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    FAQ/Move List by CNgee

    Version: 3.00 | Updated: 04/27/95 | Search Guide | Bookmark Guide

    Virtua Fighter 2 FAQ Version 3.00
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    Revised Tue, Apr 11, 1995
    Completed Thu, Apr 27, 1995
    Copyright 1995
    
    
    
    This FAQ may be freely distributed among the VFing community. No fee is
    charged except for direct costs. You can obtain this FAQ by: 
    
    ftp
    ---
    ftp.netcom.com
    /pub/vi/vidgames/faqs
    
    web browser
    -----------
    http://aleph0.clarku.edu/~grace/vf2.html
    
    http://yallara.cs.rmit.edu.au/~s9407314/
    
    Any updates, feedback and errors, please send to:
    
    Chia Jin Ngee
    mcblab47@leonis.nus.sg
    
    TABLE OF CONTENTS
    ^^^^^^^^^^^^^^^^^
    PREFACE TO VF1 FAQ
    PREFACE TO VF2 FAQ
    WHAT'S NEW
    TERMINOLOGY
    BUTTONS
         WHILE STANDING
         WHILE SQUATTING
    HOPPING ATTACKS
    JUMPING ATTACKS
    MOVEMENT
        TURNING AROUND WITH ATTACKS
    COMMON MOVES FOR ALL CHARACTERS
        MOVES USABLE WHILE GETTING UP
        OTHER STANDARD MOVES
    MOVES SPECIFIC TO EACH CHARACTER
        AKIRA YUKI
        PAI CHAN
        LAU CHAN
        WOLF HAWKFIELD
        JEFFRY MCWILD
        KAGE-MARU
        SARAH BRYANT
        JACKY BRYANT
        SHUN DI
        LION RAFALE
    BASIC OPERATIONS
        SELECTING YOUR CHARACTER
        REPLAYS
    ROUNDS AND SETS
    VERSUS COMPUTER COMBAT
        RANKING MODE
        EXPERT MODE
    ENTERING YOUR INITIALS
    SUDDEN DEATH
    CONTROLLER TECHNIQUE
        JOYSTICK
        BUTTONS
    GENERAL FIGHTING TECHNIQUES
    FLURRY OF JABS
    HOPPING ATTACKS
    JUMPING ATTACKS
        DISTANCE DROP KICKS
        LANDING KICKS
        OVERHEAD HAMMERS
    RING OUT
    WAITING FOR YOUR BREAK
    DODGING, COUNTER-ATTACKS, STOP ATTACKS AND REVERSALS
    ATTACK WHILE RISING
    HIT 'EM WHILE THEY'RE DOWN
    THE UNIVERSAL PUNCH-KICK COMBO
    SIDE KICKS AND ELBOWS
    KICKFLIPPING
    RUNNING
    TURN AROUND ATTACKS
    HARRASSMENT
    AMBUSHES
    PULLING BACK A KICK OR PUNCH
    DELAYED ACTION MOVES
    BUFFERING MOVES
    THROWING
        PUNCH THROW TECHNIQUES
        ESCAPING FROM THROWS
    DEFENSIVE STANCES
    HIT 'EM IN THE AIR
    DEVELOPING YOUR OWN COMBINATIONS
    LOOK AND LISTEN
    EASTER EGGS
        SLOW MOTION REPLAYS
        VICTORY TAUNTS
        GAME COMPLETION REPLAYS
        KAGE'S FACE MASK
        IF YOU LIKE THE OLD BGM
        WIN DURAL WITH A DRAW BUG
        THE TRUE POWER OF AKIRA
        CREDIT ROLL
        MYSTERIES AND RUMORS
        ABOUT SEGA'S POLYGON GRAPHICS SYSTEM 2
    CHARACTER GUIDE
        AKIRA YUKI
        PAI CHAN
        LAU CHAN
        WOLF HAWKFIELD
        JEFFRY MCWILD
        KAGE-MARU
        SARAH BRYANT
        JACKY BRYANT
        SHUN DI
        LION RAFALE
    GLOSSARY
    CREDITS
    
    
    INTRODUCTION
    
    
    
    Preface to Virtua Fighter 1 FAQ
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    Different is good.
    
    Lately, gamers have been hit pretty hard by a barrage of fighting games
    ranging from those whose only draw is blood and guts to those who resemble a
    sick horse that should be humanely shot or at least taken to a hospital for a
    few years....
    
    With the release of their first ever fighting game, SEGA has broken new
    ground by designing the only current martial arts game whose appeal isn't
    violence or the ever popular 'magic' moves, but more geared towards realism,
    fluidity of motion, and genuine martial art techniques.
    
    The ability to so successfully meet these goals is due to SEGA's System 1
    polygon graphics engine which is much like the system  used in their popular
    Virtua Racer.  This system can handle over 180,000 flat shaded polygons per
    second, and since the fighters are three-dimensional figures made of polygons
    instead of just flat images, be prepared to be dazzled by more than just the
    backgrounds.
    
    As for the game itself, Virtua Fighter plays like other recent fighting games
    in some respects.  There are 8 characters to choose from, and the basic
    object of the game is to, through the use of punches, kicks, throws, grabs,
    pounces, and a variety of other techniques, drain your opponent's life meter.
    The problem is that at this point Virtua Fighter already shows its
    differences from other fighting games because you can also win by knocking
    your opponent out of the ring.  Another difference is that Virtua Fighter has
    many more special moves than any previous fighting game; there are over 100
    secret techniques to discover.  Not to mention that it just feels more like a
    real battle due to the fluid motion and realistic moves.
    
    Needless to say, Virtua Fighter is destined to be remembered as both a great
    one on one martial arts game and a spectacular fighting simulator.  If you
    haven't seen one yet, then go check it out at your local arcade.
    
    Otherwise, check out the moves and strategies in this FAQ and then use them
    to help you master this exciting game before someone else gets ahead of you.
    
    
    Preface to Virtua Fighter 2 FAQ
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    This manual borrows quite heavily from the original VF1 FAQ. Apart from the
    new moves, many of the old moves are taken from the VF1 FAQ.
    
    VF2 is indeed a worthy successor to the original VF and has brought fighting
    games to new heights. Apart from a new graphics engine (System 2), it boasts
    two new and rather unorthodox characters with equally unorthodox fighting
    styles to match.
    
    To minimize much confusion in this manual, almost all moves are considered to
    be taps. Hold down joystick moves are highlighted as such moves will only
    work properly when the stick is held down. Experimentation with moves has
    also revealed that most moves require the simultaneous tapping of joystick
    and buttons. A good example would be Jacky's Punt Kick which is now "for,
    for+K" instead of "for, for, K". Due to complex button and joystick
    combinations for certain moves, the holding of the defend button feature for
    some moves we know of in VF1 has been removed, so I have decided not to
    highlight this option. Enjoy the manual.
    
    
    
    What's new
    ^^^^^^^^^^
    Version 1.00 - First initial release. Hits for standing or low defenders far
                   from updated. Keep me posted guys.
    
    Version 2.00 - Totally new version. Attack levels added.
    
    Version 2.01 - Added Expert Mode.
                   Corrected Jacky's Crescent and Sweep attack levels.
                   Akira long range dashing elbow corrected to dashing elbow
                   with feet position change.
                   Shun's long range sweep is corrected to sweep without feet
                   position change.
                   Added Wolf's punches and elbow.
                   This version is not distributed.
    
    Version 2.50 - Added Kage's new shuto move.
                   Added Kage's roll and flying kick.
                   Added Kage's roll and low kick.
                   Added Jacky's kickflip combo.
                   Added dodging punch combos.
                   Added Akira's stun palm, backwards uppercut and double palm.
                   Added Glossary section.
                   Added characters' biodata.
                   Added new attack level "G" for ground-level.
                   Added damage points for characters' moves.
                   Corrected Jacky's beat knuckle attack level.
                   Corrected Lion's spinning side attack.
                   Corrected Lion's duck and side trip.
                   Corrected Shun's ducking moves.
    
    Version 2.6b - Removed Jacky's punches, elbow and kickflip combo.
                   New format including basic moves and turn around attacks.
                   This version is not released.
    
    Version 3.00 - Added timing and recovery from moves in frames.
    
    
    
    Terminology
    ^^^^^^^^^^^
    +-------------------------------------------------------------------------+
    |Term         Meaning               As in                                 |
    +-------------------------------------------------------------------------+
    | For         Forward               Moving the joystick towards your      |
    |                                   opponent                              |
    +-------------------------------------------------------------------------+
    | Back        Back                  Moving the joystick away from your    |
    |                                   opponent                              |
    +-------------------------------------------------------------------------+
    | Down        Down                  Moving the joystick towards you       |
    +-------------------------------------------------------------------------+
    | Up          Up                    Moving the joystick away from you     |
    +-------------------------------------------------------------------------+
    | D           Defend                The button that blocks (more below)   |
    +-------------------------------------------------------------------------+
    | P           Punch                 The button that punches (more below)  |
    +-------------------------------------------------------------------------+
    | K           Kick                  The button that Kicks (more below)    |
    +-------------------------------------------------------------------------+
    | All         Press all 3 buttons   Press all 3 buttons                   |
    +-------------------------------------------------------------------------+
    | +           And                   Down+Kick (tap Down & Kick as one)    |
    |                                   Punch+Def (press Punch & Def as one)  |
    +-------------------------------------------------------------------------+
    | lower case  A quick tap           Quickly tap the joystick; do not hold |
    |                                   eg  back                              |
    +-------------------------------------------------------------------------+
    | UPPER CASE  A long press          Hold the joystick briefly. eg BACK    |
    +-------------------------------------------------------------------------+
    | /           Diagonal direction    For/Up (a jump forward)               |
    +-------------------------------------------------------------------------+
    | Jump        A jumping direction   Either Up/For, Up or Up/Back          |
    +-------------------------------------------------------------------------+
    | [ ]         Optional              Will work fine without [ ] part, but  |
    |                                   there IS more to the move you can do  |
    +-------------------------------------------------------------------------+
    | SCR         Semi-circle roll      Joystick is rolled half a circle like |
    |                                   a "U" and not the other way round     |
    |                                   ie Back, SCR, For means joystick is   |
    |                                   pushed back with a half roll to       |
    |                                   forward                               |
    +-------------------------------------------------------------------------+
    | QCR         Quarter circle roll   Joystick is rolled quarter of a circle|
    +-------------------------------------------------------------------------+
    | 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    |
    +-------------------------------------------------------------------------+
    | n           Non-defenders         Move affects non-defenders regardless |
    |                                   of their defense position/level       |
    +-------------------------------------------------------------------------+
    | *           See comments          Check comments/description column for |
    |                                   more info                             |
    +-------------------------------------------------------------------------+
    | B           Behind                Only in the throws section            |
    |                                   Move can only be executed if standing |
    |                                   or squatting opponent has his/her back|
    |                                   facing you                            |
    +-------------------------------------------------------------------------+
    | FC          From crouching        Move requires you to crouch/squat     |
    |                                   first                                 |
    +-------------------------------------------------------------------------+
    | O           No effect             Move has no effect on opponent        |
    +-------------------------------------------------------------------------+
    
    
    
    BASICS
    
    
    The buttons
    ^^^^^^^^^^^
        While standing
        ==============
            PUNCH   - Steps forward with a punch
                      Repeat for multiple punches
    
            KICK    - A kick to the head
    
            DEFEND  - Blocks your opponents' high level and jumping attacks
                      You take no damage from such attacks
                      Low attacks do damage
                      You are still pushed backwards
    
    
        While squatting
        ===============
         PUNCH   - Low punch; hits standing defenders
                   Stays in one place; quite weak and ineffective
                   Good for stopping incoming high attacks
                   If your character does not have a back/down+P or down+P
                   special move or combo, these are alternative ways
                   to execute a low punch.
    
