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    FAQ by RGantela

    Version: 0.90 | Updated: 09/27/96 | Printable Version | Search Guide | Bookmark Guide

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            [============-------------------===============|
            |            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)        |
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    |   *###  #                   #######               !SEGA! |
    |  ## ## ##     #            ##   ##      #    #           |
    | #  ##  #   ######          ##  #### .####   ### ##,  #   |
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    |    `*#' # #   #  `### `###'    ## #    ##  # # `*#* #    |
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    <<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>|
    |     /##\                                   /###_         |
    |    |###W|                                 ,#####  ,,,    |
    |    *#####          _     ,,_              ######,####\,  |
    |    \#####      ,,####, ,/###/            /############|  |
    |    ,#####_/*_,/#######  {####;          ,############/   |
    |     V################/   |###  ,,****,, /###########     |
    |     {#############/"   |####,,/##############/ #####     |
    |     \############-     |#####################/ \####\    |
    |    /#############\;    |###########**########   #####    |
    |   /########"=*#####\,  |##########   ,######`   \####\   |
    |   \/\#####|    \#####\,|####*######,,/######    ,#####|  |
    |      $####|      $##########--#############*   _/#####|TM|
    |       \###|       -#####       \##########",,/#######/   |
    |        ---          ----          \#####"  #########/    |
    |                                            \######/"     |
    [===================------------------=====================]
    
                            [==========---==========]
                            | FAQ V0.90 - [Release] |
                            |-----------------------|
                            |    copyright 1996.    |
                            [==========---==========]
    
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    |Section 0 - Part 0 |
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                            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 |
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    [============================------------------==========================]
    |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 |
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    [============================------------------==========================]
    |                        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 |
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    [=========------=============]
    |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!             |
    [============================------------------=====================]
    
    
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    |Section 1 - Part 0 |
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    [============================------------------=====================]
    |                  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] |
    [==================----------------------------------===============]
    
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    |                   End Part [2/2]                         |
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