Virtua Fighter 3: Lau FAQ v0.9 ============================== by Lars Holst Soerensen (firstname.lastname@example.org or email@example.com) 11th February 1997 Copyright 1997. No part of this FAQ may be reproduced for sale, compilation, or any other form of commercial/non-personal distribution without express permission from the author. Reproduction of this FAQ in any form by game magazines is a direct violation of the applicable copyright laws. Copies of this FAQ and the information within may be freely distributed throughout the VF community or to would-be players of this great game. +-------------------+ | TABLE OF CONTENTS | +-------------------+ 1.0 Introduction 2.0 The story so far 3.0 Playing Lau 4.0 Movelist 5.0 Move uses/describtion 6.0 Flowcharts 7.0 Advanced Strategies and Tactics 8.0 Character specific strategies 8.1 Akira 8.2 Kage 8.3 Sarah 8.4 Jacky 8.5 Jeffry 8.6 Wolf 8.7 Pai 8.8 Shun 8.9 Lion 8.10 Taka 8.11 Aoi 8.12 Lau 9.0 Credits +------------------+ | 1.0 Introduction | +------------------+ (will be added later) +----------------------+ | 2.0 The story so far | +----------------------+ Before VF1 A leading Chinese chef, he is also a master of the legendary Koen-ken martial art. A quiet man, he nevertheless has the air of resourcefulness and skill seen only in those skilled in the art of Koen-ken. His cold appearance belies a gentle nature. He achieved one of his life's ambitions when he was awarded the Grand Prix at the world's most renowned competition for Chinese chefs. Now, he is ready to fulfill his next ambition. He is resolved to enter the World Fighting Tournament and achieve his ultimate goal. Before VF2 He is came from Northern China, Shandong Province. He was the strongest fighter and winner of the last Tournament. This made him happy as his martial arts school was looking for successor and the requirement was for him to win the Tournament. After the First Tournament, he retreated to the mountains to train and develop new techniques to improve his ultimate art. He is taking part in the Second World Fighting Tournament using advanced Koen-ken techniques. Before VF3 Shortly after losing the 2nd tournament to Akira by only the tiniest of margins, Lau received word that his restaurant was in a dire financial situation. For a while, Lau returned to its kitchen in an attempt to revive his once famous restaurant. When he received an invitation to the 3rd tournament, Lau left the kitchen in the hands of his best apprentice, and began the preparations for his journey. They say a thin smile appeared on his lips... +-----------------+ | 3.0 Playing Lau | +-----------------+ (will be added later) +--------------+ | 4.0 Movelist | +--------------+ Guard half attacks like P,P,P,d+K are not verified and the Gu could be mistaken. Command Lev Rev Dam Ex-Co-Ri Gu Hit Cou Misc P H HiP 12 9-2-12 -1 -2 -7 P,b+P M HiP 24 15-3-27 7 4 -5 Cr. Guard Up Turn-Around P,b+P,b+P M --- 28! 28-2-33 10 6 -5 P,P H HiP 12 8-2-16 3 2 -3 P,P,P H HiP 14 10-2-19 6 3 -2 P,K H HiK 29 14-2-27 8& -1 -12 P,P,K H HiK 30! 15-3-25 11& -3 -15 P,P,P,K H HSp 50! 17-5-35 15 -7 -27 P,P,P,d+K L LSp 40! 17-5-35 15 1 -15 P,P,P,u/b+K Air Som 26! 10-3-41 21 17 6 d/f+P < 1.4 M HiP 17 13-1-22 6 3 -4 Cr. Guard Up > 1.4 M HiP 15 17-1-23 7 5 0 Cr. Guard Up d/f+P,P H HiP 10 9-1-23 11 9 5 d/f+P,P,P H HiP 14 10-2-21 8 5 0 d/f+P,P,K H HiK 20 14-2-27 7& 4& 0& d/f,d/f+P M HiP 15 17-1-23 4 -3& -8 Stagger d/f,d/f+P,P H HiP 16 9-1-13 -3 -5 -12 D_, d/f+P < 1.7 M HiP 22 13-3-23 5 2 -7 Cr. Guard Up > 1.7 M HiP 20 13-3-23 7 3 -5 Cr. Guard Up Float M HiP 20 13-3-23 7 3 -5 Cr. Guard Up D_, d/f+P,P < 1.7 H HiP 12 13-1-14 0 7& -6 > 1.7 H HiP 12 13-1-14 0 7& -6 D_, d/f+P,d/f+P+K M HiP 22! 23-4-28 13& 8 -1 b,f,f+P M --- 35! 15-2-42 19 9 -4 b,f+P H HiP 24! 12-2-27 6 3 -6 Dr(2) f+P M Elb 19 11-2-25 8 5 -2 Stagger f+P,b,f+P H HiP 20 21-2-20 3 -1 -9 Dr(1) b,b+P M HiP 30! 21-5-29 15 3 -9 Cr.Guard Up Turn-Around b,b+P,K+G M HSp 40! 33-4-28 7 -7 -23 b,b+P,d+K VL LoK 30! 18-2-31 8 2 -10 b,b+P,d+P M HiP 18 27-1-19 1 -1 -8 Cr. Guard Up d+P Standing L LoP 11 16-1-14 2 0 -4 Crouch L LoP 9 10-1-14 2 1& -2& Enemy Down L LoP 9 10-1-14 2 1& -2& u+P Air --- 15 21-3-22 18& 6 1 K H HiK 25! 14-2-23 2 -2 -11 Cancel(12,4,5) f,f+K H HiK 25! 14-2-25 4 0 -9 Cancel(12,4,5) K,K H HSp 30! 22-3-31 9 3 -9 Delay H HSp 20-30! 16-4-31 10 4 -8 d+K L LoK 15 14-1-27 11 9 4 d+K,K H HiK 19! 16-2-30 13 10 3 d+K,d+K L LoK 19 19-2-28 11 6& 0& d+K,d+K N.d+K L LoK 10 18-3-30 20 18 14 d+K,d+K N.d+K,d+K+G L LSp 12! 