         KICK    - Low snap kick to the leg; very weak
                   Hits standing
                   Longer reach than a low punch, but slower
                   Good for stopping incoming high attacks
                   Good for setting up combos and power attacks
                   Able to stop low attacks if executed in time
                   Able to push opponents back
                   If your character does not have a back/down+K or down+K
                   special move or combo, these are alternative ways
                   to execute a low kick.
    
         DEFEND  - Defends against all low attacks
                   Ducks under many standing attacks
                   Most jumping/hopping  and mid-level attacks hit
                   Some moves may still push you back
    
    NOTE: defense doesn't work for attacks from behind
    
    
    Collision in mid-air
    ^^^^^^^^^^^^^^^^^^^^
    When this happens, both players are just pushed away from each other, and
    neither one will hit the other.
    
    
    
    Movement
    ^^^^^^^^
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    for, for                        OO      Quickly step forwards
    back, back                      OO*     Quickly step backwards
                                            * Only Shun changes feet position when
                                            he steps back quickly
    
    for, FOR                        OO      Run forwards
    
    back, back                      OO      ShunÕs special
                                            Shun rolls away if his back faces his
                                            opponent.
    
    FOR                             O       Inch forward slowly
    BACK                            O       Inch backward slowly
    
    DOWN/FOR                        O       Inch forward low
    BACK/DOWN                       O       Inch backward low
    
    
    
    Common moves for all characters
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    Moves usable while getting up
    =============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    K                               M       Rising heel kick
                                            Only when head is not towards opponent
    K                               M       Rear kick
                                            Only when head is towards opponent
    DOWN+K                          L       Rising sweep
    
    D, K                            M       Roll and rise with heel kick
    D, DOWN+K                       L       Roll and rise with sweep
    
    BACK                            O       Roll away
    BACK, K                         M       Roll away with mule kick
    BACK, DOWN+K                    L       Roll away with sweep
    BACK, FOR+K                     M       Pai, Lau, Sarah, Jack, Akira - Roll
                                            away with rising heel kick.
                                            Wolf, Jeffry, Lion, Kage - Roll away
                                            then counter roll with heel slam.
                                            Shun - Roll away then counter-flip with
                                            toe slam
    
    UP                              O       Handspring AKA kip
    
    
    Other Standard Moves
    ====================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    up+P                            G       Low fast pounce
    UP+P                            G*      Slow but high and heavy pounce
                                            *Akira does not have a high pounce
    
    MOVES SPECIFIC TO EACH CHARACTER
    
    
    This is the section is what everyone would zoom into. The motions are on the
    left and the description is on the right. The attack level is in the centre
    and just below the control motions are the damage points for each connected
    move. Only moves that inflict damage are shown. I have included that timing and
    recovery for the moves. The time is in frames. One frame of animation in VF2 is
    equivalent to 1/60th of a second. For example:
    
    for, for+K                      M       Jumping kick
       16     29
    30
    
    There is 16 frames between the tow joystick motions and the recovery for the
    move is 29 frames. The number below is that damage in points. Also:
    
    back, for, for+P+K              n       Dashing body check
            (28)      42
    20-28
    
    The nuber of frames indicated in the brackets signify that the whole motion has
    to be done within 28 frames.
    
    The characters F after the recovery frames as in:
    
    back, back+P                    H       Jabbing footwork
        16      24F
    12
    
    signify a feet position change and:
    
    for, for+P                      H       Jumping clothesline
       16     81D
    40
    
    when the move results in the character lying on the ground.
    
    If there are missing recovery or timing frames, they are just not available.
    
    
    Akira Yuki
    ^^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    10
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    30
    
    down+K                          L       Low kick
    10
    
    DOWN/FOR+K                      M       Side kick
    23
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Hopping downward punch
    30
    
    jump, P while ascending         n       Hopping jab
    30
    
    jump, K while ascending         M       Hop kick
    30
    
    K while descending              M       Hopping side kick
    20
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    40
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    
    
    Turning attacks with back facing opponent
    =========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning punch
    12
    
    down+P                          M       Turning overhead hook
    14
    
    DOWN+P                          H       Turning punch from crouching
    12
    
    K                               H       Turning roundhouse
    30
    
    down+K                          L       Turning low kick
    10
    
    DOWN+K                          L       Turning sweep
    30
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HM      Punch and body blow
     20 18F
    10+12
    
    P, K                            HH      Punch-kick combo
     20 22
    10+30
    
    for  for+K                      M       Jumping kick
       16     29
    30
    
    for, for+K, K                   MM      Jumping kicks
       16     15 38
    30+30
    
    for, for+P                      M       Dashing elbow strike
       16     23
    20-40
    
    for, for, for+P                 M       Super dashing elbow
       16   10     23F
    20-40
    
    
    FC, for+P                       n       Dashing palm strike
              26
    20-65
    
    FC, back, for+P                 M       Double palm strike
         (20)      32
    30-70
    
    for+P                           M       Elbow strike
         25
    19
    
    back, for, for+P+K              n       Dashing body check
            (28)      42
    20-28
    
    down/for, down/for+P            M       Power uppercut
            (28)        24
    50
    
    K+D, D                          M       Knee
       01 29F
    30
    
    down/for+P                      G       Punch fallen opponent on the ground
              32
    12
    
    
    Reversal attacks
    ================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    D, back+P                       H       Reverse high attack with elbow
     20      (49 or 65)                     (Recovery depends on stances)
    50
    
    D, back/down+P                  M       Reverse mid attack with elbow
     20           (50, 51 or 84)            (Recovery depends on stances)
    50
    
    D, down+P                       L       Reverse low attack with head hammer
     20      (52 or 55)                     (Recovery depends on stances)
    50
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Trip and 2 punches
       113
    20+10+10
    
    All                             H       Stun palm
       45
    15
    
    All, back, down/for+P+K         H       Stun palm, back body check
       14       (20)       73
    15+40
    
    All, back, down/forP+K,         H       Stun palm of Doom
       14       (20)      17
    down, for+P
       (16)    52
    
    back/down+P+D                   H       Surprise exchange
                 34
    
    for+P+D                         H       Break stance
           32
    
    back+P+D                        H       Shake `em up
            43
    
    down+P+D                        H       Shake 'em up harder
            43
    
    for, back, for+P+K              H       Close-in ram
         (30)         100
    20+15+25
    
    back/down, for+P                H       Pull in-push out
       (15)         108
    60
    
    back/down, for+P+K              H       Backwards uppercut
        (14)          64
    35
    
    back, down+P+D                  H       Stumbling throw
        (16)      69
    10
    
    
    
    Pai Chan
    ^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    10
    
    down+P                          L       Squatting punch
    10
    
    K                               n       Snap kick
    30
    
    down+K                          L       Low kick
    10
    
    down/for+K                      M       Side kick
              23
    21
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Hopping double fist hammer
    30
    
    jump, P while ascending         n       Hopping jab
    30
    
    K while ascending               M       Simple hop kick     
    18
    
    up/for+K                        M       Single hopping scissors kick
    19       F
    
    up/for+K, K                     M       Double hopping scissors kick
            09  F
    16+10
    
    jump, K while descending        M       Hopping side kick
    20
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       Crane stomp
    40
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning punch
    12
    
    down+P                          L       Turning low double punch
    14+14
    
    DOWN+P                          L       Turning punch from crouching
    12
    
    K                               H       Turning heel kick
    30
    
    down+K                          L       Turning heel slide
    36
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     19 11
    10+10
    
    P, P, P                         HHH     Triple punches
     19 19 18
    10+10+12
    
    P, K                            HH      Punch and heel kick
     19 38
    10+30
    
    P, K+D                          HH      Punch and crescent
          34
    10+(20-40)
    
    P, down+K+D                     HL      Punch and sweep
               34
    10+(20-40)
    
    P, P, K                         HHn     2 punches and heel kick
     19 19 26
    10+10+30
    
    P, P, P, K                      HHHH    3 punches and crescent
     19 19 28 39
    10+10+12+50
    
    P, P, P, back+K                 HHHM    3 punches and backward kickflip
     19 19 28      34
    10+10+12+20
    
    P, P, P, down+K                 HHHL    3 punches and sweep
     19 19 28      43
    10+10+12+40
    
    back/down+P                     H       Dodging punch
               20                           Substitute this for the first punch
    14                                      in running punch combos for dodging
    
    FC release+K                    M       Rising heel kick
                30
    35-40
    
    D+K                             H       Crescent kick
       24
    25-45
    
    back+D+K                        H       Reverse crescent kick
            25
    20-40
    
    back/up+K                       M       Backward kickflip
             34
    40
    
    back/up                         O       Backflip
    
    for, for+K                      H       High lunging leg thrust
              30
    30
    
    down/for+P                      M       Downward chop
              16
    14
    
    for+K                           M       Snap side kick
         17
    19
    
    back, back+P                    H       Jabbing footwork
        16      24F
    12
    
    down/for+P                      G       Punch fallen opponent on the ground
              31
    10
    
    Reversal attacks
    ================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back+P                          H       Grab and throw
          (66 or 70)                        Recovery depends on type of attack
    30
    
    back/down+P                     M       Grab and throw
               (54 or 70)                   Recovery depends on type of attack
    30
    
    
    Throws and close range move
    ===========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Wrist twist
       118
    50
    
    for, down+P                     H       Falling DDT
      (20)     93
    60
    
    back, down+P+D                  H       Stomach throw
      (20)        103
    30
    
    for, for+P+K                    H       Reaping throw and punch
       16       132
    40+10
    
    back, for+P                     H       Pushover
      (20)     118
    60
    
    for+All                         L       Cartwheel over low opponent
           55F
    
    Lau Chan
    ^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    12
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    30
    
    down+K                          L       Low kick
    10
    
    down/for+K                      M       Side kick
              25
    23
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Downward swipe
    30
    
    jump, P while ascending         n       Hopping jab
    30
    
    jump, K while ascending         M       Hop kick
    30
    
    jump, K while descending        L       Hop and sweep
    20
    
    up/for+K                        M       Aerial cartwheel kick
    30
    
    up/for+K+D                      M       Short jump kick
    32
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    40
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning punch
    12
    
    down+P                          L       Turning double low punch
    14+14
    
    DOWN+P                          L       Turning punch from crouching
    12
    
    K                               H       Turning heel kick
    36
    
    down+K                          L       Turning heel slide
    36
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     20 15
    12+12
    
