[==================------------------======================]
|                    Part [1/2]                            |
[==================------------------======================]

        [============-------------------===============|
        |            Virtua Fighter Kids FAQ           |
        |----------------------------------------------|
        |   Version   : (VFK)  FAQ  V0.90              |
        |   Revision  : 1st Public Release %90 done    |
        |   Date      : 9 / 27 / 96                    |
        |   Platforms : Sega Saturn / (ST - V Board)   |
        |   Copyright : (c),[TM] Sega USA              |
        [============-------------------===============]


        [----------------------------------------------]
        |   Release VERSION - READY FOR DISTRIBUTION   |
        |          you MAY distribute this             |
        |   (see the notes below first, though)        |
        [=============------------=====================]

[==================------------------======================]
|   *###  #                   #######               !SEGA! |
|  ## ## ##     #            ##   ##      #    #           |
| #  ##  #   ######          ##  #### .####   ### ##,  #   |
|    #   ## ##  #  #  # .####  #### # #  ###*. # # ## #    |
|    #### # #   #  #  # #   #    ## # `####  # # ##   #    |
|    `*#' # #   #  `### `###'    ## #    ##  # # `*#* #    |
|                              **"     **'                 |
<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|
|     /##\                                   /###_         |
|    |###W|                                 ,#####  ,,,    |
|    *#####          _     ,,_              ######,####\,  |
|    \#####      ,,####, ,/###/            /############|  |
|    ,#####_/*_,/#######  {####;          ,############/   |
|     V################/   |###  ,,****,, /###########     |
|     {#############/"   |####,,/##############/ #####     |
|     \############-     |#####################/ \####\    |
|    /#############\;    |###########**########   #####    |
|   /########"=*#####\,  |##########   ,######`   \####\   |
|   \/\#####|    \#####\,|####*######,,/######    ,#####|  |
|      $####|      $##########--#############*   _/#####|TM|
|       \###|       -#####       \##########",,/#######/   |
|        ---          ----          \#####"  #########/    |
|                                            \######/"     |
[===================------------------=====================]

                        [==========---==========]
                        | FAQ V0.90 - [Release] |
                        |-----------------------|
                        |    copyright 1996.    |
                        [==========---==========]

[======-------======]
|Section 0 - Part 0 |
[======-------======]

                        part [1/2]
[============================------------------==========================]
|                           Table of Contents                            |
[============================-------------------------===================]
|Section: Part       | Description                    | Updated  | Verify|
|------------------------------------------------------------------------|
|     Partition 0              General Information                       |
|------------------------------------------------------------------------|
|Section 0 : Part 0  | Table of Contents              |  9/27/96 | c     |
|Section 0 : Part 1  | Distribution Notices           |  9/27/96 | c     |
|Section 0 : Part 2  | Notes from Author              |  9/27/96 | c     |
|Section 0 : Part 3  | Whats New in this Version      |  9/27/96 | c     |
|------------------------------------------------------------------------|
|     Partition 1              Basic Welcome/Preface                     |
|------------------------------------------------------------------------|
|Section 1 : Part 0  | Welcome to the VFK FAQ         |  8/28/96 | c     |
|Section 1 : Part 1  | Preface to VFK                 |  9/12/96 | c     |
|Section 1 : Part 2  | Scope and content of VFK FAQ   |  8/18/96 | c     |
|------------------------------------------------------------------------|
|     Partition 2              Basic Differences                         |
|------------------------------------------------------------------------|
|Section 2 : Part 0  | Basic Differences from VF2     |  9/15/96 | c     |
|Section 2 : Part 1  | Quick review of import VKF     |  9/15/96 | c     |
|------------------------------------------------------------------------|
|     Partition 3              Sega Saturn Specifics                     |
|------------------------------------------------------------------------|
|Section 3 : Part 0  | Intro to Saturn Version        |  8/18/96 | c     |
|Section 3 : Part 1  | Basic Saturn VFK info/Tips     |  8/18/96 | nd    |
|Section 3 : Part 2  | Translation of Japanese Screen |  9/15/96 | c     |
[------------------------------------------------------------------------]

                        part [2/2]
[------------------------------------------------------------------------]
|     Partition 4              Character Specifics                       |
|------------------------------------------------------------------------|
|Section 4 : Part 0  | Intro to characters            |  8/19/96 | nd    |
|Section 4 : Part 1  | Improved moves for VKF         |  9/15/96 | nd    |
|Section 4 : Part 2  | New programmable combos        |  8/19/96 | nd    |
|Section 4 : Part 3  | New replay combos for VFK      |  8/19/96 | nd    |
|Section 4 : Part 4  | Character taunts               |  8/19/96 | nd    |
|Section 4 : Part 5  | Character endings              |  9/15/96 | c     |
|------------------------------------------------------------------------|
|     Partition 5              Tricks                 |          |       |
|------------------------------------------------------------------------|
|Section 5           | Tricks (Saturn Version)        |  8/18/96 | nd    |
|------------------------------------------------------------------------|
|     Partition 6              Credits                                   |
|------------------------------------------------------------------------|
|Section 6           | Credits                        |  9/15/96 | nd    |
|------------------------------------------------------------------------|
|     Partition END            Appendices                                |
|------------------------------------------------------------------------|
|Section A : Part 0  | History of the FAQ             |  8/19/96 | c     |
|Section B : Part 0  | Revisions of the FAQ           |  9/15/96 | c     |
|Section C : Part 0  | Resources for VF2 FAQs         |  8/19/96 | nd    |
|Section D : Part 0  | Glossary for this FAQ          |  8/19/96 | nd    |
|Section E : Part 0  | References for this FAQ        |  9/15/96 | nd    |
|Section F : Part 0  | FAQ design/philosophy          |  8/20/96 | c     |
[============================------------------==========================]
| notes on verify : c - completed, tbd - to be determined, nd - not done |
[============================------------------==========================]

[======-------======]
|Section 0 - Part 1 |
[======-------======]

[============================------------------==========================]
|Distribution notices :                                                  |
|----------------------                                                  |
|This FAQ may be freely distributed among the VFing community. No fee is |
|charged except for direct costs. You can obtain this FAQ by:            |
|                                                                        |
|1) web browser : world wide web   [  i will upload it to all sites ]    |
|                                  [  that contain game faqs........]    |
|                                                                        |
|2) news groups : ?  ,i don't plan to post it, because i don't know      |
|                how large it will get, this needs to be investigated.   |
|                                                                        |
|                                                                        |
| !!  THIS IS BEING INVESTIGATED AS WE SPEAK !!                          |
|                                                                        |
|3) Any updates, feedback and errors, please send to:                    |
|    /--------------------------/                                        |
|    | Rajeev Gantela aka <zero>|                                        |
|    |  rg@radix.net  aka raj   |                                        |
|    /--------------------------/                                        |
|                                                                        |
|4) Note: not officially sanctioned by Sega(c)!                          |
|                                                                        |
|5) (sub)standard legal disclaimer                                       |
|                                                                        |
|   i will not be held responsible for the information found within      |
|   it is accurate and verified as far as i possibly can research it     |
|   if you feel you have a valid claim on the information , tell me!     |
|   blah blah blah...etc..etc.....please don't sue me..so on and so.     |
|   forth....i'm only doing this for fun..............Support SEGA..     |
[============================------------------==========================]

[======-------======]
|Section 0 - Part 2 |
[======-------======]

[============================------------------==========================]
|                        Notes from the author                           |
[------------------------------------------------------------------------]
|1) general      |  this should be the most complete up to date version  |
|                |  of the faq ! there will be some more improvements... |
|                |                                                       |
|                |  as mentioned before, mr. yupasawa is now the editor  |
|                |  and is helping maintain some of the faq-tual info    |
|                |  (ha ha)                                              |
|                |                                                       |
|                |  special thanks to joji suzuki for letting me use     |
|                |  the akira faq (it was a gigantic help to me!!!!!)    |
[------------------------------------------------------------------------]
|2) beta         | no more beta's , only full releases from here on out  |
|                | more additions in the workx...stay tuned for updates! |
[------------------------------------------------------------------------]
|3) versions     | This is the long version of the FAQ, a shorter        |
|                | one will be maintained for people that only want      |
|                | the basic information about VFK. (not done yet!!)     |
[------------------------------------------------------------------------]

[======-------======]
|Section 0 - Part 3 |
[======-------======]

[=========------=============]
|Whats New(s) in this version|
[=========------=============]

[============================------------------=====================]
| Complete updates found in Appendix A]                             |
[-------------------------------------------------------------------]
|whats up with the new , v0.90 release                              |
|------------------------------------                               |
|                                                                   |
| I Major addition of section describing combo programming          |
|   terminology                                                     |
|                                                                   |
| II Akira Sega saturn faq - by permission of joji suzuki           |
|                                                                   |
|                                                                   |
| Numerous fixes, descriptions, and additions as follows :          |
|                                                                   |
| 1. changed 'new moves' to 'improved' moves , and added more       |
|    descriptions                                                   |
| 2. completed all the captions for movies                          |
| 3. reworded section on 'improved' moves                           |
| 4. added note about minor counter concerning jacky/sarah          |
| 5. added saturn notation for most moves                           |
| 6. removed iagieri kick note                                      |
| 7. added MC,mC notation                                           |
| 8. updated all changes and additions in beginning notices         |
| 9. added notes concerning senbon punches                          |
|10. added ST to akira's moves , also to pai, and lau(stumble throw)|
|11. added basic character moves  for ALL characters                |
|12. added DE/DEU for jeffry                                        |
|13. added swipe for kage                                           |
|14. note: no shun puri for sarah                                   |
|15. investigate lion okizeme, complete and removed                 |
|16. added flying kick for kage                                     |
|17. removed reversal for lau                                       |
|18. added swallow kick for pai                                     |
|19. added crane stomp for pai                                      |
|20. check out taunts..(buttons) section updated                    |
|21. added note to jacky taunt                                      |
|22. added note to shun taunt                                       |
|23. rewrote trick for dural                                        |
|24. removed extra note for crystal                                 |
|25. changed number in revisions                                    |
|26. removed extra P, in b&b float                                  |
|27. added hoppy-zeme to glossary                                   |
|28. make note in iageri-glossary                                   |
|29. investigate IHjacky combo, noted                               |
|30. cleared up def of 'sweep', added to glossary                   |
|31. approve defs of level of move /added vf2 definitions           |
|32. added muteki-oki to glossary                                   |
|33. added note to proximity                                        |
|34. added note to stagger                                          |
|35. added note to stagger throw                                    |
|36. added note to struggle                                         |
|37. added notation to stumble throw                                |
|38. added note for taiwan backbreak                                |
|39. added note for taiwan kick                                     |
|40. changed note for kage TFToD                                    |
|41. added new camera angles for replays                            |
|42. figured out who yupasawa is!! updated information!             |
[============================------------------=====================]


[======-------======]
|Section 1 - Part 0 |
[======-------======]

[============================------------------=====================]
|                  Welcome to Virtua Fighter Kids FAQ               |
[-------------------------------------------------------------------]
| Welcome to the  VFKids FAQ (VFK).                                 |
|                                                                   |
| maybe i'm being a little ambitious by trying                      |
| to undertake this effort.  but i have a lot                       |
| of support and help! enjoy!    rg - 8/18/96                       |
|-------------------------------------------------------------------|
| (by the way this FAQ is loosely based on the                      |
|  excellent VF2 FAQ by Chia Jin Ngee: see Resources - APPENDIX C)  |
[===================================---------=======================]


[======-------======]
|Section 1 - Part 1 |
[======-------======]

[===================================---------=======================]
|                  Preface to Virtua Fighter Kids FAQ               |
[-------------------------------------------------------------------]
| First there was Virtua Fighter [Arcade Import/Deluxe/Standalone]  |
| then, Virtua Fighter [US Deluxe/Standalone]                       |
| then, Virtua Fighter 2 [v2.0]  [Arcade Import/Deluxe/Standalone]  |
| then, Virtua Fighter 2 [v2.0]  [US Deluxe/Standalone]             |
| then  Virtua Fighter Saturn (Import)                              |
| then, Virtua Fighter Saturn (US)                                  |
| then, Virtua Fighter Sega 32x (US)                                |
| then, Virtua Fighter Remix Saturn (Import)                        |
| then, Virtua Fighter Remix [Import Arcade ST-V]                   |
| then, Virtua Fighter Remix Saturn (US)                            |
| then, Virtua Fighter 2.1 [Arcade Import/Deluxe/Standalone]        |
| then, Virtua Fighter 2.1 [North America/US Deluxe/Standalone]     |
| then, Virtua Fighter 2 Saturn v2.0/v2.1 [Import]                  |
| then, Virtua Fighter 2 Saturn v2.0/v2.1 [Domestic]                |
| then, Virtua Fighter PC CD-ROM [3d-Edge]                          |
| then, Virtua Fighter PC CD-ROM [DirectX support][as of 9/13/96]   |
|                                                                   |
| does anybody see a pattern here?                                  |
|                                                                   |
| now there is Virtua Fighter Kids [Import Arcade ST-V]             |
| and, Virtua Fighter Kids Saturn [Import]                          |
| and, Virtua Fighter Kids Saturn [Domestic]                        |
| and, even Virtua Fighter 3 [arcade/import] [9/10/96]              |
| and, eventually Virtua Fighter 3   [saturn/domestic etc...]       |
|                                                                   |
| sure the games been done to death, and there's plenty more on     |
| the way....but at least to hold people over until VF3 comes out,  |
| this should be able to distract you somewhat....................  |
|                                                                   |
| also for newcomers to the VF universe, this game has plenty of    |
| features for beginners and pro's alike. there is a 'kids' mode    |
| where the computer helps you play, does combos for you, and       |
| autoblocks. for the advanced user, there are pre-programmed combos|
| that you can use to test new and advanced moves. yes,and of course|
| new music, new backgrounds, new character expressions, voices, and|
| a few new combos, and moves...................................... |
|                                                                   |
[============================------------------=====================]


[======-------======]
|Section 1 - Part 2 |
[======-------======]

[==================----------------------------------===============]
|                  Scope and Content of VFKids FAQ                  |
[-------------------------------------------------------------------]
| well, basically this FAQ should let you figure out how to         |
| play the game, learn what the options are for,  and maybe         |
| just maybe, make you a better player.....................         |
|                                                                   |
|{in an effort to NOT re-invent the wheel, i am not going to        |
| include every little bit of vf2 info in this faq.(but if          |
| authors let me, i will try to combine a lot of the smaller        |
| faqs into this one, as applicable as they are)}                   |
|                                                                   |
| however, the faq will include the following resources: [Verified] |
| [ See End Partition : Section C : Part 0]                         |
| 1) ftp sites                                                      |
| 2) appropriate web pages                                          |
| 3) e-mail addresses (if okayed by authors)                        |
[==================----------------------------------===============]


[======-------======]
|Section 2 - Part 0 |
[======-------======]

[==================----------------------------------===============]
|           Basic Differences in VFK and VF2 (SATURN)  |ref :12email|
[-------------------------------------------------------------------]
| virtua fighter kids is the latest in the long line of vf games,   |
| if you didn't know, there is a phenomenon in Japan where normal   |
| games are transformed in child like caricatures(or super-deformed)|
| [SD]. this is evidently found in this game.                       |
|                                                                   |
| a few observations:                                               |
| 1) the characters heads are larger than their bodies, affecting   |
|    character geometry, and characteristics                        |
| 2) game engine based on speeded up vf2.1 (no % known yet)         |
| 3) added option for playing characters in order, or               |
|    in random order                                                |
| 4) new FMV intros                                                 |
| 5) new FMV endings for all characters                             |
| 6) pre-programmed combos                                          |
| 7) programmable combos (up to 20 moves)                           |
| 8) new gameplay and character ai (artificial intelligence)        |
| 9) some new moves, and combos                                     |
|10) When a character runs, there's a dust cloud that appears       |
|    behind them ,similar to fighting Vipers.                       |
|11) There are also sparklies whenever an attack hits, and when     |
|    a character gets staggered, there are beads of sweat that go   |
|    flying across the screen behind them.                          |
|12) It sounds like they just sped up all the audio...  Like playing|
|    a 33 rpm record at 45 rpm.  (For you kids out there, I'm       |
|    talking about vinyl records)  The BGM has been remixed too.    |
|13) Many characters blink randomly. It's a nice touch.             |
|14) When Pai's hat or Kage's head band are knocked off, they take  |
|    up a largeportion of the ring... heh.                          |
|15) Silver Dural looks like Casper the Ghost.                      |
|16) White Sarah's button down shirt is now transparent.            |
|    (note from the editor :  Well, it's not transparent in the     |
|    computer science sense--i.e. it's not made with transparent    |
|    polygons. It's just a see thru shirt now. You can see her      |
|    dark blue halter top very clearly now.)                        |
|17) Jacky is holding a can of Java tea during his "I look forward  |
|    to our next bout" taunt.  I wonder if this will make it into   |
|    the US version...                                              |
|18) new backgrounds for all characters, and a few unique ones      |
|    There are two new backgrounds:                                 |
|    Pai vs. Pai looks like the floor of a toy store.               |
|    Shun vs. Shun is a strange factory where it looks like         |
|    cybernetic Shun's are being manufactured along with Java tea...|
|    The ring looks like a printed circuit board. The shun level    |
|    also has flashing red and green lights on the floor.           |
|19) during realtime intro, akira does surprise exchange, but misses|
|    the forward bodycheck, and looks around at his spacing!!       |
[==================----------------------------------===============]

[======-------======]
|Section 2 - Part 1 |
[======-------======]

[==================----------------------------------===============]
|                 Quick Review of VKF                               |
[-------------------------------------------------------------------]
|                                                                   |
|review  : virtua fighter kids                                      |
|format  : sega saturn  cd-rom                                      |
|release : japanese import                                          |
|availability : out in japan now! 7/18/96                           |
|                /1 or 2 months North america                       |
|               (as of 9/8/96 it is out in US)                      |
|price : varies $50-$70                                             |
|                                                                   |
|quick summary                                                      |
|-------------                                                      |
|if you like cutesy fighting games - highly recommended             |
|if you are a vf2 beginner - get it!                                |
|if you are happy with vf2 - pass over it, maybe get it used        |
|                                                                   |
|graphics - A- very good /some dropout and flicker                  |
|sound    - A  improved from vf2 saturn/of course the high pitched  |
|              voices could get annoyed after you get blow away!    |
|music    - B+ redone once again, enjoyable and clear               |
|longevity -A  all the depth of vf2+ improved (Hard) character ai   |
|gameplay  -A+ slightly tweaked vf2.1 engine, new combos,and the    |
|              awesome pre-programmed and programmble combo feature!|
|                                                                   |
|overall - A   a great buy if you don't have vf2, or if you're a fan|
|                                                                   |
|rationale                                                          |
|-----------                                                        |
|they're cute, they're sickenly adorable, they're little kids,      |
|and they're beating the crap out of each other(and you!)its vfkids |
|                                                                   |
|vf2 is starting to become like capcom's legendary sf series,       |
|(but not in output though!), starting with vf(1), and leading      |
|to vfkids...                                                       |
|                                                                   |
|believe it or not this version actually incorporates a lot of      |
|features not found in vf2, so despite what appears to be a         |
|hopelessly cute game, lies the complexity and depth of vf2.        |
|pretty impressive for a mere "cute" kids game...                   |
|                                                                   |
|the first thing you notice (besides the large heads) is that the   |
|intro is totally redone, and the game graphics are just as smooth  |
|as the saturn vf2. they also beefed up all the sound effects, added|
|new moves, added character endings, and the best feature -custom   |
|combo features , including pre-progammed combos with timings!      |
|what this means is that all those combo faqs can be used,and       |
|even the mighty stun palm is one button press away! wow!           |
|                                                                   |
|i can not overstate the usefulness of being able to finally see    |
|and program these combos, for beginners and experts alike, it      |
|opens up a whole new world of exploration..of course since         |
|the game mechanics are based on vf2.1, but the charcters have      |
|different geometry, there is no guarantee these will work on       |
|vf2 saturn/arcade.                                                 |
|                                                                   |
|the music is pleasant and well done, and once again is different   |
|from the other prior versions, you can access these via a standard |
|cd-player. the sound effects are well done, and clear, of course   |
|all the voice samples are high pitched and sped up, to emphasize   |
|the kiddiness.                                                     |
|                                                                   |
|many of the same features of vf2 are found in this version,        |
|ranking mode, difficulty options, vs, etc...so see the vf2         |
|review for that...                                                 |
|                                                                   |
|lastly as a completion/longevity factor, all the characters have   |
|rendered endings (which can be saved!)...nice touch..i dont' think |
|there's an expert mode, but to compensate ,sega has improved the   |
|character ai, they are very aggresive even in normal mode, yikes!  |
|kid akira regularly gets 2/3 SpoD and all kinds of floats, etc..   |
|                                                                   |
| (ed note:no expert or team battle mode)                           |
|                                                                   |
|i thoroughly enjoyed it, and the despite the fact if you don't know|
|japanese, (or have someone translate them for you), you can get by,|
|of course you won't have a clue on how to program the combos.....  |
|you'll have to wait for someone to do it , or wait for the         |
|domestic release ..                                                |
|                                                                   |
|once again, if you are satisfied with vf2 as it is, you probably   |
|won't get it due to the large amount of overlap, but if you're     |
|in a wacky, and i mean wack mood, you'll be pleasantly surprised!  |
|                                                                   |
| The following are updates                                         |
| to the vfk review                                                 |
| -------------------------                                         |
| Changes/observations on                                           |
| the US version of VFK                                             |
| -------------------------                                         |
| minimal                                                           |
| =======                                                           |
| -the cover art is completely different, not bad though            |
| -the back art is different                                        |
| -screen shots are from japanese version                           |
| -screen shots are blurry                                          |
| -manual is well written, and plenty of examples for combos        |
| -cd is red instead of yellow                                      |
| -intro screens has cover shot of import VFK                       |
|                                                                   |
|major                                                              |
|=====                                                              |
|-advertising is taken out of game                                  |
|-pai's unique level has a different floor                          |
|-shuns unique level has different parts on conveyor belt           |
|========================                                           |
|other than that, it's                                              |
|exactly the same.......                                            |
|                                                                   |
|[late'r g  9/10/96]                                                |
|========================                                           |
|                                                                   |
[==================----------------------------------===============]

