 12 2 13 High Punch Hell Stab P+E 20 High Punch 14 1 22 High Punch Double Hell Stab P+EP+E 10 High Punch 8 1 22 High Punch Machine-gun Hell Stab P+EP+EP+E 15 High Punch 24 2 30 High Punch Upper Kick K 30 High Kick 16 2 23 High Kick Upper Kick (avoid), (stepping in) K+E 30 High Kick 16 2 23 High Kick Double Knuckle PP 14 High Punch 9 1 19 High Punch Knuckle Kick PK 20 High Kick 12 2 25 High Kick Killing Toe Kick KK 15 High Kick 23 1 33 Mid Kick 1, 2, Upper PPP 19 High Punch 18 2 27 Mid Punch Killing Toe Kick Hammer KKP 20 24 4 33 Mid Punch Combo Kenka Hook PP4P 35 High Punch 21 3 35 High Punch Elbow Bat 6P 19 Elbow 12 2 26 Mid Punch Smash Upper (near) 3P 20 High Punch 14 2 25 Mid Punch Smash Upper 3P 19 High Punch 18 2 27 Mid Punch Knee Attack 6K 32 Knee 15 2 30 Mid Kick Side Kick 3K 28 Mid Kick 16 2 37 Mid Kick Middle Lead Kick 3K+E 33 Mid Kick 16 2 37 Mid Kick Middle Hell Stab 6P+K 35 High Punch 21 1 30 Mid Punch Low Kick 3K+G 20 Low Kick 16 1 29 Low Kick Double Upper 3PP 15 High Punch 17 3 31 Mid Punch Combo Kenka Upper 3PPP 20 High Punch 17 2 36 Mid Punch Elbow Hammer 6P4P 30 28 4 29 Mid Punch Dash Elbow 66P 19 Elbow 16 2 21 Mid Punch Kenka Upper 33P 32 High Punch 17 2 32 Mid Punch Kenka Kick 66K 40 Mid Kick 26 3 26 Mid Kick Dash Elbow Upper 66PP 19 High Punch 12 2 27 Mid Punch Tornado Hammer (sobers 2 points) 64P 25 High Punch 17 3 37 High Punch Low Knuckle 2_P 9 Low Punch 10 1 14 Low Punch Low Knuckle (from stand) 2P 11 Low Punch 16 1 14 Low Punch Toe Kick 2K 24 18 2 25 Mid Kick Hell Bank Hammer 2P+K 21 High Punch 14 2 23 Mid Punch Ducking Low 2K+G 21 Low Kick 16 1 29 Low Kick Toe Kick Hammer 2KP 19 24 4 33 Mid Punch Elbow Stomp 4P 20 Elbow 15 4 35 Mid Punch Knee Push 4K 22 Knee 12 1 30 Mid Kick Knee Hammer 4KP 15 High Punch 20 2 33 High Punch Kenka Hook (sobers 2 points) 46P 35 High Punch 21 3 35 High Punch Double Hammer Down 43P 20 18 3 45 Mid Punch Heel Attack 46K 36 High Kick 21 2 30 Mid Kick Heel Attack (blocked) 46K 0 1 44 Mid Kick Head Attack 46P+K 35 27 3 24 Mid Punch Stomach Crush 43P+K 20 19 2 40 Mid Punch Rising Hammer 43PP 30 17 3 33 Mid Punch Vertical Upper (near) 3_P 22 High Punch 14 2 23 Mid Punch Vertical Upper 3_P 22 High Punch 14 2 23 Mid Punch Upper Kick (stepping in) 6_K 30 High Kick 16 2 23 High Kick Vertical Kick 2_K 17 Low Kick 16 2 27 Low Kick Jump Hammer (midair) P 30 40 3 24 Jump Punch Rising Sun Hammer (midair) 6P 30 21 6 43 Jump Punch Killing Vice (ascending) K 36 4 5 61 Jump Kick Flying Low Kick (midair) K 30 10 2 28 Jump Kick Heel Stomp (descending) K 30 11 5 11 Jump Kick Jumping Foot Stomp (midair) 6K 50 12 4 45 Jump Kick Rear Kick (midair) 4K 48 12 3 45 Jump Kick Hammer Down (ascending) P 30 34 4 27 Hop Punch Step Knuckle (midair) P 30 26 2 23 Hop Punch Heel Drop (midair) K 30 39 4 28 Hop Kick Jump Kick (ascending) K 20 19 4 40 Hop Kick Pushing Kick (descending) K 22 10 2 25 Hop Kick Throws Backflip P+G 60 20 157 1 Throw Backflip (Taka-arashi) P+G 70 20 169 1 Throw Backbreaker (back) P+G 80 20 180 1 Throw Backbreaker (back), (Taka-arashi) P+G 100 20 195 1 Throw Coconut Crush (right) P+G 20+30 15 116 1 Throw Coconut Crush (left) P+G 20+30 15 116 1 Throw Wall Backflip (wall behind) P+G 60 138 92 1 Throw Wall Backflip (wall in front) P+G 60 159 41 1 Throw Power Slam 6P+G 50 20 139 1 Throw Splash Mountain 33P+G 80 20 229 1 Throw Splash Mountain (Taka-arashi) 33P+G 90 20 252 1 Throw Spinebuster 2P+G 50 10 120 1 Throw Spinebuster (Taka-arashi) 2P+G 50 10 134 1 Throw Back Slow 1P+G 0 10 55 1 Throw Machine-gun Hammer 16P+G 20+10+10+20 10 130 1 Throw Machine-gun Hammer (Taka-arashi) 16P+G 20+10+10+20 10 130 1 Throw Choke Sleeper Swing (back) 4P+G 75 10 257 1 Throw Body Lift 4P+G 75 20 247 1 Throw Body Lift (Taka-arashi) 4P+G 75 20 247 1 Throw Armbreaker (right) 46or64P+G 60 10 144 1 Throw Armbreaker (left) 46or64P+G 60 10 144 1 Throw Headbutt 46P+G 20 20 7 61 Throw Double Headbutt 46P+G6P+G 16 20 14 65 Throw Combo Triple Headbutt 46P+G6P+G6P+G 32 20 50 1 Throw Combo Head Crush 46P+G6P+G4P+G 20+20 10 93 1 Throw Combo Head Crush 46P+G4P+G 20+20 10 91 1 Throw Combo Front Backbreaker 466P+G 70 20 140 1 Throw Front Backbreaker (Taka-arashi) 466P+G 80 20 151 1 Throw Tackle 43P+G 30+25 21 107 1 Throw Tackle (Taka-arashi) 43P+G 30+25 21 107 1 Throw Lift Up Throw after Stomach Crush 2P+G 30 10 73 1 Hit Throw Toe Kick Splash Mountain during Toe Kick Hit 236P+G 100 20 229 1 Hit Throw during Toe Kick Hit, (Taka-arashi) 236P+G 110 20 252 1 Hit Throw Backbreaker (back low) P+K+G 80 20 180 1 Low Throw Corkscrew Knuckle (right low) P+K+G 70 10 105 1 Low Throw Corkscrew Knuckle (left low) P+K+G 70 10 105 1 Low Throw Backbreaker (back low), (Taka-arashi) P+K+G 80 20 195 1 Low Throw Powerbomb 3P+K+G 70 20 139 1 Low Throw Powerbomb (low) 3P+K+G 70 20 139 1 Low Throw Iron Claw 2P+K+G 50 20 179 1 Low Throw Iron Claw (low) 2P+K+G 50 20 179 1 Low Throw Iron Claw (Taka-arashi) 2P+K+G 50 20 177 1 Low Throw Machine-gun Knee Lift 26P+K+G 30+20+10+20 20 111 1 Low Throw Machine-gun Knee Lift (Taka-arashi) 26P+K+G 30+20+10+20 20 111 1 Low Throw Wall Wipe Throw (wall behind) 1P+G 20+20+4x5 38 162 1 Wall Throw Machine-gun Tackle (wall in front) 43P+G 20+15+15 23 143 1 Wall Throw Machine-gun Tackle (wall in front), (Taka-arashi) 43P+G 20+15+15 23 143 1 Wall Throw Ground Attacks Stomping 3K 15 26 2 42 Down Attack Bodypress 8P 30 25 6 79 Down Attack Bodypress (hits) 8P 0 1 60 Down Attack Raiden Drop 28_P 40 31 4 65 Down Attack Raiden Drop (hits) 28_P 0 1 76 Down Attack Devil Reverse Claw (hits), (face down) 2P+G 0 1 109 1 Down Throw Devil Reverse Claw (hits), (face up) 2P+G 0 1 120 1 Down Throw Devil Reverse Claw (face down), (head towards) 2P+G 0 1 0 80 Down Throw Devil Reverse Claw (face up), (head towards) 2P+G 0 1 0 80 Down Throw Devil Reverse Claw (face down), (feet towards) 2P+G 0 1 0 80 Down Throw Devil Reverse Claw (face up), (feet towards) 2P+G 0 1 0 80 Down Throw Spin Knuckle (turn towards high), (comboes to and from P) P 12 High Punch 11 1 21 Turning Attack Back Kick (turn towards high) K 36 High Kick 14 3 26 Turning Attack Back Double Hammer (turn towards high) 2P 30 15 5 24 Turning Attack Back Heel Kick (turn towards mid) 2K 30 Mid Kick 18 5 42 Turning Attack Back Heel Kick (turn towards mid),(blocked) 2K 1 1 53 Turning Attack Spin Knuckle (turn towards mid), (squat) 2_P 12 14 2 25 Turning Attack Running Boy Press (mid) P+K 20-40 18 11 80 Running Attack Running Hip Attack (mid) K+G 30 26 7 25 Running Attack Rising Heel Kick (in place) (face down), (feet towards) KKK 20 29 2 27 Rising Attack Rising Heel Kick (roll sideways) (face down), (feet towards) KKK 20 14 2 33 Rising Attack Rising Heel Kick (roll backward) (face down), (feet towards) KKK 20 14 2 33 Rising Attack Rising Heel Kick (roll forward) (face down), (feet towards) KKK 20 14 2 33 Rising Attack Rising Heel Kick (in place) (face down), (feet towards), (delay) KKK 20 14 2 33 Rising Attack Spinning Up Kick (roll sideways) (face down), (head towards) KKK 20 14 3 30 Rising Attack Spinning Up Kick (roll backward) (face down), (head towards) KKK 20 14 3 30 Rising Attack Spinning Up Kick (roll forward) (face down), (head towards) KKK 20 14 3 30 Rising Attack Sliding Headbutt (in place) (face down), (head towards) KKK 20 36 3 22 Rising Attack Spinning Up Kick (in place) (face down), (head towards), (delay) KKK 20 14 3 30 