    P, P, P                         HHH     Triple punch
     20 24 18
    12+12+14
    
    P, K                            HH      Punch and heel kick
     20 38
    12+30
    
    P, K+D                          HH      Punch and crescent
          34
    12+(20-40)
    
    P, down+K+D                     HL      Punch and sweep
               34
    12+(20-40)
    
    P, P, K                         HHn     2 punches and straight kick
     20 24 24
    12+12+30
    
    P, P, P, K                      HHHH    3 punches and crescent
     20 24 29 40
    12+12+14+50
    
    P, P, P, back+K                 HHHM    3 punches and backward kickflip
     20 24 20      34
    12+12+14+20
    
    P, P, P, down+K                 HHHL    3 punches and sweep
     20 24 29      43
    12+12+14+40
    
    back/down+P                     H       Forearm strike
               22                           (Substitute this for the first punch
    14                                      in running punch combos for dodging)
    
    FC, down/for+P                  H       Lifting palm
                 22                         Lifting palm automatically comes out
    20                                      after a connected roundhouse, heel kick
                                            hop kick attack
                                            Insert this before punch combos for
                                            lifting palm combos
    
    down/for+P                      M       Knife hand
              20
    15
    down/for+P, P                   MH      Knife hand and punch
              37 14
    15+12
    
    down/for+P, P, P                MHH     Knife hand and double punch
              37 25 18
    15+12+12
    
    down/for+P, P, K                MHn     Knife hand, punch and straight kick
              37 25 26
    
    down/for+P, P, P, K             MHHH    Knife hand, 2 punches and crescent
              37 25 29 40
    15+12+14+50
    
    down/for+P, P, P, back+K        MHHM    Knife hand, 2 punches and backward
              37 25 29      34              kickflip
    15+12+14+50
    
    down/for+P, P, P, down+K        MHHL    Knife hand, 2 punches and sweep
              37 25 29      43
    15+12+14+40
    
    FC release+K                    M       Rising heel kick
                30
    40
    
    D+K                             H       Crescent kick
       24
    30-50
    
    down+K+D                        L       Sweep
            32
    20-35
    
    down/for, down/for+P            M       Dashing knife hand
         (28)           18F
    20
    
    back/up+K                       M       Backward kickflip
             34
    40
    
    back/up                         O       Backflip
    
    for+P                           M       Elbow strike
         21
    19
    
    for+K                           M       Snap side kick
         15
    19
    
    for, down+K                     L       Sliding attack
               30
    30
    
    down/for+K                      G       Stamp foot on fallen opponent
              51
    15
    
    
    LauÕs throws and close range moves
    ==================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Waterwheel drop
       109
    40
    
    back+P                          H       Piggyback drop
          98
    50
    
    back, for+P                     H       Head slam
       (20)    164
    60
    
    back, down+P+D                  H       Sideways throw
       (16)       93
    15
    
    
    
    Wolf Hawkfield
    ^^^^^^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    14
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    36
    
    down+K                          L       Low kick
    17
    
    down/for+K                      M       Side kick
    33
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Hopping double fist hammer
    30
    
    jump, P while ascending         n       Hopping jab
    30
    
    jump, K while ascending         M       Hop kick
    30
    
    jump, K while descending        M       Hopping side kick
    22
    
    up/for+K                        M       Drop kick
            22
    30
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    36
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    50
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks while back is facing opponents
    ==============================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning punch
    12
    
    down+P                          L       Turning low punch
    30
    
    DOWN+P                          L       Turning punch from crouching
    12
    
    K                               H       Turning roundhouse kick
    30
    
    down+K                          L       Turning sliding attack
    36
    
    DOWN+K                          L       Turning kick from crouching
    30
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     19 14
    14+14
    
    P, P, for+P                     HHH     Double punch with high elbow strike
     19 25     24
    14+14+20
    
    P, P, P                         HHM     1, 2 upper
     19 25 26
    14+14+28
    
    P, K                            HH      Punch-kick combo
     19 22
    14+30
    
    for+K                           M       Knee
         29F
    30
    
    down/for+P                      M       Uppercut
              26
    22
    
    DOWN/FOR+P                      M       Uppercut from low position
              22
    22
    
    for, for+P                      L       Running clothesline
              38
    40
    
    back, for+P                     n       Dashing shoulder ram
       (20)    32
    20-70
    
    back+P                          H       Backhand slap
          24
    20
    
    K+D                             H       Scissors kick
       47
    30
    
    back, for+K+D                   M       Somersault heel smash
       (20)      29
    30
    
    for+K+D                         H       Roundhouse kick
           35F
    36
    
    for, for+K+D                    H       Flying knee attack
       16       47F
    30
    
    for+P                           M       Body blow
         24
    20
    
    back+P+K                        M       Drop elbow
            25
    30
    
    for, down+K                     L       Sliding attack
       (16)    44
    20
    
    FC, for+P                       M       Two hand upward slap
             38
    30
    
    down/for+P                      G       Elbow drop on fallen opponent
              49
    20
    
    up+K                            G       Back body splash
    20
    
    
    Reversal-attacks
    ================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back/down+P                     M       Grab side kicks
               83
    60
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Backfall suplex
       137D
    60
    
    P+D                             B       German suplex
       176
    80
    
    for+P                           H       Body slam
         178
    50
    
    back, SCR, for+P                H       Twirl and hurl
       (26)         226
    100
    
    down/for, down/for+P+K          H       Ghostbuster
       (28)               213
    80
    
    up/for+K+D                      H       Frankensteiner
              118
    60
    
    back/down+All                   L       Double arm suplex
                 182
    70
    
    down/for+All                    L       Tombstone
                179
    70
    
    down+P+D                        L       Torso takedown
            109
    60
    
    All                             B       Variation german suplex
       169
    85
    
    Jeffry McWild
    ^^^^^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    14
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    36
    
    down+K                          L       Low kick
    17
    
    down/for+K                      M       Side kick
              35
    33
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Hopping double fist hammer
    30
    
    jump, P while ascending         n       Hopping jab
    30
    
    jump+K                          M       Hopping heel smash
    30
    
    jump, K while ascending         M       Hop kick
    30
    
    jump, K while descending        M       Hopping side kick
    22
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    36
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    50
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning punch
    12
    
    down+P                          L       Turning low punch
    30
    
    DOWN+P                          L       Turning punch from crouching
    12
    
    K                               H       Turning roundhouse kick
    36
    
    down+K                          L       Turning heel slide
    36
    
    DOWN+K                          H       Turning roundhouse from crouching
    30
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     19 14
    14+14
    
    P, P, P                         HHM     1, 2 upper
     19 25 26
    14+14+28
    
    P, K                            HH      Punch-kick combo
     19 22
    14+30
    
    down+P+K                        H       Dodging side jab
            19
    30
    
    down/for+P                      M       Uppercut
              22
    22
    
    down/for+P, P                   MM      Uppercuts
              89 22
    22+19
    
    FC, down/for+P                  M       Uppercut from low position
                  22
    22
    
    down+K                          M       Toe kick
          24
    24
    
    down+K, P                       Mn      Toe kick and hammer
          45 30
    24+19
    
    down+K, DOWN, QCR, for+All      M       Toe kick of doom
          44   (20)           248
    24+100
    
    for+P                           M       Elbow strike
         26
    19
    
    for+P, back+P                   Mn      Elbow-hammer combo
         38      28
    19+30
    
    for, for+P                      M       Dashing low elbow
       06     20F
    19
    
    for, for+P, P                   MM      Dashing low elbow and uppercut
       06     37 26
    19+19
    
    for, for+K                      M       Frontal foot thrust
       16     23
    40
    
    for, down+K                     M       Heel axe
       (16)    29F
    36
    
    for+K                           M       Knee
         29F
    35
    
    back, for+P                     M       Drop elbow
       (20)    31F
    30
    
    back, down/for+P                M       Lunging drop elbow
       (20)         44
    30
    
    for+P+K                         H       Head butt
           13
    40
    
    back/down, for+P+K              M       Thrusting head butt
       (20)           35
    40
    
    All                             M       Flying butt attack
       21D
    30
    
    down/for+K                      G       Foot stomp
              39
    20
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       FiremanÕs carry
       163D
    60
    
    P+D                             B       Backbreaker
       199
    100
    
    for+P                           H       Power slam
         158
    50
    
    back+P+D                        H       Body press
            252
    60
    
    down/for, down/for+P+K          H       Crucifix piledriver
        (28)              248
    80
    
    back, for+P+K                   H       Single headbutt
       (20)      86
    20
    
    back, for+P+K, for+P+K          H       Double headbutt
       (20)      26       97
    20+15
    
    back, for+P+K, for+P+K, for+P+K H       Triple headbutt
        (20)     26       33       69
    20+15+32
    
    back, for, for+All              H       Backbreaker
       (28)           159
    70
    
    down+P                          L       Face grab AKA Iron claw
          198
    50
    
    down, for+K                     L       Triple knee bash
        16     130
    10+10+10+30
    
    for/down+All                    L       Powerbomb
                158
    70
    
    
    
    Kage-maru
    ^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    10
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    30
    
    down+K                          L       Low sliding heel kick
    14
    
    down/for+K                      M       Side kick
    22
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Hopping chop
    30
    
    jump, P while ascending         M       Hopping jab
    24
    
    up or up/for+K                  M       Hurdling hop kick
    20
    
    jump, K while ascending         M       Hop kick
    20
    
    jump, K while descending        L       Hop and sweep
    20
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P                     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K                     M       Distance drop kick to the front
    40
    
    K while ascending               n       Mid-air kick
    30
    
    K while descending              M       Landing kick
    30
    
    JUMP, back+K                    M       Distance drop kick to the rear
    40
    
    UP/FOR+K                        M       Two and a half somersault butt-
    40                                      slam
    
    
    Turning attacks while facing opponents
    ======================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back, back+P                    H       Turning downward slap
        16
    14
    
    back, back+P+D                  H       Turning upward slap
        16
    14
    
    back, back+K                    H       Turning high back thrust
        16
    30
    
    back, back+K+D                  L       Turning toe slide attack
        16
    12
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning punch
    12
    
    down+P                          L       Turning double low punch
    14+14
    
    DOWN+P                          L       Turning punch from crouching
    12
    
    K                               H       Turning roundhouse kick
    30
    
    down+K                          L       Turning sliding low kick
    30
    
    DOWN+K                          L       Turning kick from crouching
    30
    
    up+K                            M       Flip over knee attack
    30
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     19 13
    10+10
    
    P, P, P                         HHH     Triple punch
     19 21 28
    10+10+12
    
    P, K                            HH      Punch-kick combo
     19 22
    10+30
    
    P, P, K                         HHn     2 punches and straight kick
     19 21 28
    10+10+13
    