[======-------======]
|Section 3 - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                  Intro to the Saturn VFK                          |
[-------------------------------------------------------------------]
| at this time, i'm not sure of what differences exist between the  |
| 3 versions , the ST-V, the US, and the japanese, so we will try   |
| to focus on the import saturn version for now, if new info becomes|
| avialable, that will be added.........                            |
[==================----------------------------------===============]


[======-------======]
|Section 3 - Part 1 |
[======-------======]

[==================----------------------------------===============]
|              Basic Saturn VFK Info / TIPS                         |
[-------------------------------------------------------------------]
| TIP 1 : If your memory is full                                    |
|                                                                   |
| if you don't have enough spare memory blocks to save in VF Kids,  |
| you will get a yellow screen at bootup with a bunch of japanese   |
| text.  it asks you to hold down the L & R buttons and press reset |
| on your Saturn if you want to delete stuff from your memory, or   |
| just press START to continue.                                     |
|                                                                   |
| in addition to that, it will tell you how many blocks you need to |
| free up from your memory.                                         |
|                                                                   |
| [ref : 01 e-mail                                                  |
[-------------------------------------------------------------------]
|                                                                   |
| TIP 2 : How NOT to get an ending.                                 |
|                                                                   |
|  If you choose your player to be somewhat invincible - at         |
|  the options menu, after you beat the game, you will not be       |
|  treated to the FMV of your character.It will simply say GAMEOVER.|
|                                                                   |
|  [Update 01]                                                      |
|  Some other criteria that has to met:                             |
|  If you play on easy, you will not get an ending, or              |
|  if you weaken the computer from normal.                          |
|                                                                   |
|                                                                   |
|  [ main ref: 02 e-mail]                                           |
|  [update 01 ref: 06 e-mail]                                       |
|                                                                   |
|   If you play in Hard mode, you will fight Crystal Dural, under   |
|   normal conditions, but you don't get anything extra for         |
|   winning.                                                        |
|                                                                   |
[-------------------------------------------------------------------]
|                                                                   |
| TIP 3 : Quick exit                                                |
|                                                                   |
| During a match, you can exit out of the match by doing the        |
| following (pause the game, press L&R +C, menu comes up,           |
| choose bottom option).                                            |
|                                                                   |
| [ref: 05 e-mail                                                   |
[-------------------------------------------------------------------]
| TIP 4 : How to LOCK UP YOUR GAME (BE CAREFUL)                     |
|                                                                   |
|                                                                   |
|  Also during a match as Dural, if you do the quick exit           |
|  (see TIP 3) and start another game, ALL the faces on the char    |
|  select screen will be Dural's, BUT the minute you try            |
|  to choose someone, the game locks-up and you have to reset your  |
|  saturn (in other words, DONT DO IT!).                            |
|                                                                   |
| [ref: 05 e-mail                                                   |
[==================----------------------------------===============]


[======-------======]
|Section 3 - Part 2 |
[======-------======]

[==================----------------------------------===============]
|              Translation of Japanese VFK Screens  | ref: 01 e-mail|
[-------------------------------------------------------------------]
|                                                                   |
|   -------------                                                   |
|   The main menu                                                   |
|                                                                   |
| Most of this is self-explanatory, but I'll list everything anyhow:|
|                                                                   |
| -------------    ------------   -------------   -----------       |
| |Arcade Mode|    | Vs. Mode |   |Skill Admit|   |   Make  |       |
| |           |    |          |   |    Mode   |   |  Combos |       |
| -------------    ------------   -------------   -----------       |
| -------------    ------------   -------------   -----------       |
| | Watch Mode|    |  Records |   |Control Pad|   | Options |       |
| |           |    |          |   | Settings  |   |         |       |
| -------------    ------------   -------------   -----------       |
|                                                                   |
|     --------------                                                |
|    Skill Admit Mode                                               |
|   [Otherwise known as ranking mode]                               |
|                                                                   |
| the name of this mode is a very rough translation, so don't take  |
| it as gospel.  basically, this mode is a single-player mode where |
| you fight against the computer to get better a better 'belt' or   |
| grade.  it gives you a mini-diploma after you die, which tells    |
| you how you did in terms of Skill, Art and one other attribute I  |
| can't recall at the moment.                                       |
|                                                                   |
|  --------------                                                   |
|   Option Menu                                                     |
|                                                                   |
|  I think this needs a bit of explanation, so here's the option    |
|  menu, from the top of the screen to the bottom:                  |
|                                                                   |
|Player Strength    1P             [V. weak --> V. Strong]          |
|                   2P             [V. weak --> V. Strong]          |
|                                                                   |
|# of Matches to win               [1, 2, 3, 4, 5]                  |
|                                                                   |
|Time limit                        [10s, 20s, 30s, 60s, infinity]   |
|                                                                   |
|Computer's Strength               [Practice, Weak, Normal, Strong] |
|                                                                   |
|Size of Ring                      [8m, 12m, 18m, 22m]              |
|                                                                   |
|Order of Computer Opponents       [Random (default)  or Not Random]|
|                                                                   |
|Sound Room                        {Movie Room:shows up when you    |
|                                   finish with a character}        |
|Back to Main Menu                 Reset all options to default     |
|                                                                   |
| (ed note: Eventually, all the characters make an appearance on    |
| this screen if you let the game idle... Shun poking out from the  |
| corner of the screen, Kage scaling the wall in the background,etc.|
|                                                                   |
| Also, the cursor changes to each of the different character heads |
| each time you access the options screen.)                         |
|                                                                   |
|    --------------                                                 |
|  Order of Computer Opponents                                      |
|                                                                   |
| the two settings meant 'random' and 'not random.'  the random     |
| setting has the 3 guys in the box flashing, whereas the           |
| non-random setting has the 3 guys waving their arms up and down   |
| (but not flashing). the non-random setting lets you fight the     |
| characters in the original vf2 order. ie.                         |
| lau,sarah,shun,pai,lion,jeffry,kage,jacky,wolf,akira,and dural.   |
|                                                                   |
|                                                                   |
|    --------------                                                 |
|    Sound Room                                                     |
|                                                                   |
|This is an area for testing out the sound effects and music tracks.|
|The screen looks like this:                                        |
|                                                                   |
|       -----------------------------------------------------       |
|       |                                                   |       |
|       |                                                   |       |
|       |                                                   |       |
|       |                                                   |       |
|       |                                                   |       |
|       |                   [Graphic]                       |       |
|       |                                                   |       |
|       |---------------------------------------------------|       |
|       |Song test    [   Lau 01 ]   Output   [Stereo/Mono] |       |
|       |Sound test   [ Punch 01 ]   Song Volume  [1 -> 5 ] |       |
|       |Voice test   [ Akira 01 ]                          |       |
|       -----------------------------------------------------       |
|                                                                   |
|  ---------                                                        |
|  Movie Room                                                       |
|                                                                   |
|                                                                   |
|                                                                   |
|       -----------------------------------------------------       |
|       |                                                   |       |
|       |                                                   |       |
|       |                  [movie screen]            [Exit] |       |
|       |                                                   |       |
|       |       [Pai]  [Wolf]  [Kage]  [Jacky] [Lion]       |       |
|       |  [Akira]  [Lau] [Jeffry] [Sarah] [Shun] [Dural]   |       |
|       |                                                   |       |
|       |---------------------------------------------------|       |
|       |                                                   |       |
|       |                     [caption]                     |       |
|       |                                                   |       |
|       -----------------------------------------------------       |
|                                                                   |
| the movie has whatever character you finished,sitting in a chair  |
| in front of a screen, and you can choose him/her....the screen    |
| dims and the ending is shown ..... oh yeah, there's a caption     |
| for each one too.. (see below)                                    |
[==================----------------------------------===============]

[==================----------------------------------===============]
|            |          description of caption                      |
|-------------------------------------------------------------------|
|01  Akira   |   defend the yuki dojo!                              |
|-------------------------------------------------------------------|
|02  Dural   |   dural goes for a ride                              |
|-------------------------------------------------------------------|
|03  Jacky   |   jacky the racer!                                   |
|-------------------------------------------------------------------|
|04  Jeffry  |   the shark, the flowers, and jeffry!                |
|-------------------------------------------------------------------|
|05  Kage    |   kage's tragedy                                     |
|-------------------------------------------------------------------|
|06  Lau     |   lau, the master chef!                              |
|-------------------------------------------------------------------|
|07  Lion    |   good morning, lion!                                |
|-------------------------------------------------------------------|
|08  Pai     |   pai goes on a rampage!                             |
|-------------------------------------------------------------------|
|09  Sarah   |   hitgirl sarah!                                     |
|-------------------------------------------------------------------|
|10  Shun    |   four seasons with grandpa                          |
|-------------------------------------------------------------------|
|11  Wolf    |   the ultimate wrester returns!                      |
[==================----------------------------------===============]

[==================----------------------------------===============]
|    Voice Samples                                                  |
|    --------------                                                 |
|                                                                   |
|  Playing through the voice samples, you'll find that a lot are    |
|  just little yelps or yells and lots are in English.  Below are   |
|  translations for the sayings that are in Japanese.  Be aware that|
|  most of these are rough translations, so you won't get any idioms|
|  A [?] means that the translation is *very* rough, or             |
|  could not be determined.                                         |
|                                                                   |
|  [ed note-see references on the vf2-taunt faq]                    |
|                                                                   |
|       Akira 05: If you want to fight with me, you have            |
|                 to practice for 10 years                          |
|       Akira 08: I want to fight a stronger person                 |
|       Akira 09: I have to practice more                           |
|       Akira 10: I'm 10 years early (ie. I have to practice)       |
|                                                                   |
|       Kage  04: 'Sweet'  [?]                                      |
|       Kage  05: You don't have much practice/you have to practice |
|       Kage  07: I don't have an excuse  [?]                       |
|                                                                   |
|       Lau   05: You don't have much practice                      |
|       Lau   07: [?]                                               |
|                                                                   |
|       Pai   04: [?]                                               |
|       Pai   06: Next time I will win for sure                     |
|                                                                   |
|       Shun  06: You can do anything but you won't win against me  |
|       Shun  09: Young person, next time please be more gentle     |
|                                                                   |
| --------------                                                    |
| Kids mode vs. Normal mode                                         |
|                                                                   |
|  This is the setting you pick after selecting your character.     |
|  Normal mode is, obviously, just like VF2 (except for the         |
|  shorter limbs).  The instruction booklet describes Kids mode     |
|  as having the following characteristics:                         |
|  - If you hit the punch of kick buttons a lot you will do         |
|    lots of different kinds of punches and kicks                   |
|    (ie. it will do combos for you)                                |
|  - There is almost total auto-guard                               |
|                                                                   |
|  The auto-guard is pretty funny to watch - play vs. mode with a   |
|  friend and try pushing forward while he punches.  Your character |
|  will move in but tilt his/her giant head back to avoid the hits. |
|  I find Kids mode is great for people who have never played the   |
|  game before, or are total beginners - they can button-smash and  |
|  still have a good time.                                          |
|                                                                   |
|  (ed note: They're auto-ducking to avoid high attacks.            |
|   The tilting head stuff is just how Kids handles crouching under |
|   high attacks. Gotta get those heads out of the way)             |
|                                                                   |
|       --------------                                              |
|        Combo-making                                               |
|                                                                   |
|   This is probably the most complex option in VF Kids.            |
|                                                                   |
|   When you go to the combo-making screen, you get a small menu:   |
|                                                                   |
|                      ------------------                           |
|                      |Make a new combo|                           |
|                      |  Edit a combo  |                           |
|                      |      Exit      |                           |
|                      ------------------                           |
|                                                                   |
|       If you choose to make a new combo you'll be sent to the     |
|       combo-making screen where you can make your own combos:     |
|                                                                   |
|                             COMBO TUKUURU                         |
|       ---------------------------------------------------------   |
|             COMMAND         HOW LONG       COMMAND     HOW LONG   |
|       ------------------------------  -------------------------   |
|       1|               |   |       |  11|           |  |      |   |
|        -----------------   ---------  -------------------------   |
|       2|               |   |       |                              |
|        -----------------   ---------  ....                        |
|                                                                   |
|       You start off in the first 'COMMAND' box.  Pressing the R   |
|       button will move you over to the next box, and pressing L   |
|       moves you back a box.  For example, if you are in the first |
|       command box and you hit R, you will shift over to the first |
|       'HOW LONG' box.                                             |
|                                                                   |
|       The 'HOW LONG' (rough translation) is essentially how       |
|       long you want it to do that command for.  You can set it    |
|       from 001 to 255.                                            |
|       (ed note : It's actually in frames (1 frame = 1/60 second)  |
|       Jirawat Uttayaya's web page has most of the relevant stats  |
|       the last time I checked)                                    |
|                                                                   |
|       You can input up to four items in the COMMAND box: a        |
|       movement command, punch, kick, and guard.  For example, if  |
|       I wanted to program the beginning of Akira's SPoD, I would  |
|       hold down G, P, K. In the command box,                      |
|       A = Guard, B = Punch, C = Kick, and X = SPACE.              |
|                                                                   |
|       I assume that SPACE is for putting pauses in your combos,   |
|       so you can do auto float-combos that make the floating      |
|       hits connect at the right times. The SPACE command can only |
|       be put in a COMMAND box by itself, not with any other moves.|
|       (ed note:You need it for simple things like PPK combos,too.)|
|       (i.e. P, space, P, space, K)                                |
|                                                                   |
|       A good thing to do is to select 'Edit a Combo' and take a   |
|       look at the combos that are already in there.  They give    |
|       you a good idea of what a typical combo looks like.         |
|                                                                   |
|       Obviously you can do some pretty cool stuff with this custom|
|       combo system. With up to 20 command boxes available for a   |
|       single combo,some pretty nasty things could be created.     |
|                                                                   |
|                                                                   |
|       [ SEE SECTION 4 : PART 2 FOR EXAMPLES ]                     |
|                                                                   |
[==================----------------------------------===============]


[==================------------------======================]
|                   End  Part [1/2]                        |
[==================------------------======================]



[==================------------------======================]
|                    Part [2/2]                            |
[==================------------------======================]

        [============-------------------===============|
        |            Virtua Fighter Kids FAQ           |
        |----------------------------------------------|
        |   Version   : (VFK)  FAQ  V0.90              |
        |   Revision  : 1st Public Release %90 done    |
        |   Date      : 9 / 27 / 96                    |
        |   Platforms : Sega Saturn / (ST - V Board)   |
        |   Copyright : (c),[TM] Sega USA              |
        [============-------------------===============]


        [----------------------------------------------]
        |   Release VERSION - READY FOR DISTRIBUTION   |
        |          you MAY distribute this             |
        |   (see the notes below first, though)        |
        [=============------------=====================]


[==================------------------======================]
|   *###  #                   #######               !SEGA! |
|  ## ## ##     #            ##   ##      #    #           |
| #  ##  #   ######          ##  #### .####   ### ##,  #   |
|    #   ## ##  #  #  # .####  #### # #  ###*. # # ## #    |
|    #### # #   #  #  # #   #    ## # `####  # # ##   #    |
|    `*#' # #   #  `### `###'    ## #    ##  # # `*#* #    |
|                              **"     **'                 |
<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|
|     /##\                                   /###_         |
|    |###W|                                 ,#####  ,,,    |
|    *#####          _     ,,_              ######,####\,  |
|    \#####      ,,####, ,/###/            /############|  |
|    ,#####_/*_,/#######  {####;          ,############/   |
|     V################/   |###  ,,****,, /###########     |
|     {#############/"   |####,,/##############/ #####     |
|     \############-     |#####################/ \####\    |
|    /#############\;    |###########**########   #####    |
|   /########"=*#####\,  |##########   ,######`   \####\   |
|   \/\#####|    \#####\,|####*######,,/######    ,#####|  |
|      $####|      $##########--#############*   _/#####|TM|
|       \###|       -#####       \##########",,/#######/   |
|        ---          ----          \#####"  #########/    |
|                                            \######/"     |
[===================------------------=====================]

                        [==========---==========]
                        | FAQ V0.90 - [Release] |
                        |-----------------------|
                        |    copyright 1996.    |
                        [==========---==========]

[======-------======]
|Section 0 - Part 0 |
[======-------======]

                        part [2/2]
[------------------------------------------------------------------------]
|     Partition 4              Character Specifics                       |
|------------------------------------------------------------------------|
|Section 4 : Part 0  | Intro to characters            |  8/19/96 | nd    |
|Section 4 : Part 1  | Improved moves for VKF         |  9/27/96 | nd    |
|Section 4 : Part 2  | New programmable combos        |  8/19/96 | nd    |
|Section 4 : Part 3  | New replay combos for VFK      |  9/27/96 | c     |
|Section 4 : Part 4  | Character taunts               |  9/27/96 | c     |
|Section 4 : Part 5  | Character endings              |  9/15/96 | c     |
|------------------------------------------------------------------------|
|     Partition 5              Tricks                 |          |       |
|------------------------------------------------------------------------|
|Section 5           | Tips/Tricks (Saturn Version)   |  9/27/96 | c     |
|------------------------------------------------------------------------|
|     Partition 6              Credits                                   |
|------------------------------------------------------------------------|
|Section 6           | Credits                        |  9/15/96 | nd    |
|------------------------------------------------------------------------|
|     Partition END            Appendices                                |
|------------------------------------------------------------------------|
|Section A : Part 0  | History of the FAQ             |  8/19/96 | c     |
|Section B : Part 0  | Revisions of the FAQ           |  9/27/96 | c     |
|Section C : Part 0  | Resources for VF2 FAQs         |  8/19/96 | nd    |
|Section D : Part 0  | Glossary for this FAQ          |  9/27/96 | nd    |
|Section E : Part 0  | References for this FAQ        |  9/15/96 | nd    |
|Section F : Part 0  | FAQ design/philosophy          |  8/20/96 | c     |
[============================------------------==========================]
| notes on verify : c - completed, tbd - to be determined, nd - not done |
[============================------------------==========================]