Rising Attack Spinning Up Kick (in place) (face up), (feet towards) KKK 20 34 6 17 Rising Attack Spinning Up Kick (roll sideways) (face up), (feet towards) KKK 20 14 4 30 Rising Attack Spinning Up Kick (roll backward) (face up), (feet towards) KKK 20 14 4 30 Rising Attack Spinning Up Kick (roll forward) (face up), (feet towards) KKK 20 14 4 30 Rising Attack Spinning Up Kick (in place) (face up), (feet towards), (delay) KKK 20 14 4 30 Rising Attack Rising Heel Kick (in place) (face up), (head towards) KKK 20 34 2 21 Rising Attack Rising Heel Kick (roll sideways) (face up), (head towards) KKK 20 17 3 28 Rising Attack Rising Heel Kick (roll backward) (face up), (head towards) KKK 20 19 2 35 Rising Attack Rising Heel Kick (roll forward) (face up), (head towards) KKK 20 14 2 35 Rising Attack Rising Heel Kick (in place) (face up), (head towards), (delay) KKK 20 14 2 35 Rising Attack Rising Heel Kick (in place) (face up), (head towards), (delay) KKK 1 1 37 Rising Attack Rising Heel Kick (roll forward) (face up), (head towards) KKK 1 1 37 Rising Attack Rising Heel Kick (in place) (face down), (feet towards), (delay) KKK 1 1 37 Rising Attack Rising Heel Kick (roll sideways) (face down), (feet towards) KKK 1 1 37 Rising Attack Rising Heel Kick (roll backward) (face down), (feet towards) KKK 1 1 37 Rising Attack Rising Heel Kick (roll forward) (face down), (feet towards) KKK 1 1 37 Rising Attack Spinning Up Kick (roll sideways) (face up), (feet towards) KKK 1 1 34 Rising Attack Spinning Up Kick (roll forward) (face up), (feet towards) KKK 1 1 34 Rising Attack Spinning Up Kick (roll backward) (face up), (feet towards) KKK 1 1 34 Rising Attack Spinning Up Kick (in place) (face up), (feet towards), (delay) KKK 1 1 34 Rising Attack Spinning Up Kick (roll sideways) (face down), (head towards) KKK 1 1 34 Rising Attack Spinning Up Kick (roll forward) (face down), (head towards) KKK 1 1 34 Rising Attack Spinning Up Kick (roll backward) (face down), (head towards) KKK 1 1 34 Rising Attack Spinning Up Kick (in place) (face down), (head towards), (delay) KKK 1 1 34 Rising Attack Rising Heel Kick (roll sideways) (face up), (head towards) KKK 1 1 37 Rising Attack Rising Heel Kick (in place) (face down), (feet towards) KKK 1 1 37 Rising Attack Rising Heel Kick (in place) (face up), (head towards) KKK 1 1 37 Rising Attack Spinning Up Kick (in place) (face up), (feet towards) KKK 1 1 34 Rising Attack Spinning Low Kick (roll sideways) (face down), (feet towards) 2_KKK 20 17 3 30 Rising Attack Spinning Low Kick (roll forward) (face down), (feet towards) 2_KKK 20 17 3 30 Rising Attack Sliding Axe (in place) (face down), (feet towards) 2_KKK 20 30 3 26 Rising Attack Spinning Low Kick (in place) (face down), (feet towards), (delay) 2_KKK 20 17 3 30 Rising Attack Spinning Low Kick (roll sideways) (face down), (head towards) 2_KKK 20 17 2 28 Rising Attack Spinning Low Kick (roll backward) (face down), (head towards) 2_KKK 20 17 3 30 Rising Attack Spinning Low Kick (roll forward) (face down), (head towards) 2_KKK 20 17 2 28 Rising Attack Sliding Headbutt (in place) (face down), (head towards) 2_KKK 20 34 2 31 Rising Attack Spinning Low Kick (in place) (face down), (head towards), (delay) 2_KKK 20 17 2 28 Rising Attack Spinning Low Kick (in place) (face up), (feet towards) 2_KKK 20 32 5 22 Rising Attack Spinning Low Kick (roll sideways) (face up), (feet towards) 2_KKK 20 16 5 26 Rising Attack Spinning Low Kick (roll backward) (face up), (feet towards) 2_KKK 20 16 5 26 Rising Attack Spinning Low Kick (roll forward) (face up), (feet towards) 2_KKK 20 16 5 26 Rising Attack Spinning Low Kick (in place) (face up), (feet towards), (delay) 2_KKK 20 16 5 26 Rising Attack Spinning Low Kick (in place) (face up), (head towards) 2_KKK 20 34 4 21 Rising Attack Spinning Low Kick (roll sideways) (face up), (head towards) 2_KKK 20 17 3 30 Rising Attack Spinning Low Kick (roll forward) (face up), (head towards) 2_KKK 20 17 3 30 Rising Attack Low Double Heel Kick (roll backward) (face up), (head towards) 2_KKK 20 20 3 33 Rising Attack Spinning Low Kick (in place) (face up), (head towards), (delay) 2_KKK 20 17 3 30 Rising Attack Spinning Low Kick (roll sideways) (face up), (feet towards) 2_KKK 1 1 35 Rising Attack Spinning Low Kick (roll forward) (face up), (feet towards) 2_KKK 1 1 35 Rising Attack Spinning Low Kick (roll backward) (face up), (feet towards) 2_KKK 1 1 35 Rising Attack Spinning Low Kick (in place) (face up), (feet towards), (delay) 2_KKK 1 1 35 Rising Attack Spinning Low Kick (roll sideways) (face up), (head towards) 2_KKK 1 1 37 Rising Attack Spinning Low Kick (roll forward) (face up), (head towards) 2_KKK 1 1 37 Rising Attack Spinning Low Kick (in place) (face up), (head towards), (delay) 2_KKK 1 1 37 Rising Attack Spinning Low Kick (roll sideways) (face down), (feet towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll forward) (face down), (feet towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll backward) (face down), (head towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (in place) (face down), (feet towards), (delay) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll sideways) (face down), (head towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll forward) (face down), (head towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll backward) (face down), (head towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (in place) (face down), (head towards), (delay) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll sideways) (face up), (head towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (roll forward) (face up), (head towards) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (in place) (face up), (head towards), (delay) 2_KKK 1 1 27 Rising Attack Spinning Low Kick (in place) (face up), (feet towards) 2_KKK 1 1 27 Rising Attack f)Kage-Maru Outfit 1: Exact same outfit from VF2 Outfit 2: White pants, grey tee shirt, face mask, pony tail Moves: BASIC MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P punch 10 H 8 2 12 S HP d+P low punch 11 L 16 1 14 C LP D+P crouching low punch 9 L 10 1 14 C LP K roundhouse kick 25 H 14 2 23 S HK F+K deep roundhouse kick 25 H 12 2 25 S HK d+K low kick 14 L 16 1 2 C LK d/f+K sidekick 22 M(GH) 14 2 25 S MK BASIC DODGING ATTACKS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P+E dodging swipe 14 H 12 2 17 S HP K+E dodging roundhouse 25 H 14 2 23 S HP d/f+K+E dodging sidekick 22 M 14 2 26 S MK (Note: The P+E can be used to start any punch combo) HOPPING ATTACKS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- +P hopping chop 30 M 33 4 23 S HP P (asc) hopping jab 24 M 14 3 34 S LP +K hurdling hop kick 20 M 10 2 34 S n/r K (asc) hop kick 20 M 10 2 13 S HK K (desc) hopping sweep 20 L 19 4 40 S LK u/f+K+G hopping heel smash 35 M 30(0) 4(1) 23(40) S MK JUMPING ATTACKS Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- f+P overhead hammer 30 H 14 2 44 S +K takeoff jumpkick 30 H 5 4 61 S K (asc) mid-air kick 30 H 10 2 28 S K (desc) landing kick 30 H 11 5 11 S U/F+K 2.5 roll & slam 30 H 30 38 46 S f+K front dropkick 40 H 21 4 39 S b+K rear dropkick 40 H 12 4 44 S RUNNING ATTACK Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- run+K running slide 30 L 18 6 36 S TURN-AROUND MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- b,b+P