    P, P, P, K                      HHHM    3 punches and spinning mid-kick
     19 21 28 32
    10+10+12+30
    
    P, P, P, back+K                 HHHM    3 punches and backward kickflip
     19 21 22      34
    10+10+12+20
    
    back/down+P                     HHH     Dodging punch
               16                           (Substitute this for the first punch
    14                                      in running punch combos for dodging)
    
    for+P                           M       Elbow strike
         21
    19
    
    down+K+D                        M       Heel kick
            28
    35
    
    FC, for+K                       n       Rising knee
             36F
    38
    
    back/up+K                       M       Backward kickflip
             34
    40
    
    back/up+K+D                     M       Kickflip
               60
    50
    
    back/up                         O       Backflip
    
    for, for+K                      L       Back heel sweep
       16     30F
    20-30
    
    for, for+All                    L       Flying kick
       16       76
    40
    
    for, for+K+D                    M       Flying corkscrew kick
       16       46F
    30
    
    back, SCR, for                  O       Roll forwards
       (12)       27
    
    back, SCR, for+K                OL      Roll forwards and sweep
       (12)         40
    20-35
    
    back, SCR, for,                 OL      Roll forwards and do flying kick
       (12)       27
    back, SCR, for+All
       (12)           84
    40
    
    back, SCR, for,                 OL      Roll forwards and kick low
       (12)       27
    back, SCR, for+P
       (26)         25
    15
    
    back, SCR, for,                 OL      Roll forwards twice and sweep
       (12)       27
    back, SCR, for+K
       (16)         40
    
    for, SCR, back                  O       Roll backwards
       (12)       27
    
    for, SCR, back+K                OL      Roll backwards and sweep
       (12)         30
    20-35
    
    for, SCR, back,                 OL      Roll backwards and do flying kick
       (12)       27   
    back, SCR, for+All
       (12)           84
    40
    
    for, SCR, back,                 OL      Roll backwards and kick low
       (12)       27
    back, SCR, for+P
       (12)         30
    15
    
    back+D                          O       Cartwheel backwards
    
    back+K+D                        n       Back thrust
            21
    30
    
    back, QCR, down+K               L       Sliding tackle
       (20)          47F
    19
    
    back, for+P+K                   M       Slashing shuto
       (20)      25F
    16
    
    back, for+P+K, P+K              MH      Slashing shuto, horizontal shuto
       (20)      12   32
    16+16
    
    down+P+K                        H       Slashing shikan-ken
            19F
    16
    
    down+P+K, P+K                   HM      Slashing shikan-ken, back shikan-ken
            21   25
    16
    
    FC, for+P+K                     M       Chopping shuto
               26F
    16
    
    FC, for+P+K, P+K                MH      Chopping shuto, horizontal shuto
               05   24
    16+16
    
    down/for+K                      G       Heel smash on fallen opponent
              39
    15
    
    
    Reversal-attacks
    ================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    down+P                          H       Grab incoming single fist/palm attacks
          75
    50
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Hip throw AKA shoulder throw
       78
    50
    
    P+D                             B       Torso takedown
       139
    50
    
    back+P                          H       Ten foot toss
          83
    40
    
    back, for+P                     H       Reaping throw
      (20)     98
    50
    
    All                             H       Toka throw
       90
    50
    
    
    Sarah Bryant
    ^^^^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    10
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    30
    
    back/down+K                     L       Low skipping kick
    10
    
    down/for+K                      M       Side kick
    19
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P while ascending               n       Hopping elbow hammer
    30
    
    P while descending              n       Hopping jab
    30
    
    K while ascending               M       Hop kick
    30
    
    K while descending              M       Hopping side kick
    20
    
    up+K                            M       Hopping roundhouse kick
    25
    
    up/for+K                        M       Forward hopping roundhouse kick
    25
    
    up/for+K+D                      H       Tornado kick
    20-50
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    20
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       One-legged drop kick to the front
    40
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks while facing opponents
    ======================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back, back+P                    H       Turning punch
        16
    14
    
    back, back+K                    H       Jumping back roundhouse
        16
    30
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning backfist
    20
    
    down+P                          L       Turning low punch
    14
    
    DOWN+P                          L       Turning punch from crouching
    20
    
    K                               H       Turning back thrust
    36
    
    back+K                          H       Jumping back roundhouse
    36
    
    back/down+K                     H       Turning high back thrust
    36
    
    down+K                          L       Turning sweep
    36
    
    DOWN+K                          H       Turning roundhouse from crouching
    36
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     19 11
    10+10
    
    P, P, P                         HHH     Triple punch
     19 21 14
    
    P, K                            HH      Punch-kick combo
     19 23
    10+30
    
    P, P, K                         HHH     2 punches and straight kick
     19 21 28
    10+10+30
    
    P, P, P, K                      HHHn    3 punches and rising knee
     19 21 26 40F
    10+10+10+40
    
    P, P, P, up+K                   HHHM    3 punches and hopping toe kick
     19 21 26    50F
    10+10+10+30
    
    P, P, P, back+K                 HHHM    3 punches and kickflip
     19 21 26      48
    10+10+10+30
    
    P, down+K                       HM      Punch and side kick
     19      21
    10+19
    
    back/down+P                     HHH     Dodging punch
               19                           Replace the first punch in punch
    14                                      combos for dodging punch combos
    
    K, P                            HH      Kick and punch
     19 12
    30+08
    
    for+P                           M       Elbow strike
         19
    15
    
    for+P, K                        MM      Elbow-knee combo
         31 28F
    15+25
    
    for+K                           M       Knee
         29F
    30
    
    for+K, down/for+K               Mn      Knee and rising knee
         16          52
    
    FC, for+K                       n       Rising knee
             40F
    40
    
    for, for+K                      M       Lunging knee
       16     36F
    30
    
    down+K                          M       High snap kick AKA Big punt
          30
    30
    
    down+K, K                       MM      Toe kick, side kick
          23 31F
    30+20
    
    down/for+K, K                   MH      Double illusion kick AKA Shadow kicks
              24 36
    19+20
    
    down/for+K, K, K                MHH     Triple kick AKA Shadow kicks
              24 21 32
    19+20+30
    
    down+K+D                        L       Crouching side kick AKA Leg slicer
            36
    20
    
    back/up+K                       M       Kickflip
             48
    50
    
    back/up                         O       Backflip
    
    back+K                          H       Double kick
          29F
    10+30
    
    K+D                             M       Downward crescent kick
       26
    20-30
    
    back/down+K+D                   M       Side hook kick
                 22
    20
    
    FC, back+K                      H       Full turning roundhouse
              24                            Sarah turns away from opponent
    20
    
    FC, back+K, K                   HH      Full turning roundhouse and heel kick
              19 18
    20+20
    
    down/for+P                      M       Downward backfist
              14
    12
    
    down/for+K                      G       Kick fallen opponent
              48
    15
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Belly suplex
       112
    50
    
    P+D                             B       Torso takedown
       91D
    60
    
    for, for+P                      H       Jumping clothesline
       16     81D
    40
    
    
    Jacky Bryant
    ^^^^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    12
    
    down+P                          L       Squatting punch
    10
    
    K                               H       Roundhouse kick
    30
    
    back/down+K                     L       Low skipping kick
    10
    
    down/for+K                      M       Side kick
    25
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    jump+P                          n       Hopping elbow hammer
    30
    
    P while ascending               n       Hopping jab
    30
    
    K while ascending               M       Hop kick
    30
    
    K while descending              M       Hopping side kick
    20
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    40
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks while facing opponents
    ======================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back, back+P                    H       Turning hook
        16
    14
    
    back, back+K                    H       Turning back roundhouse kick
        16
    30
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning backfist
    20
    
    back+P                          H       Turning hook
    12
    
    down+P                          L       Turning low punch
    14
    
    DOWN+P                          H       Turning hook from crouching
    20
    
    K                               H       Turning half crescent
    36
    
    back+K                          H       Turning back roundhouse kick
    36
    
    down+K                          L       Turning sweep
    36
    
    DOWN+K                          H       Turning roundhouse from crouching
    36
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Double punch
     20 16
    12+12
    
    P, P, P                         HHH     Triple punch
     20 25 15
    12+12+14
    
    P, K                            HM      Punch and side kick combo
     20 19                                  Only in close range
    12+19
    
    P, K                            HH      Punch and crescent combo
     20 18
    
    for, P, K                       HH      Normal punch-kick combo
             22
    12+30
    
    P, down+K                       HL      Punch and sweep
     20      34
    12+(20-40)
    
    P, P, K                         HHH     2 punches and straight kick
     20 25 28
    12+12+30
    
    P, P, for+P                     HHM     2 punches and elbow
     20 25     21
    12+12+19
    
    P, P, for+P, K                  HHMn    2 punches, elbow, heel kick
     20 25     33 30
    12+12+19+30
    
    P, P, back+P                    HHH     2 punches, spinning backfist
     20 25      28
    12+12+22
    
    P, P, back+P, K                 HHHH    2 punches, spinning backfist, crescent
     20 25      31 32
    12+12+22+30
    
    D, P,                           H       Dodging punch
     10 16                                  Replace the first punch with this 
    14                                      for dodging punch combos
    
    back+P                          HH      Spinning backfist
          14
    22
    
    BACK+P, P                       HH      Double spinning backfist
          31 22
    22+30
    
    back+P, K                       HH      Spinning backfist and crescent
          31 32F
    22+(30-50)
    
    back+P, down+K                  HL      Spinning backfist and sweep
          31      36F
    22+(20-35)
    
    BACK+P, back/down+P             HL      Spinning backfist and low spinning
          31           25                   backfist
    22+22
    
    for+P                           M       Elbow strike
         21
    19
    
    for+P, K                        Mn      Elbow-heel kick combo
         33 30
    19+30
    
    back/down+P                     L       Low spinning backfist
               22
    22
    
    back/down+P, K                  LL      Low spinning backfist and sweep
               39 36
    22+(20-35)
    
    for+K                           M       Knee
         29F
    30
    
    back/up+K                       M       Kickflip
             50
    60
    
    back/up                         O       Backflip
    
    down+K                          M       Toe kick
          24
    24
    
    for, for+K                      M       Punt kick
              40
    30
    
    K+D                             H       Crescent
       24
    (30-50)
    
    K+D, down+K+D                   HL      Crescent and sweep
       29        40
    (20-40)
    
    down+K+D                        L       Crouching side kick AKA Leg slicer
            36
    20
    
