The Official Lion Rafale FAQ. V1.01
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Copyright 1995 by Cleo Saulnier.
Original:  April 18, '95 V1.00
Revision #1: May 18, '95 V1.01

1.0   PREFACE
   1.1   MOVES
2.0   FIGHTING STYLE
3.0   FIGHTING AGAINST CPU
   3.1   LAU
   3.2   SARAH
   3.3   SHUN
   3.4   PAI
   3.5   LION
   3.6   JEFFREY
   3.7   KAGE
   3.8   JACKY
   3.9   WOLF
   3.10  AKIRA
   3.11  DURAL
   3.12  AFTERWORD ON CPU FIGHTING
4.0   FIGHTING AGAINST HUMANS  (N/A)
5.0   DETAILS OF EACH MOVE
6.0   RUMORS AND GOODIES
7.0   CREDITS
8.0   COMMENTS, UPDATES

1.0 *** PREFACE ***

   This FAQ was put together solely by me, Cleo Saulnier, on April 18th, 1995
because I like using Lion and I was annoyed that there was no Lion FAQ out
there.  So I'm writting this in the hopes that other people will contribute
to this FAQ and make it become a REAL FAQ!
   Right now, I just mustered out what I knew of Lion and the game, and put
it all down in this FAQ.  A lot of stuff in this FAQ are my personal
opinions and would I GREATLY appreciate it if I made any errors in judgements
in my techniques or you just plain disagree with what I say, that you send
me a text file as to how it was wrong and how you would like to see it
corrected.  Just don't flame me like some of those idiots on usenet who
are just waiting to see someone make a mistake.
   Remember, these are MY opinions, and I'm open to YOURS.


   I would like info on how to play against human players.  I don't get to
play very often against humans so I don't have much info to give out other
than playing against Akira, and even then, I'm not sure.

1.1 *** MOVES ***

(See VF2 FAQ V3.00 for description of control motions, etc...)

Lion Rafale
^^^^^^^^^^^
Biodata
----------------------------------------------------------------------------
Date of birth  : 24th December 1979
Sex            : Male
Blood type     : AB
Height         : 1.71 m
Weight         : 61 kg
Job            : High School student
Hobby          : Collecting knives
Nationality    : France
Fighting style : Toru-ken/Seven Stars Mantis Fist

Basic moves
===========
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P                               H       Punch
12

down+P                          L       Squatting punch
08

K                               H       Kick
30

down+K                          L       Low swipe kick
         (F)
12

down/for+K                      M       Side kick
          24 (F)
24


Hopping attacks
===============
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back/up or for/up+P             M       Hopping downward swipe
                   F
30

jump, P while ascending         M       Hopping jab
30

up+P                            M       Armspin strike
    F
30

up+K                            M       Hopping roundhouse kick
25

up+K, K                         MM      Dancing kicks
    32 F
25+30

up/for+K                        M       Cartwheel spin kick
        F
20

jump, K while ascending         M       Hop kick
20

jump, K while descending        L       Hop and slide
20


Distance jumping attacks
========================
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
JUMP, for+P while ascending     n       Overhead hammer
30

JUMP+K                          M       Take-off jump kick
30

JUMP, for+K while ascending     M       Distance drop kick to the front
40

JUMP, K while ascending         n       Mid-air kick
30

JUMP, K while descending        M       Landing kick
30

JUMP, back+K while ascending    M       Distance drop kick to the rear
48


Turning attacks while facing opponents
======================================
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
back, back+P                    H       Turning punch
    16
14

back, back+K                    H       Turning high back thrust
    16
30

back, back+K+D                  M       Turning side kick
    16


Turning attacks with back facing opponents
==========================================
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P                               H       Turning double punch
12+12

down+P                          L       Turning low punch
14

DOWN+P                          H       Turning punch from crouching
12

K                               H       Turning back thrust
36

down+K                          L       Tripping low kick
36

DOWN+K                          H       Turning high back thrust
36


Special moves and combos
========================
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P, P                            HH      Punch and elbow thrust
 29 20F
12+14

P, P, P                         HHH     Punch, elbow thrust, backfist
 29 23 32F
12+14+15

P, K                            HH      Punch-kick combo
 29 42
12+30

for+P                           M       Elbow strike
     24
19

for+K                           M       Knee
     31F
30

down/for+P                      M       Uppercut
          19
10

down/for+P, P                   Mn      Uppercut and downward swipe
          12 36
10+20

FC, down/for+P                  LL      Low forward creeping peck
          12
12

FC, down/for+P, P               LL      Double low creeping pecks
              15 21
12+12

back/down+P                     LL      Low thrusting peck
           20
12

back/down+P, P                  LL      Double low thrusting pecks
           16 13
12+08

for, for+P                      M       Long range fist thrust
   16     20
40

for, for+K+D                    M       Spin forward and kick high
   16       36F
24

down/for+K+D                    L       Spin forward and kick low
            43F
24

back+P                          H       Duck and poke head from above
      21
30

for+P+D                         H       Recoil and poke head directly
        14
30

P+D                             L       Short range low wind-up attack
   20
15

down/for+P+D                    L       Long range low wind-up attack
            28
20

down+K+D                        L       Sweep
        39
24

down, down+K                    M       One-handstand kicks
            40
24+24

back/up                         O       Cartwheel backwards

down+K, K                       LL      Double low swipe kick
      25 34
12+12

down+K, K+D                     LH      Low swipe kick, high spin kick
      31   26
12+30