downward slap 14 H 13 2 16 S HP b,b+K back thrust 24 H 15 2 24 S HK b,b+K+G toe slide 12 L 21 2 24 S LK d/f+K+G inverse kickflip 40 M 23(1) 4(0) 42(42) S n/r TURN-TOWARDS MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P punch 12 H 10 2 19 S HP K roundhouse kick 25 H 14 3 26 S HK d+P low swipe 15 L 14 1 24 S LP u/b+K backwards kickflip 40 M 26 5 26 S n/r u+K flip-over knee 30 M 31(1) 5(1) 31(42) S n/r u/f+K backwards kickflip 25 M 32(1) 4(19) 37(35) S n/r D+P crouching high punch 14 L 5 3 18 C LP d+K sliding low kick 30 L 16 2 37 C LK (Note: The TA punch can be used to start any punch combo) POUNCES AND GROUND ATTACKS (WHEN YOUR OPPONENT IS DOWN) Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- d/f+K heel swat 13 G 28 2 43 S U+P (near) head slam 30 G 41(0) 9(1) 60(58) D(S) U+P (mid) foot slam 40 G 49(0) 2(1) 26(80) S U+P (far) knee slam 30 G 48(1) 4(1) 69(73) S (Note: Stats in parenthesis refer to successful pounce animation times) SPECIAL MOVES AND CANNED COMBINATIONS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- PK punch & kick 20 H 12 2 25 S HK PP 2 punches 10 H 8 2 17 S HP PPK 2 punches & kick 30 H 14 2 29 S HK PPP 3 punches 12 H 9 2 18 S HP PPPK PPP & mid-kick 30 M 16 2 35 S MK PPPu/b+K PPP & b. kickflip 20 M 10 3 39 S FK f+P elbow 19 M(GH) 11 2 22 S Elb b+P high spinning elbow 17 H 13 2 21 S HP b+P,K high elbow & mid-kick 25 M 16 2 27 S MK PPb+P PP & high elbow 17 H 13 2 21 S HP PPb+PK PP, high elbow & mid-kick 30 M 16 2 35 S MK d/b+P dodging swipe 14 H 12 2 17 S HP FC,f+K rising knee 38 M 14 2 39 S,F n/r d+K+G heel kick 35 M 14 2 31 S HK u/b+K backwards kickflip 40 M 20 2 35 S FK u/b+K+G kickflip 50 M 12 4 59 S FK b+K+G back thrust 30 H 22 3 22 S HK d/b+K sliding foot tackle 19 L 19 6 48 S LK f,d,d/f+P dragon punch 40 M 15 5 41 S HP f,f+K backheel sweep 20~30 L 27 4 36 S,F LCr f,f+K+G corkscrew kick 40 M 25 8 43 S,F n/r f,f+P+K+G catapult kick 40 L 20 20 77 S n/r (Note: The d/b+P dodging swipe can be used to start any punch combo) SLASH AND CHOP MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P+K slash shikan-ken 16(1DP) H 23 3 20 C,F HP f+P+K chopping shuto 16(2DP) M 16 3 27 S HP f+P+K,P+K horizontal shuto 14 H 13 2 25 S HP d+P+K slash shuto 20 M(GF) 16 2 25 S HP d/f+P+K twisting shuto 24 M 16 3 30 S HP FC,d/f+P crouching sword hand 20 M 14 1 32 S HP ROLLING MOVES AND ATTACKS, AND BACKFLIPS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- f,SCR,b roll back 0 n/a 1 27 22 S n/a b,SCR,f roll forward 0 n/a 1 27 19 S n/a f,SCR,b+P multiroll back 0 n/a 1 30 1 S n/a b,SCR,f+P multiroll forward 0 n/a 1 30 1 S n/a f,SCR,b+K roll back & sweep 20~35 L 27 5 31 C LCr b,SCR,f+K roll fwd & sweep 20~35 L 25(1) 5(1) 41(36) C LCr (b,SCR,f+P) shinsodan 15 L 1 9 35 S n/r b+E cartwheel backwards 0 n/a 1 45 1 S n/a d,u/b backflip 0 n/a 1 43 1 S n/a (Note: The shinsodan will only come out if it has been linked to at least one forward or backward multiroll) THROWS Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- P+G shoulder throw 50(60) HF 20 50(70) 10(1) S d/f+P+G toka throw 50(45) HF 20 60(75) 1 S b,f+P+G reaping throw 50 HF 20 79 1 S b,d+P+G death from below 60(65) HF 10 114 1 S b+P+G ten-foot toss 40(55) HF 20 8 60 S b+P+G,u+P+G ten-foot toss & izuna drop 60(70) MT 107(45) 71(80) 1 S f+P+G cartwheel 0 HA 20 57(76) 1 S P+G leg takedown 40 HS 15 80 1 S P+G torso takedown 50(60) HB 20 127(125) 1 S P+K+G low torso takedown 50 LB 20 119 1 S u/f+P+G slap-U-silly 20+10+10+10 HC 24 146 1(71) S (10+20+10+10) u+P+G backwards leg takedown 50 TAHC 19 91 1(65) S (Note: All stats in parenthesis refer to changes when the throw is executed against Taka, except for the f+P+G throw. The f+P+G throw takes 57 frames for execution from the front, 76 from side and back, against all characters) REVERSAL Command Description Dam Ini Hit Rec Pos ------- ----------- --- --- --- --- --- b+P+K HP level wrist grab 30 1 75 1 S HIGH (MID) RISING ATTACKS fd = face down ft = foot towards fu = face up ht = head towards Name Movement Lie Command Damage Exe Hit Rec ---- -------- --- ------- ------ --- --- --- Windmill Kick none fd ft KKK 20 29 8 44 Leaf Cutting Kick side fd ft KKK 20 14 2 33(37) Leaf Cutting Kick back fd ft KKK 20 14 2 33(37) Leaf Cutting Kick forw fd ft KKK 20 14 2 33(37) Tornado Kick none fd ft delay KKK 20 14 2 33(37) Revolving Heel Drop none fd ht KKK 20 30 4 27 Tornado Kick side fd ht KKK 20 14 3 30(34) Tornado Kick back fd ht KKK 20 14 3 30(34) Tornado Kick forw fd ht KKK 20 14 3 30(34) Tornado Kick none fd ht delay KKK 20 14 3 30(34) Tornado Kick none fu ft KKK 20 34 6 17(34) Tornado Kick side fu ft KKK 20 14 4 30(34) Tornado Kick back fu ft KKK 20 14 4 30(34) Tornado Kick forw fu ft KKK 20 14 4 30(34) Tornado Kick none fu ft delay KKK 20 14 4 30(34) Leaf Cutting Kick none fu ht KKK 20 34 4 21 Leaf Cutting Kick side fu ht KKK 20 14 2 35(37) Leaf Cutting Kick forw fu ht KKK 20 14 2 35(37) Ryuuzetsu Kick back fu ht KKK 20 19 2 35 Leaf Cutting Kick none fu ht delay KKK 20 14 2 35(37) LOW RISING ATTACKS fd = face down ft = foot towards fu = face up ht = head towards Name Movement Lie Command Damage Exe Hit Rec ---- -------- --- ------- ------ --- --- --- Inside Tornado Grind K. none fd ft D,KKK 20 29 5 25(27) Inside Tornado Grind K. side fd ft D,KKK 20 17 3 30(27) Inside Tornado Grind K. back fd ft D,KKK 20 17 3 30(27) Inside Tornado Grind K. forw fd ft D,KKK 20 17 3 30(27) Inside Tornado Grind K. none fd ft delay D,KKK 20 17 3 30(27) Tornado Grind Kick none fd ht D,KKK 20 30 3 31 Tornado Grind Kick side fd ht D,KKK 20 17 2 28(27) Tornado Grind Kick back fd ht D,KKK 20 17 2 28(27) Tornado Grind Kick forw fd ht D,KKK 20 17 2 28(27) Tornado Grind Kick none fd ht delay D,KKK 20 17 2 28(27) Tornado Grind Kick none fu ft D,KKK 20 32 5 22(27) Tornado Grind Kick side fu ft D,KKK 20 16 5 26(35) Tornado Grind Kick back fu ft D,KKK 20 16 5 26(35) Tornado Grind Kick forw fu ft D,KKK 20 16 5 26(35) Tornado Grind Kick none fu ft delay D,KKK 20 16 5 26(35) Earth Grind Sweep back fu ht D,KKK 20 20 3 33 Inside Tornado Grind K. none fu ht D,KKK 20 17 7 17 Inside Tornado Grind K. side fu ht D,KKK 20 17 7 17 Inside Tornado Grind K. forw fu ht D,KKK 20 17 7 17 Inside Tornado Grind K. none fu ht delay D,KKK 20 17 3 30(37) g)Sarah Bryant Outfit 1: Black, low slung tight pants, high heeled boots, shirt with many revealing holes. Oh-la-la! ;) Outfit 2: Shorts, high black boots, red top, hair is down Moves: Motion Damage Level Exe-Ht-Rec Reverse Comments ------ ------ ----- ---------- ------- -------- P 10 H 8 2 12 HP P+E 14 H 21 2 20 HP D+P 9 L 10 1 14 LP K 25 H 12 2 25 HK K+E 25 H 12 2 25 HK d/f+K 10 M 12 2 30 MK G half d/f+K+E 19 M 12 2 40 MK D+K 15 L 14 1 26 LK d/f+K 15 G 18 3 49 Soccer kick u+P 30 G 33 5 45 low pounce dU+P 40 G 35 2 45 high pounce [TT] f+K 36 H 27 3 34 HK {Note: treat all [TT] K 36 H 10 2 33 HK {stick motions as [TT] d+K 20 L 17 4 25 LK {with respect to [TT] d/f+K 25 H 19 2 36 HK {current facing; [TT] P 10 H 10 1 22 HP {ie. 