[======-------======]
|Section 0 - Part 1 |
[======-------======]


[============================------------------==========================]
|Distribution notices :                                                  |
|----------------------                                                  |
|This FAQ may be freely distributed among the VFing community. No fee is |
|charged except for direct costs. You can obtain this FAQ by:            |
|                                                                        |
|1) web browser : world wide web   [  i will upload it to all sites ]    |
|                                  [  that contain game faqs........]    |
|                                                                        |
|2) news groups : ?  ,i don't plan to post it, because i don't know      |
|                how large it will get, this needs to be investigated.   |
|                                                                        |
|                                                                        |
| !!  THIS IS BEING INVESTIGATED AS WE SPEAK !!                          |
|                                                                        |
|3) Any updates, feedback and errors, please send to:                    |
|    /--------------------------/                                        |
|    | Rajeev Gantela aka <zero>|                                        |
|    |  rg@radix.net  aka raj   |                                        |
|    /--------------------------/                                        |
|                                                                        |
|4) Note: not officially sanctioned by Sega(c)!                          |
|                                                                        |
|5) (sub)standard legal disclaimer                                       |
|                                                                        |
|   i will not be held responsible for the information found within      |
|   it is accurate and verified as far as i possibly can research it     |
|   if you feel you have a valid claim on the information , tell me!     |
|   blah blah blah...etc..etc.....please don't sue me..so on and so.     |
|   forth....i'm only doing this for fun..............Support SEGA..     |
|                                                                        |
[============================------------------==========================]

[======-------======]
|Section 4 - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                Intro to characters for VFK (Saturn)               |
[-------------------------------------------------------------------]
|                                                                   |
| well, the following information is about all the character        |
| specific ones found in vfk. many references will be used.         |
| to make things somewhat easier, all info is organized on an       |
| alphabetical order, ok?                                           |
|                                                                   |
[==================----------------------------------===============]

[======-------======]
|Section 4 - Part 1 |
[======-------======]

[==================----------------------------------===============]
|              Improved Moves  /Notes for VFK (Saturn)              |
[-------------------------------------------------------------------]
|                                                                   |
|  For people new to vf2 notation , consult resource 23, the        |
|  shorthand faq, and/or refer to the next section which            |
|  explains what most of the terms below mean..                     |
|                                                                   |
|    basic info on gameplay and moves                               |
|    here are some notes to get you started...                      |
|                                                                   |
|       First off, the 'rules' for VFKids is the saturn2.1 VF set.  |
|       Which means, like the arcade2.1 you can run easily;         |
|       however, unlike the arcade you can throw using              |
|       d+P+G among other little subtle nuances.                    |
|                                                                   |
|  1) some info on floats                                           |
|                                                                   |
|       First thing you'll notice is that floats aren't             |
|       quite the same.  In most cases float combos are easier      |
|       to do (i.e. rising knee, kickflip with Kage is a given      |
|       on everybody except the 'heavies' without a MC!). The       |
|       only character that seems to have a harder time floating    |
|       is Akira. The only reason he loses out is because he uses   |
|       hand attacks in his floats, and his arms are so short.      |
|       That said the only 'standard' Akira float I can't seem      |
|       to get is SDE,m-DbPm after are SE.  Oh, and Akira's         |
|       SE,c-SgPm,SDE is now SE,c-SgPm,DE (and I can't get either   |
|       of them to hit against the heavies).                        |
|                                                                   |
|      (author's note: i've got all kinds of akira floats to work   |
|       usually do a SE, followed by SJK, or ST, with a SJK )       |
|                                                                   |
|  2)    I believe that the change in float mechanics was done to   |
|        correct Sarah's knee-rising knee combo which now hits with |
|        the rising knee.                                           |
|                                                                   |
|       (ed note: Unfortunately, her triple kick (d/f+KKK) is now   |
|       completely useless... The third kick can never hit if the   |
|       first two connected. Even Jeffry gets pushed out of range   |
|       by the first two kicks.)                                    |
|                                                                   |
|  3) more notes on connecting with moves                           |
|                                                                   |
|       another important thing to note is that sometimes a         |
|       move will not connect against a non-defender because        |
|       the *Huge* heads prevent you from getting close enough      |
|       to connect.  An example of this is Lau's backflip with      |
|       a kick, if your opponent is just standing there (w/o        |
|       defending) it is very difficult to make the move connect.   |
|       I had to execute the move while Lau was skidding to a       |
|       stop from a run!  But, it seems that move that miss like    |
|       that are few and far between.                               |
|                                                                   |
|   4) character notes on jeffry and akira                          |
|                                                                   |
|        Basically everyone can float better and that's about it.   |
|        I'd say Jeff got the biggest performance boost (he has     |
|        attacks that use that big head!) and Akira became a        |
|        little bit more difficult to float with.                   |
|                                                                   |
|        (ed note:  Anyway, Jeffry has to change most of his basic  |
|        floats around, so the performance boost is debateable...   |
|        MC knee, PG, PG, knee will never work in Kids.)            |
|                                                                   |
|   5) have you seen this? they move their heads when they dodge    |
|                                                                   |
|       Also whenever a character crouches below a high attack,     |
|       they move their head backwards to dodge the attack. It      |
|       looks funny the first time you see it. They also open       |
|       their mouths when they do this.                             |
|                                                                   |
|       (ed note:I prefer to think of this as only new animation    |
|        that may affect low attacks. i.e. I think the range of a   |
|        low punch is reduced while the head is leaning backwards.) |
|                                                                   |
|  [ref : 12 rgva]                                                  |
|                                                                   |
|    6)  Jeff and Wolf need to modify their floats, too. The knee   |
|        has very little range once an opponent is in the air.      |
|                                                                   |
|    7) There seems to be a hole in the top of everyone's head.     |
|       Kage's b,b+K+G, d+K combo and the Bryant's (MC) d+K+G,d/f+K |
|       don't work anymore.                                         |
|   [ref : 13 e-mail]                                               |
|                                                                   |
|    8)  Notes on the 'sparks' you see when you hit                 |
|                                                                   |
|       Just a quick word on something I noticed.  Successful hits  |
|       on an opponent yield a "hit spark", and these are either    |
|       blue or yellow.  It just occurred to me that you get a      |
|       yellow spark if you manage a MC interrupt, and blue         |
|       otherwise. But you can tell from now on if your VFK floats  |
|       are done with or without the intial MC.                     |
|                                                                   |
|   [ref : 15 r.g.v.s]                                              |
|                                                                   |
|                                                                   |
|    9) This is nitpicking, but the Bryant's only need a minor      |
|       counter (mC) shin slicer to knock their opponent down,      |
|       because it's VF2.1.                                         |
|      (editor)                                                     |
|                                                                   |
[==================----------------------------------===============]

[==================----------------------------------===============]
|       Standard Notation (excerpts) - see reference 23             |
|       -----------------------------------------------             |
| to translate standard notation to default Saturn mapping use this |
| guide                                                             |
|                                                                   |
|       Joystick & Button Key:          Saturn Notation             |
|       u, up   - Up                       same                     |
|       d, down - Down                     same                     |
|       f, for  - Forward                  same                     |
|       b, back - Back                     same                     |
|                                                                   |
|       * See above                                                 |
|       U, UP, D, DOWN, F, FOR, B, BACK - Caps indicates that the   |
|       joystick should be held in that direction.                  |
|       /   - a slash indicated diagonals... like d/f is diagonally |
|             down and forwards.  As a convention, up and down are  |
|             usually listed first.                                 |
|                                                                   |
|  [authors note: the only confusion arises for using the B button  |
|                 and B for hold Back, usually the reference will   |
|                 tell which is which, as the direction goes first!]|
|                                                                   |
|                                                                   |
|            Standard                           Saturn              |
|                                                                   |
|     p,P - Punch button                         B                  |
|     k,K - Kick button                          C                  |
|     g,G - Defense button                       A                  |
|   * This is contrast with "D", which would                        |
|                                                                   |
|     indicate holding down                                         |
|   + - a plus sign indicated pressing the                          |
|       button with another, or with a direction.                   |
|       Eg. f+P (f+B)is tap forwards and tap punch at the same      |
|       time.  As yet another convention, buttons should be         |
|       listed in the same order as above... ie. P+K+G  (B+C+A)     |
|       All - Tap all buttons together... the same as P+K+G. (B+C+A)|
|                                                                   |
|       Additional Notes:                                           |
|                                                                   |
|       Hold - the word "hold" indicates that a direction should    |
|       be held /prior/to any button presses, usually until after   |
|       the first button has been tapped, or until the word         |
|       "Release" is indicated.                                     |
|                                                                   |
|       Roll to - instead of writing out all the motions, a Roll to |
|       indicates a rolling motion from one direction to the other, |
|       passing through the down half of the joystick... so         |
|       "f roll to b" is f, d/f, d, d/b, b.                         |
|                                                                   |
|       FC - From a crouching position.  How you /got/ to crouching |
|       is irrelevant in motion notation, since FC is used only at  |
|       the beginning of a notation.                                |
|                                                                   |
|       * People often use FC to designate "Full Circle", indicating|
|       a rolling motion.                                           |
|                                                                   |
|       FS - From a standing position                               |
|                                                                   |
|       *aCk* - This indicates a move in which the controls are     |
|               very special and very difficult to do.              |
|       Up til now, there are two: Akira's Knee and Akira/Jacky     |
|       Iaigeri Kick.  The Knee is done by hitting K+G together     |
|       (with any joystick movement) and releasing the G button     |
|       immediately, so that it is only held for 1 frame (1/60 of   |
|       a second).                                                  |
|                                                                   |
|       (ed note : the iaigeri kick is not possible in vfk due to   |
|                   vf2.1 game engine.)                             |
|                                                                   |
|       Eg. Jacky's Elbow-Heelkick combo is: f+P, K. (f+B,C)        |
|           Sarah's Elbow-Knee combo is:  f+P, Hold f, K.(f+B,hf,C) |
|                                                                   |
|       In the case of some guard cancelled combos, the expression  |
|       "tap G" (A)is used rather than simply "G"(A)to emphasize the|
|       point that the guard is there as a cancel.                  |
|                                                                   |
|       Eg. Sarah's Elbow, g-cancel, Kickflip is: f+P, tap G, u/b+K |
|                                                (f+B, tap A, u/b+C)|
|                                                                   |
|       Punch and/or Kick Combos (so-called Canned combos) can be   |
|       listed without commas for simplicity.  In this notation, "E"|
|       can be used to indicate an elbow, in the case of Jacky's    |
|       combo.                                                      |
|                                                                   |
|       Sweep and Kickflip combos, however, should have the         |
|       kick marked seperately, to avoid confusion.  This used      |
|       especially often in the case of Punch combos, and less in   |
|       Kick combos, although it can be done.                       |
|                                                                   |
|       The Senbon Punch (PK combo with the kick being guard        |
|       cancelled) is often written PKG as well.  This is in        |
|       contrast to P+K+G, which indicates that the buttons are     |
|       pressed TOGETHER, rather than in succession.                |
|                                                                   |
|       Eg. Pai's 3 Punch & Crescent is PPPK, not P, P, P, K.       |
|                                       (BBBC)                      |
|           Jacky's 2 Punch, Elbow & Heelkick is PPEK. (BBEC)       |
|           Kage's 3 Punch & Kickflip is PPP, b+K. (BBB, b+C)       |
|           Sarah's Puntkick & Sidekick could be d+KK. or. d+K, K.  |
|                                         (d+CC,or d+C,C)           |
|       Motions or buttons in [square brackets] are often used to   |
|       indicate optional additions to the sequence or combo.       |
|                                                                   |
|       Eg. Sarah's Shadow Kicks could be d/f+K, [K, K]             |
|                                         d/f+C, [C, C]             |
|       Nominative Notation                                         |
|       -------------------                                         |
|                                                                   |
|       Nominative notation is used more to explain the moves used  |
|       in an attack sequence or combo.  It is also used to explain |
|       in more detail the circumstances under which a combo /      |
|       sequence takes place, that is, staggers, floats, etc.  These|
|       circumstances are often shown in [brackets].                |
|                                                                   |
|       [bracket] key:                                              |
|                                                                   |
|       [stagger] - The opponent was crouching (defending or not)   |
|       and the move preceding the brackets caused them to stagger  |
|       backwards, leaving them vulnerable to the follow-up.        |
|                                                                   |
|       [float] - The opponent was "floated" or taken off their feet|
|       by the preceding move, and as a result, will be hit in the  |
|       air by the next attack.  This also implies that it could    |
|       have been an interrupt (qv) as well.                        |
|                                                                   |
|       [pause] - indicates a short pause (ie. stop mashing the     |
|       buttons) before continuing.                                 |
|                                                                   |
|       [interrupt] - The opponent was hit during the execution of  |
|       one of their moves, and as a result was interrupted.        |
|       This is also referred to as a "Major Counter", but i find   |
|       "interrupt" to be a more intuitive term.  This almost always|
|       leads to a float.  This depends on the move with which you  |
|       attacked.  This is used to distinguish between a regular    |
|       float, say, one that occured as a result of a counter       |
|       (eg. Knee) and a higher float, which occurs as a result of  |
|       an interrupt.                                               |
|                                                                   |
|       eg. Knee [float], Knee is a combo which only Jeffrey can do,|
|       while Knee                                                  |
|                                                                   |
|       [interrupt], Knee is a combo which almost any character can |
|       do.                                                         |
|                                                                   |
|       [DEEP] - This indicates that the preceding move had to be   |
|       done at extremely close range, and has left you very close  |
|       to your (soon-to-be-victimized) opponent. Eg. [DEEP stagger]|
|                                                                   |
|       [TA] - Turnaround.  This indicates a point at which your    |
|       character turns completely around, because your opponent    |
|       has changed sides. (eg. after a Surprise Exchange)          |
|                                                                   |
|                                                                   |
|       Also note that:                                             |
|                                                                   |
|       MC      -  major counter and,                               |
|                                                                   |
|       mC      - minor counter.                                    |
|                                                                   |
|       (ed note : I think this short hand actually developed after |
|                  BigCat wrote the notation guide. the reason why  |
|                  we care about this is because major/minor        |
|                  counters get an attack bonus of 50 or 25 percent |
|                  more damage, respectively, which affects the     |
|                  height of floats.)                               |
|                                                                   |
|       Senbon - Senbon Punch... A punch followed by a guard        |
|       cancelled High Kick    (from a PK combo)                    |
|                                                                   |
|       (ed note: only Akira, Jacky, Sarah, Kage, Wolf, Jeffry,     |
|                 and Dural are capable of doing senbon punches.)   |
|                                                                   |
|                                                                   |
|       Pounce - This is the move to attack a downed opponent.      |
|       It is the low pounce (u+P) {u+B}  unless otherwise noted.   |
|       (usually by "high pounce")                                  |
|                                                                   |
|       Ground Kick/Punch - Another attack for downed opponents.    |
|       The motion is always d/f+button.  Also called "stomps".     |
|                                                                   |
|       TA - TurnAway Attack.  An attack done, facing forward,      |
|       which leaves you with your back turned to your opponent.    |
|       Often suffixed by Punch, Kick, HopKick, or Sweep.           |
|                         (B   ,  C  , u+C    ,  d+C (various char))|
|                                                                   |
|       TT - TurnTowards Attack.  An attack begun while facing      |
|       away from your opponent.  This will almost always leave you |
|       facing your opponent once again.                            |
|                                                                   |
|             [-------------------------------------]               |
|             |  Common Conventions by Character... |               |
|             [-------------------------------------]               |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
|| Akira     :| DE       |Dashing Elbow (rare)     |f,f+P (f,f+B) | |
||------------|----------|-------------------------|--------------| |
||            | SDE      |Super Dashing Elbow(rare)|f,f,f+P (fffB)| |
||------------|----------|-------------------------|--------------| |
||            | SE       |Surprise Exchange        |  d/b+G+P     | |
||            |          |                         | (d/b+AB)     | |
||------------|----------|-------------------------|--------------| |
||            | RBC      |Reverse Bodycheck (rare) |  b,d/f+P+K   | |
||            |          |                         | (b,d/f+BC)   | |
||------------|----------|-------------------------|--------------| |
||            | Yoho     |Stomping Uppercut        |  d/f,d/f+P   | |
||            |          |                         | (d/f,d/f+B)  | |
||------------|----------|-------------------------|--------------| |
||            | SPoD     | Stun Palm of Doom...    |              | |
||            |          | Stun Palm, Reverse      | All,b,d/f+P+K| |
||            |          | Bodycheck, Double Palm  | b+P          | |
||            |          |                         |              | |
||            |          |                         |(ABC,b,d/f+BC,| |
||            |          |                         | b+B)         | |
||------------|----------|-------------------------|--------------| |
||            | 1/2 SPoD | First two moves of the  | All,b,d/f+P+K| |
||            | or       | Stun Palm of Doom       |(ABC,b,d/f+BC)| |
||            | 2/3 SPoD,|                         |              | |
||            | 2-hit,   |                         |              | |
||            | AS2      |                         |              | |
||------------|----------|-------------------------|--------------| |
||            | BC       | Bodycheck (rare)        |  b,f,f+P+K   | |
||            |          |                         | (b,f,f+BC)   | |
||------------|----------|-------------------------|--------------| |
||            | SgPalm   | Single Palm             |  (FC, f+P)   | |
||            |          |                         |  {FC, f+B}   | |
||------------|----------|-------------------------|--------------| |
||            | DblPalm  | Double Palm             | (FC, b, f+P) | |
||            |          |                         | {FC, b, f+B) | |
||------------|----------|-------------------------|--------------| |
||            | JK       | Jumpkick, as in single  | f, f+K       | |
||            |Often, SJK|                         |(f, f+C)      | |
||------------|----------|-------------------------|--------------| |
||            | DJK      | Double Jumpkick         | f, f+K, K    | |
||            |          |                         |(f, f+C, C)   | |
||------------|----------|-------------------------|--------------| |
||            | ST       | Stumble Throw           |b,d+P+G       | |
||            |          |                         |(b,d+B+A)     | |
|[----------------------------------------------------------------] |
|                                                                   |
|                                                                   |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
||      Jacky:| HBF      | High Backfist           |     b+P      | |
||            |          |                         |    (b+B)     | |
||------------|----------|-------------------------|--------------| |
||            | LBF      | Low Backfist            | FS, d/b+P    | |
||            |          |                         |(FS, d/b+B)   | |
||----------------------------------------------------------------| |
|| Note :As we all know, everybody has their own expressions for  | |
|| certain moves. So often, when you use nominative notation, it's| |
|| often wise to accompany it with a motion notation form below   | |
|| it.                                                            | |
||                                                                | |
|| Eg. This is the latest Jacky combo i'm raving about:           | |
||                                                                | |
||      Toe Kick [interrupt], Senbon Punch, Kickflip              | |
||          (d+K, hold f, PKG, u/b+K)                             | |
||          {d+C, hold f, BCA, u/b+C}                             | |
||                                                                | |
||                                                                | |
||      NOW... if you know stuff about Jacky's Toe kick, you'll   | |
||      realize that an interrupt (and only an interrupt) creates | |
||      a float, usually pretty far.                              | |
||                                                                | |
||      Tack on the Senbon to close the gap, then *whoosh*        | |
||      Kickflip.                                                 | |
||                                                                | |
||      Obviously, a knowledge of the various VF2 moves helps.    | |
||      see the references.                                       | |
||                                                                | |
|[----------------------------------------------------------------] |
|                                                                   |
|                                                                   |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
||Jeffry:     | XPD      | Crucifix Piledriver     | d/f, d/f+P+K | |
||            |          |                         |(d/f, d/f+BC) | |
||------------|----------|-------------------------|--------------| |
||            | DE       | Dashing Elbow           | f,f+P        | |
||            |          |                         |(f,f+B)       | |
||------------|----------|-------------------------|--------------| |
||            | DEU      | Dashing Elbow-Uppercut  | f,f+PP       | |
||            |          |                         |(f,f+BB)      | |
||------------|----------|-------------------------|--------------| |
||            | TKoD     | Toe Kick of Doom...     | d+K [pause]  | |
||            |          | Toe Kick, into XPD      | d,d/f, f+All | |
||            |          |                         |(d+C [pause]  | |
||            |          |                         | d,d/f, f+ABC)| |
||------------|----------|-------------------------|--------------| |
||            | CA       | Chiropractic Adjustment |              | |
||            |          | (rare).                 | see below    | |
||            |          |                         |              | |
||            |          | Colloquialism for the   |              | |
||            |          | Backbreaker.            |              | |
||------------|----------|-------------------------|--------------| |
||            | Front CA | "front" backbreaker     | b, f, f+All  | |
||            |          |                         |(b, f, f+ABC) | |
||------------|----------|-------------------------|--------------| |
||            | Back CA  |  backbreaker            | P+G (behind) | |
||            |          |                         |(B+A) {behind}| |
||----------------------------------------------------------------| |
|| Note: As far as the backbreaker goes, if it isn't preceded by  | |
|| "front" or "back/behind", assume it's the one from behind.     | |
|[----------------------------------------------------------------] |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
||  Kage:     | TFT      | Ten-foot toss           |    b+P       | |
||            |          |                         |   (b+B)      | |
||------------|----------|-------------------------|--------------| |
||            | swipe-   | swipe with punch        | d/b+P[KG]    | |
||            | dodging  |                         |(d/b+B[CA])   | |
||            | punch    |                         |              | |
|[----------------------------------------------------------------] |
|                                                                   |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
||Lau:        | UpKn     |Up KnifeHand or Lifting  | FC , d/f+P   | |
||            |          |Palm                     |(FC , d/f+B)  | |
||------------|----------|-------------------------|--------------| |
||            | DnKn     |Down KnifeHand or Knife  |  FS, d/f+P   | |
||            |          |Hand                     | (FS, d/f+B)  | |
||------------|----------|-------------------------|--------------| |
||            | LgKn     |Lunging Knifehand or     |  d/f, d/f+P  | |
||            |          |Dashing Palm             | (d/f, d/f+B) | |
||------------|----------|-------------------------|--------------| |
||            | ST       | Stumble Throw           |b,d+P+G       | |
||            |          |                         |(b,d+B+A)     | |
||----------------------------------------------------------------| |
||            | AutoKn   |UpKn that comes out      |  block , P   | |
||            |          |automatically if P       |              | |
||            |          |is pressed after a       | (block , B)  | |
||            |          |connected(blocked or hit)|              | |
||            |          |High Kick, Heelkick      |              | |
||            |          |or Hopping               |              | |
||            |          |Kick                     |u/f+K, u/f+K+G| |
||            |          |                         |(u/f+C,u/f+BA)| |
||----------------------------------------------------------------| |
|| Note: Often, Lau's Knifehands are suffixed by P's, indicating  | |
||       more punches are comboed after the knifehand.            | |
||       Eg. UpKnPPPK (FC, d/f+P, PPPK)                           | |
||          {UpKnBBBC (FC, d/f+B, BBBC)}                          | |
|[----------------------------------------------------------------] |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
|| Pai        | ST       | Stumble Throw           |b,d+P+G       | |
||            |          |                         |(b,d+B+A)     | |
|[----------------------------------------------------------------] |
|                                                                   |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
|| Sarah:     |Elbow-Knee| This is the Elbow-Knee  |f+P, hold f,K | |
||            |          | CANNED combo.           |(f+B,hold f,C)| |
||----------------------------------------------------------------| |
||  Note: This is in contrast to a Elbow, Knee, which would be f+P| |
||        tap G, f+K.(f+B,tap A, f+K)  However, this is nitpicking| |
||        people seldom speak of the latter, so it's pretty safe  | |
||        to assume it's the first.                               | |
|[----------------------------------------------------------------] |
|                                                                   |
|                                                                   |
|[----------------------------------------------------------------] |
||  Character    Notation       Description          Move(s)      | |
|[----------------------------------------------------------------] |
||  Wolf:     | T&H      |  Twirl and Hurl         | b, d/b, d,   | |
||            |          |This is often written out| d/f, f+P     | |
||            |          |                         |(b,d/b,d,d/f, | |
||            |          |                         | f+B)         | |
|[----------------------------------------------------------------] |
|                                                                   |
|[----------------------------------------------------------------] |
||      ?-Notations                                               | |
||      -----------                                               | |
||----------------------------------------------------------------| |
||      To do an FC move, like SgPalm, or UpKn, you must be       | |
||      crouching.                                                | |
||                                                                | |
||      There are several ways to "become" crouching, and the "?-"| |
||      notation (in which the ? represents a letter) reflects the| |
||      way in which you should "achieve crouching-ness" in order | |
||      to do this series of moves.                               | |
||----------------------------------------------------------------| |
||      * No letter: ...indicates that a crouch was done in the   | |
||      "standard" way, that is, by holding d, d/f or d/b until   | |
||      they bend their knees lots, then hitting the appropriate  | |
||      direction and button.                                     | |
||----------------------------------------------------------------| |
||       ...alternately, when stated in the MIDDLE of a combo, it | |
||      indicates that the previous move "left" the character in  | |
||      a crouching position, and that the FC move is to be done  | |
||      before the character returns to standing.                 | |
||      Eg.  Low Punch, DblPalm.                                  | |
||----------------------------------------------------------------| |
||      * g-move: ...indicates that the crouch was achieved by    | |
||      guard cancelling a low kick.                              | |
||                                                                | |
||      Eg. g-SgPalm is... d+K, tap G, f+P.  The "g" stands for   | |
||      "guard cancelled low kick".  If you tap G too quickly     | |
||      (ie. before the low kick begins to come out), the kick    | |
||      will not come out and you will fail this trick miserably. | |
||                                                                | |
||      As a result of the timing involved with guard cancelling, | |
||      you cannot buffer a g-move.                               | |
||                                                                | |
||      Eg. My fav Akira combo is:                                | |
||      Surprise Exchange, Knee, g-DblPalm...                     | |
||      d/b+P+G [TA], K+G *aCk*, d+K, tap G, b, f+P.              | |
||                                                                | |
||     (d/b+B+A [TA], C+A *aCK*, d+C, tap A, b, f+B)              | |
||----------------------------------------------------------------| |
||      * c-move: ...indicates that the crouch was achieved using | |
||      a crouch dash, and that the crouch dash was executed to   | |
||      completion, or near completion, in order to get closer    | |
||      to your opponent.                                         | |
||                                                                | |
||       Eg. The Dreaded SE combo is...                           | |
||           Surprise Exchange, c-SgPalm.                         | |
||                                                                | |
||      This can be done in a variety of ways.                    | |
||      *Some* examples: d/f, D/F, f+P. d/f, d, d/f [pause], f+P  | |
||                      (d/f, D/F, f+B. d/f, d, d/f [pause], f+B) | |
||                                                                | |
||      The "c", naturally, stands for "crouch dashing".          | |
||      While the crouch dash portion of a c-move can be buffered,| |
||      trying to buffer the move itself will lead to a crouch    | |
||      dash.                                                     | |
||----------------------------------------------------------------| |
||      * m-move: ...indicates that the crouch was achieved using | |
||      a crouch dash, but that the crouch dash was interrupted   | |
||      early by entering the motion and button very early in the | |
||      crouch dash animation.  The result is an "instant" crouch,| |
||      and an FC move that looks like it was performed from      | |
||      standing.                                                 | |
||                                                                | |
||      The "m" stands for "modified".  M-moves can be buffered,if| |
||      you're good                                               | |
||                                                                | |
||      Eg. the Meat Plow is... (for Akira)                       | |
||                                                                | |
||      Super Dashing Elbow [interrupt],m-DblPalm ,               | |
||      (f, f, f+P, d/f, d/f, b, f+P).                            | |
||                                                                | |
||      {SDE [interrupt], m-DblPlm, f,f,f+B,d/f,d/f,b,f+B}        | |
||                                                                | |
||----------------------------------------------------------------| |
||      * r-move: ...indicates that the crouch was achieved by    | |
||      timing the shortest crouch possible using "natural"       | |
||      movements, ie. holding d, d/f, or d/b.  A crouch, from a  | |
||      totally standing position, takes 20 frames to execute     | |
||      (1 frame = 1/60 sec).                                     | |
||                                                                | |
||      [authors note : all references to frames may be off due   | |
||      to increase in speed]                                     | |
||                                                                | |
||      During this animation, you are considered to be standing  | |
||      for the first 10 frames, and crouching for the last 10    | |
||      frames.  The idea is to time a very short crouch (say,    | |
||      holding a down motion for 10-15 frames) to get a /near/   | |
||      instant FC move from standing.                            | |
||                                                                | |
||      The "r" stands for "rolling motion",which was the original| |
||      technique to apply this method, but other, non-rolling    | |
||      motions exist as well, and are especially useful as       | |
||      counters.                                                 | |
||                                                                | |
||      Eg. r-UpKn has been done in a variety of                  | |
||      ways:  b, d/b, d, d/f+P... f, d, d/f+P... D/B, d/f+P.     | |
||            (b, d/b, d, d/f+B... f, d, d/f+B....D/B, d/f+B)     | |
||                                                                | |
||                                                                | |
||      The last is used as a counter for a whiffed midlevel move,| |
||      which was hopefully dodged using the D/B motion.  Because | |
||      of the timing factor, often r-moves come out by accident. | |
||                                                                | |
||      For example, when attempting Akira's Close-In Ram (d/b,   | |
||      f+P), i've often gotten the SgPalm (FC, f+P)              | |
||      because i held d/b too long.                              | |
||                                                                | |
||      Because of the "timing" nature of r-moves, they cannot be | |
||      buffered.                                                 | |
|[----------------------------------------------------------------] |
|                                                                   |
|                                                                   |
|[----------------------------------------------------------------] |
||      Combos vs. Attack Patterns                                | |
||      --------------------------                                | |
||                                                                | |
||----------------------------------------------------------------| |
||      Note: It is important to note that this notation is       | |
||      equally valid, and useful, for attack patterns... that is,| |
||      sequences of moves that are particularly effective.       | |
||                                                                | |
||      This is where good use of [foot]notes will explain WHY    | |
||      and under what circumstances the sequences will be        | |
||      effective.                                                | |
||                                                                | |
||      Eg. The Secret Clem Combo:                                | |
||              Jacky - Punch-Sidekick, Shin Slicer.              | |
||               (PK, d+K+G)                                      | |
||               {BC, d+C+A)                                      | |
||                                                                | |
||  * This is good because the PK often suckers players into quick| |
||      counters, resulting in an interrupt for the Shin Slicer.  | |
||  * The PK must be done at short range, or you will get Punch - | |
||      Crescent Kick.                                            | |
||                                                                | |
||                                                                | |
||       from :BigCat-=- VF2 Shorthand Guide v2.0 -=-:     ref 23 | |
||  [included with major modifications for saturn users -author]  | |
||                                                                | |
|[----------------------------------------------------------------] |
|                                                                   |
[==================----------------------------------===============]