D, for+P                        H       High spinning side attack
 10     22
20

D, down/for+P                   L       Spin to the side with low trip
 10          34
20

back/down+D                     O       Ducks and steps away sideways
           29

for/down+D                      O       Ducks and closes in
          23



Throws and close range moves
============================
CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
--------------------------------------------------------------------------
P+D                             H       Trip
   50
10+15+25

P+D                             B       Piggyback attack
   89
10+20+20

back+P+K                        H       Reaping throw
        57
30+20

for, for+P+D                    H       Grab and fling
   16       80
30+20

for, SCR, back+P+D              H       Frontal piggyback attack
   (26)           69
10+15+15+30



MOVES addendum:
   Where it says DOWN+K+D (sweep), I usually do back/down+K+D and it usually
works fine.  I never hold it DOWN.


2.0 *** FIGHTING STYLE ***

   As everyone knows, Lion fights with a very "low" style.  He has a vast
amount of trips and sweeps.  The most popular is obviously the down+K,K.
This move tends to be overused, and therefore tends to backfire a lot when
playing good players.
   The 4 most usefull moves that I found were:
   down+K,K             Do not overuse this. (Although I do)
   P, [P], [P]          Very usefull against CPU.  Great when opponent
                        floats (CPU or Human)
   up+P                 Good when you want something powerful to mix up your
                        moves.  And creates the opportunity to pounce.
   back/down+K+D        Great opening move.

   BASIC DECRIPTION ON RECOVERY
   Every move has a certain recovery time. During this time, you are
absolutely vulnerable.  Some moves have longer recovery times than others.
Sidekicks have rather long recovery times, while punches have relatively
short rcovery times.
   Example: If you do a sidekick, which is a medium attack. And your opponent
stands and defends, therefore blocking it, you are now totally vulrenable
to most any attack your opponent deems appropriate to deliver upon you for
however many frames it takes for the sidekick to recover, EVEN IF YOU'RE
PRESSING D!!!
   But, if it is you who just defended, your choice should be a rather quick
move.  For Lion, P,P,P is a good choice, but against human Akira players,
if you use this too often might result in pain, as Akira can now try to
counter a high move after missing a previous move.
   Recovery seems to be a tad bit faster if the attack connected.

3.0 *** FIGHTING AGAINST CPU ***

   Fighting against CPU is VERY different than fighting human players.
Do NOT follow these guidelines if playing against human players, or else
you will be pulverised.

   A few basic guidelines against most CPU players:
   The P, P, P move is deadly (as far as connecting goes) against most CPU
players.  But this gives you the opportunity to pounce if it connects.
   A lot of the CPU players are just plain suckers for the down+K, K move.
   If you use the down+K,K move too much, the CPU will start blocking it.
So you need to alternate moves.  And a good one is up/for+P or up+P.
up+P is usually better.
   When the opponent is down, HARD pounce him (UP+P).  You hold the stick
UP and repeatedly tap P to be sure to pull it off or else, and sometimes,
you end up jumping straight up.  This usually isn't a problem as your
opponent is still trying to get up and is out of range, but an opportunity
is wasted.
   And don't only HARD pounce him, or her, once, HARD pounce them TWICE!!!
   After you HARD pounce them once, wait 'till you're back on your feet, and
as soon as you're standing up again, hold UP, and repeatedly tap P.  A hit
to knock down your opponent, usually down+K,K or P,P,P and two HARD pounces
will drain anybody to about 15-20% garanteed!!!  All you have to do now is
get 1 or two punches in and you win the round.
   BTW, the down+K,K,HARD pounce, HARD pounce is most likely to succeed if
the first down+K connects right at the beginning of the game.  I
occasionally use this as my opening move, but you have to make sure the CPU
doesn't start to crouch too early.  This is how you beat Kage, BTW.

   Good opening moves would be DOWN+K+D as this trips your opponent and
gives you the chance to back up a bit to start your long-range game that
Lion is so good at.  Anyhow, this allows you time right at the beginning
to settle into your game and annoy your opponent (human) or just get ready
for your next move.

   I mention that you have to alternate your moves in a lot of cases.  This
does not mean that they have to connect.
   Example:  With Jacky, he's a sucker for the double sweep if he's
standing.  So if you try a double sweep and Jacky blocks it, most likely
he'll start crouching.  Now, you must do some mid and high-range moves
to get him to stand up, so you can try the double sweep again.

   I don't know if these are glitches in the game or what, but I have
fullproof ways of beating 3 CPU players after SHUN (Shun not included).
   Read on...

3.1 *** LAU (CPU) ***

Good opening moves: Anything

Do anything.  Good place to practice your moves.

3.2 *** SARAH (CPU) ***

Good opening moves: Anything

Do anything.  Again a good place to practice your moves.

3.3 *** SHUN (CPU) ***

It just gets harder from here on in.
Good opening moves:
   DOWN+K+D
   down+K, K
   P, K, Pounce

   Shun is pretty easy to beat with Lion.  Just keep on tripping him with
the variety of sweeps and trips. The P,P,P works well and HARD pounce him.
You can basically try different moves on him with relative success.
Most of the time though, you can only pounce him once, and sometimes he
gets up too fast.  Remember that when you knock down a CPU player near the
beginning of a game (up to and including Kage), you can usually HARD pounce
them twice!!!  (This also works sometimes with Jacky)
   A move that oddly enough works sometimes against Shun is for+P+D.
   Well, if you can't beat Shun, I don't know...