'f' is the [TT] d+P 14 L 13 1 25 LP {side that Sarah [TT] D+K 36 L 17 4 27 LK {is now facing. [TA] bb+P 14 H 10 1 16 HP [TA] bb+K 25 H 19 2 26 HK d/f+P 12 H 12 2 19 HP -2DP PP 10+10 HH 9 1 15 HP PPK 10+10+30 HHH 14 2 29 HK PPP 10+10+10 HHH 10 2 18 HP PPPu/b+K 10+10+10+35 HHHM 10 4 46 FlipK G half (b+K OK) PPPK 10+10+10+35 HHHM 14 2 45 PPPu+K 10+10+10+30 HHHM 15 3 53 PK 10+20 HH 12 2 25 HK Pd+K 10+19 HM 12 2 27 MK f+P 12 M 11 1 23 Elb G half f+PK 12+25 MM 14 2 31 Knee f+P,D/F+P 12+12 MH 15 2 20 HP -1DP f+Pb+K 12+25 MM 18 3 34 HK KK 25+10 HH 17 3 30 HK KP 25+8 HH 20 3 13 HP b+K 10+20 H 13 2 -- 8 2 26 HK [FC] b+K 20 H 12 1 27(29) HK [FC] b+KK 20+20 HH 18 2 21(29) HK [FC] f+K 35 M 14 2 45 [FC] f+KK 35+22 M 20 2 30 u/f+K+G 20~50 H 28 4 29(41) HCres d/f+KK 10+14 MH 9 2 28 HK d/f+KKK 10+14+20 MHH 16 2 40 HK d/f+KKf+K 10+14+21 MHM 28 3 31 d/f+KKb+K 10+14+21 MHL 22 2 30 f+K 30 M 15 2 30 Knee f+kd/f+K 30+45 MM 49 3 37 K+G 20~35 M 22 2 27(24) HK d/b+K 35 M 15 3 36 HK u/b+K 50 M 12 4 43 FlipK G half b+K+G 30 M 16 5 32 HK d/b+K+G 22 M 17 2 30 HK d+K 24 M 13 3 28 HK d+KK 24+23 MM 18 2 29 MK d+P+K 13 M 18 2 27 HK d+P+KK 13+26 MM 17 3 29 HK u/b+K+G 30 M 20 3 22(34) HK u(u/f)+K 25 M 23 2 23(36) f+K+G 25 M 28 2 24 MK u+K+G 25 M 20 3 20 MK ff+K 30 M 13 2 35 Knee d+K+G 25 L 18 1 33 LK D+K 15 L 14 1 26 LK D+KK 19 L 19 2 28 LK d/f+K+G 20 L 24 2 35(40) LCres [run] K+G 20~70 M 19 3 39 u/f+P -- move 10 44 6 [BK] u/f+P -- move 10 40 10 u(u/f)+KP 25(+0) move 23 2 54 Throw Damage Level Position Comments ----- ------ ----- -------- -------- P+G 50 st front ff+P+G 40 st front bf+P+G 60 st front b+P+G 8+5+10+20 st front b+P+G 10+20+10+10+10 st wallfr u/f+P+G 70 stC front P+G 40 st side P+G 60 st back P+K+G 60 cr back h)Jacky Bryant (Jerky) Outfit 1: New red-sleeved leather jacket, jeans. Outfit 2: Blue jeans, belt, white and blue jacket similar to above. Moves: Motion Damage Level Exe-Ht-Rec Reverse Comments ------ ------ ----- ---------- ------- -------- P 12 H 9 2 12 HP P+E 14 H 12 2 17 HP D+P 9 L 10 1 14 LP K 25 H 13 2 32 HK K+E 25 H 13 2 32 HK d/f+K 25 M 14 2 30 MK G half d/f+K+E 25 M 14 2 31 MK D+K 15 L 14 1 26 LK d/f+K 15 G 18 3 49 Soccer kick U+P 30 G 33 5 45 low pounce dU+P 40 G 36 2 45 high pounce [TT] P 20 H 9 1 26 HP [TT] PK (near) 20+19 HM 12 2 27 MK [TT] PK 20+25~50 HH 25 3 33 HCres [TT] Pd+K 20+20~35 HL 25 3 37 LCres [TT] d+P 14 L 17 1 24 LP [TT] d+PK 14+20~35 LL 29 3 37 LCres [TT] K 36 H 14 3 43 HK [TT] d+K 36 L 17 3 27 LK [TT] D+K 36 L 17 4 25 LK [TA] bb+P 14 H 12 1 18 HP [TA] bb+K 30 H 15 2 32 HK PP 12+12 HH 8 2 19 HP PPu+P 12+12+25 HHH 15 1 26 HP PPP 12+12+14 HHH 10 2 20 HP f+P 19 M 11 2 22 Elb G half f+PK 19+20 MH 14 2 31 HK f+PP 19+15 MH 14 1 28 HP f+PPK 19+15+18 MHH 18 1 42 HK f+PPd+K 19+15+14 MHL 19 2 28 LK PPf+P 12+12+19 HHM 15 2 25 Elb G half PPf+PK 12+12+19+20 HHMH 14 2 31 HK PPb+P 12+12+22 HHH 15 1 29 HP PPb+PK 12+12+22+25~50 HHHH 25 3 33(39) HCres PPK 12+12+30 HHH 14 2 29 HK PPf+K 12+12+30 HHM 15 2 30 Knee PPd+K 12+12+15 HHL 14 1 26 LK b+P 22 H 15 1 21 HP b+PP 22+25 HH 15 1 30 HP b+Pd/b+P 22+15 HL 16 1 25 LP b+PK 22+25~50 HH 25 3 33(39) HCres b+Pd+K 22+20~35 HL 25 3 37(49) LCres b/d+P 22 L 15 2 30 LP B/D+PK 22+20~35 LL 28 4 37(43) LCres d/f+P 10 H 12 2 21 HP -1DP d/f+PP 10+14 HH 14 2 18 HP -1DP d/f+PPf+P 10+14+25 HHH 15 1 26 HP -1DP d/f+PPP 10+14+14 HHM 15 2 25 HP -1DP d/f+PPPP 10+14+14+14 HHMM 8 1 34 HP -1DP P+K 20 M 14 3 34 HP G half, -1DP P+KK 20+20 MH 16 2 36 HK P+KP 20+12 MH 20 1 20 HP P+KPK 20+12+30~50 MHH 25 3 33(39) HCres P+KPd+K 20+12+20~35 MHL 25 3 37(43) LCres F+PPf+PP 12+12+19+15 HHMH 14 1 (no stat available) F+PPf+PPK 12+12+19 HHMHH 18 1 42 HK +15+18 F+PPf+PPd+K 12+12+19 HHMHL 19 2 26 LK +15+14 PK (near) 12+19 HM 12 2 27 MK PK 12+30 HH 18 4 19(33) HCres F+PK 12+20 HH 12 2 25 HK Pd+K 12+40 HL 22 4 35(42) LCres KK 25+20 HM 19 2 43 MK Kd+K 25+15 HL 19 2 26 LK KP 25+15 HH 20 1 26 HP KPK 25+15+30~50 HHH 25 3 33(39) HCres KPd+K 25+15+20~35 HHL 25 3 37(49) LCres K+G 30~50 H 24 6 25(34) HCres K+Gd+K+G 30~50+20~40 HL 19 3 41(48) LCres d/f+KK 25+25 MM 20 2 39 MK G half d+K 24 M 18 2 25 HK D+KK 15+19 LL 19 2 28 LK f+K 30 M 15 2 30 Knee ff+K 30 M 13 3 31 HK b+K 20 M 17 2 26 HK b/u+K 50 M 12 4 51 FlipK b+K+G 30 M 20 3 22(34) HK bf+K+G 36 M 17 3 41 HCres Rec=125 on counter d+K+G 25 L 18 1 33 LK dd -- move 1 9 11 switch stance d+P+K, 8 M 9 2 no data HK {Lightning K, +8 M 15 2 no data HK { Kicks #1 K, +8 M 13 2 no data HK { K, +10 H 17 2 no data HK { K +30 H 20 2 103 HK { d/b+P+K, 8 M 9 2 no data Knee {Lightning K, +8 M 15 2 no data HK { Kicks #2 K, +8 M 13 2 no data HK { K, +10 H 16 1 no data HK { K +30 H 20 1 104 HK { (or d+K) (+30 L 20 1 104 LK {LK #3 variant Throw Damage Level Position Comments ----- ------ ----- -------- -------- P+G 50 st front ff+P+G 40 st front fb+P+G 10+50 st front d/fd/f+P+G 10+40 st front P+G 5+5+15+15 st side P+G 60 st back ff+P+G 40 st wallfr i)Shun Di Outfit 1: Swiss clock maker/yodeler outfit. You must see a pic to believe. Outfit 2: Blue outfit, very wierd. Hard to describe. Moves: Motion Damage Level Exe-Ht-Rec Reverse Comments ------ ------ ----- ---------- ------- -------- P 10 HP 9/2/15 High PP 12 HP 9/2/18 High PPP 15 HP 18/3/27 Mid PP, d+K 10 LK 18/2/33 Low, req. 6DP Stop Animation 1/1/41 (guarded) PP, d+KK 20 HK 13/2/41 High, req. 6DP PP, d+KG -- n/a 1/1/30 Sacrifice, req. 6DP PP, d+KKG -- n/a 1/1/30 Sacrifice, req. 6DP PPE -- n/a 1/19/17 Dodge, Combos into PPx PP, d+E -- n/a 1/19/17 Dodge PK 20 HK 13/ 1/29 High P+E 15 HP 10/ 2/17 High f+P 15 HP 14/ 1/26 High, -1DP f+PK 28 ----- 21/ 3/32 Mid, -1DP f+PP 13 Elbow 19/ 2/32 Mid, -1DP f+PPK 28 ----- 21/ 3/32 Mid, -1DP f+PPP 10 HP 17/ 2/29 High, -1DP f+PPPK 28 ----- 21/ 3/32 Mid, -1DP Hit Animation 1/74/1 (hit) for ANY K b, f+P 8 HP 9/ 2/22 High b, f+PP 10 HP 7/ 2/24 High b, f+PPP 14 HP 13/ 2/21 High FC, d+P 8 LP 10/ 1/15 Low FS, d+P 11 LP 16/ 1/14 Low d/b+P 15 LP 20/ 2/34 Low FC, d/b+P 16 LP 17/ 2/31 Low d/b+PK 15 LCres 28/ 3/65 Low Stop Animation 1/ 1/67 (guarded) b+P 24 HP 15/ 3/23 High FC, f+P 30 HP 16/ 1/34 Mid d/f+P 19 HP 15/ 2/28 Mid d/f+P, P+K 16 HK 16/ 2/24 High d/f+P, P+K, K 23 MK 25/ 2/47 Mid, Sacrifice d, d/f, f+P 28 HP 13/ 3/25 Mid d, d/f, f+P, b+P 18 HP 15/ 2/24 High b, d/f+P 23 HP 16/ 2/33 Mid P+K 12 HP 13/ 2/32 Mid P+K, K 23 MK 25/ 2/47 Mid, Sacrifice f+P+K 39 ----- 32/ 2/34 Mid Hit Animation 1/58/1 (hit) +5DP K 25 HK 14/ 1/28 High KK 10 HK 13/ 1/31 High KKP 10 HP 20/ 2/23 High KK, d+P 10 LP 19/ 2/26 Low F+K 20 HK 14/ 1/32 High K+E 25 HK 14/ 1/28 High b+K 24 MK 17/ 1/36 Mid, Sacrifice b+K+G 20 MK 15/30/34 Mid d/f+K 21 MK 15/ 1/29 Mid d/f+K+E 21 MK 14/ 2/27 Mid D+K 10 LK 14/ 1/28 Low d/b+K 10 LK 18/ 2/33 Low Stop Animation 1/ 1/41 (guarded) d/b+KK 20 LK 13/ 2/41 High (sic) d/b+KG -- n/a 1/ 1/23 Sacrifice d/b+KKG -- n/a 1/ 1/30 Sacrifice d/b+K+G 20 MK 15/ 2/2 High & 15 ----- 9/ 4/14 High, Sacrifice d+P+K 10 LCres 24/ 2/30 Low, req. 1DP d+P+K, K 10 LCres 23/ 3/28 Low, req. 6DP d+P+K, KK 10 LCres 20/ 3/31 Low, req. 7DP Stop Animation 1/ 1/41 (guarded) for ANY sweep. FC, d+K+G or d/f+K+G 20-30 LK 25/ 4/42 Low Stop Animation 1/ 1/50 (guarded) f+K+E 20 ----- 20/ 4/4 Mid & 10 ----- 3/ 3/30 Mid K+G 35 ----- 17/ 3/30 Mid Stop Animation 1/ 1/42 (guarded) K+G, P 19 ----- 45/ 2/24 High d+K+G 25 ----- 22/ 1/43 Mid u+K 26 ----- 14/ 4/29 Mid f, f+K 29 ----- 18/ 2/37 Mid f, f+P+K 16 ----- 19/10/59 Mid, req. 8DP d+P+K+G -- n/a 1/ 1/49 +1DP d, d -- n/a 1/28/2 Sit u+P+K -- n/a 1/38/4 Handstand f, d/f, d, d/b, b -- n/a 1/42/2 Handstand b, d/b, d, d/f, f -- n/a 1/33/72 Lying d, u/b -- n/a 1/ 1/45 Back Handspring Sit, K 20 ----- 22/ 3/41 Mid Hit Animation 1/22/18 (hit) Sit, d+K 24 LK 24/ 6/37 Low Stop Animation 1/ 1/49 (guarded) Sit, P+K+G -- n/a 