[==================----------------------------------===============]
|# character |           moves (standard notation : see resources)  |
[==================----------------------------------===============]
|    Akira   |        Notes on moves                           (ref)|
|-------------------------------------------------------------------|
|           1|  NOTE: Akira's nose is almost out as far out as his  |
|            |  hands when he double palms.The yoho comes out by his|
|            |  cheek, it doesn't look like it could ever hit.    11|
|-------------------------------------------------------------------|
|    Dural   |        Notes on moves                                |
|-------------------------------------------------------------------|
|            |  Dural has forward hopping triple kick, as in vf2    |
|-------------------------------------------------------------------|
|    Jacky   |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | Range on d/f+K is much shorter (soccerball kick)     |
|            | on downed opponent                                 12|
|-------------------------------------------------------------------|
|    Jeffry  |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | The All-Purpose Knee:                                |
|            |                                                      |
|            | Punch, special G-cancel, Knee.                       |
|            | (hold f, P, d+G, f+K)                                |
|            | {hold f, B, d+A, f+C)                                |
|            |                                                      |
|            | * The punch is meant to leave you very deep for      |
|            | the follow-up.                                       |
|            | * The G-cancel is special because you tap down as    |
|            | you tap G.                                           |
|            |                                                      |
|            | This allows the f+K to double as the MachineGun Knee |
|            | (a crouch throw), and the Knee (a mid-level attack). |
|            | If your opponent crouches, they will be thrown.      |
|            | If they try to counter the punch, they may be        |
|            | interrupted by the knee (add your fav Jeff combo).   |
|            |                                                      |
|            | * This is particularly effective when mixed with     |
|            | Senbon Punch, XPD.                                23 |
|-------------------------------------------------------------------|
|    Kage    |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | tbd                                                  |
|-------------------------------------------------------------------|
|    Lau     |        Notes on moves                                |
|-------------------------------------------------------------------|
|           1|  NOTE:The increased speed and head dodging makes Lau |
|            |  much more deadlier. It's extremely difficuly to     |
|            |  break out of the m-UpKn rush. You only have         |
|            |  the sound FX to tell you when the UpKn was missed   |
|            |  or blocked.                                      11 |
|-------------------------------------------------------------------|
|    Lion    |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | tbd                                                  |
|-------------------------------------------------------------------|
|    Pai     |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | tbd                                                  |
|-------------------------------------------------------------------|
|    Sarah   |        Notes on moves                                |
|-------------------------------------------------------------------|
|           1| rising knee - rising knee connects!                  |
|-------------------------------------------------------------------|
|           2| range on soccer ball kick (d/f+K) is much shorter    |
|            | on downed opponent                                 12|
|-------------------------------------------------------------------|
|           3| 3rd kick on sarah's triple kick doesn't hit          |
|            | usually (d/f+KKK)                                  12|
|-------------------------------------------------------------------|
|    Shun    |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | tbd                                                  |
|-------------------------------------------------------------------|
|    Wolf    |        Notes on moves                                |
|-------------------------------------------------------------------|
|            | tbd                                                  |
[==================----------------------------------===============]



[======-------======]
|Section 4 - Part 2 |
[======-------======]

[==================----------------------------------===============]
|           "New" programmable combos for VFK (Saturn)              |
[-------------------------------------------------------------------]
|                                                                   |
|  1) well i'm not sure how "new" these combo's are ,but            |
|     in any case, we're starting a list, and we need to            |
|     define how they will be represented. any ideas?               |
|                                                                   |
|     i'm thinking of setting up tables you can look up to input    |
|     directly into vfk (with the corrected frame numbers!)         |
|                                                                   |
|                                                                   |
|    < WORK IN PROGRESS!>                                           |
|                                                                   |
|       (ed note: Yeah, that would probably be the best. Just a     |
|       list of numbers representing the correct row with the       |
|       command and frames would work, IMHO. It would probably be   |
|       best to represent the joystick direction with the number    |
|       keypad convention (forward = 6, down = 2, etc.) to cut down |
|       on confusion.)                                              |
|                                                                   |
|       example. 1                                                  |
|                                                                   |
|       akira COMBO - m-DblPm                                       |
|       ------------------------------                              |
|             COMMAND         HOW LONG                              |
|       ------------------------------                              |
|       1|       3       |   | 001   |                              |
|        -----------------   ---------                              |
|       2|    (space)    |   | 001   |                              |
|        -----------------   ---------                              |
|       3|       3       |   | 001   |                              |
|        -----------------   ---------                              |
|       4|       4       |   | 001   |                              |
|        -----------------   ---------                              |
|       5|       6P      |   | 001   |                              |
|        -----------------   ---------                              |
|                                                                   |
|       example. 2                                                  |
|                                                                   |
|       akira COMBO - SPoD (variation 1)                            |
|       --------------------------------                            |
|             COMMAND         HOW LONG                              |
|       ------------------------------                              |
|       1|      PKG      |   | 001   |                              |
|        -----------------   ---------                              |
|       2|       4       |   | 001   |                              |
|        -----------------   ---------                              |
|       3|      3PK      |   | 001   |                              |
|        -----------------   ---------                              |
|       4|       2       |   | 001   |                              |
|        -----------------   ---------                              |
|       5|       1       |   | 001   |                              |
|        -----------------   ---------                              |
|       6|       4P      |   | 001   |                              |
|        -----------------   ---------                              |
|                                                                   |
|                                                                   |
|       2) some combo's may be easier to do on vfk?                 |
|          still investigating..                                    |
|                                                                   |
|          (ed note: High and low punches are much faster, while    |
|           the floating of the characters was not tweaked          |
|           accordingly, so it's easier to tack on more PKG's than  |
|           in normal VF2.)                                         |
|                                                                   |
|                                                                   |
|                                                                   |
|       Editors Notes on programming Combos                         |
|       ===================================                         |
|                                                                   |
|       -- Time in VF2 is measured in frames,                       |
|          where 1 frame = 1/60 of a second.                        |
|                                                                   |
|       -- Every attack in VF2 is divided into 3 phases--           |
|          execution time, hit (or continuation) time               |
|          and recovery time.                                       |
|                                                                   |
|       -- During execution time, a character is vulnerable to      |
|          attack but not throws, and can be interrupted.           |
|          This is also called a major counter.                     |
|                                                                   |
|       (Exceptions: Akira's body check, Wolf's and Shun's          |
|                    falling down  attacks, and any character's     |
|                    dodging punch can all be interrupted           |
|                    with a throw.)                                 |
|                                                                   |
|       -- During continuation (hit) time, a character will hit     |
|          his opponent if he makes contact and his opponent        |
|          is not defending. If the opponent was holding guard      |
|          at the time, he will go into block stun. If both         |
|          characters make contact while both are in continuation   |
|          time, the stronger attack will win. If both attacks      |
|          are the same strength, both characters take damage.      |
|                                                                   |
|       -- During recovery time, a character is vulnerable to       |
|          both attacks and throws. Getting hit during the          |
|          recovery time is called a minor counter.                 |
|                                                                   |
|          Ex. A) Akira's high punch is 9-2-13. This means that     |
|          it takes 9 frames for the punch to come out once you     |
|          tap P. There are then 2 frames of hit time, over which   |
|          the punch can do damage. Finally, it takes 13 more       |
|          frames for Akira to recover before he can defend incoming|
|          attacks again.                                           |
|                                                                   |
|       -- Built-in (or canned) combos in VF2 are defined as a      |
|          string of attacks that flow from one attack to the next  |
|          without the recovery time of the previous attack being   |
|          experienced. Built-in combos also have the trait that    |
|          you can buffer in the input commands to do them as fast  |
|          as you want, and they will still work.                   |
|                                                                   |
|          Ex. B) Sticking with Akira, his PK combo has the         |
|          following timing stats, 12-4-22. These numbers are       |
|          actually the stats for the kick alone. What happens when |
|          you tap P,K, is that the punch starts and goes thru its  |
|          hit time as explained in Ex. A), but instead of the      |
|          punch's recovery starting, the kick starts its 12        |
|          frame execution time right away. The kick then goes      |
|          thru its 4 frame hit time, finally ending with a 22      |
|          frame recovery.                                          |
|                                                                   |
|       -- Rolled (or make your own) combos are simply strings of   |
|          attacks that don't fall under the the above definition   |
|          for built-in combos. This is where the true creativity   |
|          of VF2 combos shine. In general, you must wait for one   |
|          attack to completely recover before starting the next.   |
|          (As should be expected, there are a few exceptions to    |
|          this rule. See below.) You can, however, buffer in the   |
|          preliminary joystick motions of one attack during the    |
|          recovery of another attack. You have to wait,            |
|          however, for the first attack to completely recovered    |
|          before hitting the next attack's button(s).              |
|                                                                   |
|          Ex. C) Again with Akira, a good combo in VF2.1/VFK is    |
|          PK-SDE. During the kick's 22 frame recovery time, you    |
|          can start tapping forward a couple of times to buffer    |
|          in the SDE. The only requirement is that you wait until  |
|          the kick has completely recovered before tapping the     |
|          third forward+P to get the SDE. (P,K, f,f,f+P)           |
|                                                                   |
|       -- The following attacks are exceptions to the rolled       |
|          combo rule described above. You do not have to wait for  |
|          the recovery of the first attack before starting the     |
|          next attack or built-in combo. (There may be others      |
|          that I'm not aware of or have forgotten...)              |
|                                                                   |
|          o Jacky, Sarah, Kage, Lion, and Shun: Any TT attack      |
|            after a TA attack                                      |
|          o Akira: SgPm or DbPm after a SE or ST                   |
|          o Lau: Any punch combo after the UpKn.                   |
|                (This may not be true.)                            |
|                                                                   |
[==============----------------------------------===================]

