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).