3.4 *** PAI (CPU) ***  (Fullproof method found!!!)

Good opening moves:
   DOWN+K+D, DOWN+K+D

   The first attempt will miss, the second will not.

   Now that she's down, back off and wait for her to come to you. When she
finally does, do DOWN+K, K, and HARD pounce her twice.

   Usefull to hold down D when not actually making a move, as she often goes
into this punching and kicking frenzy near the start of a round.
   What you do is try and trip her with DOWN+K,K.  This is all you need to
do.  When you trip her, HARD pounce her twice.  And repeat this, usually
twice, to beat her.  Remember to hold D whenever standing near her, or
else her frenzy will hit you.
   If she ever knocks you down, you have almost won the round. Think I'm
crazy???  Read on... As you're getting up, she ALLWAYS stands!!!  So, as
you're getting up, hold DOWN, maybe for as well, and repeatedly tap K so
that you kick her low.  This will cause her to be knocked down and gives
you the chance to HARD pounce her twice.
   She's a sucker for the double sweep and the double HARD pounce.
   Remember that last line and you'll do fine.

3.5 *** LION (CPU) ***

Good opening moves:
   DOWN+K+D

   This opening move, if pulled off, will either momentarely (sp?) knock the
CPU down or the both of yaz will end up on the floor.
   CPU Lion has got to be the second hardest player to beat (after Akira).
He moves around like crazy and he blocks most of your double sweeps.
Varying kicking low and high when getting up works well enough.  I have
no real set of guidelines on how to beat this guy except to keep your D
button down and VARY your moves.  The up+P is good when you want to vary
your moves.  It's also a pretty good opening move if you like risks.  But
like all risks, they have their rewards.
   I have found that throwing this guy and the DOWN+K+D works well. As the
other characters, if you can get him down early in the game, you MIGHT be
able to HARD pounce him twice.
   You might want to use the sidekick if he crouches or the DOWN/FOR+P,P if
you're crouching and don't know what to do.  But make sure you get outta
there after those moves, unless you know what to follow up with.

3.6 *** JEFFR(E)Y (CPU) *** (MAJOR Fullproof method found)

Good opening moves:
   P, P, P

   Strategy? P,P,P.  Yep, that's it!!!  I think I'll let you figure it out.
Just don't do any move other than P,P,P and when jeffrey's knocked down,
back up a bit so he doesn't kick you while getting up, and repeat.
   I wonder if this was an oversight on AM2's part?

3.7 *** KAGE (CPU) ***

Good opening moves:
   DOWN+K,K

   Kage must be the 3rd hardest after Lion and Akira, although some would
argue that Kage is the 2nd toughest.  And Jacky isn't all that easy either.
   To get this opening move, you can't do it right at the beginning, but
should rather be your second move or after you've defended an incoming
attack.  If you are then able to knock Kage down, chances are that you will
be able to HARD pounce him twice!! After that you just need one or two more
hits and he's dead.
   Try and follow these guidelines:
   1. DON'T do an attack while getting up.  He'll just chop you right back
down, unless you're quick on the D button, which isn't all that hard really.
   2. Kage is a sucker for that double sweep, but you must alternate between
the double sweep and some other moves if he starts to block it.
   3. Keep your D button down and if he gets close to you, don't let him
stay there long because he'll flip you on your side and do that weird ground
kick on you.
   4. Watch out for the 10 foot toss. (How? I haven't got a clue)

3.8 *** Jacky (CPU) ***

Good opening moves:
   Unknown, but watch out for Jacky's opening kick.
   DOWN+K,K is good occasionally.

   I don't play Jacky very often and usually have a bit of problem beating
him.  He's a sucker for the DOWN+K,K if you REALLY alternate your moves.
Again, at the start, if you knock him down, you might be able to HARD pounce
him twice.  If not, Jacky will get up before you finish your first pounce,
which is NOT good.  Beware Jacky's pounce and kickflip.  His kickflip will
drain you lifebar.  If you're crouching, he'll do his punt kick on you, so
crouching is not a good idea.  Jacky seems to like to crouch a lot, so
sidekicking him might be a good idea, but the recovery is kinda slow.
   Again, just alternate your moves.  When he runs towards you, throw him.
Alternate your moves, then try and DOWN+K,K, HARD pounce.  The pounce will
most likely miss, so pouncing might not be a good idea all the time, but
this is what, in most cases, makes you win.
   OK moves:
   DOWN+K+D to trip him.
   up+P swinging arms to knock him down and alternate your moves.
   for+K Knee is cool if you're both neck in neck and you both pull a move
         at the same time, the knee usually connects, and a cool way to
         alternate your moves.
   DOWN+K, K   He's a sucker for this one after alternating your moves.
               You only alternate your moves when Jacky's crouching and
               you want him to stand up.  Once he's standing, you have a
               chance of doing your double sweep.
   down/for+K  Sidekicks also helps in getting Jacky to stand up.

EXAMPLE REPOST:
   Example:  With Jacky, he's a sucker for the double sweep if he's
standing.  So if you try a double sweep and Jacky blocks it, most likely
he'll start crouching.  Now, you must do some mid and high-range moves
to get him to stand up, so you can try the double sweep again.

3.9 *** WOLF (CPU) *** (MAJOR Fullproof mathod found)

Good opening move:
   P,P,P

   Strategy? P,P,P. See section on Jeffrey.
   You might be able to pounce Jeffrey, but Wolf is way too fast, just P,P,P.