[==================----------------------------------===============]
|# character |         combos  (standard notation : see resources)  |
[==================----------------------------------===============]
|    Akira   |         Notes + combo's                         (ref)|
|-------------------------------------------------------------------|
|            | Note : Oh, and Akira's SE,c-SgPm,SDE is now        12|
|            |        SE,c-SgPm,DE (and I can't get either          |
|            |        of them to hit against the heavies).          |
|-------------------------------------------------------------------|
|          1 | PKG-PKG-m-DblPm                                    12|
|-------------------------------------------------------------------|
|          2 | Surprise Exchange, c-SgPalm, m-DblPalm.              |
|            |  d/b+P+G [TA], d/f, D/F, f+P, d/f, d/f, b, f+P.    23|
|-------------------------------------------------------------------|
|          3 | Also, a cool float:  Akira rises from the ground     |
|            | with a d+K, interrupting the advancing Jacky.        |
|            | Akira tags on a bodycheck before Jacky hits the      |
|            | ground.                                            14|
|-------------------------------------------------------------------|
|          4 | Akira can easily do SE-SJK-Yoho in VFK, unlike       |
|            | in the Saturn version of VF2 (to connect SJK-Yoho,   |
|            | you have to start it with the stumbling trip).     14|
|-------------------------------------------------------------------|
|    Dural   |         Notes + combo's                              |
|-------------------------------------------------------------------|
|            |  tbd                                                 |
|-------------------------------------------------------------------|
|    Jacky   |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1|  NOTE : Bryant's d+K+G, d/f+K combo doesn't seem to  |
|            |  work.  There seems to be a hole in the top of       |
|            |  everyone's head...                                12|
|-------------------------------------------------------------------|
|           2| Jacky's F+PG combo can be G-cancelled,(do it fast) 13|
|            |  so F+PGG is not a senbon. F+PKG seemed to work fine.|
|-------------------------------------------------------------------|
|           3| Elbow [stagger], Knee, Senbon Punch, Kickflip.       |
|            | f+P, tap G, f+K, hold f, PKG, u/b+K....              |
|            | OR   f+P, tap G, f+K, hold f, PGG, u/b+K.          23|
|-------------------------------------------------------------------|
|    Jeffry  |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1| Knee [interrupt], Punch, Dashing Elbow-Uppercut.     |
|            | f+K, P, f, f+P, P.                                 23|
|-------------------------------------------------------------------|
|    Kage    |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1|  TFT-PKG-PPPK                    note:really easy 11 |
|-------------------------------------------------------------------|
|           2|  NOTE : Kage's b,b+K+G, d+K combo doesn't work.   12 |
|            |  The second sweep always misses, even though the     |
|            |  heads are so big.                                   |
|-------------------------------------------------------------------|
|           3|  rising knee, kickflip with Kage is a given on all 11|
|-------------------------------------------------------------------|
|           4|  easier floats off the knee                        13|
|-------------------------------------------------------------------|
|           5|  TFT, c-Knee, Senbon Sideswipe, PPPK.                |
|            |  b+P [TA], d/f, D/F, f+K, d/b+PKG, PPPK.           23|
|-------------------------------------------------------------------|
|    Lau     |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1| Cartwheel Kick [interrupt], AutoKnP, r-UpKnPPP, Sweep|
|            | u/f+K, PP, f, d, d/f+P, PPP, d+K.                  23|
|-------------------------------------------------------------------|
|    Lion    |         Notes + combo's                              |
|-------------------------------------------------------------------|
|            |TA Hopkick [interrupt], TT DblPunch, K.               |
|            | b, b+K+G, P [pause], K.                              |
|-------------------------------------------------------------------|
|    Pai     |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1|Sidekick [stagger], Down Chop [float],                |
|            |Dbl Swallow Kicks.                                    |
|            |                                                      |
|            |d/f+K, d/f+P, u/f+K, K.                             23|
|-------------------------------------------------------------------|
|    Sarah   |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1|  rising knee - rising knee                           |
|-------------------------------------------------------------------|
|           2|  MC knee-PKG-PKG-d+KK            note:easier to do 11|
|-------------------------------------------------------------------|
|           3|  MC knee-PPu+P-PPb+PK            note:easier to do 11|
|-------------------------------------------------------------------|
|           4|  knee-PKG-PPu+P-PPb+PK                             12|
|-------------------------------------------------------------------|
|           5|  NOTE : Bryant's d+K+G, d/f+K combo doesn't seem to  |
|            |  work.  There seems to be a hole in the top of       |
|            |  everyone's head...                                11|
|-------------------------------------------------------------------|
|           6|  Elbow-Knee, Puntkick-Sidekick.                      |
|            |  f+P, hold f, K, d+K, K.                           23|
|-------------------------------------------------------------------|
|    Shun    |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1| Cartwheel seems to combo off of any old man palm     |
|            | interrupts, even against the heavies.              13|
|-------------------------------------------------------------------|
|           2|  Old Man Tiger, m-Old Man Tiger, Drunken Sweeps.     |
|            |  FC, f+P, d/f, d, d/f+P, d+P+K, [K, K]  (vs. Pai)  23|
|-------------------------------------------------------------------|
|    Wolf    |         Notes + combo's                              |
|-------------------------------------------------------------------|
|           1| Knee [interrupt], Punch, Canadian Bodycheck.         |
|            | f+K, P, tap G, b, f+P.                             23|
[==================----------------------------------===============]

[======-------======]
|Section 4 - Part 3 |
[======-------======]

[==================----------------------------------===============]
|              New Replay Combos for VFK (Saturn)       |ref 11 rgva|
|                                                       |ref 12email|
[-------------------------------------------------------------------]
|1)    What are these moves?                                        |
|  yes, just as in fighting vipers(c) , another sega fighting game, |
| there are certain moves, when executed, get a double or triple    |
| replay automatically, here are those moves.                       |
|                                                                   |
|1a) here's a better explanation                                    |
|       Now on to the 'eye candy' side of things.  Every            |
|       character has a few moves that 3peat (we get the original   |
|       hit, plus two other runs from different camera angles).     |
|       These are generally moves that are 'flashy'.                |
|                                                                   |
|    (ed note: ...and cannot be comboed after except for a pounce   |
|              or ground punch/stomp.Also, you only get the         |
|              triple replays if the last part of the               |
|              below combos connect.)                               |
|                                                                   |
|2)  Can you combo aftewards?                                       |
| due to the delay after the move, you cannot combo after the move  |
|                                                                   |
|3)   Are all of them triple replays?                               |
| all moves are triple replays, except where noted with a (2x)      |
|                                                                   |
| NOTE :                                                            |
| in order to facilate the move reference, refer to sources :[1,23] |
| the vf2 faq, and the shorthand faq                                |
[==================----------------------------------===============]

[==================----------------------------------===============]
|#  Character           description of move   (standard notation)   |
[==================----------------------------------===============]
|01  Akira   |                                                      |
|-------------------------------------------------------------------|
|           1|  reversals                     | G,b+P;G,d/b+P,G;d+P |
|-------------------------------------------------------------------|
|           2|  yoho                          | d/f,d/f,P           |
|-------------------------------------------------------------------|
|           3|  tetsuzanko                    | b,f,f+P+K           |
|-------------------------------------------------------------------|
|           4|  SPoD (2x)                     | PKG,b,d/f+PK,b+P    |
|-------------------------------------------------------------------|
|02  Dural   |                                                      |
|-------------------------------------------------------------------|
|           1|  triple kicks                  |                     |
|-------------------------------------------------------------------|
|03  Jacky   |                                                      |
|-------------------------------------------------------------------|
|           1|  lightning kicks               | d+P+K,K,K,K,K       |
|-------------------------------------------------------------------|
|           2|  crescent + sweep              | G+K, d+G+K          |
|-------------------------------------------------------------------|
|           3|  dancing turn kick             | b,b+K               |
|-------------------------------------------------------------------|
|04  Jeffry  |                                                      |
|-------------------------------------------------------------------|
|           1|  toe-kick hammer               | d+P+K               |
|-------------------------------------------------------------------|
|           2|  thrusting headbutt            | b,f+P+K             |
|-------------------------------------------------------------------|
|           3|  3xheadbutt (2x)               | b,f+P+K,f+PK,f+PK   |
|-------------------------------------------------------------------|
|           4|  Big Boot                      | f, f+K              |
|-------------------------------------------------------------------|
|05  Kage    |                                                      |
|-------------------------------------------------------------------|
|           1|  reversal                      | d+P                 |
|-------------------------------------------------------------------|
|           2|  flying kick                   | f,f+P+K+G           |
|-------------------------------------------------------------------|
|           3|  takedown                      | b,db,d+K            |
|-------------------------------------------------------------------|
|            | NOTE : I also think I remember the roll into a sweep |
|            | (HCF,K) giving a triple replay                       |
|-------------------------------------------------------------------|
|06  Lau     |                                                      |
|-------------------------------------------------------------------|
|           1|  3 punches + kick              |  PPPK               |
|-------------------------------------------------------------------|
|           2|  3 punches + sweep             |  PPP,d+K            |
|-------------------------------------------------------------------|
|           3|  3 punches + backflip          |  ppp,u/b+K          |
|-------------------------------------------------------------------|
|           4|  backflip w/kick               |  u/b+K              |
|-------------------------------------------------------------------|
|07  Lion    |                                                      |
|-------------------------------------------------------------------|
|           1|  lunging sweep                 |  d/f+P+K            |
|-------------------------------------------------------------------|
|           2|  swipe kick, crescent          |  d+K,K+G            |
|-------------------------------------------------------------------|
|            | NOTE : crescent from Lion's  K+G must connect        |
|-------------------------------------------------------------------|
|           3|  tenshin ryouin kyaku          |  f,f+K+G            |
|-------------------------------------------------------------------|
|08  Pai     |                                                      |
|-------------------------------------------------------------------|
|           1|  swallow kicks                 | u/f+K,              |
|-------------------------------------------------------------------|
|            | NOTE : The second swallow kick needs to connect.     |
|-------------------------------------------------------------------|
|           2|  3 punches + kick              | PPPK                |
|-------------------------------------------------------------------|
|           3|  reversals                     | b+P, or d/b+P       |
|-------------------------------------------------------------------|
|           4|  crane stomp                   | jump, f+K(ascending)|
|-------------------------------------------------------------------|
|09  Sarah   |                                                      |
|-------------------------------------------------------------------|
|           1|  3 punches + back kick         | PPP,b+K             |
|-------------------------------------------------------------------|
|           2|  3 punches + high kick         | PPP,u+K             |
|-------------------------------------------------------------------|
|           3|  tornado kick                  | u/f d+K             |
|-------------------------------------------------------------------|
|10  Shun    |                                                      |
|-------------------------------------------------------------------|
|           1| haito rensenkyaku              | d/b, d/b+K          |
|-------------------------------------------------------------------|
|            | NOTE : The second kick of d/b,d/b+K must connect     |
|-------------------------------------------------------------------|
|           2|  retreating kicks              | b+P+K               |
|-------------------------------------------------------------------|
|           3|  handstand kicks               | HCB,K               |
|-------------------------------------------------------------------|
|           4| NOTE : Shun's hop and trip is also a triple replay.  |
|            |                                | u,f+K (descending)  |
|-------------------------------------------------------------------|
|           5| Shun's turn toward kicks (both high and low)         |
|-------------------------------------------------------------------|
|11  Wolf    |                                                      |
|-------------------------------------------------------------------|
|           1| shoulder ram                   | b,f+P               |
|-------------------------------------------------------------------|
|           2| drop kick                      | K+G                 |
|-------------------------------------------------------------------|
|           3| clothesline                    | f,f+P               |
[==================----------------------------------===============]



[======-------======]
|Section 4 - Part 4 |
[======-------======]

[==================----------------------------------===============]
|                    Character taunts for VFK (Saturn) |ref 07 rgva |
|                                                      |ref 08 rgva |
[-------------------------------------------------------------------]
|                                                                   |
| The following describe what the taunts look like, and what        |
|                                                                   |
| (unfortunately at this time, there is no sure way to activate     |
|  them)- to be updated later...                                    |
|                                                                   |
[==================----------------------------------===============]

[==================----------------------------------===============]
|#   Character          Description                                 |
[-------------------------------------------------------------------]
|01  Akira   |          Visual description of taunt                 |
|-------------------------------------------------------------------|
|            |  Akira winks and smiles after his "Junen hayen daiyo"|
|            |  taunt                                               |
|            |                                                      |
|-------------------------------------------------------------------|
|02  Dural   |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Dural just has a big grin on her face during all    |
|            |  of her taunts.                                      |
|-------------------------------------------------------------------|
|            |  Crystal Dural (or Goldfish Dural or Fish head Dural)|
|            |  doesn't smile at all during her taunts, but the     |
|            |  fish laughs away inside her head the whole          |
|            |  time. The goldfish has all the expressions of the   |
|            |  normal characters--happiness, anger, pain, etc.     |
|-------------------------------------------------------------------|
|03  Jacky   |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Jacky has a can of Java Tea in his lower hand       |
|            |  during his "I look forward to our next bout" taunt  |
|            |                                                      |
|            |  (note : found only in import)                       |
|-------------------------------------------------------------------|
|            |  Jacky smiles after his jump kick "Yeah!" taunt      |
|-------------------------------------------------------------------|
|04  Jeffry  |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Jeff is the only character that doesn't blink his   |
|            |  eyes normally. He gets starry eyed by the end of    |
|            |  his excellent winning pose, which can only be       |
|            |  seen when you win without taking any damage.        |
|-------------------------------------------------------------------|
|05  Kage    |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Kage has a huge scar on his left cheek in Kids,     |
|            |  which is not present when he gets his mask knocked  |
|            |  off in VF2. Plastic surgery? ;)  After his spinning |
|            |  "Namuu..." taunt    , he closes his eyes, but then  |
|            |  sneaks a peak with his right eye. This only happens |
|            |  if his masked was knocked off during the round.     |
|-------------------------------------------------------------------|
|06  Lau     |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Lau gets this really goofy grin after his           |
|            |  laughing taunt                                      |
|-------------------------------------------------------------------|
|07  Lion    |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            | tbd                                                  |
|-------------------------------------------------------------------|
|08  Pai     |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Pai sometimes makes an unsure/worried face after    |
|            |  her laughing taunt                                  |
|-------------------------------------------------------------------|
|            |  The chick on back of Pai's shirt flaps its wings    |
|            |  during Pai's taunt.                                 |
|-------------------------------------------------------------------|
|09  Sarah   |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Sarah smiles after her "Better run home to          |
|            |  mama now" taunt (A)                                 |
|-------------------------------------------------------------------|
|10  Shun    |           Visual description of taunt                |
|-------------------------------------------------------------------|
|            |  Shun makes a happy face which then changes to a     |
|            |  sinister scowl after his short"<burp>-ha-ha"taunt   |
|            |                                                      |
|            |  (ed note :Again the Java Tea can was removed(US ver)|
|            |  Someone reported on RGVS that the can is            |
|            |  replaced with a baby bottle now, and there's        |
|            |  something different on it depending on which color  |
|            |  Shun you use. I think it was either a bunny rabbit  |
|            |  or teddy bear... can't remember)                    |
|-------------------------------------------------------------------|
|            |  Wolf either makes a worried face or shows his teeth |
|            |  and scowls after his howling taunt where he looks   |
|            |  upward                                              |
[==================----------------------------------===============]



[======-------======]
|Section 4 - Part 5 |
[======-------======]

[==================----------------------------------===============]
|                    Character endings for VFK (Saturn)             |
[-------------------------------------------------------------------]
| following is a description of all the endings for the characters  |
| if you don't want to spoil it, don't look!                        |
[==================----------------------------------===============]


[==================----------------------------------===============]
|               Character endings for VFK (Saturn)     |ref 07 rgva |
[-------------------------------------------------------------------]
|                                                                   |
| In order to get the endings , you may continue, but make sure     |
| you play on normal strength, and also normal computer ai.         |
|                                                                   |
| Once you get an ending, there will be a movie section on the      |
| options menu, so you can view them without having to play it      |
| over again.  there are subtitles for the movie, but i don't       |
| have all of them yet.                                             |
|                                                                   |
|                                                                   |
[==================----------------------------------===============]

[==================----------------------------------===============]
|#   Character          Description          | ref 9,10 - r.g.v.a   |
[-------------------------------------------------------------------]
|01  Akira   |          Visual description of ending                |
|-------------------------------------------------------------------|
|            |  Akira: He's meditating in his home, and some goon   |
|            |  comes in, apparently to challenge the great "Akira".|
|            |  Once he approaches, Akira stands up, and of course. |
|            |  ... does the SPoD! He pushes the guy right through  |
|            |  his wall, and then has to patch up the wall.        |
|            |  Of course, he snubs his thumb with the hammer,      |
|            |  and ends up in pain... THE END.                     |
|-------------------------------------------------------------------|
|02  Dural   |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Dural: Okay, this is the WIERDEST of them all.      |
|            |  Basically, they're implying that Dural is a martian |
|            |  ... y'know, those big-headed, grayish, slanty-eyed, |
|            |  no ears thingies? One of them flies down in a UFO,  |
|            |  Dural meets him and is HAPPY to see somebody she    |
|            |  looks like, and joins him! they both fly off        |
|            |  together into the bubbly sky, and that's... it.     |
|-------------------------------------------------------------------|
|            |  Crystal Dural/Gold Dural - should be the same.      |
|-------------------------------------------------------------------|
|03  Jacky   |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Jacky:  Getting ready for a big race, Jacky sees    |
|            |  Sarah running toward him.  He opens his arms to     |
|            |  hug her, and we see her cute smile turn cruel, and  |
|            |  she does a flip kick and knocks him flat on his     |
|            |  butt.  Jacky, ticked, does a series of lightning    |
|            |  kicks.....on his car, and totals it!  Then, his     |
|            |  manager whacks him on the head with a mallet..hehe  |
|-------------------------------------------------------------------|
|04  Jeffry  |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Jeffry: This was weird... Jeff smoking daisies?     |
|            |  Possibly. Anyways, he eventually gets the courage   |
|            |  to fight his enemy the Great Shark, and ends up     |
|            |  doing the XPD on it when it comes up onto the beach.|
|            |  Guess who wins!                                     |
|-------------------------------------------------------------------|
|05  Kage    |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  dark shot of ninja's eyes, beads of sweat pouring   |
|            |  down his face, glances at several other ninja's.    |
|            |  the camera pans back and all the ninjas are playing |
|            |  a heated game of mahjjong. kage is about to play    |
|            |  the most difficult hand in the game, when another   |
|            |  ninja puts down his hand. kage, enraged knocks over |
|            |  the table and does a spinning drill at the guy.     |
|            |  another scene shows him overlooking a great sunset. |
|-------------------------------------------------------------------|
|06  Lau     |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Lau: Basically he's just cooking in the kitchen,    |
|            |  GREAT graphical effects with the fire and smoke,    |
|            |  'cause he's flipkicking and dancing away in the     |
|            |  kitchen. He ends up serving his dishes in the       |
|            |  restaurant, everybody loves it, and of course....   |
|            |  Lau ends up with his trademark laugh.               |
|            |                                                      |
|-------------------------------------------------------------------|
|07  Lion    |           Visual description of ending       |ref:14 |
|-------------------------------------------------------------------|
|            | He wakes up in his house, sleeping cap and all.      |
|            | He gets out of bed very tired and walks through      |
|            | some girls. He then changes into his Lion costume    |
|            | and appears much more active and awake. He goes      |
|            | outside and finds the grasshopper and they begin     |
|            | doing fighting moves and practicing. Then Lion       |
|            | accidentally steps on the grasshopper. The flattened |
|            | grasshopper gets up and starts chasing Lion around   |
|            | the lawn. We see Lion leap into the air after the    |
|            | grasshopper hits him and the screen goes black except|
|            | for a little circle showing Lion in the air.         |
|-------------------------------------------------------------------|
|08  Pai     |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Pai:  Starts off with a bunch of baddies in suits   |
|            |  shooting guns at Pai....Pai kicks all their butts   |
|            |  and then you see it's just a movie set. As Pai is   |
|            |  gettin' her braids fixed and drinking some juice,   |
|            |  some dorky fan boy with a foot fetish comes and     |
|            |  starts drooling....Pai doesn't like pervert fan     |
|            |  boys and kicks him right out off the set.           |
|-------------------------------------------------------------------|
|09  Sarah   |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Sarah:  This explains why Sarah kicks Jacky.  Dural |
|            |  tells Sarah to get rid of Jacky .  So she goes to   |
|            |  the race....and, the klutz Sarah is, she trips on   |
|            |  a can...then some guy pushes her ....then she       |
|            |  finally finds Jacky, kicks him, and as she runs off |
|            |  happily, runs right smack into a Sega sign.         |
|-------------------------------------------------------------------|
|10  Shun    |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Shun:  This one's REALLY funny.  Shun comes up to a |
|            |  rock sitting on the edge of a cliff....being tired  |
|            |  (drunk?...nah, he's just a kid), he gets on         |
|            |  the rock and falls asleep.  We see nights and days  |
|            |  and seasons go by, as Shun sleeps, and nothing      |
|            |  wakes him up, not even 5 feet of snow piled on      |
|            |  him!  He finally wakes up and crawls off the rock   |
|            |  as it plummets into the canyon below.               |
|-------------------------------------------------------------------|
|11  Wolf    |           Visual description of ending               |
|-------------------------------------------------------------------|
|            |  Wolf: I loved this one. Wolf gets into the ring in a|
|            |  championship bout with the HUGE guy, literally      |
|            |  dwarfs Wolf. Wolf ends up winning, and carries his  |
|            |  trophy high, with tons of flashlights going off in  |
|            |  the crowd... a true moment for the Canuck!          |
[==================----------------------------------===============]