1/120/1 +3DP Sit, f -- n/a 1/29/1 Stand Sit, d, d -- n/a 1/19/88 Lying Sit, b -- n/a 1/39/5 Handstand Handstand, K 30 ----- 11/19/26 Mid Handstand, P+K 24 Elbow 34/ 4/27 Mid Handstand, K+G 25 ----- 34/ 3/20 Mid Handstand, u -- n/a 1/29/1 Stand Lying, K 18 MK 14/ 2/43 Mid Stop Animation 1/ 1/49 (guarded) Lying, KP 12 HP 12/ 1/32 High Lying, KPK 24 MK 17/ 1/36 Mid Lying, KP, d+K 10 LK 18/ 2/33 Low, req. 10DP Stop Animation 1/ 1/41 (guarded) Lying, KP, d+KK 20 HK 13/ 2/41 High, req. 10DP Lying, KP, d+KG -- n/a 1/ 1/30 Sacrifice, req. 10DP Lying, KP, d+KKG -- n/a 1/ 1/30 Sacrifice, req. 10DP Lying, d+K 12 ----- 14/ 3/42 Low Lying, F+K 10 ----- 24/ 3/3 Low & 16 ----- 2/ 4/41 Low u/f+E -- n/a 1/ 6/16 Dodge b+E -- n/a 1/12/17 Dodge b+E, P 15 HP 10/ 2/17 High u/b+E -- n/a 1/12/23 Dodge u/b+E, P 20 HP 9/ 4/18 High u/b+E, P+K 30 ----- 19/ 4/28 High b+P+E 30 HP 19/ 4/28 High Hopping Attacks --------------- u/b+K 30 ----- 20/ 4/32 Mid, Sacrifice Hit Animation 1/ 1/31 (hit) u/b+P+K 30 ----- 53/ 3/22 Mid u/f+K 35 ----- 32/ 3/45 Mid u/f+P+K or u/f+P 30 HP 24/ 3/38 Mid Ascend, P 30 ----- 53/ 3/22 Mid, Sacrifice? Air, P 30 HP 26/ 3/22 ??? Air, K 30 ----- 10/ 2/22 Mid Landing, K 20 ----- 13/ 2/26 ??? Turnaround Attacks ------------------ P 12 HP 11/ 1/21 High, Combos into Px P+K 15 MK 12/ 3/32 Mid P+K, K 20 ----- 26/ 3/45 Mid, Sacrifice K 30 HK 15/ 3/33 High Stop Animation 1/ 1/43 (guarded) Hit Animation 1/ 1/49 (hit) FS, d+P 14 LP 16/ 2/25 Low FS, d+K 25 LK 19/ 2/30 Low FC, D+P 12 HP 15/ 1/21 High b, b+P 12 ----- 14/ 3/20 High, Turn b, b+K 30 ----- 20/ 4/22 High, Turn Running Attacks --------------- Run, K 29 ----- 18/ 2/37 Mid Down Attacks ------------ d/f+P 12 19/ 3/49 Ground Punch u+P 30 38/ 2/56 Pounce back, u+P 30 38/ 5/51 Pounce Hit Animation 1/ 1/66 (hit) d, U+P 30 38/ 4/65 Pounce Hit Animation 1/77/1 (hit) back, d+U+P 30 39/ 5/79 Pounce Hit Animation 1/59/1 (hit) U/B+P 20 55/ 2/21 Pounce U/F+P 20 46/ 4/15 Throws ------ P+G 10+10+10+30 10/169/1 Throw Taka Variant 10+10+10+30 10/167/1 d/f+P+G 0 10/ 49/1 Throw Taka-Arashi Variation 0 10/ 50/1 b+P+G 30+20 20/ 80/1 Throw (TakaV) Wall Front Variant 20+40 43/197/1 Wall Front Variation b, d/f+P+G 40 10/ 72/1 Throw, req. 6DP back, P+G 20+30+20 10/ 80/1 Throw, req. 5DP Taka Variant 10+30+20 10/ 80/1 Handstand, P+G -- 1/ 0/75 Catch Throw Hit Animation 50 1/ 98/1 (hit) P+G 9+7+4+2+4+4+4+4+2 20/306/1 Back Throw (TakaV) P+G 40/40 10/107/1 Side Throw j)Lion Rafale Outfit 1: Black shorts, grey sweatshirt, red vest. Outfit 2: White pants, wierd almost floral print shirt. (It's tho thweet!) Moves: k)Aoi Umenokouji Outfit 1: two-tone striped blue pants, sleeveless pink top. Outfit 2: ? Moves: BASIC MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P 10 H 9 2 13 S HP d+P 11 L 16 1 14 C LP D+P 9 L 10 1 16 C LP K 20 H 12 3 32 S HK F+K 20 H 12 3 30 S HK d+K 12 L 14 1 28 C LK d/f+K 21 M 14 2 27 S MK BASIC DODGING ATTACKS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P+E 10 H 9 2 13 S HP K+E 20 H 12 3 32 S HK d/f+K+E 21 M 14 2 25 S MK HOPPING ATTACKS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- +P 30 M 34 3 24 S P (asc) 30 M 26 2 23 S +K 18 M 20 1 20 S K (asc) 20 M 10 2 13 S K (desc) 20 M 10 2 19 S JUMPING ATTACKS Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- f+P 30 H 21 6 43 S +K 30 H 5 4 56 S K (asc) 30 H 11 2 25 S K (desc) 30 H 10 6 11 S b+K 40 H 12 4 44 S TURN-AROUND MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- b,b+P 14 H 16 2 16 S HP TURN-TOWARDS MOVES Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P 12 H 12 1 20 S HP K 20 H 15 3 27 S HK KK 20(40) H 15 3 28 S MK d/f+K 20 L 15 2 29 LK d+P 10 L 11 2 28 HP d+K 12 L 21 2 25 LK D+P 12 H 15 1 21 HP D+K 12 L 21 2 24 d+P 14 M 12 1 1 HP (second strike of d+P) 14 M 5 2 16 (Note: The TA punch can be used to start any punch combo) POUNCES AND GROUND ATTACKS (WHEN YOUR OPPONENT IS DOWN) Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- d/f+P 10 G 19 1 41 u+P 30 G 30 2 37(75) u+P TA 30 G 39 3 36(75) d,U+P 40 G 28 5 38(65) d,U+P TA 40 G 37 5 46(65) (Note: Stats in parenthesis refer to successful pounce animation times) SPECIAL MOVES AND CANNED COMBINATIONS Command Description Dam Lvl Ini Hit Rec Pos Rev ------- ----------- --- --- --- --- --- --- --- P+K 8(1DP) H 12 2 19 S HP P+KP 9(1DP) H 11 2 21 S HP P+KPP 9(1DP) H 15 2 25 S HP PP 2 punches 10 H 8 2 15 S HP PK punch & kick 29 H 14 2 31 S HK KK 24 M 19 3 23(42) S HK PPP 3 punches 12 H 12 2 29 S HP PPK 2 punches & kick 30 H 14 2 27 S HK PPPK PPP & knee 35 M(GF) 18 2 31 S Kn PPPd+K PPP & sweep 20 L 19 4 32(46)(G) C LCr PPf+P 20 M 19 3 29(G) S Elb PPF+PP 20 M 23 1 29(G) S Elb D,d/f+P 10~21 M 12 2 30 S Elb f+P 19 M 11 2 24 S Elb d/f+P 23 M 18 3 25(G) S Elb f+K 20 M 18 2 23 S Kn f+P+K 20 H 15 3 25 S Elb d/f+P+K 15 M 16 1 24 S HP f+PP 14 M 21 1 25(G) S HP f+KK 20 H 13 2 31 S HK f,f+P 27 M 17 2 32(G) S Elb f,f+P+K 20 H 14 1 22 S Elb d/b+K 20 L 15 2 29 C LK d+K+G 20 L 19 4 30(46)(G) C LCr d,d+P 18 M 13 2 22 n/r b,b+P+K 14(2DP) H 17 2 28(G) S F+P+KP 20 H 23 1 29(G) S HP THROWS Command Description Dam Lvl Ini Hit Rec Pos ------- ----------- --- --- --- --- --- --- P+G 40 HF 20 99(97) 1 S D,f+P+G 50 HF 1 94 1 d/f+P+G 50 HF 10 135 1 d/b+P+G 45 HF 12 94(91) 1 b+P+G 50 HF 20 83 1 P+G 40 HS 13 93 1 P+G 30+20 HB 20 120 1 d+P+K+G 30+15+15 LF 20 165 1 d/b+P+G 50 W,B 42 58 1 f,SCR,b+P+G part 1 throw 30 HF 10 64 77 b,SCR,f+P+G part 1 throw 20 HF 20 46 70 f,u*or*b,u+P+G part 2 throw(ends combo)35 10 90 1 f,d*or*b,d+P+G part 2 throw 20 1 45 60 d,u+P+G part 3 throw 25 1 94 1 u,d+P+G part 3 throw 26 10 137 1 d/f+P+G 25 G,fu,ht 1 90 1(80) d/f+P+G 10+25 G,fd,ft 1 167 1(80) d/f+P+G 25 G,fu,ht 1 125 1(80) d/f+P+G 25 G,fd,ft 1 138 1(80) REVERSALS Command Reversal Type Dam Ini Hit Rec Pos ------- ------------- --- --- --- --- --- f+P+K back turned HP 30 1 179 1 f+P+K back turned HK 30 10 133 18 b+P HP inashi 0 10 15 1 b+P HK inashi 0 9 49 1 b+P+K HCr inashi 0 15 51 1 b+P+K closed stance HP 25 37 44 1 b+P+K open stance HP 25 4 151 1 b+P+K open stance HK 20 20 115 1 b+P+K closed stance HK 20 1 174 1 d/b+P MK inashi 0 20 24 1 d/b+P Kn inashi 0 12 39 1 d/b+P+K Elb 30 20 49 1 d/b+P+K right leg MK 30 20 106 1 d/b+P+K left leg MK 30 10 96 1 d/b+P+K closed stance Kn 30 1 88 1 d/b+P+K open stance Kn 30 21 64 1 u/b+P+K FK 25 16 152 1 D+P+K LP 20 20 100 1 D+P+K LK 20 20 50 1 d+P+K LCr inashi 0 18 41 1 d+P+K LP 25 20 69 1 d+P+K LK 25 20 131 1 HIGH (MID) RISING ATTACKS fd = face down ft = foot towards fu = face up ht = head towards Name Movement Lie Command Damage Exe Hit Rec ---- -------- --- ------- ------ --- --- --- Mist Slice none fu ft KKK 20 34 6 17(34) Mist Slice side fu ft KKK 20 14 4 30(34) Mist Slice forw fu ft KKK 20 14 4 30(34) Mist Slice back fu ft KKK 20 14 4 30(34) Vertical Cut none fu ht KKK 20 34 2 21(37) Vertical Cut side fu ht KKK 20 14 2 35(37) Vertical Cut forw fu ht KKK 20 14 2 35(37) Frog Kick back fu ht KKK 20 19 2 35 Vertical Cut none fd ft KKK 20 29 2 27(37) Vertical Cut side fd ft KKK 20 14 2 33(37) Vertical Cut forw fd ft KKK 20 14 2 33(37) Vertical Cut back fd ft KKK 20 14 2 33(37) Mist Slice none fd ht KKK 20 28 4 34(34) Mist Slice side fd ht KKK 20 14 3 30(34) Mist Slice forw fd ht KKK 20 14 3 30(34) Mist Slice back fd ht KKK 20 14 3 30(34) Mist Slice none fu ft delay KKK 20 14 4 30(34) Vertical Cut none fu ht delay KKK 20 14 2 35(37) Mist