    K, K                            HM      Roundhouse kick, heel kick
     37 28
    30+30
    
    down/for+P                      H       Smash hook
              16
    14
    
    back+K                          M       Side hook kick
          20
    20
    
    P+K                             M       Beat knuckle AKA bitch slap
       32
    30
    
    down+P+K                        M       Single lightning kick
            26
    08
    
    down+P+K, K                     MM      Double lightning kicks
            16 24
    08+08
    
    down+P+K, K, K                  MMM     Triple lightning kicks
            16 22 25
    08+08+08
    
    down+P+K, K, K, K               MMMH    4 lightning kicks
            16 22 20 27
    08+08+08+10
    
    down+P+K, K, K, K, K            MMMHH   Full lightning kick load-out
            16 22 20 23 31
    08+08+08+10+30
    
    back, for+K+D                   M       Spinning mid-kick
      (20)       41F
    36
    
    down/for+K                      G       Kick fallen opponent
              48
    15
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Brainbuster
       153D
    50
    
    P+D                             B       Backside clothesline AKA bulldog
       179
    60
    
    for, for+P                      H       Jumping clothesline
       16     81D
    40
    
    down,down/for, K, K             MM      Toe kick, side kick
    24+25                                   Jacky changes feet position after the
                                            side kick
    
    for, back+P+K                   H       Trip and hammer
      (20)       65F
    60
    
    
    Shun Di
    ^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    10
    
    down+P                          L       Squatting punch
    8
    
    K                               H       Twisting heel kick
    30
    
    down+K                          L       Low ground hugging kick
    10
    
    down/for+K                      M       Side kick
    21
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    up/for+P                        M       Twisting hook punch
    30
    
    back/up or up+P                 M       Falling back hammer
    30                                      Shun changes feet position after
                                            this move
    
    jump, P while ascending         M       Hopping jab
    30
    
    up/for+K                        M       Spinning scissors kick
    35
    
    back/up or up+K                 M       Mule kick
    30
    
    jump, K while ascending         M       Hop kick
    30
    
    jump, K while descending        L       Hop and slide
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    40
    
    K while ascending               n       Mid-air kick
    30
    
    K while descending              M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    40
    
    
    Turning attacks while facing opponents
    ======================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back, back+P                    H       Turning punch
        16
    12
    
    back, back+K                    H       Turning arms akimbo crescent
        16
    30
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning backfist
    12
    
    down+P                          L       Turning sit and punch
    14
    
    DOWN+P                          L       Turning backfist from crouching
    12
    
    K                               H       Drunken stupor kick
    30
    
    down+K                          L       Turning sliding low kick
    36
    
    DOWN+K                          H       Turning roundhouse
    36
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Punch and elbow
     23 41
    10+12
    
    P, P, P                         HHM     Punch, elbow and uppercut
     23 27 28
    10+12+14
    
    P, K                            HH      Punch-kick combo
     23 41
    10+30
    
    down/for+P                      M       Uppercut
              28
    14
    
    DOWN, for+P                     M       Lunging punch
               27
    30
    
    for+P                           H       Running punches
         29
    10+14+8
    
    back/down+P                     L       Backpush
               27
    22
    
    down+K+D                        M       Scorpion kick
            34
    35
    
    back+P                          H       Twisting back hook fist
          21
    24
    
    back/up                         O       Backflip
    
    for, for+K                      M       Cartwheel kick
       16     32
    35
    
    K+D                             M       Jumping spin kick
       28
    35
    
    K+D, P                          MH      Jumping spin kick, double-hand push
       20 19
    35+19
    
    P+K                             M       Two hand push
       30                                   Shun drinks if this move hits
    30
    
    back/down+K+D                   L       Breakdance sweep
                 38
    30
    
    DOWN+K+D                        L       Breakdance sweep
            38F
    30
    
    down+P+K                        L       Single short range sweep
            29                              Works when Shun drinks once
    10
    
    down+P+K, K                     LL      Double sweep
            25 27                           Works when Shun drinks twice
    10+10
    
    down+P+K, K, K                  LLL     Triple sweep
            25 25 27                        Works when Shun drinks three times
    10+10+10
     
    back+K+D                        M       Backward hopping kicks
            34
    35
    
    back, SCR, for, [K]             OH      Handstand [bicycle kicks]
      (12)                                  Shun can move with his hands by
    30                                      double tapping forward or backward
    
    back+K                          H       Kick and fall face up
          33D
    24
    
    back/down+K, [D]                L       Low back kick, [fall flat]
               23   21
    10
    
    back/down+K, K, [D]             LH      Low back kick, heel kick, [fall flat]
               20 23   28
    10+30
    
    back/down, back/down+K          HH      Falling twist kicks
       (28)               13
    30+15
    
    down, down                      O       Sit down
        16    42                            Shun can do a slide kick and stand up
    24                                      when K is tapped
    
    
    
    back/down+D                     O       Side step backwards
               21
    
    back/down+D, P                  OH      Side steps backwards with backfist
               19 17
    20
    
    back/down+D, P+K                OM      Side steps backwards with two-hand push
               19   27
    30
    
    down/for+D                      O       Side steps forwards
              34
    
    back+D                          O       Steps backwards tucking in his tummy
          21
    
    back+D, P                       OH      Steps backwards and punch
          19 13
    15
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Dances with punches
       178                                  Shun drinks after this move
    10+10+10+20
    
    All                             H       Grab and fall
       99D
    30+20
    
    
    
    Lion Rafale
    ^^^^^^^^^^^
    Basic moves
    ===========
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Punch
    12
    
    down+P                          L       Squatting punch
    08
    
    K                               H       Kick
    30
    
    down+K                          L       Low swipe kick
             (F)
    12
    
    down/for+K                      M       Side kick
              24 (F)
    24
    
    
    Hopping attacks
    ===============
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back/up or for/up+P             M       Hopping downward swipe
                       F
    30
    
    jump, P while ascending         M       Hopping jab
    30
    
    up+P                            M       Armspin strike
        F
    30
    
    up+K                            M       Hopping roundhouse kick
    25
    
    up+K, K                         MM      Dancing kicks
        32 F
    25+30
    
    up/for+K                        M       Cartwheel spin kick
            F
    20
    
    jump, K while ascending         M       Hop kick
    20
    
    jump, K while descending        L       Hop and slide
    20
    
    
    Distance jumping attacks
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    JUMP, for+P while ascending     n       Overhead hammer
    30
    
    JUMP+K                          M       Take-off jump kick
    30
    
    JUMP, for+K while ascending     M       Distance drop kick to the front
    40
    
    JUMP, K while ascending         n       Mid-air kick
    30
    
    JUMP, K while descending        M       Landing kick
    30
    
    JUMP, back+K while ascending    M       Distance drop kick to the rear
    48
    
    
    Turning attacks while facing opponents
    ======================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    back, back+P                    H       Turning punch
        16
    14
    
    back, back+K                    H       Turning high back thrust
        16
    30
    
    back, back+K+D                  M       Turning side kick
        16
    
    
    Turning attacks with back facing opponents
    ==========================================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P                               H       Turning double punch
    12+12
    
    down+P                          L       Turning low punch
    14
    
    DOWN+P                          H       Turning punch from crouching
    12
    
    K                               H       Turning back thrust
    36
    
    down+K                          L       Tripping low kick
    36
    
    DOWN+K                          H       Turning high back thrust
    36
    
    
    Special moves and combos
    ========================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P, P                            HH      Punch and elbow thrust
     29 20F
    12+14
    
    P, P, P                         HHH     Punch, elbow thrust, backfist
     29 23 32F
    12+14+15
    
    P, K                            HH      Punch-kick combo
     29 42
    12+30
    
    for+P                           M       Elbow strike
         24
    19
    
    for+K                           M       Knee
         31F
    30
    
    down/for+P                      M       Uppercut
              19
    10
    
    down/for+P, P                   Mn      Uppercut and downward swipe
              12 36
    10+20
    
    FC, down/for+P                  LL      Low forward creeping peck
              12
    12
    
    FC, down/for+P, P               LL      Double low creeping pecks
                  15 21
    12+12
    
    back/down+P                     LL      Low thrusting peck
               20
    12
    
    back/down+P, P                  LL      Double low thrusting pecks
               16 13
    12+08
    
    for, for+P                      M       Long range fist thrust
       16     20
    40
    
    for, for+K+D                    M       Spin forward and kick high
       16       36F
    24
    
    down/for+K+D                    L       Spin forward and kick low
                43F
    24
    
    back+P                          H       Duck and poke head from above
          21
    30
    
    for+P+D                         H       Recoil and poke head directly
            14
    30
    
    P+D                             L       Short range low wind-up attack
       20
    15
    
    down/for+P+D                    L       Long range low wind-up attack
                28
    20
    
    down+K+D                        L       Sweep
            39
    24
    
    down, down+K                    M       One-handstand kicks
                40
    24+24
    
    back/up                         O       Cartwheel backwards
    
    down+K, K                       LL      Double low swipe kick
          25 34
    12+12
    
    down+K, K+D                     LH      Low swipe kick, high spin kick
          31   26
    12+30
    
    D, for+P                        H       High spinning side attack
     10     22
    20
    
    D, down/for+P                   L       Spin to the side with low trip
     10          34
    20
    
    back/down+D                     O       Ducks and steps away sideways
               29
    
    for/down+D                      O       Ducks and closes in
              23
    
    
    
    Throws and close range moves
    ============================
    CONTROL MOTIONS                 LEVEL   DESCRIPTION/COMMENTS
    --------------------------------------------------------------------------
    P+D                             H       Trip
       50
    10+15+25
    
    P+D                             B       Piggyback attack
       89
    10+20+20
    
    back+P+K                        H       Reaping throw
            57
    30+20
    
    for, for+P+D                    H       Grab and fling
       16       80
    30+20
    
    for, SCR, back+P+D              H       Frontal piggyback attack
       (26)           69
    10+15+15+30
    
    
    BASIC OPERATIONS
    
    
    
    Before we start, on fighting techniques, below is the basic operation in VF.
    
    
    Selecting your character
    ^^^^^^^^^^^^^^^^^^^^^^^^
    Just highlight your character and tap P, K or D. To select alternate colors of
    the character, hold the joystick up and tap the buttons.
    
    
    Replays
    ^^^^^^^
    After a set, a replay will take place. If you find that the replay is
    irritating, may bypass it by tapping the START button. Be careful to tap your
    own player start button. If someone has put in some tokens and you tap the
    other player button, you have accidently forced someone to play against you
    or worse challenged yourself as the tokens inside are yours.
    
    There is more you can do during the replays and this will be covered in the
    EASTER EGGS section.
    
    
    Controller technique
    ^^^^^^^^^^^^^^^^^^^^
    The new boxes that are used for VF2 are now standard. The button positions
    form some form of circular arc which aid your fighting technique if you
    position for fingers properly.
    
        Joystick
        ========
        The joystick is best held rather loosely. The are 3 main ways to hold the
        joystick in VF:
    
        1. Thumb and fingertips: Very much the same as you would hold an eyedropper.
        It gives somewhat firm control for the diagonal movements. Good response
        for taps in any direction using thumb or fingertips. Recommended
        technique.
    
        2. Engulfing: The ball on the stick is completely grasped into a fist. This
        is not recommended though some have found this technique comfortable for
        rolling actions in Akira's Dashing Palm or Wolf's Twirl and Hurl.
    