[======-------======]
|Section 5          |
[======-------======]

[==================----------------------------------===============]
|                       Tips and Tricks                             |
[-------------------------------------------------------------------]
| TRICK 1 : 1st person view / wireframe mode                        |
|                                                                   |
|  To get the 1st person view, just hold the "L" button during      |
|  all your selections.                                             |
|                                                                   |
|  [Update 01]                                                      |
|  The effect of this is that characters appear as wireframe        |
|  ones                                                             |
|                                                                   |
|  [main ref: 03 rec.games.video.arcade]                            |
|  [update 01 ref:06 e-mail]                                        |
|                                                                   |
|  [Update 02] you do not get goldfish with crystal dural and       |
|  this mode.                                                       |
|  [update 02 reg:13 e-mail]                                        |
|                                                                   |
|                                                                   |
|   (ed note: Also, I think this only works with the left side      |
|             controller, and right is always toward the opponent,  |
|             while left is always away from the opponent.          |
|             This makes many Akira SE or RBC combos very           |
|             tricky and unnatural...)                              |
|                                                                   |
[-------------------------------------------------------------------]
| TRICK 2 : How to get normal DURAL                                 |
|                                                                   |
| Yes, the code for dural is the same for Saturn VF2.  Just to      |
| make sure,here's how to do it.                                    |
|                                                                   |
|                                                                   |
|       -Dural can be selected from any character.                  |
|       -Use "dular" to get gold Dural.                             |
|       to it until the fight begins.                               |
|                                                                   |
|       Note: This code will work for Arcade mode and 2P vs mode.   |
|       It should work in ranking mode also.                        |
|                                                                   |
|                                                                   |
|  [ref: 04 e-mail]                                                 |
[-------------------------------------------------------------------]
| TRICK 3 : How to get Crystal DURAL                                |
|                                                                   |
|                                                                   |
|       At the character select screen, after entering the code     |
|       for DURAL, press and HOLD C button (when you choose between |
|       kids or normal mode) until the fight begins.                |
|                                                                   |
|       You will see a tranparent dural with a red fish floating    |
|       inside her head (who, BTW, also makes funny facial          |
|       expressions during fight).                                  |
|                                                                   |
|  [ref: 04 e-mail]                                                 |
[-------------------------------------------------------------------]
| TIP   4 : Select Camera Angles (during watch mode)                |
|                                                                   |
|       In watch mode you have a choice of 7 different camera       |
|       angles.                                                     |
|                                                                   |
|       Press X to get a random angle, and from there press any     |
|       of the other buttons (L, R, XY, Z, A, B, C)                 |
|                                                                   |
|[ref : 16 r.g.vs.]                                                 |
[==================----------------------------------===============]


[======------=======]
|Section 6          |
[======-------======]

[==================----------------------------------===============]
|                        Credits for the FAQ                        |
[-------------------------------------------------------------------]
| #  person             note on contribution                        |
|-------------------------------------------------------------------|
|01  rg                 organization/layout/typography/setting/type |
|02  yupasawa           editor/contributor/proofreader/factual data |
[-------------------------------------------------------------------]


[======-------======]
|Section END        |
[======-------======]

[==================----------------------------------===============]
|                         Appendices                                |
[-------------------------------------------------------------------]

[======-------======]
|Section A - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                         History                                   |
[-------------------------------------------------------------------]
| well , this is my first attempt at anything vf related, i've      |
| been reading vf faqs for more than a year now, and i wondered     |
| how the heck anyone had the time and inclination to make one      |
| of these things, so here goes..anyways i've written the sega      |
| rally championship faq, indy500 arcade faq, wipeout faq for       |
| saturn, and am working on several more racing games...i like      |
| vf2 and thought i could give something back to the community      |
| for all the fun and help i've gotten off the net, i know          |
| everyone's gearing up for VF3 , and efforts are underways for     |
| that, and there was no way i was getting involved with that...    |
| of course the only problem is at the time of writing this, i      |
| have vfk, but no tv, so i won't be able to play it for quite      |
| a while,oh well, whatever - rg 8/18/96                            |
[==================----------------------------------===============]


[======-------======]
|Section B - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                         Revision                                  |
[-------------------------------------------------------------------]
| #  status ~%  comments                            version    date |
[-------------------------------------------------------------------]
|00  alpha  %5  very first version ever, bare bones    0.01  8/18/96|
|-------------------------------------------------------------------|
|whats up with the new , v 0.01 alpha                               |
|------------------------------------                               |
|- created header                                                   |
|- outlined format                                                  |
|- filled in basic info                                             |
|- designed table of contents                                       |
|- wrote out several introductory sections                          |
|- designed brackets, tables, and notes                             |
|-------------------------------------------------------------------|
|01  alpha  %6  second version ever, slowly but surely 0.02  8/19/96|
|-------------------------------------------------------------------|
|whats up with the new , v 0.02 alpha                          | am |
|------------------------------------                           --- |
|- modified tips                                                    |
|- fixed up breaks in format                                        |
|- added taunts to Section 4: Part 4                                |
|-------------------------------------------------------------------|
|02  alpha %10  third version, now we're getting on..  0.05  8/20/96|
|-------------------------------------------------------------------|
|- moved sections from 3 to 4 , character specifics            | pm |
|- added endings,except lions - section 4: part 5               --- |
|- added intro to characters - section 4: part 0                    |
|- added quick review of vfk - section 2: part 1                    |
|- added character replay moves - section 4: part 3                 |
|- added character table to moves - section 4: part 1               |
|- added character table to combos - section 4: part 2              |
|- added faq philosophy - Appendix F                                |
|-------------------------------------------------------------------|
|03   beta %15 fourth version, now we're movin' on up..0.10  8/28/96|
|-------------------------------------------------------------------|
|- added yupasawa as the official editor of faq                     |
|  (if you see ed:note it should be his)                            |
|- new and improved logo/old one at very end                        |
|- modified tips                                                    |
|- fixed up breaks in format                                        |
|- added most of yupasawa's comments, various including but not     |
|  limited to:                                                      |
|  - fixing up differences from vf2                                 |
|  - fixed up review                                                |
|  - adding comments to option screen                               |
|  - adding movie room screen                                       |
|  - adding comments about kids mode                                |
|  - added combo tables                                             |
|  - new combo examples                                             |
|  - fixed combo comments                                           |
|  - added new comments for replays                                 |
|  - fixed up some notation for moves                               |
|  - added new moves to triple replays                              |
|  - fixed up tips and tricks                                       |
|  - added to glossary                                              |
|-------------------------------------------------------------------|
|04   beta2 %50 fifth version, to a deluxe apartment...0.50  9/15/96|
|-------------------------------------------------------------------|
|- important NOTE : faq is split into two parts, to make for easier |
|  editting, and also to separate the moves/combos from basic info  |
|                                                                   |
|- HUGE UPDATE on move notation, and some moves for characters (like|
|  Akira (you can tell akira's my favorite can't you?!) in ENGLISH, |
|  and in Saturn Notation (unlike the otherwise well done US manual)|
|  (Section 4 part 1) under New Moves                               |
|                                                                   |
|  This may be moved to an appendix, but i like it here , because   |
|  you get the background on the moves, before all the talk starts, |
|                                                                   |
| (fake)eg.   why don't you SPoD-iai-Mc-m-Up-Kn+pppk-TFT-XPD?       |
|                                                                   |
|- added bonus text file, akira combos (tested) with frame number!  |
|  (and to totally disregard the first update on notation), i       |
|  haven't bothered to update that yet, i was so happy i got them   |
|  working, i haven't even put them in handy,dandy table form!!!!   |
|  man, it's great crushing the computer with akira!!!!!            |
|                                                                   |
|- added MASSIVE updates on glossary, mostly from resource 24,      |
|  cleaned up, and checked wordings                                 |
|                                                                   |
|- to fight crystal dural, play on hard mode with any character     |
|  and you get fight under normal conditions,noted:section 3, part 1|
|- added new combos from bigcats notation guide (ref 23)            |
|- also fixed up a few of the character notes also jacky/sarah/akira|
|- fixed up appendix broken lines, and added new additions from v.10|
|- rewrote notes from the author                                    |
|- added lions ending                                               |
|- added new difference, akira misses bodycheck in intro            |
|- added 32x version of virtua fighter to chronological list,       |
|  fixed north american version of vf2.1, added vfk domestic,       |
|  dates for vf3 release added,and pc-cdrom version of vfremix      |
|- added information about sparks, under Sega Saturn notes for VFK  |
|  section 4, part 1                                                |
|- fixed up references to say r.g.v.s instead of r.g.v.a            |
|- added differences in US domestic release of VFKids               |
|-------------------------------------------------------------------|
|05  release%90 sixth version,come and knock on our door 0.9 9/27/96|
|-------------------------------------------------------------------|
| I Major addition of section describing combo programming          |
|   terminology                                                     |
|                                                                   |
| II Akira Sega saturn faq - by permission of joji suzuki           |
|                                                                   |
| Numerous fixes, descriptions, and additions as follows :          |
|                                                                   |
| 1. changed 'new moves' to 'improved' moves , and added more       |
|    descriptions                                                   |
| 2. completed all the captions for movies                          |
| 3. reworded section on 'improved' moves                           |
| 4. added note about minor counter concerning jacky/sarah          |
| 5. added saturn notation for most moves                           |
| 6. removed iagieri kick note                                      |
| 7. added MC,mC notation                                           |
| 8. updated all changes and additions in beginning notices         |
| 9. added notes concerning senbon punches                          |
|10. added ST to akira's moves , also to pai, and lau(stumble throw)|
|11. added basic character moves  for ALL characters                |
|12. added DE/DEU for jeffry                                        |
|13. added swipe for kage                                           |
|14. note: no shun puri for sarah                                   |
|15. investigate lion okizeme, complete and removed                 |
|16. added flying kick for kage                                     |
|17. removed reversal for lau                                       |
|18. added swallow kick for pai                                     |
|19. added crane stomp for pai                                      |
|20. check out taunts..(buttons) section updated                    |
|21. added note to jacky taunt                                      |
|22. added note to shun taunt                                       |
|23. rewrote trick for dural                                        |
|24. removed extra note for crystal                                 |
|25. changed number in revisions                                    |
|26. removed extra P, in b&b float                                  |
|27. added hoppy-zeme to glossary                                   |
|28. make note in iageri-glossary                                   |
|29. investigate IHjacky combo, noted                               |
|30. cleared up def of 'sweep', added to glossary                   |
|31. approve defs of level of move /added vf2 definitions           |
|32. added muteki-oki to glossary                                   |
|33. added note to proximity                                        |
|34. added note to stagger                                          |
|35. added note to stagger throw                                    |
|36. added note to struggle                                         |
|37. added notation to stumble throw                                |
|38. added note for taiwan backbreak                                |
|39. added note for taiwan kick                                     |
|40. changed note for kage TFToD                                    |
|41. added new camera angles for replays                            |
|42. figured out who yupasawa is!! updated information!             |
[============================------------------=====================]


[==================----------------------------------===============]
|                         Resources                                 |
[-------------------------------------------------------------------]
| #  format  Name      ver         author                       date|
[-------------------------------------------------------------------]
|01 |txt/faq|VF2 faq  |3.0  | Chia Jin Ngee                |    1995|
|-------------------------------------------------------------------|
|02 |txt/faq|Akira FAQ|1.01 | Joji Suzuki                  |    1995|
|-------------------------------------------------------------------|
|03 |txt/faq|Shun FAQ |1.0  | Doug Rosengard               |    1995|
|-------------------------------------------------------------------|
|04 |txt/faq|Sarah FAQ|2.0b | S. Hyun Yim                  |    1995|
|-------------------------------------------------------------------|
|05 |txt/faq|Sarah Floating |                              |        |
|   |       |Combo    |1.01 | Pakorn "Pek" Pongpaet        |    1995|
|-------------------------------------------------------------------|
|06 |txt/faq|Lion FAQ |1.01 | Cleo Saulnier                |    1995|
|-------------------------------------------------------------------|
|07 |txt/faq|Lion vs. Humans|                              |        |
|   |       |Guide    |1.1  | Alan Tan                     |    1995|
|-------------------------------------------------------------------|
|08 |txt/faq|Lion vs. Humans|                              |        |
|   |       |Guide    |2,0  | Alan Tan                     |    1995|
|-------------------------------------------------------------------|
|09 |txt/faq|Lion FAQ |1.1  | BigCat (Jon Tanaka)          |    1995|
|-------------------------------------------------------------------|
|10 |txt/faq|Jacky FAQ|0.51 | James M. Ross                |    1995|
|-------------------------------------------------------------------|
|11 |txt/faq|Pai FAQ  |1.0  | Steve Suh                    |    1995|
|-------------------------------------------------------------------|
|12 |txt/faq|Jeffry   |     |                              |        |
|   |       |Guide    |6.0  | Thomas H Harper              |    1995|
|-------------------------------------------------------------------|
|13 |txt/faq|Wolf     |     |                              |        |
|   |       |Guide    |3.0  | Thomas H Harper              |    1995|
|-------------------------------------------------------------------|
|14 |txt/faq|Kage FAQ |2.0b4| Tan Wu Meng                  |    1995|
|-------------------------------------------------------------------|
|15 |txt/faq|Lau FAQ  |0.9  | Colin Leong                  |    1995|
|-------------------------------------------------------------------|
|16 |txt/faq|Combo FAQ|3.0  | Doug Rosengard               |    1995|
|-------------------------------------------------------------------|
|17 |txt/faq|Taunt FAQ|0.5a | Donny Chan                   |    1995|
|-------------------------------------------------------------------|
|18 |txt   |Copy Taunt|0.3  | Donny Chan                   |    1995|
|-------------------------------------------------------------------|
|19 |txt/faq|Ranking  |     |                              |        |
|   |       |Mode FAQ |?    | Jirawat Uttayaya             |    1995|
|-------------------------------------------------------------------|
|20 |txt/faq|Stance FAQ|?   | Jirawat Uttayaya             |    1995|
|-------------------------------------------------------------------|
|21 |txt/faq|PKG-Senbon     |                              |        |
|   |       |Punch    |0.2  | Anthony Goh                  |    1995|
|-------------------------------------------------------------------|
|22 |txt/faq|VF2 for  |     |                              |        |
|   |       |Beginners|?    | Ian Schirado                 |    1995|
|-------------------------------------------------------------------|
|23 |txt    |Shorthand|     |                              |        |
|   |       |Guide    |2.0  | BigCat (Jon Tanaka)          |    1995|
|-------------------------------------------------------------------|
|24 |txt   |VF2 Jargon|?    | Darcy Brockbank              |    1995|
[==================----------------------------------===============]