Slice none fd ht delay KKK 20 14 3 30(34) Vertical Cut none fd ft delay KKK 20 14 2 33(37) LOW RISING ATTACKS fd = face down ft = foot towards fu = face up ht = head towards Name Movement Lie Command Damage Exe Hit Rec ---- -------- --- ------- ------ --- --- --- Water Slice none fu ft D,KKK 20 32 5 22(27) Water Slice side fu ft D,KKK 20 16 5 26(35) Water Slice forw fu ft D,KKK 20 16 5 26(35) Water Slice back fu ft D,KKK 20 16 5 26(35) Water Slice none fu ht D,KKK 20 34 4 21 Water Slice side fu ht D,KKK 20 17 3 30(37) Water Slice forw fu ht D,KKK 20 16 5 26(35) Water Slice Frog Kick back fu ht D,KKK 20 20 3 33 Slicing water none fd ft D,KKK 20 17 3 30(27) Water Slice side fd ft D,KKK 20 20 3 33 Water Slice forw fd ft D,KKK 20 17 2 28(27) Water Slice back fd ft D,KKK 20 17 2 28(27) Water Slice none fd ht D,KKK 20 33 6 22(27) Water Slice side fd ht D,KKK 20 17 2 28(27) Water Slice forw fd ht D,KKK 20 17 2 28(28) Water Slice back fd ht D,KKK 20 17 2 28(27) Water Slice none fu ht delay D,KKK 20 17 3 30(37) Water Slice none fu ft delay D,KKK 20 16 5 26(35) Water Slice none fd ht delay D,KKK 20 17 2 28(27) Water Slice none fd ft delay D,KKK 20 17 3 30(27) l)Takaarashi (or Taka Arashi, not sure...) Outfit 1: Blue sumo diaper-thing Outfit 2: Larger blue and white sumo diaper-thing, with a blue sash. Moves: m)Dural Outfit 1: T1000-ish liquid metal, silver. Outfit 2: T1000-ish liquid metal, gold. (BIG FREAKING SUPRISE!) Moves: ? (Unknown if she is playable) III) Stages (no particular order) * some stages have ring outs, others will not(walls). * some stages have uneven ground. This means that there will be hills and bumps, which will effect attacks. For instance, if player "A" is on a small mound, and player "B" is below him/her A's high attack could totally miss B, and B's low attack could hit the ground, and miss A. But A's low and mid-level attacks could hit B, and B's mid and high-level attacks could hit A. Confused yet? ;) Skyscraper Stage: The main characteristic of this stage is the feeling of great eight. The glass like floor and the perfectly scaled vanishing points really give you that vertigo feeling. Various scaled buildings both near and far give the impression of large open empty nothingness. And as one who used to work at the top of high buildings I can say that it's incredibly realistic. These two features counter the otherwise typically flat, square fighting area. Although the fighting area is bounded on 2 sides with side railings the other two are unprotected and if a character rings out here the camera pans out as far as possible and as fast as possible leaving the remaining character much smaller on the screen while the other plummets to his/her death. This is furthest pan-out I've seen for VF3 and although the speed is lightning fast the buildings' scaling is beautifully smooth. The attention to detail for the scenery is incredible. The distant buildings just have yellow squares for windows, the slightly closer ones have some sort of shape to them but you can't quite make out what it is, however the nearest ones are very clear and you can see desk lights, furniture and other office equipment inside. It's difficult to tell because of the blur but it sometimes looks like people are occasionally moving behind the windows. South Sea Island Stage: This has to be the best stage of all. There are so many things moving around you it feels like the whole stage is alive. In general, you're on a tiny sand bar just a few meters or so away from a small island or peninsular. There are a few clouds in the sky but the sun is shining brightly and it's light sparkles on the sea surface with gently undulating aves. Because the sand bar is NOT flat but curved in an egg-like hemispherical curve s the sea's current washes up/down against the tiny sand bar the sea level rises/lowers and the playing area slowly gets smaller/larger with the current. The ripple of the water rolling across the sand is perfect and as the water subsides it leaves a little ring of lightly darker wet sand. But in the hot sun this quickly dries so it gradually fades back to a light yellow again until the water comes back. Around the fighting area are a number of seagulls, sometimes a few, sometimes a lot. They usually swoop and soar in the sky but occasionally dive into the water to catch fish. The motion of the birds is very accurate with their wings folding back as they dive but with the birds flapping like mad to get airborne again. Those lazing around hover in the air, their wings stretched ut wide to catch the hot air current. And they're not only in the distance they fly towards and away from the camera a little as well. But it's not just a pretty picture, your characters can interact with scenery. As you walk a little bit of sand is kicked up and falling on the floor send sand scattering as well. Also your fighting area is not limited to the dry sand rea you can go splashing into the water and if you are knocked over you send water flying. If you stand on the edge not moving the sea comes in around your feet with a little ripple effect. Japanese Castle Stage: This looks like one of old fortresses that used to be all over Japan in the Shogunate Era. Even though it's very old it's still in excellent condition. The fighting area is set inside the fortress close to one of the main outer walls and the main fortified entrance. The portcullis is down so there's no obvious escape. This area has a number of graded areas with the height changing depending where you are. There are a number of large steps towards the entrance, a long inclined area (but not steep) and a long drop to one side where the floor drops to a lower fortress level. The stone walls floor slabs all have a weathered appearance with moss growing on the wall and weeds growing between the slabs. It's probably Autumn because there are plenty of leaves on the floor. There's no wind but these leaves a easily disturbed. Merely walking on them causes them to shift position a little. A fast kick or turning action lifts them off the floor and they spin around. These leaves are 3D. Someone falling sends all the leaves around him flying in all directions. Once again the attention to detail is amazing with the leaves quickly rising off the ground but slowly floating down with a little zig-zag movement. And if there's another strong or fast character movement before they land they carry off again from where they are so, two continuously fast moving characters are always surrounded in moving leaves. Great Wall of China: This stage has the most impressive scenery of all the stages. The magnificent view of the Chinese wall stretching into the distance with mountains in the background and the sharp drop of the hillside running alongside the wall gives a great impression of grandeur. Every guard post fortification on the wall has a giant banner fluttering in the wind. The movement is unbelievably accurate with the ripple effect changing slightly with the strength of wind occasionally. Each banner going into the distance ripples slightly out of phase to the others. In the distance the sun looks like it is rising above the land but has a slight blur due to the horizon. Between the hills and mountains a mist still lingers. Probably a crisp early morning. The wall goes