18-5-38 28 27 22 +---------------------------+ | 5.0 Move uses/describtion | +---------------------------+ In this section I will go through all the moves, and comment on the uses of each one. In most cases I will make list of good follow-ups, since following up or "rushing" is a very important part of playing with Lau. P,G The single punch plays a very important part in VF3, and Lau's is no different. The main purpose of the PG is to interupt whatever you opponent is throwing at you, and this way regain the initiative. It's also a way to keep the pressure on you opponent. Follow-ups: The "normal" follow-up to a PG interupt is to throw. This works especially well if you can catch your opponent by surprise with the PG interupt. If you are playing against an experienced player, he might expect/predict the interupt and try to escape the coming throw. A throw is still a good option in this case since you can vary your throw to make if difficult for him to guess which throw to escape. However, there are other options which you might wanna consider, and which often can give more damage than a throw. These options are, in order from most damaging to safest. K+G - If you are able to connect with the K+G you can follow-up with a b,b+P of the bounce and continue with a d+PPPsweep float. The complete combo will look like this, K+G, b,b+P, d+P,P,P,d+K "huge damage AND style" The downside to this follow-up is of course the possibility that your opponent might block or crouch under it, making you open for what probably will be a huge punishment :) d/f+P+K - This option is good because it dodges high punches and it can usually be followed by a PPPsweep for good damage. b,b+P - An added d+P makes this a very safe option (the b,b+P,d+P is uncounterable when blocked). But not only is it safe, but also very damaging when it floats your opponent (b,b+P,d+PPPsweep). f,d+K - This, although low damaging, option is good if you expect your opponent to either try escaping your throw or keep blocking standing. And even should your opponent manage to block this, he'll have a hard time countering it. d/f+K - The sidekick is another good option, especially if your opponent tried to crouch in which case you'll get a sidekick stagger which leads to a good float opportunity (more on this under the sidekick description). f+P,b,f+P - Since the elbow,palm is your primary "rush" starter, you should use this if you want to initiate a "rush" after the PG. P,G - Another PG is probably your safest option, and should be used if you don't feel like risking too much, and just want to keep the initiative. d/f+PPP The d/f+PPP is great for when you play against those pesky low kicking players who do nothing but look for that MC low kick to get a throw off. The d/f+P hits mid and forces crouchers up to block the following punches. This is a great weapon against low kicks and sweeps AND you'll retain the initiative after any of the punches, so it's a good basic pressuring move that offers you a wealth of good options at the end. Follow-ups: [d/f+PPP]d+K and - These are good basic options that will give you a lot [d/f+PPP]u/b+K of mileage if you mix them up. Add some delays here and there and they become even better. However, both of these are fairly easy to punish when blocked, so don't overuse them. One reason why these works better than one should expect is because good players often won't expect you to use them, simply do to the fact that they are so easy to counter when blocked. b,f,f+P - Another fairly good option that hits mid, and dodges some high attacks and the build-in delay fits well after the d/f+PPP. f,d+K - Well, the f,d+K is a good option after almost any move, and this is no exception. d/f+K - Good safe follow-up, and chance of a sidekick stagger is good because your opponent will have to watch out for the built-in sweep, the f,d+K, and throws. Throw - Fairly good option when your opponent is wary of the build-in kickflip and sidekick stagger. (The throw becomes an even better option is you only do d/f+PP). E, throw - Good option if you expect your opponent to do a P,G. E, b,b+P - Good option if you expect your opponent to do a P,G. E, f,d+K - Good option if you expect your opponent to do a P,G. d/f,d/f+PPP - "Closing the gap" The d/f,d/f+P basically work like the d/f+P in terms of follow-up options. However, it also works if you just to