[======-------======]
|Section D - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                  Basic Glossary for VFK (SATURN)                  |
[-------------------------------------------------------------------]
|                                                                   |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!                  |
| ! Most terms from resource 24:                 !                  |
| ! For history of terms see resource 24 also.   !                  |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!                  |
| ! most references of 'i' or 'i think' are from !                  |
| ! darcy !!!  (see copyright at end of glossary)!                  |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!                  |
|                                                                   |
|                                                                   |
| [Numbers]                                                         |
|                                                                   |
|  2/3 SPoD                                                         |
|       - Just the stun palm and reverse bodycheck, but no          |
|         double palm;                                              |
|                                                                   |
|         Some call it a 1/2 SPoD, because it does half             |
|         damage of the SPoD                                        |
|                                                                   |
|         Also referred to as AS2 (akira special 2) by              |
|         yupasawa                                                  |
|                                                                   |
| [A]                                                               |
|                                                                   |
|  AI                                                               |
|       - artificial intelligence, or how the computer determines   |
|         how it will play against you, a game with bad a/i will    |
|         do the same moves every time, a better a/i will be        |
|         unpredictable and learn from its mistakes.  ie. expert    |
|         learning mode in vf2 (Saturn)                             |
|                                                                   |
|  Ali Shuffle, Jacky's Dance                                       |
|       - Name given to the dance Jacky does when he performs a     |
|         major interrupt with a turn toward kick(K while facing    |
|         away). Named after Muhammed Ali's slick steps.            |
|                                                                   |
|                                                                   |
|  AS2                                                              |
|       - see 2/3 SPOD                                              |
|                                                                   |
|  Autoduck                                                         |
|       - A term used to describe the esoteric feature of predictive|
|         crouching. A predictive crouch will take place if a       |
|         defender taps down, or (down+G) (can't do it while        |
|         holding G) within a frame or two of a high attack coming  |
|         in. The defender will do an immediate crouch, from where  |
|         he/she may counterattack, or return for a throw.          |
|                                                                   |
|  Autoknife                                                        |
|       - A term used to describe Lau's ability to break out a      |
|         lifting palm, or lifting knife hand, when certain kicks   |
|         are blocked. This feature was discovered and posted to    |
|         usenet by John Novak, back in the VF1 days. John was      |
|         reputedly able to defeat the CPU without touching the     |
|         joystick, using autoknife combos.                         |
|       - Lau can execute an autoknife after hitting, or having     |
|         blocked the following combos:                             |
|                                                                   |
|         (K... up/for+K+D... up/for+K... P,K... up+K...up/for,K)   |
|                                                                   |
|                                                                   |
| attack patterns                                                   |
|       - sequences of moves that are particularly effective.       |
|                                                                   |
| [B]                                                               |
|                                                                   |
| Beast Cannon                                                      |
|       - Jacky rolled combo in which a beat knuckle (P+K)          |
|         float is followed by a kickflip (back/up+K) followup.     |
|                                                                   |
| Big Ass Boot                                                      |
|       - Jeff's (for,for+K) move... it's very slow, but actually   |
|         has a surprisingly fast recovery time.                    |
|       - It's the hallmark of an expert Jeff to use this move to   |
|         set up a throw, such as the Xpd.                          |
|       - AKA the Big Foot Thing                                    |
|       - Can be reversed as a sidekick by Pai, Wolf and Akira      |
|                                                                   |
| Big Ass Uppercut / Yoho                                           |
|       - Akira's stomping uppercut, (down/for,down/for+P)          |
|                                                                   |
| Boot to the Head                                                  |
|       - Sarah or Jacky's (down/for+K) ground attack.              |
|       - Often landed after a shin slicer, or some such attack,    |
|         leaving the opponent's head facing the attacker.          |
|                                                                   |
| Bodycheck                                                         |
|       - Akira's (back,for,for+P+K) move. Looks like a hocky       |
|         bodycheck, see iron mountain.                             |
|       - The reverse bodycheck (back,down/for+P+K) used to be      |
|         called the reverse uppercut in the VF1 days.              |
|                                                                   |
| Bread and Butter Float                                            |
|       - Lau- Elbow [stagger], DnKnPP [float], PPP, Sweep.         |
|                                                                   |
| [C]                                                               |
|                                                                   |
| Canadian Bodycheck                                                |
|       - Wolf's shoulder ram, back,for+P                           |
|                                                                   |
| Cat Scratch                                                       |
|       - Lion's uppercut-frontal piggy (d/f+P, f,d/f,d,d/b,b+G+P). |
|         The half circle motion is buffered in during the recovery |
|         of the uppercut. If the uppercut hits or is blocked,      |
|         the frontal piggy has a great chance of connecting as well|
|                                                                   |
| Crouch Dash, Taiwan Step                                          |
|       - A technique in VF2, consisting of several joystick motions|
|         resulting in a quick hop forwards or backwards,having many|
|         interesting strategic qualities. The most basic crouch    |
|         dash can be executed by doing a for,for motion while      |
|         keeping the joystick in a down position.                  |
|       - It's important for crouch dashers to hold the second      |
|         position, (ie. down,down/for,down,DOWN/FOR), as the dash  |
|         takes effect a few frames after the motion is completed.  |
|       - There are ways of crouch dashing from standing, in        |
|         particular, the modified dragon punch motion, so named    |
|         because it's similar to the SF series dragon punch.       |
|         The motion is for,down,DOWN/FOR. Essentially, this will   |
|         key in a crouch dash from standing, and is the key        |
|         element in generating the modified upknife, which also    |
|         gives that move its name.                                 |
|       - Taiwan Step is an alternate name for this technique, based|
|         on the strategic mastery of the technique by the high     |
|         ranking Taiwan players                                    |
|                                                                   |
| Clem's Secret Trick                                               |
|       - A simple Jacky technique, (P,K,down+K+G), which often     |
|         suckers opponents into knockdowns as they try to          |
|         counterattack the P,K. Best executed up close, where      |
|         P,K gives Jacky's punch/sidekick.                         |
|       - Sarah can also perform this technique.                    |
|                                                                   |
| combos                                                            |
|       -  "Combos" in the strictest sense, or rather built-in      |
|           combos in VF2, are attacks that string together so that |
|           there is no recovery time from one move to the next.    |
|           There's no prerequisite that a whole combo should hit   |
|           once the first attack connects.                         |
|                                                                   |
| Cancelled, G-cancelled combo                                      |
|       - A term referring to the premature halt of a combo, brought|
|         on by tapping the defense button (also preferably called  |
|         the guard button to avoid the confusing use of D for down |
|         and defense.                                              |
|                                                                   |
|                                                                   |
| [D]                                                               |
|                                                                   |
| Deep, deep bodycheck                                              |
|       - Deep refers to any technique in which a delay in          |
|         execution results in the attacker moving closer to the    |
|         opponent. A move which executes in closer proximity       |
|         often can do more damage.                                 |
|       - The canonical example of this is the deep bodycheck,      |
|         in where the Akira player enters,                         |
|         (back,for,FOR,(pause),P+K) in order to dash in a bit      |
|         before striking with the bodycheck. The for,FOR           |
|         constitutes a dash in this example.                       |
|                                                                   |
| Delayed (Combo)                                                   |
|       - A delayed combo is one in which the attacker, rather      |
|         than executing the combo as fast as possible, uses most   |
|         of or all of the time allowed for a particular move in    |
|         the combo. The strategy is to trap an overagressive       |
|         defender into beginning a counterattack, thus causing the |
|         counterattack to be interrupted by the completion of      |
|         the delayed combo.                                        |
|       - Examples are, (Jacky) (for+P,(pause),K) (interrupt with   |
|         the delayed heelkick),                                    |
|         or (Jeffery) (down/for,DOWN/FOR,(pause),P+K) (crouch dash,|
|         delayed Xpd).                                             |
|                                                                   |
|                                                                   |
| Double Bodycheck, Double Mountain                                 |
|       - Akira- Reverse Bodycheck, Powercheck.                     |
|                                                                   |
| Drunken Ali Shuffle                                               |
|       - One of Shun's mocking moves... if Shun connects with      |
|         (K while facing away), he does similar steps as in the    |
|         Ali shuffle, but as a drunk.                              |
|                                                                   |
| DSoD                                                              |
|       - Drunken Sweeps of Doom, which is Shun's double sweep,     |
|         then triple sweep when fully drunk.                       |
|                                                                   |
|                                                                   |
|                                                                   |
| [E]                                                               |
|                                                                   |
| Exchanging Cards                                                  |
|       - A name for Lau's upknife, as it looks like he's           |
|         proffering a business card.                               |
|                                                                   |
| Execution, Hit and Recovery times                                 |
|       - The time it take respectively to have an attack enter a   |
|         damage causing phase, after the attack sequence is        |
|         entered, the time during which it may cause damage,       |
|         and the time it takes after exiting the damage phase      |
|         before a new attack, or defense may be established.       |
|        - These times are measured in frames.                      |
|                                                                   |
| [F]                                                               |
|                                                                   |
| Float                                                             |
|       - Depending on circumstances, an opponent who has been hit  |
|         will pop up into the air before falling to the ground.    |
|         If they pop up high enough so that they can be struck in  |
|         the air, it's called a float.                             |
|       - Floats often come about from major counters.              |
|       - Lau is the master floater.                                |
|       - It's the hallmark of an expert player to formulate and    |
|         execute flashy and damaging combos on an opponent who     |
|         is floating. It's like improvisational performance art.   |
|                                                                   |
| Flying Kick                                                       |
|       - Kage's for,for+ALL attack                                 |
|                                                                   |
| Frame                                                             |
|       - The unit of time in VF2. There are sixty frames every     |
|         second.                                                   |
|                                                                   |
| Fried Noodles                                                     |
|       - The victim of Lau's rush.                                 |
|                                                                   |
| Frontbreaker                                                      |
|       - Jeff's front backbreaker... (back,for,for+ALL).           |
|                                                                   |
| [G]                                                               |
|                                                                   |
| Ghostbuster, Frankensteiner                                       |
|       - Two of Wolf's throws, namely (down/for,down/for+P+K)      |
|         and (up/for+K+D).                                         |
|         The Frankensteiner's name comes from the Steiner          |
|         Brothers, who are professional wrestlers.                 |
|                                                                   |
| Going Home                                                        |
|       - The technique of running away like a chicken if you are   |
|         ahead in life points, and time is almost up.              |
|         (other Ed. note, the m-GoingHome is to do a turning       |
|         punch, then dash forward, away from the other guy.        |
|         If you're going to run, might as well run with style).    |
|       - Also, a takeoff kick going backwards.                     |
|                                                                   |
| Grampa Tiger, Grampa Knife, Grampa Mountain                       |
|       - Shun Di's mocking versions of Akira's Single (Tiger)      |
|         palm, Lau's lifting knife hand and Akira's iron mountain. |
|       - The moves are executed via: (DOWN,for+P... down,down/for, |
|         for+P... and down/back+P) respectively.                   |
|                                                                   |
| G-cancel                                                          |
|       - See cancelled.                                            |
|                                                                   |
| [H]                                                               |
|                                                                   |
| Happy Dance                                                       |
|       - Lion's up+K,K hopping kick combo                          |
|                                                                   |
| Hardwired, Canned, Built-In combo                                 |
|       - A combo which has been concieved and programmed into      |
|         the game by the programmers, consisting of an explicit    |
|         series of joystick movements and button pushes, within    |
|         time constraints, performing a unique move on-screen.     |
|       - While the difference would be difficult to distinguish    |
|         to the untrained eye, a hardwired combo is always         |
|         seamless in execution, one move flows into the other,     |
|         without a particularly large recovery time inbetween      |
|         moves.                                                    |
|       - Other games consider hardwired combos to be moves in      |
|         which should the first strike land, all strikes land      |
|         until the end of the hardwired combo. VF2 is notable in   |
|         that there are hardwired combos in which it is possible   |
|         to block the last move, or part of the combo, and has     |
|         rolled combos in which it is impossible to escape the     |
|         last move of the combo.                                   |
|                                                                   |
|         Indeed the question is really one of semantics.           |
|                                                                   |
| Hit-stun senbon, block-stun senbon                                |
|                                                                   |
|       - (not defined yet)                                         |
|                                                                   |
| Hoppy-zeme                                                        |
|       - A kind of okizeme in which a hop is employed to avoid a   |
|         rising sweep.                                             |
|       - Hopping kicks are the conventional means of doing this,   |
|         but Wolf and Jeffry can use this strategy to hop over a   |
|         rising sweep to get a crouch throw during their recovery. |
|         Be warned, however, that some rising sweeps have a        |
|         standing recovery, and cannot be crouch thrown. Use a     |
|         standing throw on them instead.                           |
|                                                                   |
|                                                                   |
| [I]                                                               |
|                                                                   |
| Iaigeri                                                           |
|       - A G-cancelled kick, which only Akira and Jacky can do.    |
|         You must tap G at the 12th or 13th frame, which allows    |
|         them to G-cancel their kick and still allow the kick to   |
|         hit the opponent.                                         |
|                                                                   |
|         (ed note1: this in not possible in vfk due to vf2.1       |
|                    game engine)                                   |
|                                                                   |
|         (ed note2:You also have to be holding forward on the      |
|                   joystick for it to work.)                       |
|                                                                   |
|                                                                   |
| I Hate Jacky Combo                                                |
|       - SE, sidekick, dashing elbow-float, YoHo, ground punch     |
|                                                                   |
|         (ed note : doesn't work in vfk, jacky is too heavy)       |
|                                                                   |
|                                                                   |
|                                                                   |
| [J]                                                               |
|                                                                   |
| Jackhammer                                                        |
|       - A modified Beast Cannon, that is, a Beast Cannon          |
|         prefixed by a crouch dash:                                |
|         (for,down,DOWN/FOR+P+K,back/up+K)                         |
|                                                                   |
|                                                                   |
| [K]                                                               |
|                                                                   |
| Knife Hand, UpKnife, DownKnife, Lunging Knife,                    |
| Modified Up Knife, m-UpKn, etc.                                   |
|       - Lau's variations on (down/for+P), the knife hand.         |
|         The upknife tends to float quite well, and has different  |
|         properties from the downknife. The upknife is executed    |
|         by doing a knifehand from crouching.                      |
|       - The modified knife is a crouch dash upknife followed by   |
|         a single punch.                                           |
|         See Lau's Rush.                                           |
|                                                                   |
| [L]                                                               |
|                                                                   |
| Lau's rush                                                        |
|       - A series of modified knife hand, punch attacks.           |
|         The abbreviation is m-UpKn,P.                             |
|       - When the m-UpKn,P is chained together, a defender has few |
|         options due to the 1 frame opening between block stun     |
|         recovery, and onset of a new m-UpKn,P.                    |
|       - It's the hallmark of an expert Lau to chain several       |
|         m-UpKn,P moves into a rush... also, should one hit,       |
|         it's the hallmark of an expert Lau to strike a floating   |
|         opponent with up to five (rumoured six) extra             |
|         m-UpKn,P combos.                                          |
|                                                                   |
| Legendary                                                         |
|       - A combo or move which has been rumoured to exist,         |
|         but has not been discovered.                              |
|       - Examples are Jeff's skybreaker, which is a military press |
|         with a sky-high toss at the end, Jacky's toekick/sidekick |
|         and Akira's sweep.                                        |
|                                                                   |
|         (ed note:It's actually d/f+K (in relation to Akira) or    |
|                  D+K. The TT d+K is just the dinky little TT low  |
|                  kick.)                                           |
|                                                                   |
|       - see Sweep                                                 |
|                                                                   |
| Lion's Lost Punch                                                 |
|       - A Lion move discovered by Jon Tanaka, heretofore never    |
|         mentioned in print, etc. The move can only be executed    |
|         by hitting (P+K) immediately after doing a turning attack |
|         with Lion.                                                |
|                                                                   |
| [M]                                                               |
|                                                                   |
| Major Counter, Interrupt                                          |
|       - A major counter occurs when one player successfully       |
|         strikes his/her opponent while the opponent is just       |
|         beginning an attack.                                      |
|       - The result is a high damage bonus,and often times a float.|
|       - Achieving major counters is a key to victory. It's the    |
|         hallmark of an excellent player when they seem to get     |
|         quite a few of them. It's also known as an interrupt.     |
|       - See execution time.                                       |
|                                                                   |
| Meat Plow                                                         |
|       - super dashing elbow-float, low punch, double palm         |
|       - Yupa points out that the low punch is at best, optional,  |
|         and the double palm is modified.                          |
|                                                                   |
| Metacombo                                                         |
|       - A term used to describe stringing together techniques     |
|         by overlapping joystick moves. A simple example of a      |
|         metacombo is Akira's (down+P,for+P). The joystick motion  |
|         of the crouch punch is donated forward into the joystick  |
|         motion for the single palm, which is normally             |
|         (DOWN,for+P).                                             |
|                                                                   |
| mid-level, high-level, low-level                                  |
|       - the area in which a attack hits the other character,      |
|         relatively speaking.                                      |
|                                                                   |
|       (ed note :I think it would be better to define these in     |
|        terms of how you block different level attacks.)           |
|                                                                   |
|       High level is blocked by a standing defender,               |
|                  and misses a croucher.                           |
|                                                                   |
|       Mid-level is blocked by a standing defender,                |
|                 but hits a croucher.                              |
|                                                                   |
|       Low level hits a standing defender,                         |
|                 but is blocked by a crouching defender.           |
|                                                                   |
|       (authors note: the vf2 faq has this to say - ref: 01)       |
|                                                                   |
|-------------------------------------------------------------------|
| H     High-level            High level attack                     |
|                             Move affects standing non-defenders   |
|                             Block high or low to defend           |
|                             In the reversal attacks section, move |
|                             reverses high-level attacks           |
|                             In the throws section, move affects   |
|                             standing opponents only               |
|-------------------------------------------------------------------|
| M     Mid-level             Mid-level attack                      |
|                             Move affects squatting opponents and  |
|                             non-defenders but not low-level       |
|                             attackers                             |
|                             Block high to defend                  |
|                             In reversal attacks section, move     |
|                             reverses mid-level attacks            |
|-------------------------------------------------------------------|
| L     Low-level             Low level attack                      |
|                             Move affects standing opponents and   |
|                             squatting non-defenders               |
|                             Block low to defend                   |
|                             In reversal attacks section, move     |
|                             reverses low level attacks            |
|                             In throws section, move affects low or|
|                             squatting opponents                   |
|-------------------------------------------------------------------|
| G     Ground-level          Ground-level attack                   |
|                             Move affects fallen opponents only    |
|-------------------------------------------------------------------|
|                                                                   |
|                                                                   |
| mini-Beast Cannon                                                 |
|       - A Jacky rolled combo consisting of                        |
|         (back,back+P,down+P,back/up+K).                           |
|         It's a turning punch, midlevel turntowards punch,         |
|         and a kickflip. Named because of the resemblance to       |
|         the beast cannon.                                         |
|                                                                   |
| minor counter                                                     |
|       - A minor counter occurs when one player successfully       |
|         strikes his/her opponent while they are recovering from   |
|         a previously executed attack.                             |
|         It's much more common than the major counter, and has a   |
|         smaller damage bonus.                                     |
|                                                                   |
|                                                                   |
| Modified, m-*                                                     |
|       - Terminology referring to the addition of special          |
|         joystick motions before a standard move, resulting in a   |
|         special version of that same move. See Modified Knife     |
|         Hand                                                      |
|       - The joystick motion is usually a buffered crouch dash.    |
|                                                                   |
| Mountain: hidden mountain, iron mountain, splash mountain         |
|       - The mountain moves are so named from the Japanese         |
|         translations, which are very often more evocative than    |
|         the english language names. In particular, these refer    |
|         to Akira's "reverse bodycheck" (back,down/for+P+K),       |
|         his "bodycheck", (back,for,for+P+K) and Jeff's            |
|         crucifix piledriver, (down/for,down/for+P+K).             |
|                                                                   |
| Muteki-oki                                                        |
|       - A way of getting up that allows a character to be         |
|         completely invulnerable to attacks for up to about 30     |
|         frames. This is primarily used to counter  aggressive     |
|         okizeme.                                                  |
|       - Simply hold down to get up in place. Don't tap G or K,    |
|         but struggling by tapping P is alright. You can only get  |
|         up with the invulnerability when your character falls     |
|         down so that he is face up and feet near his opponent.    |
|         Muteki-oki doesn't work in the other 3 possible positions |
|         that a character can be in after they are knocked down.   |
|       - An attack will simply pass thru a character that is       |
|         using muteki-oki. He doesn't experience block stun,       |
|         therefore he may counter with the power attack of         |
|         his choice.                                               |
|                                                                   |
| M-Starfleet Maneuver, Starfleet Maneuver:TNG                      |
|       - Even sillier term, referring to Jeffery's (down+P)        |
|         attack when facing away, in which he swings both hands    |
|         around as in the starfleet maneuver. The silliness is     |
|         in the use of modified to imply alternate or different,   |
|         and in the use of TNG which is a common abbreviation      |
|         used in the Star Trek newsgroups to refer to the second   |
|         Star Trek series on TV.                                   |
|       - Akira also has a surprisingly similar (down+P) attack     |
|         from facing away.                                         |
|                                                                   |
| [N]                                                               |
|                                                                   |
| Nice                                                              |
|       - A blanket term for any move that is remotely interesting, |
|         or impressive. Often highly complimentary by an opponent  |
|         that just got hit by the nice move.                       |
|                                                                   |
| [O]                                                               |
|                                                                   |
| Okizeme                                                           |
|       - A Japanese word used to refer to the art of keeping       |
|         pressure on a rising attacker. During okizeme, a standing |
|         player will stay just outside, or just inside range of    |
|         attack. The guessing game that results is often most      |
|         interesting.                                              |
|       - It's the mark of an outstanding player to successfuly     |
|         employ okizeme, as this implies that their ability to     |
|         predict the actions of their opponent is superior.        |
|       - An example of okizeme is a Sarah player that ducks a      |
|         high rising attack, and executes a (for,for+P) on the     |
|         now-helpless defender. If the Sarah were too close to     |
|         the rising attacker, the high rising kick would hit her.  |
|         Should she be too far away, she wouldn't be able to react |
|         in time to punish the missed kick.                        |
|                                                                   |
| Old Man                                                           |
|       - Affectionate nickname for Shun                            |
|                                                                   |
| Oh Yeah!                                                          |
|       - A long Lau float, particularly one ending in a crescent   |
|         kick. Lau yells "OYEAH" during the crescent kick of his   |
|         PPPK combo.                                               |
|                                                                   |
| [P]                                                               |
|                                                                   |
| Pai-chain                                                         |
|       - Literally translates as "little Pai" or "cutey Pai"       |
|         from Japanese.                                            |
|                                                                   |
| Piggyfront, the Mating Ritual                                     |
|       - Lion's front facegrab, where he hops up onto his          |
|         opponent.                                                 |
|                                                                   |
|         It's executed with a bottom semicircle starting at        |
|         forward, ending at (back+P+D).                            |
|                                                                   |
| Proximity Damage                                                  |
|       - Increased damage from certain moves because they were     |
|         executed (and hit) while closer to your opponent.         |
|                                                                   |
|       (ed note: This also works in reverse, too. Sweeps           |
|                 generally do more damage when they                |
|                 hit at extreme range compared to right up close.) |
|                                                                   |
| Powercheck                                                        |
|       - Another name for a deep bodycheck.                        |
|                                                                   |
| Psycho Pai                                                        |
|       - Pai tactic of continous attack and pressure using Pai's   |
|         quickest attacks--sidekicks,punches, chops,and low kicks. |
|         Basic attack pattern is d/f+K, b+P, P, P, and repeat      |
|         without hesitation. Psycho Pai's will look to primarily   |
|         push you out of the ring.                                 |
|                                                                   |
|                                                                   |
| [R]                                                               |
|                                                                   |
| Reversal                                                          |
|       - A term used to describe a defensive technique, used       |
|         simultaneous to an incoming attack. A reversal will cause |
|         the attacker to take damage from his/her attack.          |
|       - Only Dural, Akira, Pai, Kage and Wolf can reverse attacks,|
|         in order of ability.                                      |
|       - It's the hallmark of an excellent player to land reversals|
|         as they require good execution, excellent timing, and     |
|         the ability to predict what an opponent will do next.     |
|         Kage is a notable exception here, as his reversal is both |
|         simple to execute, and a two pronged attack.              |
|                                                                   |
| Rolled Combos                                                     |
|       - A term used to imply that a combo is not hardwired. Jacky |
|         is the master of the rolled combo, which is to mean that  |
|         his attacks are such that you can easily string together  |
|         independent moves into what would appear to be a seamless,|
|         or close to seamless, combo.                              |
|       - The implication is that you ``roll your own'' combo,      |
|         like a cigarette.                                         |
|                                                                   |
|                                                                   |
| [S]                                                               |
|                                                                   |
| SD                                                                |
|       - Super Deformed, term for characters in game, that are     |
|         deformed from their normal state. ie. vfkids              |
|                                                                   |
|                                                                   |
|                                                                   |
| SE, Surprise Exchange                                             |
|       - Akira's (down/back+P+D) throw. Does no damage, but        |
|         reverses the playing field and leaves Akira facing the    |
|         opponent's back. A particularly punishing move on VF2 in  |
|         the hands of an expert.                                   |
|                                                                   |
| Sega                                                              |
|       - Sega Electronics of America, maker of Sega Saturn, and    |
|         Virtua Fighter Series of games (oh yeah, Japan too)       |
|                                                                   |
|                                                                   |
|                                                                   |
| Senbon, Senbon Throw                                              |
|       - A senbon punch is a combo executed by tapping quickly,    |
|         the P,K,G keys in that order. The kick part of the combo  |
|         will be cancelled, effectively giving the attacker a punch|
|         with a next-to-nothing recovery time. Senbon punches are  |
|         hard to do, especially consecutively.                     |
|       - The senbon throw is a senbon punch, followed by a throw.  |
|         As a technique, this works both because of the quick      |
|         followup time to the punch, and because of the reaction   |
|         of an opponent to try to block a followup to a senbon     |
|         punch.                                                    |
|                                                                   |
| Shun-puri                                                         |
|       - Japanese term referring to Sarah's ``instant''            |
|         turnaround. The move is executed via (down,back+K,G).     |
|         A seamless shun-puri is the hallmark of a polished Sarah  |
|         player, and exhibits quite a few interesting strategic    |
|         benefits.                                                 |
|                                                                   |
|         (ed note: removed from vf2.1/ vfkids)                     |
|                                                                   |
|                                                                   |
|                                                                   |
| Soccer Combo                                                      |
|       - Term used to refer to Jeff's rolled combo,                |
|         (for+P+K,UP/FOR+K). Jeff will do a headbutt,              |
|         then a jumping kick (try it, you'll like it), and         |
|         the similarities to soccer are evident.                   |
|                                                                   |
| SPoD, The Stun Palm of Doom                                       |
|       - Akira's fabulous three part throw:                        |
|         (ALL,back,down/for+P+K,back+P)                            |
|                                                                   |
| Spiced Beef Jerky                                                 |
|       - Jacky- Toe Kick [float], Senbon Punch, Kickflip.          |
|                                                                   |
| Stagger, Stagger Combo, Stagger Throw                             |
|       - A stagger occurs in VF2 when a crouching opponent is      |
|         struck with certain mid-level moves, often elbows         |
|         and sidekicks. During a stagger, an opponent is very      |
|         vulnerable to followup strikes, and will often float.     |
|                                                                   |
|                                                                   |
|         (ed note: The effectiveness of stagger *combos* are       |
|                   generally decreased in 2.1 (and therefore VFK   |
|                   as well.) Staggers don't last as long, are      |
|                   easier to struggle out of, and the staggeree    |
|                   tends to stumple further away.                  |
|                                                                   |
|                   - In VF2.1, staggers also occur if you get hit  |
|                     while backing away. These staggers are a      |
|                     special case, there is no hit sound effect,   |
|                     and the staggeree doesn't take damage,        |
|                     although he/she is still vulnerable during    |
|                     the stagger animation.)                       |
|                                                                   |
|       - A stagger throw is a technique used to take advantage     |
|         of a skilled player's reaction to staggering, which       |
|         is often an attempt to re-establish their block to        |
|         prevent a float. This reaction sets up a good             |
|         opportunity for throws. Newbies will not realize their    |
|         vulnerability when staggering though, and will thus       |
|         will attack rather than defending, often preventing       |
|         a stagger throw.                                          |
|                                                                   |
|                                                                   |
|               (ed note: Stagger throws are actually easier in     |
|                         VF2.1 because it's easier to *run* into   |
|                         throw range. You only need to tap f,F     |
|                         then enter the desired throw motion,      |
|                         vs. the technique in 2.0, which usually   |
|                         involved tapping forward 3 times          |
|                         before starting the throw motion.)        |
|                                                                   |
|                                                                   |
| Struggle                                                          |
|       - Shaking or circling the joystick while holding down       |
|         defense to shorten the time that you are vulnerable       |
|         after being staggered. Can also shorten the time of       |
|         vulnerability after some of Akira's stumbling throws.     |
|                                                                   |
|       (ed note: Struggling is also affective after                |
|                 Lau's stumble throw.)                             |
|                                                                   |
|       - A technique to get up quicker after being knocked down.   |
|                                                                   |
|       (ed note: Struggling is more affective overall in 2.1,      |
|                 for both shortening the stagger time, as well as  |
|                 getting up quicker.)                              |
|                                                                   |
| Starfleet Maneuver                                                |
|       - Silly term referring either to Jeff's (back,down/for+P)   |
|         attack, or Jacky's (for,back+P+K) throw, both of which    |
|         consist of the attacker slamming two forearms into the    |
|         defender.                                                 |
|       - It's named such because Starfleet officers in TV's Star   |
|         Trek often use this (very silly) form of striking people. |
|                                                                   |
| Stumble, Stumble throw                                            |
|       - There are three main stumble throws in VF2, all of        |
|         which are excuted with a fast and clean joystick motion   |
|         of (back,down+P+D). The intention of a stumble throw is   |
|         to bring the opponent to a position of helplessness for a |
|         damaging followup, as the stumble throws each inflict only|
|         minimal damage.                                           |
|       - Lau, Pai and Akira have this style of stumble throw.      |
|         Akira also has partial stumble throws via (down+P+D) and  |
|         (back+P+D), which can be followed up with only the        |
|         quickest of damaging attacks.                             |
|                                                                   |
|         (auth note : Stumble throw is denoted by ST)              |
|                                                                   |
|                                                                   |
| Style Points                                                      |
|       - Silly term playing off of Olympic competitions which      |
|         feature judging of technical and stylistic merit. Consider|
|         that the outright win of a round indicates technical      |
|         success... some players consider winning with             |
|         style to be of equal importance, as it would be in        |
|         said Olympic competition.                                 |
|       - For instance, rather than do an uncounterable low backfist|
|         to end a round, a Jacky player might opt instead for      |
|         executing Clem's Secret Trick for the extra style points  |
|         awarded from the (down/for+K) boot to the head against    |
|         the prone defender.                                       |
|       - In general, you get more style points (and hence, more    |
|         respect) for executing riskier and flashier techniques,   |
|         rather than safe things like a simple (P,K) combo.        |
|                                                                   |
| Sweep                                                             |
|       - A sweep is a low kicking attack in which the striking leg |
|         travels in an arc around the body.  In VF2 terms, however,|
|         it may also refer to a low kick attack that always knocks |
|         down when it connects (i.e. Kage TT sweep)  "The opponents|
|         legs are swept out from under them."                      |
|                                                                   |
| [T]                                                               |
|                                                                   |
|                                                                   |
|Taiwan backbreaker, TB                                             |
|       - A very powerful Akira throw combo. SE, c-SgPm, SDE <float)|
|       - A running character takes more damage than a standing     |
|         character, and the TB takes advantage of that. The        |
|         natural reaction of a good player after being surprise    |
|         exchanged is to run away from Akira. When the super       |
|         dashing elbow float is added, this combo also sends its   |
|         victim floating for a very long distance (almost half     |
|         of the ring's width.)                                     |
|                                                                   |
|                                                                   |
| Taiwan Grind, Senbon Grind                                        |
|       - several senbon punches against a floating opponent,       |
|         as quickly as humanly possible; No.4 demonstrated this.   |
|                                                                   |
|       (ed note: It's not as quick as possible. There's a          |
|                 certain frequency for each character.             |
|                 It's not easy.)                                   |
|                                                                   |
| Taiwan kick                                                       |
|       - A technique developed to counter the Taiwan backbreacker. |
|         With Akira, after being surprise exchanged, crouch dash   |
|         forward (away from the TBing Akira) in step with the      |
|         c-SgPm and turn around with the turn toward sweep         |
|         (d/f+K). If the timing is right, Akira will duck under    |
|         the SgPm while he's sweeping, and hit for a minor counter.|
|       - Jacky and Sarah have a similar counter, but they need to  |
|         step forward slightly with a *standing* dash, and then    |
|         (turn toward) sweep to take down the SgPming Akira.       |
|                                                                   |
| Tetsujin                                                          |
|       - The top players in Japan... the original six were:        |
|         T.S. (Kage), Kashiwa Jeffrey (Jeffrey), Bun Bun Maru      |
|         (Wolf), Ikebukuro Sarah (Sarah), Shinjuku Jacky (Jacky),  |
|         K.K. (Shun).                                              |
|       - Some of the names come from the area where that player    |
|         comes from or dominates (eg. Ikebukuro, Shinjuku, Kashiwa)|
|         Some of these tetsujin have "retired" their titles as     |
|         tetsujin after the second Maximum Battle.                 |
|       - A couple of the more famous VF2 players in Japan who      |
|         could easily be Tetsujin are Kyasao (Kage), who beat      |
|         Taiwan #1 during the Japan-Taiwan matches. In fact, I     |
|         think Kyasao is actually a full-fledged member of         |
|         the Tetsujin now. Also, Yoshikawa Akira, the winner of    |
|         the 2nd Maximum Battle.                                   |
|                                                                   |
| TFT, Ten Foot Toss                                                |
|       - Kage's gravity-breaking judo throw... (back+P). Tosses    |
|         the opponent about ten feet in the air.                   |
|                                                                   |
| TFToD                                                             |
|       - The Ten Foot Toss of Doom, which is                       |
|         (TFT, knee, d/b+PKG, d/b+PKG, PPPK))                      |
|                                                                   |
|      (this might have to move to Legendary section!)              |
|                                                                   |
|      EDITORS WARNING !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!     |
|                                                                   |
|                                                                   |
|       NOT!!!  Lan Bui combined 2 different TFT combos to get      |
|       that monstrosity... He later admitted his mistake. It's     |
|       not possible to do in normal VF2, although it may be        |
|       in Kids...                                                  |
|                                                                   |
|       Anyway, the original                                        |
|       TFToD (defined by Tan Wu Meng) is TFT-TA chop-TT PPPK.      |
|                                                                   |
|       Later,two other more affective variations of TFT combos     |
|       were discovered.                                            |
|                                                                   |
| 1) the rising knee variations (TFT-knee-PPPK) abbreviated "TFTKoD"|
| 2) the swipe (d/b+PKG) variations (TFT-swipe-swipe-swipePPK)      |
|                                                                   |
|       As far as VFK goes, it should be possible to do             |
|       TFT-PPP-PPPK, as this is a doable combo in the Saturn       |
|       version of VF2.                                             |
|                                                                   |
| Tip, Tip, Tip                                                     |
|       - A Jacky floating combo.                                   |
|       - The move sequence is as follows: (down+K,P,K,down+K+D).   |
|         You should see the toekick[float],punch,spinkick,         |
|         shinslicer.                                               |
|         The shinslicer should hit them after the first bounce     |
|         on the ground... the move is so named because each attack |
|         barely hits the opponent.                                 |
|                                                                   |
| TKoD -- Toe Kick of Doom                                          |
|       - The very first item of Jargon, it's believed, referring   |
|         to Jeff's                                                 |
|                                                                   |
|         (down+K,down,down/for,for+ALL) throw.                     |
|                                                                   |
|         It has spawned a variety ``of Doom'' throws and           |
|         move sequences.                                           |
|                                                                   |
| Tricky                                                            |
|       - Using unorthodox movement and attacks to confuse an       |
|         opponent. Applies mostly to Shun and Lion.                |
|         "Old man is very tricky."                                 |
|                                                                   |
| Twist Backfist, Pump Backfist                                     |
|       - Jacky's two different kinds of turn toward punches.       |
|         The twist BF is quicker, stronger, capable of generating  |
|         floats, and combos into any built in punch combo. The     |
|         pump BF (b+P) is slower, weaker, not capable of floats,   |
|         and does not combo into Jacky's built in combos, but it   |
|         recovers very quickly, offering a variety a rolled combo  |
|         options such as, pump backfist-low backfist.              |
|                                                                   |
| Two Pronged Attack, Forking Attack                                |
|       - An attack which hits at multiple semantic levels.         |
|       - An example is Kage's reversal, (down+P) which will either |
|         reverse an incoming attack, or low punch a standing       |
|         attacker.                                                 |
|       - It's great and simple strategy... heads I win, tails you  |
|         lose, get it?                                             |
|                                                                   |
| [V]                                                               |
|                                                                   |
|  VFK                                                              |
|       - Virtua Fighter Kids (this game, duh)                      |
|                                                                   |
|                                                                   |
| [X]                                                               |
|                                                                   |
| Xpd -- The Crucifix Pile Driver                                   |
|       - Short and long notation for Jeff's Splash Mountain throw. |
|                                                                   |
|                                                                   |
| [Y]                                                               |
|                                                                   |
| Yupasawa                                                          |
|       - Nick name for James Ross. He is not Japanese. Plays a     |
|         mean Sarah.                                               |
|       - According to him, Yupa-sawa is a favorite character of    |
|         mine from Miyazaki Hayao's epic manga, _Nausicaa of the   |
|         Valley of Wind_. He's a great swordsman, and Nausicaa's   |
|         mentor.                                                   |
|                                                                   |
|        <UPDATE>                                                   |
|                                                                   |
|       -_Sawa_ is just a more honorific form of _san_              |
|         (i.e. Suzuki-san) and translates as either master or lord.|
|         (san = mister)  The US manga translation of Yupa-sawa is  |
|         Master Yupa. I just like the way Yupa-sawa sounds better  |
|                                                                   |
|-------------------------------------------------------------------|
|   Most terms from resource 24:                                    |
|                                                                   |
|   Copyright , 1996, Darcy Brockbank. All rights reserved.        |
|   You may duplicate this information for personal, or recreational|
|   usage, provided this copyright remains attached and intact.     |
|   Commercial use prohibited without express written consent of    |
|   the copyright holder.                                           |
[==================----------------------------------===============]