3.10 *** AKIRA (CPU) ***

Good opening move:
   P,P,P

   If the opening move doesn't connect, watch out for throws. I have found a fe
w
weak spots with CPU Akira.  Like other characters, if you can knock him down
(yeah right, I can hear you say) near the start of a match, you have a
chance to HARD pounce him twice.  But getting the other 2 hits is hard since
now you have a PO'ed Akira on your tail.
   OK, here's the move that can actually connect a lot on Akira...
   You ready?

   It's the P,P,P.

   By that alone, and the pounces, you can beat Akira.

   Ok, let's get into details here.  I'll list the moves Akira does most
often and try and give you pointers on what to do.

   1. The pull-in push-out.
      Very deadly, and it's your fault 'cause you let him get too close for
too long.  I know, he's on you like glue, but try and get out of range. And
don't move back too far because Lion is a light character and it doesn't
take much for Akira to ring you out.

   2. The Surprise exchange followed by the double kick.

      Believe it or not, this is where the CPU Akira is vulnerable (sp?).
When he does the surprise exchange, and this is good BTW, you must do
ANYTHING to stop him from following up with the double kicks.  If you see
the kicks coming, DUCK!!! If not, you might want to duck momentarely
anyways, but look at Akira and see if he's doing anything, if not (during
that split second) or after ducking the double kicks, release the stick
completely and tap P,P,P.  I usually opt for the easier method of tapping
P,P,P immediately after the surprise exchange.  If you hold D after the
surprise exchange, Akira, for some reason or other, doesn't attack.  He just
sits there waiting.  If this ever happens for a split second, let go of
everything and start tapping P,P,P.  After these 3 punches, 1 of 2 things
can happen. 1) He falls whereas you try and pounce, HARD.  2) The game sorta
screws up where you find yourself behind Akira (you are both now facing
away from each other), proceed to tapping P,P,P which will most likely
connect.  If not and it still looks a bit screwed up, try P,P,P. If that
didn't connect, you're on your own.  If it did, which it does most of the
time, proceed to pouncing, HARD.

   3. close-in ram

      This is when Akira moves behind you and rams you with his back.
Although this move take of 60 (not %), it is to your advantage as you can
tap P,P,P and normally, you will connect, and then proceed to a pounce.

   4. dashing palm

      Stand and defend. (You should ALWAYS be defending except when doing
a move). DON'T CROUCH!!! And proceed to P,P,P

   5. Knocks you down (I know, it's not a move)

      When getting up, DON'T do a raising attack, this is suicide.  Just
tap P,P,P continously when getting up, until you see he either blocked or
it connected.

   Beating Akira is tough, but once you beat him a few times, you find he's
kinda easy.  You just gotta rise with triple punch.  Even use triple punch
in normal conditions.  Get that timing right after the surprise-exchange.
After the surprise-exchange, do ANYTHING if you're not sure what to do.
If you don't do anything, he's gonna double kick you in the back and you're
gonna be sore trying to get up.
   I've found that once in a round, the knee and up+P will connect
(sometimes).

   Well, I think the main point here is that the P,P,P is a major factor
in beating any CPU character, especially Akira.

3.11 *** DURAL (CPU) ***

Good opening moves:
   Yeah right!!!

   Well, if you've gotten to Dural, most of the fun should be left up to
you.  If you beat all the other characters, then there is nothing new here,
they are just all combined into one.  Given that beating Akira is hard and
most of her moves seem to come from Akira, and you don't get to continue.
   Although I have never won a whole match against her, I have beaten her
in one round (2/3 to win), and the last round, she only had about 15% left.
This is my 3rd time getting to Dural, so she is not that hard to beat.  The
annoying thing is that you don't hear anything when a move connects, so you
have to keep looking at the life bar.
   This is sorta like the Jacky thing where you try to get her standing so
you can try the double sweep.  You can only pounce once if you're lucky
though.  Again, the P,P,P move is very effective here.
   Keep that Defense button down, 'cause she uses a lot of Akira's moves
and stand and defend is pretty much all that'll help you here.
   Use the slow-mo to your advantage.  As you see her get up, do the double
sweep.  If she blocks, and she then gets up, as she's getting up, do the
P,P,P thing.  You should have enough time to see any moves coming and time
to react.
   Crouching should be frowned upon, since a lot of her moves are from Akira,
stand and defend is the best option.
   Then again, anything goes with Dural.
   Remember, alternate your moves!!!

   TIP: At the very beginning of a fight, if you just hold D and nothing
else, chance are that Dural will do the close-in ram.  Just as is the case
with Akira, this will take off 60, but if you follow up with P,P,P and a
HARD pounce, you will have done more damage then received.  Getting that
pounce in is hard though.  Remember to start tapping P when facing AWAY from
Dural.

   Your pounces will most likely miss when playing against Dural, so your best
bet is to follow up with a double sweep instead of a pounce.  At least this
way, you get SOME damage.

3.12 *** AFTERWORD ON CPU FIGHTING ***

   As it says in all VF2 faq's, alternate your moves.  If you always do the
same move, they'll always get blocked.  If you don't always do the same move,
you won't always get blocked.

   There are a LOT of moves I haven't mentioned which could be used in
combat.  But I'll name a few that you shouldn't use.
   1. back+P   Takes WAY too long to execute
   2. for+P+D  Basically the same thing.