the d/f,d/f+P and then the follow-up. The main difference between the two is the huge reach of the d/f,d/f+P, so the main use of this is to close the distance between you and your opponent, so that you, Lau, can get in close where Lau is strongest. Follow-ups: same as for d/f+PPP elbow,palm - "The rush starter" (f+P,b,f+P) This is IMO one of the three most (if not THE most) important moves that Lau has. This is your main "rush" starting move. Why? Because of the incredible fast recovery (20 frames), and because the opening move is a simple, fast, and easy to hit with, elbow! Due to this fast recovery Lau retains the initiative even when blocked and that's what makes it such a great move. And the follow-ups.... too many to list! You can basically tag on whatever you feel like, some options are of course better than others. Here's a list of those that should use most frequently. Follow-ups: d/f+K - This is my favorite follow-up, because I'm a sucker for sidekick staggers :) (And it seems that the chance is bigger than normal in this case). elbow,palm - Yes, another elbow,palm is also a good option if your opponent likes to crouch after the first. The only reason why I ever use this over the sidekick is the slightly faster execution time of the elbow (11 frames compared to the sidekicks 14 frames). f,d+K - Another very good option since it dodges any high and many mid level attacks, so this works like a charm if your tried to P,G interupt you. b,f,f+P - This will often catch opponents who either P,G or keep blocking high in anticipation of what you do. The b,f,f+P will the P,G and it's build-in delay is just slow enough for the waiting opponent to start something which you then interupt. Throw - This becomes a very good option once you have your opponent so scared of the other follow-ups that all he can think of is standing there holding defense :) (this is usually refered to as getting the opponent into "brain-freeze") I prefer to do the d/f,d/f+P+G throw in this situation because of the slightly longer range it has with the build-in crouch dash. E + - This is very good against players who loves that P,G interupt :) After the dodge you against have a number of options, here's a small list, -> elbow,palm -> b,f+P -> b,f,f+P -> throw -> d/f+P+K -> b,b+P -> f,d+K P,b+P - I haven't really experimented enough with this option to really tell now good it is. But if you like "blind fighting" chances are you'll like this option. After the P,b+P you have four good option. One is a dodge which works well against the type of player who jumps at the sight of your exposed back :) Two is a d+K TT sweep which is ok IF they don't block it :) Three is a u+K+G, which is very safe since it's uncounterable when blocked and close to impossible to punish even when it misses. Finally there's the d+P into a PPP style combo. P,G - The P,G is very safe and it will interupt just about anything your opponent might try. d/f+P - Another really great option that will interupt most of what the opponent will try. This is actually a better option than the P,G above, because this also interupts low kicks and sweeps, and the P,G doesn't. Sidekick - "Getting those dreaded staggers" (d/f+K) The sidekick has gotten very important in VF3, mainly because elbow stagger isn't near as strong in VF3 as they were in VF2. Meaning, that an elbow stagger doesn't amount to much in terms of floats, but the sidekick stagger does! Here's a couple of good sidekick stagger combos/floats. - sidekick(stagger), elbow,palm, d+K, ground stomp (my favorite :) - (deep)sidekick(stagger), d/f+PPPsweep - sidekick(stagger), K,K This is your stable sidekick stagger follow-ups. But I'm sure even bigger floats are possible. Another viable option after a sidekick stagger is of course to throw. d/f+K,f+P,b,f+P The first two parts are quite safe to use. If you hit (or stagger) someone with the sidekick they can't crouch in time for the f+P. However they CAN crouch the third part of the combo even if the first two hits. This doesn't mean that you should never do the thrid parrt. Because it is in fact very good IF your opponent block it. This is due to the insanely fast recovery of the b,f+P (19 frames). Many opponents mistakenly thinks it recovers slower and will often try to throw you, which is not possible it you buffer in a throw for yourself. the b,f+P+G works particulary well for some reason. It's often a good idea to buffer in the