up and down following the curve of the hills. You can go up and down the steps on the wall using them for tactical advantage. You can also use the small walls at either side of top to trap your opponent. Because the fighting area is long and narrow, occasionally the camera angle will put the wall in the way so you so can't see your character. However, the game realizes this and fades the wall to an opaque see-through wall if the viewing distance is far but as the camera eye gets closer and the wall begins to fill the screen it fades away leaving a clear screen. Wow! Chinese Restaurant Roof Stage: This is the stage they're using for all the official screen pictures. Apparently the fighting area is on top of a slanted wooden board roof of a shop. There are a lot of Chinese signs around so it could be a shopping area. The curved roof gives a great feeling of depth and as the camera angle swings you can see all the other shops and houses and the streets below. In the distance are only more houses so you really get the impression that you're right in the center of a built-up town area. There's a iron bar fence to one side preventing you from falling off there and the slope of roof becomes steeper on one side making it look like you couldn't get up it if you tried, however, it is possible to fall of other side. Waterfall Stage: Another excellently crafted stage, this time set in a small rock gully at the base of two small waterfalls. It's snowing and there's a small layer of snow on the floor and the gully walls are frozen with bits of ice and snow clinging to the crags. The whole area gives an amazingly chilly effect to this stage, in complete contrast to the Caribbean stage. The playing area is a little uneven with an irregularly shaped floor caused by the weathering of the mountain stream and a slightly sunk pool and a few streams of water flowing between the rocks. Once again the rock floor is smoothed off and dips into the water with a curved arc as opposed to a sharp drop. The snow isn't small white drops falling in front of the screen. It's 3D! This means that the snow in the distance is smaller than the snow in front of the screen and as the camera angle swings so does all the snow. The snow will disappear if it goes behind a character and reappear again if the character moves or it falls past the body part obscuring it. All the snow flakes are different sizes so occasionally you get one of those big ones falling. The falling path of the snow is at a slight angle and as the camera angle changes the snow fall effect alters accordingly. In addition when the camera pans out away from the characters there's a slight misting effect (to simulate a lot of snow falling which would naturally obscure one's vision) which changes in intensity (strong-weak) depending on the distance. The waterfalls have a great downward flowing effect and at the bottom of the waterfall where it hits the water there's a realistic splash effect with white foam bubbling up and drifting away from the waterfall but slowly fading with distance. The ripples on surface of the water for the pool and streams flows with the current away from the waterfall. On this level also walking, jumping or falling in the water sends water splashing in all directions. Similar to other stages if the gully wall gets in the way the computer fades it out and then removes it immediate. No ugly polygon clipping here. Cave Stage: At first this stage looks a little simplistic and a bit of a let down after some of the other stages but in reality it has some of the best effects of all. Set inside either the back of a giant cave or in deep underground cavern the only light comes from a large log fire in the distance. The fire crackles and spits with little cinders occasionally flying off. The flames twist and change with that characteristic roaring effect of a big fire. As the flames twist and dance the light on the walls flickers also. Sometimes bright, sometimes dim the shadows fade or darken accordingly. The brightness is good enough to pick up the detail of the rock strata and one can see some mold growing and the occasional mark where water has run down the wall side. Nothing is flat. The walls curve and bend around like a real cavern, there are stalagmites and stalactites in the distance and the floor is uneven, rising and falling in places. The fighting area has a few rock floor tiers rising on one side with a gentle slope running from one side to the other but rising away from the front towards the fire. At one-side of the stage there's large hole in the floor running away under the wall revealing another dimly-lit cavern filled with stalagmites and stalactites. All in all, despite the lack of immediately obvious graphical tricks it has a disturbing claustrophobic feel to it which needs to be seen to be believed. Mountain Sumo Ring Stage: Set up high on the cliff-side at the top of a mountain with a steep drop to one side is a traditional Japanese shrine with the typical red wooden entrance arch so typical of Japan. A long narrow stepped path cut into the rock leads down from the Shrine underneath the arch and up to the fighting area, a huge circular rock Sumo ring. In the distance, on one side, one can see a cliff side path bending it's way around the mountainside and going over a small red bridge that straddles a tiny waterfall. On the other side you are looking away from the mountain and over the surrounding land with a beautiful skyline and impressive scenery. Anyone who's climbed Mt.Fuji will definitely come away with memories after playing this stage. All though high up it can't be too high because there a variety of hardy alpine plants growing. Especially that small, strong green bush that looks like bracken and hugs the rock face in all the niches. All though the fighting area level is basically flat the circular Sumo ring gives an unusual visual effect and there's a sharp put not too far drop to a lower ledge on the side away from the Shrine. One has to be careful of positioning when fighting on this level because the tightness of the Sumo ring is hidden by the deceptive wide open scenery. Once again as the fight progresses and the camera angle changes you can't fail to notice the eye-catching surroundings. Subway Stage: Set in an apparently disused underground subway station (the exits all have metal grills blocking them) the two main features of note are the passing of a subway train and the steps leading to an exit. The subway train is very fast and smooth and appears behind the moving characters with no problems whatsoever. No speed loss or poor polygon clipping. There are about 4 or 5 steps available (the rest are blocked by a metal grill) on one side of the station for the character to use for strategic affect. The extra height can be used to jump over your opponent or allow for easier head blows with a kick attack. On a technical note, I saw Wolf knocked down while he was standing on the stairs and his shadow was drawn perfectly on the steps below him and it takes an incredibly difficult piece of programming to accomplish that! Although the station looks a little plain at the moment there are some superbly drawn billboard signs around to brighten the stage up. Look out for the car commercial in particular. Whether or