   Here are a few cool moves to use:
   1. DOWN+K,K    Lots of CPU characters are suckers for this.
   2. DOWN+K+D    Usually a good opening move. Sometimes you need to do it
                  twice as in Pai.
   3. up+P or up/for+P  Nice for when you want to mix moves
   4. K           I haven't mentioned this, but this is actually a simple,
                  yet very usefull move.  It usually works best against
                  humans, but if you get an opponent in the air (ie. the
                  opponent jumped),  and he's real close to you, just tap
                  K.  You'd be amazed at the reach this kick has.
   5. for+K       The knee is also a good move for alternating.
   6. P+D         For some reason, I usually tap back/down+P+D (Akira
                  instinct) and it seems to connect good when players run
                  towards you.
   7. down/for+P+D   Cool against some human players.  Use sparingly.


Nice for showing off, but nice sometimes to catch a human off-guard moves:
   1. down+K, K+D  Nice for showing off, but usually fails unless fighting
               a stupid CPU player or human.
   2. down/for+K+D   This actually works well against humans who aren't
               used to blocking low.
   3. for, for+K+D   Cool if it connects, but rather dangerous as a simple
               kick will send you to the floor.

   There are other moves that I haven't mentioned, but have their places.
The other moves I haven't mentioned are usually pretty good against humans.


4.0 *** FIGHTING AGAINST HUMANS ***

   Fighting against humans with Lion is a whole different ball game.  Humans
catch on fast and that double sweep ain't gonna help ya anymore.  You should
probably try to play a long range game against humans.  Using for, for
before your moves and then pulling out quick is a good strategy.  You'd be
amazed at the speed that comes out of for, for,P+D.  Lion runs in and throws
before you can blink.
   Again, alternating your moves is essential.  If you do a move too often,
humans will catch on, and they remember.  CPU forgets after you did a few
different moves, but humans do not, so you better know most of your moves.
   Remeber to hold that D button down, and when you've defended an attack,
use their recovery time to your advantage.  Don't, however, attack after
someone did an elbow for example, as its recovery time is extremely fast.


4.1 *** LAU (H) ***

   N/A

4.2 *** SARAH (H) ***

   Mostly N/A
   Rumors have it that crouching is not advised when fighting Sarah as her
triple kick is deadly.
   Rumors also have it that getting behind Sarah is not a good idea because
she has deadly turn around moves.

4.3 *** SHUN (H) ***

   N/A
   I usually play a long range game.  Stay away from him, and use long-range
attack to screw him up.

4.4 *** PAI (H) ***

   N/A

4.5 *** LION (H) ***

   Mostly N/A
   Well, playing against another Lion is very tricky.  You just have to be
on top of the game.  Alternate your moves.  Even try the ones that you
usually use to show off.  He'll never expect them, maybe.  All in all, it
requires a good ability to defend low, and quickly switch your attention
for counter-attacking.  Crouching is usually a good idea.  And make sure
that Defend button is down.

4.6 *** JEFFREY (H) ***

   Mostly N/A

....

5.0 *** DETAIL OF EACH MOVE ***

   Here is a list of moves available for Lion.  Apparently, there are more
moves out there than what we've found so far (see RUMORS), and when playing
VF2, occasionally moves come out never before seen.  These are usually
variations of current moves, but are rather powerful.  Keep an eye out and
please share your discoveries with fellow Lion players.

   Description of speed for RECOVERY:
   <=10 frames: SUPER FAST
   <=20 frames: FAST
   <=30 frames: OK
   <=40 frames: SLOW
   >40  frames: SUPER SLOW

   Description of speed for EXECUTION:
   (this is how much time you have to execute the motion)
   <=10 frames: OYT   (On Your Toes)
   <=20 frames: SHARP
   <=30 frames: QUICK
   <=40 frames: EASY
   <=50 frames: RELAXED
   >50  frames: ASLEEP


5.1   triple punch

P, P                            HH      Punch and elbow thrust
 29 20F
12+14

P, P, P                         HHH     Punch, elbow thrust, backfist
 29 23 32F
12+14+15

   EXECUTION TIME: QUICK QUICK
   RECOVERY  TIME: FAST  SLOW


   A simple punch, followed by an elbow thrust, and finally a backfist.
VERY useful against CPU players such as Shun, Jeffrey and Wolf.  Against
these CPU players, the backfist is usually the only one that connects, but
is powerful enough to make them fall.
   Beware using this too often after you defend from Akira's dashing palm,
he will most surely counter it.
   If this move is defended against, then you will probably be thrown, so
watch out.
   This move is probably best used after you've defended against a move from
your opponent.  Beware overusage.

5.2   Punch-Kick Combo

P, K                            HH      Punch-kick combo
 29 42
12+30

   EXECUTION TIME: QUICK
   RECOVERY  TIME: SUPER SLOW

   A punch, looks like a spin, followed by a high kick.  Comes out in one
fluid motion.  Sorta have to roll your fingers on P, then K.
   Something cool to use after defending.  If you see your opponent open,
you can try this.  Probably one of the best combos to use.  Simple, yet
effective.

5.3   Elbow strike

for+P                           M       Elbow strike
     24
19

   EXECUTION TIME: OYT
   RECOVERY  TIME: QUICK

   A simple, yet deceiving elbow strike.
   If I've ever seen a move that annoys your opponent, this is it.  Fast,
and has a great recovery time.  If you'll notice, it hits in the mid-range.
Nice, because Lion doesn't have many mid-range attacks, at least not this
fast.  So if they're blocking your high triple punch and defending low,
this move will serve to annoy them.