throw even if your opponent doesn't try to throw you, more often than not you'll catch your opponent with the throw anyway. UpKnP (D/F+P,P) d/f+P+K - "Dealing with P,G maniacs" The main use of the d/f+P+K is (IMO) as a weapon against players who use a lot of P,G's. The reason for this is because the d/f+P+K dodges high punches. b,b+P,d+P This is a truely great move. Like the d/f+P+K, this move is somewhat good at stuffing high punches. This is not the main use though. Because of its ability to inflict high damage at a very low risk (it's uncounterable when blocked), you can really use this quite a lot and in all kinds of different situations. I mean, if you connect with just one of these babies you can take about 50% damage against anyone (with the b,b+P,d+PPPsweep), and this often means that you'll win that round. K+G - "Damage and Style" This is not a move that you want to overuse, in fact it should be used with extreme caution and only in the right situations. The only reason for using it at all is the fact that you can make one highly damaging combo when it connects, the being this beauty, K+G, b,b+P,d+PPPsweep The b,b+P hits off the bounce of the K+G, and it's a most gratifying and not to mention humiliating combo :) These is basically two situations in which you can use the K+G. 1) When you have put some distance between you and your opponent, and you see your opp. come running in for a throw. 2) After a dodge. This is the best way to setup the K+G (IMO). You do a dodge and immidiately input the K+G. If you're lucky enough to dodge a slow recovery move, you'll be awarded by the sweatest combo there is :) u/f+P - "Death from above" A standalone u/f+P is good for okizeme against low rising attacks. And after a blocked u/f+P a kickflip is a very good option because many players will try to attack or throw and the kickflip will interupt =all= of these attempts. When the u/f+P hit you have one of two options. First is the before mentioned kickflip which is capable of hitting off the bounce of the u/f+P. And the second more damaging option, is a b,b+P,d+PPPsweep combo! Yes, the b,b+P can hit off the bounce too, although the timing is somewhat difficult. u/f+K and u/f+K+G These two moves each has thier different strengths and weaknesses. The u/f+K (the most useful of the two IMO) has the ability to dodge some high attacks most notably punches! It also recovers faster (21 frames) than the u/f+K+G (26 frames). It does however have block animation, which the u/f+K+G has not. This leaves you more vulnerable when it's blocked. The main use of these moves is to interupt an opponent who is closing in, preferable to MC them for a good float opportunity. You basic float combos is the PPPK and the PPPsweep, but you can sometime do more damaging floats such as b,b+P,d+PPPsweep. After a MC u/f+K you can also do this, although not very damaging, nice float combo, u/f+K(MC), D+K,K,D+K,K+G Another thing to note about the two is that a single punch after either one produces what is called an "autopalm" (an autopalm is really a D/F+P). This means that you can do floats like this with it, u/f+K(MC), P,d/f+P+K (the P,d/f+P+K becomes a D/F+P,d/f+P+K combo) D+K,K,D+K,K+G These sweeps (or low kicks) are a good tool for making your opponent crouch. Since you can alternate between 1, 2, 3, or 4 sweeps you can keep your opponent guessing. And this will make them wary of trying to attack you before they are certain you won't do more sweep. Now you have your opponent right where you want him.... crouching! At this point you a couple of good options you might wanna try. First is the ever so good sidekick, in hope of getting a sidekick stagger. Second is a heelkick, which is easily done since you're already crouching from the sweep(s), so you just release the joystick and hit K after your last sweep. Third is the elbow,palm which is good if you want to keep as much pressure on your opponent as possible. Heelkick (D,N+K) This is IMO a very underrated move. I mean, it's (somewhat) fast in execution (14 frames), it hits mid level, and it does good damage (40pts) and you can almost always connect with a small pounce afterwards for an additional 30pts. Even though it has to be unleshed from a crouch you can sorta make it come out from standing by inputting a crouch dash like you would with a m-UpKn. THROWS ------ P+G (40pts) This is your basic throw, and probably the fastest to get off. So you