        3. In-between: The stick is in-between the index finger and the middle
        finger with palm facing upwards. Great control over up, down, forward and
        back motions but lends poor control over diagonals. I've seen this
        technique in one person who has tiny hands. So it is recommended for people
        with little hands I think.
    
        4. Situational: The use of 2 or all of the above techniques as the situation
        demands.
    
        Buttons
        =======
        The recommended technique is to use 3 digits for each of the buttons.
        Personally, I think switching from button to button using a finger is
        rather ineffecient though it is possible in VF1. In VF2 the moves
        especially the elbow-knee and elbow-heel kick combo of the Bryants require
        you to be fast. The recommended finger positioning is:
    
        Defend: Thumb
        Punch : Index finger
        Kick  : Middle finger
    
        An alternate way for big hands is:
    
        Defend: Index finger
        Punch : Middle finger
        Kick  : Ring finger
    
    
    Rounds and sets
    ^^^^^^^^^^^^^^^
    The action is VF is divided into rounds. In each round, you would spar the
    opposing character. Each round is further divided into sets. Depending how
    your arcade manager setups the box, rounds can be divided into 2/3, 3/5, 4/7
    or 5/9 sets. 2/3 means you have to win 2 sets out of a total of 3. 3/5 means
    you have to win 3 sets out of a total of 5 and so on. The number of sets you
    have to win is highlighted just below you characterÕs lifebar. Two empty
    boxes shows that the machine is set to 2/3 and so on.
    
    
    Versus computer combat
    ^^^^^^^^^^^^^^^^^^^^^^
    If you choose to fight with the computer, the opponents follow in the order
    below:
    
    Lau, Sarah, Shun, Pai, Lion, Jeffry, Kage, Jacky, Wolf, Akira, Dural
    
    The last fight which is a bonus stage is a battle between your character and
    Dural. This takes place underwater amongst the ruins of the sunken city of
    Atlantis. Action is in slow motion due to fluid viscosity.
    
        Ranking mode
        ============
        If you choose to fight against computer controlled opponents, you may invoke
        the "ranking mode". This allows the computer to grade your  fighting
        skills. Upon completion of the game (beating Akira but not necessarily
        Dural), the computer gives recommendations to improve your technique.
        However, if you get beaten halfway through, a grade will only be given.
    
        If someone challenges you to a duel, ranking mode is not cancelled if you
        defeat the challenger. You cannot continue ranking mode if you are defeated
        by the computer.
    
        To invoke ranking mode, tap all three buttons and press start together.
        Current observations seem to suggest that the computer awards more points
        for:
    
        *   Floating your opponents.
        *   Behind throws.
        *   Finishing off your opponent fast.
        *   Receiving less damage.
    
        You can beat all computer opponents easily by just throwing, but what  you
        get would just be 9th grade.
    
        Expert mode
        ===========
        For those craving for a challenge. You can turn the VF2 computer AI up by
        invoking the "expert mode". At the character selection screen. Tap the
        joystick down twice, up twice, left twice and finally right twice. You will
        hear a sound (YAHOO). This means that expert mode is on. Select your
        character. Under expert mode, the computer AI is souped up. It defends
        against attacks better and uses more variety of attacks. Throwing computer
        controlled opponents becomes more difficult and the computer adds more
        throws to its variations.
    
        This mode is good for practice. The variety of moves used against you would
        help you learn how to defend and counter them. Definitely a must for those
        serious in perfecting their VFing skills. Expert mode can work in
        conjunction with ranking mode.
    
        The flashing "USE" that appears sometimes just below that computer
        opponent's lifebar has great significance. It shows that the computer is
        using a move you or other previous opponents have successfully used against
        it. Theoretically, the computer gets better and better as more opponents
        challenge it in expert mode.
    
        If a challenger comes and you lose to him, expert mode is not turned off.
        The challenger will "inherit" the expert mode.
    
    
    Entering your initials
    ^^^^^^^^^^^^^^^^^^^^^^
    There is some general confusion in entering your initials. Actually it is
    rather simple. Just hold the D button and move the joystick left or right to
    select the character. The trick is to look at the characters changing at the
    bottom of the screen. Once highlighted, release D and run towards the
    character. You are to knock the character down and not just hit it to get it
    entered. Once a character is entered, you can erase it with a backspace by
    highlighting the backspace and knock it down. Be careful and quick when
    entering the characters. You have 30 seconds to do this only.
    
    You can only enter your initials after you beat Akira and made it to the top
    20 fastest completion times. Beating Dural is optional.
    
    
    Sudden death
    ^^^^^^^^^^^^
    If the last deciding round happens to be a draw, the game goes to sudden death
    where the fight takes place on a ring which size is 1/16 of the original. The
    object is to mainly RO the opponent as a decider for that round. If the
    sudden death is a draw, the challenger is the loser. If you are playing
    against the computer, the player loses if a draw happens; which is most
    unlikely.
    
    
    GENERAL FIGHTING TECHNIQUES
    
    
    
    This part covers some basic fighting techniques in VF2. Please note that VF2
    is still a ground based game. SEGA has made air attacks in this game fairly
    worthless. Though now with increased speed, aerial attacks are still rather
    quite slow. Hopping attack speeds are however improved, so they are now more
    useful. To make matters worse for jump kickers from VF1, computer controlled
    opponents are able to return a jump kick to your character once a jump kick
    is missed.
    
    The guide below is just a basic guide. Most are borrowed from the VF1 FAQ. It
    is by no means a formula to successful VFing. A flexible fighting technique
    is needed for human versus human fights. This is also required for versus
    computer fights since the computer now remembers the moves that are
    successfully used against it and will defend itself against these same
    attacks.
    
    Now then, the techniques...
    
    
    A flurry of jabs
    ^^^^^^^^^^^^^^^^
    By simply tapping the punch button repeatedly, your character, whomever he (or
    she) may be, will step forward and punch as they go.  They will punch 2-3
    times and then pause for a second before they can begin to attack again.
    
    Works good when:
    
    *   when your enemy has very little life left.
    *   when your enemy is close to the edge of the ring (to get a RO).
    *   sometimes to start the round out with.
    *   if they are in the air, you can usually hit them with an attack, and
        follow that up with two or three punches before they hit the ground Jeffry,
        Lau, and Wolf can tag on their uppercut/knife hand to make a more deadly
        combo whenever they catch someone in the air with a punch or a kick if you
        tag on the kick part of their combos.
        
    Works bad when:
    
    *   if you use it too much and the opponent counters with a low attack.
    *   if your opponent has a special counter-attack move.
    
    
    Hopping attacks
    ^^^^^^^^^^^^^^^
    With the increased speed in VF2, hopping attacks can be used to counter low
    attacks. Very useful against opponents who are getting up to sweep you. Hop
    kicks are useful against low defenders though they are quite weak in terms of
    damage inflicted. Hopping hammers and jabs inflict heavy damage. However,
    they cannot attack low or standing defenders. They are more useful at close
    range when a low attack is expected.
    
    Some characters' hopping kicks are just pure deception. Kage, Lau, Shun and
    Lion have toe slides or sweeps in place of a hop kick. This can be achieved
    by tapping K while descending from the hop.
    
    
    Jumping attacks
    ^^^^^^^^^^^^^^^
    Jumping and kicking immediately works well if they are really close to you.
    You can catch them off guard if they are closing in with a fury of jabs.
    
    This attack also hits a low defenders. Therefore it is very valuable to
    people who don't have many other attacks which can hit a squatting opponent.
    
    If they aren't close, then you have three options:
    
    
        Distance drop kicks
        ===================
        Has deceptive range.  Probably the best distance attack.  You must hit the
        kick button before you reach the peak of your jump.  You can only be hit
        out of it if your opponent does a close jumping kick before your kick comes
        out and that is a very hard move to time (of which the computer opponents
        do so well). This works well as an ambush attack as well. As an opponent
        closes in with punches, jump overhead him and drop kick him from behind
        since defend does not work for attacks behind.
    
        Landing kicks
        =============
        If you hit the kick when descending from a jump, you will kick before you
        land. This does have benefits as you can surprise someone who thinks you
        are easy meat after a failed jumping attack.
    
        Mid-air kicks
        =============
        This is the most useless of all distance jumping attacks. This attack is
        rated ÒnÓ as it will only connect already airborne opponents. It would be
        better off if you attacked an airborne opponent with a take-off kick or a
        kickflip, if your character possesses one.
    
        Overhead hammer
        ===============
        You need to hit the punch button before you reach the peak of your jump.
        Better than the mid-air kick, but not as good as the drop kick.
    
        VF2 allows you to have two jumping attacks per jump. It may surprise many
        who do not know this. However, do not be complacent. Jumping kicks are
        still desperation moves and recovery from a jumping attack is slow leaving
        you vulnerable to any attack or worse, a throw.
    
    
    
    Ring out
    ^^^^^^^^
    Knocking your opponent out of the ring is a perfectly legitimate way to win a
    set. The simplest way to accomplish this is, when they are close to the edge,
    to use a fury of jabs or a sweep since these attacks will push them backwards
    even if they defend. Squatting kicks are rather good too as your character
    will skip forwards for the kick.
    
    Note that Kage's flying kick pushes people back very far, and that Wolf's
    spinning throw can throw the person out of the ring if you are lucky for
    that, try to have your back to the edge since that is the direction that he
    finally lets them fly. Akira's close-in ram can knock lighter opponents like
    Lion, Sarah and Pai out of the ring from just off the center of the ring.
    Jeffry's flying butt attack is good to push people out too.
    
    
    Waiting for your break
    ^^^^^^^^^^^^^^^^^^^^^^
    One of the more successful defenses can be to simply just crouch and sit below
    your opponents attacks until they pause in their attack.  You can then
    counter with one of the following.
    
    *   a power move Ñ like Kage's heel kick, Wolf's Shoulder Ram or Akira's
        jumping kicks.
    *   a throw Ñ just perform the motion for the throw you would like to do.
        Characters are easy targets for throws while they recover from moves such
        as high kicks, missed pounces and jumps.
    *   a combo or combination attack Ñ like Jacky's elbow-heel kick combo or
        Sarah's elbow-knee combo.
    
    
    Dodging, counter-attacks, stop attacks and reversals
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    With the increased speed in VF2, you can execute dodges and counter-attacks at
    a moments notice. Certain moves are vulnerable to attacks if missed or blocked 
    forming the basis of counter-attacks.
    
    There are many ways you can counter-attack. Everytime you see an attack
    coming, just back off or defend and retaliate while the opposing character
    recovers. Running punches are vulnerable to quick low attacks. Just be
    imaginative. For example, backward kickflips duck under many punches if timed
    well.
    
    In addition, those special dodge and punch moves can break your opponentÕs
    defences at close range. The success of these moves depend on an open stance
    (see DEFENSIVE STANCES).
    