5.4   Knee

for+K                           M       Knee
     31F
30

   EXECUTION TIME: OYT
   RECOVERY  TIME: OK/SLOW

   Jumps up a little and comes out with a knee.
   Another one of Lion's mid-range attacks.  Very useful.  Seems to connect
a lot, since opponents are expecting high or low attacks.  Which means the
recovery time doesn't come into effect that much.

5.5   Uppercut, [Downward swipe]

down/for+P                      M       Uppercut
          19
10

down/for+P, P                   Mn      Uppercut and downward swipe
          12 36
10+20

   EXECUTION TIME: OYT    SHARP
   RECOVERY  TIME: FAST   SLOW

   Lion comes out with an uppercut and then comes down on you with a swipe.
Looks more like a double crane attack.  Usually surprises your opponent, but
it's use is questionable.  But, as a medium attack, serves it purpose.

5.6   Low forward creeping pecks

FC, down/for+P                  L       Low forward creeping peck
          12
12

FC, down/for+P, P               LL      Double low creeping pecks
              15 21
12+12

   EXECUTION TIME: OYT                SHARP
   RECOVERY  TIME: SUPER FAST/FAST    FAST/OK

   When crouching, a low annoying punch, followed by another if you wish.
   Seems to come out slow, but is a good tool to annoy your opponent when
crouching.  Doesn't do much damage, but hard to counter, and very useful when
crouching and looking for a move.

5.7   Low thrusting pecks

back/down+P                     L       Low thrusting peck
           20
12

back/down+P, P                  LL      Double low thrusting pecks
           16 13
12+08

   EXECUTION TIME: OYT    SHARP
   RECOVERY  TIME: FAST   SUPERFAST/FAST

   Much the same as the previous move, but you're not crouching.

5.8   Long range fist thrust

for, for+P                      M       Long range fist thrust
   16     20
40

   EXECUTION TIME: SHARP
   RECOVERY  TIME: FAST

   If a certain distance away, will run up while thrusting a fist into your
opponent's abdomen.
   Great medium-range power move. 40 damage!!!.  When looking at for, for+P,
it seems like it would just be a long range elbow.  But this is a completely
different move.  If connected, will send your opponent flying back onto the
ground.  And since it is a medium range move, and must be done at long
range, this works in well with Lion's long range game.
   Move seems to take rather long to come out, but due mainly to the fact that
you are
so far away from your opponent.

5.9   Spin forward and kick high

for, for+K+D                    M       Spin forward and kick high
   16       36F
24
                                        move

   EXECUTION TIME: SHARP
   RECOVERY  TIME: SLOW

   Spins forward and kicks high.  Similar to down/for+K+D.
   Works well against beginning players and even against some average
players.  As they see you spinning forward, they'll think you're doing the
low spin and sweep (down/for+K+D) and defend low, but alas you kick them in
the head and send them flying to the ground.  Not to be used often.

5.10  Spin forward and kick low

down/for+K+D                    L       Spin forward and kick low
            43F
24

   EXECUTION TIME: OYT (but slow to come out)
   RECOVERY  TIME: SUPER SLOW

   Spins forward and kicks low.  Look more like a spinning sweep.
   Very easy to execute.  Fits in well with Lion's long-range game, but can
be seen from a mile away.

5.11  Poke head from above

back+P                          H       Duck and poke head from above
      21
30

   EXECUTION TIME: OYT (but EXTREMELY SLOW to come out)
   RECOVERY  TIME: OK

   Winds up and comes down on opponent with both hands.
   Takes forever to execute, so you will most likely be knocked down before
you ever get close to executing this move.  Works well against some CPU
players like Shun, sometimes.

5.12  Poke head directly

for+P+D                         H       Recoil and poke head directly
        14
30

   EXECUTION TIME: OYT (but extremely slow to come out)
   RECOVERY  TIME: FAST

   Winds up and pokes opponent's head with both hands.
   Same as previous move.  Very slow to come out. 'Nuff said.

5.13  Short range low wind-up attack

P+D                             L       Short range low wind-up attack
   20
15

   EXECUTION TIME: OYT (kinda slow to come out)
   RECOVERY  TIME: FAST

   Spins and crouches and tries to kick low.  VERY short range. Comes out when
not in range for the throw.
   The only use that seems to be noticable is that when this move is
executed at the same time as an opponent's high attack, you will end up
ducking under the opponent's attack.  Doesn't do much damage anyhow.  Don't
rely on this move to save the day.

5.14  Long range low wind-up attack

down/for+P+D                    L       Long range low wind-up attack
            28
20

   EXECUTION TIME: OYT (Ok time to come out)
   RECOVERY  TIME: OK

   Just like above, except this time, he winds down futher and his kick
reaches a fair distance.  Rather slow in coming out, so somewhat easy to
defend against.  This move actually has some uses sometimes as it has a
longer range.

5.15  Sweep

down+K+D                        L       Sweep
        39
24

   EXECUTION TIME: OYT (SUPER FAST to come out)
   RECOVERY  TIME: SLOW

   Spins and sweeps. down[/back]+K+D seems to work just as well.
   Unless your opponent is defending low, it will send him to the ground.
Unfortunately, your opponent is able to get up very quicky from this.
Usually a good opening move against CPU.  Places to use this move always
comes up.  Very useful.
   Someone comes to close to ya, send 'em to the ground.