should use this when you don't have time to make another throw. And for some reason, this is usually not the throw your opponent try to get out off. Damage is not too bad considering that a ground stomp (d/f+K) is guaranteed for an additional 13 points of damage. f+P+G & b+P+G (50pts) These throw are good dash-in-and-throw throws :) Because they only require one joystick movement, and this make them fast to execute. d/f,d/f+P+G (65 pts) Because of the build-in crouch dash, this throw has slightly more range than the other throws. I don't use this throw to much, since it leaves *you* open to a throw if it's reversed. b,f+P+G (60pts) This is the throw that gives you the most guaranteed damage, namely 60pts + 13pts for the guaranteed ground stomp for a total of 73pts. Sure there are other throws where it is *possible* to get more damage from (like ST combos), but none of the others are *guaranteed*. b,d+P+G (10pts) also known as Stumbling Throw, or ST for short. This is not a normal throw like the others, but more a way to setup (float) combos. Here's a list of some of the combos which are possible after the ST. I'll add a (G) on the combos what are guaranteed (being marked guaranteed means that these combos can't be escaped even if you struggle!). That doesn't however mean that you never should use any of the *not* guaranteed follow-ups, cause not all players tries to struggle, and even though the try they might not struggle hard enough! Here goes: - ST, b,b+P,d+P,P,P,d+K - ST, b,b+P,d+P,d/f+P+K, ground stomp (only against Jeff and Wolf) - ST, u/f+P, b,b+P,d+P,P,P,d+K - ST, b,b+P,d+P, D+K,K, ground stomp (only against Jeff and Wolf) - ST, d/f+P+K, F+P,P,P,d+K - ST, d/f+P+K, F+P,G, F+P,P,P,d+K (against light characters downhill) - ST, d/f+P+K, P,G, b,f,f+P - ST, u/f+K, D+K,K[,K], ground stomp (G) - ST, b,f+P, d+K, ground stomp (G) - ST, HCT+K+G +----------------+ | 6.0 Flowcharts | +----------------+ P,G --- PG -> PG -> ... PG -> Sidekick -> ... PG -> Elbow -> ... PG -> d/f+P+K -> ... PG -> b,b+P -> ... PG -> E -> ... PG -> d/f+P -> ... PG -> f,d+K PG -> Throw d/f+P (or d/f,d/f+P) -------------------- d/f+P -> PP -> d+K d/f+P -> PP -> u/b+K d/f+P -> P[P] -> Elbow -> ... d/f+P -> P[P] -> Sidekick -> ... d/f+P -> P[P] -> f,d+K d/f+P -> P[P] -> Throw Sidekick -------- Sidekick -> f+P -> b,f+P -> Throw Sidekick -> f+P -> b,f+P -> f,d+K Sidekick -> f+P -> b,f+P -> b,f,f+P Sidekick -> f+P -> Elbow -> ... Sidekick -> f+P -> Throw Sidekick -> f+P -> f,d+K Sidekick -> PG -> ... Sidekick -> f,d+K Sidekick -> E -> ... Sidekick -> d/f+P -> ... Elbow ----- Elbow -> Palm -> Sidekick -> ... Elbow -> Palm -> Elbow -> ... Elbow -> Palm -> E -> ... Elbow -> Palm -> d/f+P -> ... Elbow -> Palm -> f,d+K -> ... Elbow -> Palm -> d/f+P+K -> ... Elbow -> Palm -> b,b+P -> ... Elbow -> Palm -> b,b+K+G -> ... Elbow -> Palm -> Throw Elbow -> Palm -> Kickflip Elbow -> Palm -> b,f,f+P Elbow -> Throw Elbow -> f,d+K Elbow -> PG -> ... Elbow -> d/f+P -> ... d/f+P+K ------- d/f+P+K -> Throw d/f+P+K -> f,d+K b,b+P ----- b,b+P -> d+P -> PP -> d+K b,b+P -> d+P -> PP -> u/b+K b,b+P -> d+P -> P[P] -> Throw b,b+P -> d+P -> P[P] -> f,d+K b,b+P -> d+P -> P[P] -> Elbow -> ... b,b+P -> d+P -> f,d+K b,b+P -> d+P -> Throw b,b+P -> d+K b,b+P -> u+K+G -> d+K b,b+P -> u+K+G -> d+P -> ... b,b+P -> u+K+G -> u+K+G b,b+P -> E -> ... E - E -> f,d+K E -> d/f+P -> ... E -> b,b+P -> ... E -> d/f+P+K -> ... E -> Kickflip E -> Elbow -> ... UpKnP (D/F+P, P) ---------------- UpKnP -> Elbow -> ... UpKnP -> Sidekick -> ... UpKnP -> b,b+P -> ... UpKnP -> b,f,f+P UpKnP -> f,d+K UpKnP -> Throw "..." means that you should look in another flowchart for the follow-ups. +-------------------------------------+ | 7.0 Advanced Strategies and Tactics | +-------------------------------------+ +-----------------------------------+ | 8.0 Character specific strategies | +-----------------------------------+ (will be added later) +-------------+ | 9.0 Credits | +-------------+ This FAQ would never have been, had it not been for these people. AM2 and SEGA For making the best arcade game ever... VF1 :) Gamest Henry Kong & Mike Abdow Thanks for all your help and support. And for taking the time to comment on this thing. And Henry, I *will* come around to incorporate your suggestions :) Colin Leong For the use of the layout from his great VF2 Lau FAQ. Firestarter & Yupa For (without actually knowing it) allowing me to use their movelist for this FAQ.