    However, there are some moves that CANNOT be counter-attacked. This is due to
    the character's fast recovery after the move. This means that executing a
    blocked "uncounterable attack" and holding defend after would make you immune
    to counter-attacks. This would make you vulnerable to throws only. In order
    for uncounterable attacks to work, the intended victim has to block the
    attack. That means the attack has to come in contact with the victim but did
    not connect due to the victimÕs defensive posture. Most experienced players
    alternate between defensive and aggressive postures after these moves to
    confuse inexperienced opponents.
    
    However, in the event that the attack misses, i.e. did not come in contact
    with the opponent, such attacks are vulnerable to counter-attacks. You must
    know that blocking an attack requires you to recover too. In this case,
    recovery from blocking takes more or about the same time as the attackerÕs
    recovery from an uncounterable attack. If an attack misses you, your character
    doesnÕt need to recover from blocking and thus can attack as the attacker
    recovers.
    
    Uncounterable doesn't mean they cannot be stopped. Some of these
    uncounterable attacks are slow so low punches or quick moves can stop them if
    you have good reflexes. Such attacks are called stop attacks. Stop attacks
    can be applied to many other moves.
    
    With all this in mind, it is essential in VF to judge distances correctly.
    Evasion is of course a better form of defense from what we have learned from
    uncounterable attacks.
    
    In the case of those reversals. It is best to set up your opponent to make
    that crucial move you want them to make. On purpose in previous sets, make
    yourself vulnerable to a particular move like a side kick or punch for a
    certain situation. Then present this same situation to them and reverse their
    attack. It is all up to you to set up the "sting". An example would be to
    present yourself as vulnerable after Akira's dashing elbow to punch-kick
    combos. Then after a set, do a dashing elbow, tap D then back+P when you know
    the opponent's punch is incoming. This is what they mean by using these
    reversals with finesse. This applies to all characters with a reversal move.
    
    
    Attacking while rising
    ^^^^^^^^^^^^^^^^^^^^^^
    When an opponent knocks you down, you can get up with an attack. There are
    many ways to do it thus giving you many variations. Rising attacks depending
    on how they are executed will hit either low or standing defenders. However,
    a missed rising attack with an opponent nearby spells a free attack on your
    character. It is wiser to use the rolling away attacks as they get you away
    from the action and discourages throws from players that follow you through
    the roll hoping for a free throw.
    
    Rising attacks inflict 20 points of damage with the following exceptions:
    
    Lion - rising rear kick inflicts 20+20 points of damage since he does 2 kicks
    instead of one. It comes out when he has fallen with his face down.
    
    Lion, Kage, Wolf, Jeffry - Counter-roll heel smash inflicts 30 points of
    damage.
    
    Jeffry - Rising head butt when head is towards the opponent gives 30 points
    of damage. This will happen when Jeffry has fallen with his face down.
    
    All characters are vulnerable to rising attacks after a missed pounce. If
    your opponent plays a character that misses most of his pounces like Wolf and
    Jeffry, do a rising attack.
    
    Do not do too many rising attacks as most experienced players would rather
    back off after a successful attack. Players with characters that have some
    form of long distance attack like Kage (Flying kick) or Sarah (Toe kick-side
    kick) would take the opportunity to attack from a distance with these moves.
    Be careful when you get up or you may find yourself trying to get up again.
    Countering rising attacks now are more difficult. However, if your opponent
    gets a bit too predictable, you can:
    
    *   do a hopping attack in response to any sweep. Hopping hammers and jabs are
        good as they do the most damage.
    
    *   defend in response to a kick or sweep. Attack them with your best
        depending on how they respond. If they defend, throw them. If they think
        they can sneak some additional attacks after a missed rising attack, muster
        your best attack against them.
    
    Getting a bit too predictable can be a psychological weapon as well. Do
    rising attacks different from previous attacks to make your opponent think
    he's got you figured out.
    
    Sometimes do an attack that allows you to fall flat on the ground. Shun's
    attacks are a fine example. Falling flat on the ground after an attack tempts
    your opponent to come closer especially for an opportunistic throw. Kick or
    sweep them as they come near since recovery from such moves are faster. This
    may be dangerous as characters now can kick or punch opponents on the ground.
    
    
    Hit Ôem when theyÕre down
    ^^^^^^^^^^^^^^^^^^^^^^^^^
    NEARLY every time you knock your opponent down you should try for a pounce.
    Below are the description for both low and high pounces with damage points
    listed.
    
    Character   up+P                        UP+P
    -----------------------------------------------------------------------
    Akira       Jumping punch               none
                20
    Pai         Low knees pounce            High knees pounce
                30                          40
    Lau         Single feet stomp           Double feet stomp
                30                          25+15
    Wolf        Low jumping elbow drop      High jumping elbow drop
                30                          40
    Jeffry      Body splash                 Butt bomb
                30                          40
    Kage        Near: Head dive             Same
                30
                Medium range: Feet pounce   Same
                40
                Far range: Knees pounce     Same
                30
    Sarah       Low jumping knee hammer     High jumping knee hammer
                30                          40
    Jacky       Low jumping knee hammer     High jumping knee hammer
                30                          40
    Shun        Cartwheel heel smash        Roll forward and elbow drop
                30                          30
    Lion        Heel smash                  Cartwheel heel smash
                30                          40
    
    Pounce ranges in VF2 are much shorter that in VF1. Sarah and Kage do not have
    unlimited pounce ranges anymore. The motions for pounces (up+P) can be done
    the moment your opponent starts falling. You can also time your pounces to
    hit someone trying to get up. The damage is even more severe in this case.
    Imagine Jeffry's entire butt landing on your head!
    
    On top of pouncing, characters can use alternative attacks against fallen
    opponents. Kicks, punches to the ground, elbow drops are some of the few.
    They are fast and rather efficient. These attacks will not keep the opponent
    on the ground for long. Each kick or punch will move them further away from
    your character, therefore each subsequent attack can fail opening you up for
    a rising attack. At most get two of these attacks in and back off. The motion
    for these attacks like pounces can be done when the opponent starts falling.
    However, these alternative moves require you to be close to the fallen
    opponent to connect.
    
    
    The universal punch-kick combo
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    This is by far the most important combo to learn. It is fast and can be called
    upon any time you need speed and power. Low pounces connect well after a
    successful punch-kick combo. This combo is best used after your opponent
    fails an attack that lands him close to you. Jacky has two different punch
    kick moves. At close range, it is a punch and side kick. At further ranges,
    it is a punch and crescent. Both have itÕs uses but most likely, the punch
    and side kick comes out. The punch and side kick of Jacky makes opponents
    stagger rather than knock them down. Follow-up with any fast powerful attack
    like a beat knuckle.
    
    Learn this combo and remember to call it when you need it.
    
    Side kicks and elbows
    ^^^^^^^^^^^^^^^^^^^^^
    Side kicks and elbows are special. These moves are useful against low
    crouching opponents. A connected elbow or side kick to an opponent causes the
    opponent to stagger. You have to muster your fastest attack against the
    staggering victim to take full advantage of their misfortune. Usually this
    move is the punch-kick. In this exception is the elbow of Lion. Since he
    backs off when the elbow connects, he is too far away to connect with
    anything in time.
    
    Wolf and JeffryÕs side kicks are too powerful to stagger opponents. They always
    deliver a knock down.
    
    
    Kickflipping
    ^^^^^^^^^^^^
    All the characters except for Akira, Jeffry, and Wolf can backflip. Those who
    can backflip can do a type of attack called kickflipping, which is a high
    backwards flip in which the legs can hit the opponent and do major damage
    besides looking just totally cool. Lion does not backflip but cartwheels.
    Shun is able to backflip but does not have a kickflip.
    
    There are two kinds of kickflips. Backward kickflips and kickflips. In
    backward kickflips, the exponent backflips doing a handstand and kicks as
    he/she is flipping backwards. Kickflips are performed as the exponent kicks
    into the air and flips without ground contact until landing. Backward
    kickflips and kickflips hits opponents jumping in though kickflips gain more
    altitude thus giving a higher chance of a successful hit.
    
    Only Pai, Lau, Kage, Sarah and Jacky have kickflips. Of the five, Jacky does
    not have a kickflip combo. Kage has two different kickflips at his disposal.
    
    All kickflips and their combos hit low defenders which is a feature not seen
    in VF1.
    
    
    Running
    ^^^^^^^
    Running is very important in VF. To execute a run (as opposed to a quick step
    forward) is to hold the second forward motion. This is a move that has to be
    practised well. To stop running effectively instead of skidding to a halt by
    the release of the second forward motion is to tap the D button. Running
    enables you to close-in on opponents very quickly especially for throws. The
    ability to run from one end of the ring and surprise throw an opponent on the
    opposite side is indeed a skill. This is the way computer Kage throws opponents
    with blinding speed. The technique of running also helps to get you out of
    tight situations like when your back is against an opponent. Careful joystick
    and button control would enable you to run away but still stay inside the ring.
    
    When running towards opponents, your character will stop at an invisible
    distance barrier very much similar to the distance when you face off an
    opponent in the beginning of the set. Your character has to dash forward after
    stopping to throw. If throwing is not your liking or for reasons of surprise,
    execute an attack.
    
    
    Turning around moves
    ^^^^^^^^^^^^^^^^^^^^
    These moves are new and cool in VF2. Most fast characters have attacks that
    turn them around to face their back at the opponent. These attacks can be
    used in conjunction with turn around and face opponent attacks. This opens up
    new opportunities for positional play. To play this way, one must have a
    clear mind on the direction.
    
    If you choose to turn around with a punch, this turn around punch can be
    executed as part of a punch combo. So these moves can be used to set up
    ambushes and combos.
    
    The bad thing about this is that if you are caught with your back on an
    opponent, the end may be drawing near.
    
    
    Harrassment
    ^^^^^^^^^^^
    Squatting and kick together will produce a harrassment kick to the leg. These
    kicks are fast but are very weak. Their use as combo stoppers are good as
    they have a good reach. They can be used to attack an already weakened
    opponent for a KO. When used in conjunction with low punches, they can be a
    major source of irritation for combo maniacs. Low punches are good to set up
    for throws as well. All in all, low attacks are a major irritation to many.
    Lion's low swipe kicks are so good they are a special move all by itself.
    
    Low kicks and punches are also the fastest way to crouch. Consider this,
    squatting down by pushing the joystick down takes 20 frames of animation.
    Doing a squatting punch by down+P will immediately bring you to a squat. So,
    you can actually avoid throws against standing opponents with this move. For
    characters with moves requiring a initial low position (Akira's palms), this
    can help you execute it not only easier but also faster.
    
    Low punches and kicks can also be used to force an opponent to block low for
    major attacks against low defenders. Sarah's squatting kick is fast and if
    the defender blocks low for these kicks, her arsenal of attacks against low
    defenders can be unleashed. Jeffry and Wolf are the tallest characters in the
    game. Their low kicks have the longest reach. This can take many options away
    from players who do not have any long range fast attacks.
    