not you can fall off the platform edge and be hit by a subway train isn't known yet but it's certainly possible. What a way to go! Desert Stage: This is another stage that looks deceptively simple but contains absolutely stunning visual effects. The entire stage is set in a vast desert which stretches as far as the eye can see (which is to the horizon). In the distance is a blazing sun beginning to set and it's just started to dip below the dunes. The bottom part of it is slightly distorted by the heat (haze effect). At the moment it's a still just a background picture but the Model 3 board could easily produce that effect in real-time if they wanted to program it in. The sand dunes are just out of Arabian Nights with huge arcs and curved tips. There's a strong breeze blowing and when it catches the edge of a dune it blows up a gust of sand which is blown over the edge of the sand dune. The effect is truly amazing. It's not a 2D sprite trick in the background but full 3D. The modeling of the air dynamics as the sand billows and dissipates into the air is beyond belief. And it's not just in the background either; occasionally the sand is blown across the characters' fighting area and straight towards the camera. Wow! Another great effect is on the surface of the sand. Just like the sand-bar in Jeffry's stage sand is kicked up and sent scattering when the players land on the sand or try to kick. However, because the sand is slightly darker here you can see all the marks in the sand. For example, walking leaves foot steps, dragging your feet leaves a line and falling over leaves an appropriately sized mark in the sand. Of course the wind is still blowing so if you watch carefully the marks gradually begin to fade away until they're all gone. So you have to make some more. Incredible and this stage isn't even finished yet! The actual stage area is a little difficult to determine and I never saw anyone ring out on this stage so whether or not you can be pushed off the edge and be sent rolling down the side of a giant sand dune is yet to be known. However, they have to put some kind of ring-out in don't they or else you could go on fighting for miles in the desert with out food and water and die of dehydration or exhaustion. Library Stage: The best part to this stage is at the beginning of a new round when the camera zooms across the great hall. It starts high up near the ceiling and then swoops down low before then fixing on the characters. Although I couldn't see any moving visual effects in the scenery the background is very impressive. Huge pillars and marble arches hold up walkways around the side of walls. Detailed patterns are found both in the wall design and stone flooring. The side walls have giant windows running for most of their length and there's a huge glass domed ceiling. The main arena is a raised dias in the center of the library. However, you can come of here and fight around the immediate area also. The steps are a lush velvet and all the railings are a glittering gold color. However, the size of the library is what really catches your attention. While the other levels, like the mountain and beach areas, are visually bigger in appearance, the fact is that the backgrounds are just pictures drawn to give the impression of distance. In the library everything is constructed from polygons so the true scale of the model 3 board's capabilities are clearly shown. IV) Miscellaneous Stuff a)where to get new versions of this FAQ The superific-brandy-new The Home of Virtua Fighter: http://www.vfhome.com/ there is also a non-frames version of The Home of Virtua Fighter: http://www.vfhome.com/indexnf.htm You may be able to get it other places too, depending on if it catches on, and it will be posted when there is a new version on the rec.games.video.arcade USENET newsgroup. b)version history v .9: the first version. This was posted on r.g.v.a upon the request of "Aoki". It was the compilation of all available information at the time. v 1.0: this version added a "retained moves" section for each character, in an attempt to allow players to decide if they will stay with there old favorite characters from VF2, or seek new ones due to changes. Most of the stuff in that section is speculative, taken from postings or pictures from the AOU and E3 demos. It also added some new entries where question marks were in the "Characters and their Stages" section. This version also fixed my mistake about calling Shun's (P+K) move the Hopping Spin Kick, when it is really the Two-hand push. This version also had another bonus, I spel checked it! /^\ HA! GET IT?!---| v 1.1: added some stuff about differences from VF2 to VF3. I also decided to protect it legally. That's it, so deal with it. :) v 1.2: added lion's stage info, and "shadow" move stuff. v 1.3: LOTS of new stuff. Move lists, stage info, etc. Became the real FAQ. Retained moves bit the dust... v 1.4: lots of new character and stage stuff. Hit levels, moves, combo's, etc. v 1.5: now includes the gamest mook listings for all but Lion and Taka, which includes hit levels, damage ratings, motions, and frame rates for attacks. c)acknowledgements Sega for having the good sense to allow Yu Suzuki to keep making these astounding games. Jirawat Uttayaya, 'cause much of this information comes from him r.g.v.a for recieving my FAQ, especially the true VF'ers (those who have posted great game info) Chia Jin Ngee for writing such a great VF2 FAQ Lars Holst Soerenson for allowing me to take [art in The Home of Virtua Fighter. Everyone that has bothered to come to #vfhome on IRC EFNet servers. And finally YOU THE READER! (how cliché...) d)legal crap VF3 FAQ © 1996 by Stephen Hamilton (I apologize for this, but there are quite a few weeinies out there in I'net-land taking liberities with this here FAQ, and I rekon I don't take that much too kindly [in a bad Ozarks accent]) Virtua Fighter is a trademark of Sega Co. I don't take any responsibility for anything caused by this FAQ, unless it is something good (refer to me for clarification). Model 3 is probably a trademark or something of Sega Co. All information contained within this FAQ is subject to change without notice, and if anything is wrong such as typos and the like, sue me (I'll get over it, really). Blah blah blah, ho-hum, yackaddy-shmackady, blah. This FAQ is a free service for the entire VF community, I own it (because I wrote it, duh) so if you want to re-print it, tough. Unless, of course, you ask nicely, or get written permission by me or something. Bah, never mind. Go ahead and re-print it. Free advertising, right? BUT, if you do re-print it, do so IN IT'S ENTIRETY (that means the whole thing, no snipping out parts OR EDITING). I took my time to compile this information, as well as write parts of it, so please don't abuse it. Also, if you do re-print it, and receive money for it, gimme some, or I'll sue you or something. I am not responsible for slurs or insults regarding race, color, creed (pardon the pun, ya know who I'm talking about...), religion, sex, hair length, sexual orientation, attitude, etc. In other words, if I insult you or others like you, tough, you must've brought it about yourself somehow, and you read this voluntarily, so na-na-na-na-na (in an annoying, mocking tone :P).