[======-------======]
|Section E - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                  References for VKF (Saturn)                      |
[-------------------------------------------------------------------]
| #  format        date    person          note                     |
[-------------------------------------------------------------------]
|01 e-mail       8/04/96   tellure         Subject:Re vfk info      |
|02 e-mail       8/03/96   SEVEN           RE :virtua fighter kids  |
|03 r.g.v.s      7/30/96   lionel          RE :virtua kids          |
|04 e-mail       7/30/96   william bacon   VFK New CODES            |
|05 e-mail       8/05/96   barberman       vfk info                 |
|06 e-mail       8/19/96   andy cheng      Subject : VF kids        |
|07 r.g.v.s      8/14/96   yupasawa        [VF Kids] Quick Comments |
|08 r.g.v.s      8/16/96   master young    [VF Kids] Quick Comments |
|09 r.g.v.s      8/05/96   Moby            [VFK] VF Kids endings    |
|10 r.g.v.s      8/05/96   Viacommie       [VFK] VF Kids endings    |
|11 r.g.v.s      7/24/96   graham          [VFK] on the saturn      |
|12 e-mail       8/05/96   Yupasawa        VFK review               |
|13 e-mail       8/20/96   yupasawa        re:vfk faq alpha va0.05  |
|14 e-mail       9/04/96   grouchy smurf   RE: virtua fighter kids  |
|15 r.g.v.s      9/09/96   brian dainton   Regarding the hit sparks.|
|16 e-mail       9/15/96   poon            camera angles for replay |
[==================----------------------------------===============]


[======-------======]
|Section F - Part 0 |
[======-------======]

[==================----------------------------------===============]
|                  FAQ philosophy                                   |
[-------------------------------------------------------------------]
|        While it may not seem appropriate for this , here it is    |
|        anyway..                                                   |
|                                                                   |
|        1) after writing a couple of faqs (sega rally arcade,      |
|           indy500 (arcade) , wipeout (saturn) ) , i learned       |
|           a couple of things                                      |
|                                                                   |
|           trying to write a faq is a very time consuming,         |
|           and tiring effort, and if done incorrectly results      |
|           in misinformation and unhappiness for the people        |
|           reading it.                                             |
|                                                                   |
|        2) in an effort to minimize the amount of non-information  |
|           (like this!) in the faq, many time saving efforts       |
|           were used to eliminate the redundacy in this faq, and   |
|           also to boost the accuracy..                            |
|                                                                   |
|        3) accreditation and references                            |
|           well having never written anything vf related, why      |
|           bother?                                                 |
|                                                                   |
|           just as payback to the community, and seeing an opening |
|           for something no one was apparently doing yet..         |
|                                                                   |
|           besides i just got a net account, so why not use it,    |
|                                                                   |
|           i got references from all the major vf2 faq writers,    |
|           and joji suzuki! is also involved since has borrowed    |
|           my copy of vfk!...anyway that should be a big plus      |
|                                                                   |
|           and i also self volunteered yupasawa to edit this!!!    |
|                                                                   |
|        4) all sources should be referenced carefully and noted    |
|           for future reference                                    |
|                                                                   |
|           do you think i'm going to rewrite all the info in all   |
|           the other faqs, i've got time on my hands, but not      |
|           that much!...get real                                   |
|                                                                   |
|        5) make it "user-friendly" , this faq can literally be     |
|           taken apart section by section , so you can get         |
|           just what you need, try that with some other ones...    |
|                                                                   |
|        6) no ansi-or line-art., but plenty of ASCII and separators|
|           to separate and clarify information                     |
|                                                                   |
|        7) explanation of non-standard terms, or references to     |
|           them ,why don't you SPoD-iai-Mc-m-Up-Kn+pppk-TFT-XPD?   |
|                                                                   |
|        8) oh there's more to come, i'll get around to it later    |
|                                                                   |
|     <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>> |
|     |                                                 /|   /+/  | |
|     | /~/   |         /^\              /+\           /+/  / /   | |
|      /  |   /         |+|   _ /+>      \./          | |  | /    | |
|     |   |  /  - /     | |  < | /               __  / /   | |    | |
|     |   | / /  /      | | /\+/\         /\   / /\ \|+|   | |    | |
|         |/   -/-      | /  / | |       |+|  |+|  \ \/    |+|    | |
|     |        /        /+ /     \ \    | |   \  \ / /     / /    | |
|     ------- /-----|  < /|       |+|  |+|     \___/      /+/     | |
|     |WeB PaGe AnD |   | |        \_\ \/                /_/   TM | |
|     |SiTe CoMiNg  |   \./                                       | |
|     |SoOn <rg>     \  ------------------------------------------- |
|     ----------------|<<<<<<<<<<<<<<<<<<S<E>G>A>>>>>C>mcmxcvi>>>>> |
|     | "Motto tsuyoi yatsu to tatakaitai!" - kid akira , vfk     | |
|     <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> |
|design:generic design <zero> (c) MCMXCVI rg...the...MaNaGeMeNt [0] |
[==================----------------------------------===============]

[==================------------------======================]
|                   End Part [2/2]                         |
[==================------------------======================]