5.16  dancing kicks

up+K                            M       Hopping roundhouse kick
25

up+K, K                         MM      Dancing kicks
    32 F
25+30

   EXECUTION TIME: OYT      EASY
   RECOVERY  TIME: N/A      N/A

   Sorta jumps up and does a medium kick, and optionally spins and follows
up with a high kick.
   (Don't use this one often, need more input on this move)

5.17  One-handstand kicks

down, down+K                    M       One-handstand kicks
            40
24+24

   EXECUTION TIME: N/A
   RECOVERY  TIME: SLOW

   Holds himself up with one hand while being sideways and does two (?)
medium kicks.  48 Damage!!!  Hard to get it to connect though.
   (Only been able to pull this off once while getting up.  Didn't know you
could pull this off while getting up, but it was done.)


5.18  Cartwheel spin kick

up/for+K                        M       Cartwheel spin kick
        F
20

   EXECUTION TIME: OYT (Ok time to come out)
   RECOVERY  TIME: N/A

   Looks just like a hard pounce, but your opponent is standing.
   If not used often, can be utilised to freak out your opponent.  Most
times, they'll just stare at it while they get hit.  Is not to be used
against CPU.  Human's can use a kick or sidekick to knock you to the ground
though.  Cool, but risky category.  Opponents can usually get up fast
after this.

5.19  Jumping downward swipe

for/up+P                        M       Hopping downward swipe
        F
30

   EXECUTION TIME: OYT (but kinda slow to come out)
   RECOVERY  TIME: N/A

   Lion sorta jumps up and looks like he comes down with some sort of crane
attack.
   Can be useful to mix up your moves, but rather slow to execute.  Good move
against humans, sometimes as an opening move.  One of the moves that seems to
connect a lot if used in moderation.  This is definitely a move to put in your
repertoire.

5.20  Backwards jumping downward swipe

back/up+P                       M       Backward jumping downward swipe
         F
30

   EXECUTION TIME: OYT (but slow to come out)
   RECOVERY  TIME: N/A

   Same as above, but jumps backwards.  Don't see the use of this move, as
Lion jumps out of range and then does the sorta crane attack.  Weird move.

5.21  Swiging arms

up+P                            H       Swinging arms
30                                      Lion changes feet position after this
                                        move
   EXECUTION TIME: OYT (comes out fast)
   RECOVERY  TIME: N/A

   Spins and his arms will send your opponent to the ground if they aren't
defending high.  This is fast move to execute, so has lots of practical
uses.  And the damage it does isn't bad for Lion.  If there's a move to
remember, this is one of them.

5.22  Cartwheel backwards

back/up                         O       Cartwheel backwards

   EXECUTION TIME: OYT
   RECOVERY  TIME: N/A

   Exactly that, cartwheels backwards. use it as you please.

5.23  Low swipe kicks

down+K, K                       LL      Double low swipe kick
      25 34
12+12

   EXECUTION TIME: QUICK
   RECOVERY  TIME: SLOW

   Crouches and does a low swipe kick, optionally followed by another.
   Probably one of lion's most used move.  Exellent for tripping the
standing opponent, but rather slow if done from a long distance. And
therefore can be defended against if done form a long distance.

5.24  Low swipe kick, high spin kick

down+K, K+D                     LH      Low swipe kick, high spin kick
      31   26
12+30

   EXECUTION TIME: QUICK
   RECOVERY  TIME: OK

   Does a low swipe kick just like in the down+K, [K], and follows up with
a spinning high kick.
   Rather awesome looking, but somewhat dangerous to execute.  Has the
advantage of hitting low, then high.  So the only way to defend against it
is if you're defending low and crouching.  But you opponents will usually
opt to kicking you out of this move.  Rather painful when this happens.

5.25  Turn kick

back, back+K                    H       Turning high back thrust
    16
30

   EXECUTION TIME: SHARP
   RECOVERY  TIME: N/A

   Turns around while sorta dancing and kicks.  Back is now facing your
opponent.  If you know what you're doing, you may use this to lure your
opponent in, and then turn around with some killer moves.

5.26  Turn punch

back, back+P                    H       Turning punch
    16
14

   EXECUTION TIME: SHARP
   RECOVERY  TIME: N/A

   Same as above, but punches

5.27  Turn with side kick

back, back+K+D                  M       Turning side kick
    16
24

   EXECUTION TIME: SHARP
   RECOVERY  TIME: N/A

   Same as above, but sidekicks

5.28  High spinning side attack

D, for+P                        H       High spinning side attack
 10     22
20

   EXECUTION TIME: OYT (And I mean it)
   RECOVERY  TIME: OK/FAST

   Spins to the side of your opponent and punches high.
   The timing on this move is rather slick.  You have to tap D, and as soon
as you've realeased D, press for+P as fast as you can.  It's sorta a rolling
motion btween D and P, but you have to make sure you start pressing for
AFTER you've released D.  Starting to press for AS you're releasing D also
works if you can get your timing down.
   Surprising your opponent, this move can usually be followed up by many
things.  The only risk, and a rather big one, is that you are totally
vulnerable while starting the spin.  If someone kicks you for example, it
will connect and this move will be terminated.
   This move works wonders against the CPU.  And if mastered, is very
useful against humans.  If a human is beginning a move as you do this move,
then you will spin out of the way (looks awesome), and then punch him from
behind.  But if you're out of range, Lion probably won't punch, so you're
free to do whatever move from behind.  (Do not confuse this with the
similar move in RUMORS.  The move in RUMORS will make Lion end up DIRECTLY
behind your opponent even if your opponent doesn't move, and Lion doesn't
punch.)

5.29  Low trip spinning side attack

D, down/for+P                   L       Spin to the side with low trip
 10          34
20

   EXECUTION TIME: OYT
   RECOVERY  TIME: OK/SLOW

   Same as above, but does a low trip instead of the punch.  Look more like
Lion steps beside your opponent and ducks while tripping you.  Some say this is
more useful than the move above.  Seems to execute faster as well.  But, the
quick diagonal motion is tough to get timed right.

5.30  Ducks and sidesteps
back/down+D                     O       Ducks and steps away sideways
           29

for/down+D                      O       Ducks and closes in
          23

   EXECUTION TIME: OK/FAST
   RECOVERY  TIME: NONE

   Ducks and either steps away or closes in.
   Rather useful for dodging attacks, but need to get the timing right.
   Also useful to see all of the background graphics. :)

5.31  Trip

P+D                             H       Trip
   50
10+15+25

   EXECUTION TIME: OYT
   RECOVERY  TIME: SUPER SLOW (But who cares, you did the throw)

   Lion lifts your opponent's arm and trips him backwards.
   This must be one of the most annoying throws in the whole game, for
other players that is.  This move has speed and range if done after for,for.
If up close, or you just defended a move and the opponent is still within
range, this is the move to pull off.  This P+D move is so fast that it's
almost impossible to counter with another P+D.
   For, for, P+D has incredible range.  if successful, move back somewhat.
If missed, just back,back very quickly.  The tricky part is releasing for
before pressing P+D.

5.32  Piggyback attack

P+D                             B       Piggyback attack
   89
10+20+20

   EXECUTION TIME: OYT
   RECOVERY  TIME: SUPER SLOW (Well, super slow for the whole move to finish)

   While behind an opponent, Lion will climb onto opponent's back and then
fling him to the ground.
   Rather impressive move, but difficult to execute.  Since it can only be
execute from behind, there isn't much to say.

5.33  reaping throw

back+P+K                        H       Reaping throw
        57
30+20

   EXECUTION TIME: OYT
   RECOVERY  TIME: SUPER SLOW

   (I can't pull this one off, it ends up doing back+P)

5.34 Frontal piggyback attack

for, SCR, back+P+D              H       Frontal piggyback attack
   (26)           69
10+15+15+30

   EXECUTION TIME: OK
   RECOVERY  TIME: NONE, since you pulled it off

   Climbs onto opponent's chest. Looks like he chews on opponents head. Then
flings opponent onto the ground.
   Extremely difficult to pull off.  Not much to say, except that you'd be
a fool trying on a human player unless you know how to do it consistently.

5.35  Grab and fling

for, for+P+D                    H       Grab and fling
   16       80
30+20

   EXECUTION TIME: SHARP
   RECOVERY  TIME: SUPER SLOW

   Lion does a short wind up, and sends your opponent twirling away.  Must
be seen to appreciate.
   Has an incredibly short range.  Very powerful if able to do consistently.
To be used when an great oponing has occured.


6.0 *** RUMORS AND GOODIES ***

   THIS IS NOT A RUMOR!!!

   As of April 15th, a new move has been confirmed for Lion.  The exact
controller movement is as yet unknown, but is truly a great move.
   If you've ever done the high counter, where Lion spins a quarter ways
beside your opponent and then punches him or her, then you'll know what it
looks like.
   Anyhow, This move is different in that you end up directly BEHIND your
opponent.  I've done it multiple times trying to pull off the frontal
piggy-back.  Someone on usenet mentioned that he was trying D, for+P.
I was trying D, for, SCR, back+P+D, but I somehow pressed P and maybe D
BEFORE I got to the DOWN position and the move came out.  I did this
multiple times and the move came out.  When in behind, you can just press
P+D(piggy-back) or whatever.  Your opponent is totally vulrenable. And it
came out FAST!

   If anyone knows how to pull off this move, please let me know so it can
be included in this FAQ.

7.0 *** CREDITS ***

Source for Lion's moves and other AWESOME stuff:
VF2 3.0 FAQ put together by
Chia Jin Ngee
mcblab47@leonis.nus.sg

   I think this would be a good place to give all our thanks to Chia for
spending so much time and effort on the VF2 FAQ.  The amount of moves, hints
and techniques included is incredible.  Thanks!!!
   Thanks should also be given to all who contributed to this, other, and
the VF2 FAQ's.

8.0 *** COMMENTS, UPDATES ***

All flames will be forwarded to /dev/null.
But I do appreciate errors, comments, CONSTRUCTIVE criticism.  Please don't
flame me if I made a mistake.  Just say so, and if I realise that it was
indeed wrong, then I'll change it.  If not, I'll post it to the net and see.
I will NOT say outright that your comments are not so (except in very
OBVIOUS cases like trying to tell me that for+P is not an elbow).
And if you disagree with the strategies or anything else in this FAQ, just
send me what you think should be in here, and chances are that it will be
included in this FAQ.
   Oh yeah, if you want something to be added to this FAQ, you're more than
welcome to send me some e-mail, and if it's suitable, I'll put 'er in.

Cleo Saulnier
p8uu@jupiter.sun.csd.unb.ca


----------------------------------------------------------------------------
              Cleo Saulnier  p8uu@jupiter.sun.csd.unb.ca