    Low punches and kicks are however not good if someone has you figured out.
    All characters have moves that attack characters staying low and all of them
    wreak tremendous havoc. Even Pai has a scissors kick that can spell trouble
    to anyone punching or kicking low. Jeffry and Wolf have throws that are very
    painful against low attackers who fail in their attacks. So, as much as
    possible, do not overuse these moves.
    
    
    Ambushes
    ^^^^^^^^
    Due to the fast pace of action in VF2, you may find yourself behind facing an
    opponents back. You can start combos or do behind throws from that position.
    To set yourself up behind an opponent can be pure chance or pure cunning as
    with Akira. His Surprise exchange pull and Backwards uppercut can be used to
    do an all important knock out move or ring out.
    
    Also, distance drop kicks to the back can be achieved on rising opponents.
    This is a good ambush maneuver though very underhanded does the job pretty
    well. Just jump forward till you are overhead the rising opponent and drop
    kick his back. The timing and distance in this move is crucial.
    
    If you do find yourself about to be ambushed from behind, you can:
    
    *   turn with an attack. This is particularly useful if someone wants to throw
        you. Turning around with a low attack (down+K) is particularly useful.
    *   run. It is okay to run like a chicken at such a situation. Attacks and
        throws from behind are devastating. It is the only way to escape from a
        drop kick from behind.
    
    Other uses for the D button
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^
        Pulling back a kick or punch
        ============================
        To pull back a kick, press the kick button, and then press the D button
        before your kick has been raised above your knee. This works for standing
        punches, squatting punches and kicks too but you have to be faster. What
        you do after that is up to you, but your opponent will probably block. You
        can either throw them or attack them with a move that their defending
        position is vulnerable to.
    
        Combo cancelling
        ================
        This works for combos as well. Doing P, P, P combos and tapping D halfway
        through the punches will cancel the combo enabling you to lash out an
        alternative attack that the opponent is vulnerable to. This is
        particularly useful to Lau and Pai. The crescents and sweeps after the
        punches are notorious for not connecting. Tapping D in-between the last
        punch and down+K move produces a low kick that allows Lau and Pai to
        escape after.
    
        Precision control
        =================
        Using Akira as an example, after an opponent is knocked down, dashing
        forward with "for, for" then followed by "down/for+P" for the ground punch
        usually produces the dashing elbow. To produce a precision ground punch,
        the D button helps if it is tapped after the "for, for" dash and before
        the "down/for+P". This applies to Jacky and Sarah players who wish to
        execute the elbow in preference over the clothesline.
    
        Buffering moves
        ===============
        In VF2, moves can be buffered. All complex joystick motion moves can be
        buffered. Consider Akira's dashing elbow:
    
        for, for+P
    
        The first forward can be done by hold the D button. While the second
        forward motion is done with the D button released and tapping P. So you
        can do the following:
    
        for while holding D, release D, for+P
    
        Another alternative way if you are really fast at tapping the stick is:
    
        double tap for while holding D, release D, P
    
        This what they mean by buffering a move. Throws can apply buffering too. In
        fact, as mentioned all moves requiring more than one joystick direction.
        The advantages are that you can do moves without the tell-tale twitching
        or dashing forward moves. This applies especially to Kage's corkscrew
        kicks and flying kicks to catch players unaware.
    
    
    Delayed action moves
    ^^^^^^^^^^^^^^^^^^^^
    Combos and special moves that have many motions can be done with delayed
    action. A fine example is the P, P, P, K combos. Tap the three Ps quickly,
    then pause for a few milliseconds before tapping K. What you get is three
    punches, a short pause and the kick move. Lau players have been known to use
    this very often to fool opponents. Sarah and Jacky's elbow combos can do this
    too if you hold the joystick forward after the elbow before tapping K
    milliseconds later. There are many moves that can do this. Discover these
    yourself.
    
    
    Throwing and close range moves
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    Throwing and other close range moves can only be done at punch range. Besides
    being close to the opponent, ideally you should have a closed stance (see
    DEFENSIVE STANCES).
    
    Depending on the type of throw, the control motions, especially "for, for"
    motions; throws can be done with open stances (see DEFENSIVE STANCES). This
    motion allows your character to ÒcrashÓ onto the opposing character thereby
    creating a closed stance. You can also effect frontal throws from your
    opponentÕs sides if you find youself in such a position and if your
    characterÕs throw allows it.
    
    If you are facing the side of your opponent more towards the back, a behind
    throw can be executed.
    
        Punch-throw techniques
        ======================
        If an opponent tends to try to close distance with you by moving forward,
        try punch and throwing him.  Do a single punch, crouching or standing,
        followed QUICKLY by the motion for the throw you want to do. If the punch
        connects, there is a good chance they will still be in range for a throw.
        "Heavy" fighters, such as Jeffry and Wolf, are particularly vulnerable,
        since the punch will hardly move them at all.
    
        The punch is fast enough to interrupt any attack the opponent may be
        attempting, and the throw if done correctly will come out while they are
        still reeling from the punch.  Even if the opponent blocks, the throw will
        connect so long as you are close enough. Many consider low punch and throw
        techniques as a stop attack combination.
    
        Typical Punch and Throw techniques are Kage's Punch and Toss (P, back+P),
        Wolf's Punch and Twirl (P, back, SCR, for+P) and Lau's Punch and Head Slam
        (P, back, for+P).
    
        Escaping throws
        ===============
        You can escape all P+D throws and Jeffry's body press only. To escape from
        a P+D throw, tap P+D the moment the opponent begins to throw you. To be
        extra sure, you can tap P+D continuously as the throw begins as if you are
        getting up after being knocked down. To escape Jeffry's  body press, do
        back+P+D.
    
        What you do after successfully escaping from the throw is up to you. Wolf's
        Backfall suplex is particularly vulnerable to attacks as the escapee falls
        upright just behind him.
    
        You cannot escape from complex control motion throws and behind throws. When
        throwing experienced opponents, it is best to use complex control motion
        throws. However, P+D throws are given preference if both players executes
        the throws at the same time. So it may be safe to use P+D throws in some
        situations. Its all up to you.
    
    
    Defensive stances
    ^^^^^^^^^^^^^^^^^
    There are two kinds of defensive stances. They are open and close stances. If
    viewed from the top, the stances can be explained by the diagram below:
    
                    Player A    Player B             Player A     Player B
    Feet positions:  X         X                     X                   X
                            X         X                     X     X
                    Closed Stance                   Open Stance
    
    As you can see, close stances enable the characters to be closer thus enabling
    throws to be executed. Open stances are just more difficult for throwing
    though this can be done.
    
    
    Hit Ôem in the air
    ^^^^^^^^^^^^^^^^^^
    Sometimes characters play a little hand-ball with their opponents by
    repeatedly punching, uppercutting and otherwise bouncing them along in the
    air. Lau is the true master of this technique, able to bounce opponents up to
    eight times in a single combination of moves. With the increased speed in
    VF2, almost all characters are able to do this better than in VF1.
    
    There are many combination attacks that keep opponents in the air. Possible
    combinations are:
    
    *   Knee and uppercuts for Jeffry
    *   Knee and running punches for Wolf
    *   Toss and flying kick for Kage
    *   Aerial jumping turn kick, rising knee combo and kickflip for Sarah
    *   Any attack from Shun followed by triple sweeps
    *   Any of Lion's moves followed by his low swipe kicks
    
    The list goes on. Discover these yourself.
    
    A rule of thumb is to lower the height level of your attacks. Start out attacking high. If the opponent is hit, keep him in the air. As he/she starts falling, progress to mid-level attacks, then finally to low-level attacks.
    
    Increasing damage of attacks
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    This game is realistic in every sense. Inertia and relative velocities of
    opponents are taken into account. Damage is increased if:
    
    *   your character runs forward and executes a move that connects. This effect
        will be negated if your character crashes onto the opposing character
        before the move is executed.
    
    *   both your character runs toward the opposing character who is also running
        toward you and you execute a move that connects.
    
    *   an opponent runs towards you and you execute a move that connects.
    
    Practice precision joystick control for running to take advantage of this
    realism. This is just a simplistic overview. The process is much more complex
    and difficult to calculate. Just play your best and donÕt worry.
    
    
    Developing your own combinations
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    You have to develop your own combinations. One lovely system to develop
    combinations is what I call the "common joystick motion" system. For example,
    let us take a look at Akira.
    
    Akira has a close range defense breaking move called the shake 'em up. Its
    control motion is back+P+D. He also has a dashing elbow and its motions are
    back, for, for+P. You can combine these two moves into a beautiful move and
    so what you do is:
    
    back+P+D, for, for+P
    
    This would effectively give you a shake 'em up to soften their defenses and a
    dashing body check to the opponent.
    
    Here is another example you might consider. Again we will use Akira. There
    are 2 Akira moves that require him to stay low first and these are his
    dashing palm moves. So his combination can be developed as:
    
    down+P or down+K, for+P for a low punch or kick followed by a palm.
    
    This works very well as Akira does not have any special move that have the
    motion of down+P or down+K. Effectively, you get a low kick or punch with
    this motion by tapping down and the respective buttons. This makes Akira
    squat first for the low punch or kick, then tap forward and punch for the
    single palm. There is no need to roll the stick forward. If you need a double
    palm, do a low punch or kick followed by back then forward and punch.
    
    Just study your characters' moves and check out which moves have common
    motions. Develop your own combinations and have fun!
    
    
    Listen and look
    ^^^^^^^^^^^^^^^
    Above all be alert. Listen for loud bangs from the speaker that signify a
    damaging hit that would knock the opponent out cold for some time. This would
    help you know when to pounce. Also, listen for powerful moves that make
    whistling noises. If they hit, the opponent is also knocked down cold for
    some time. Small "bish" noises usually signify a minor hit. Pouncing after
    this may land you into trouble.
    
    Listening to your opposing characters is also crucial. Lion for example,
    gives two different war-cries for the spin forward and kick attacks. Lending
    your ears to the game can help you defend against attacks.
    
    Keep your eyes on the opposing character and judge the distances. Above all
    practice till the moves come out instinctively even without you looking at
    your character.
    
    
    EASTER EGGS
    
    
    Slow motion replay
    ^^^^^^^^^^^^^^^^^^
    If a particular finishing is funny, gross, painful, humiliating or
    spectacular; you may opt for a slow motion replay. As you KO, RO or TO your
    opponent, hold down all three buttons to effect the slow motion replay
    option. You are only allowed one slow motion replay per credit insertion.
    
    
    Victory taunts
    ^^^^^^^^^^^^^^
    Another nice touch to replays is the victory taunts and phrases. You can
    actually control what your character says. During the replay, hold down
    either P, K, or D to select the taunts. Win a set under ten seconds and your
    character will say the "below ten second taunt".
    
    
    Game completion replays
    ^^^^^^^^^^^^^^^^^^^^^^^
    If you complete the game, the replays of all the stages will be played. The
    trailing animation frame shadows for these replays can be controlled. Tap the
    left player D button to negate the frames and the right player D button to
    reveal the frames. Tapping the joystick up decrease the number and speed of
    trailing animation frames. Tapping down will increase the number and speed of
    trailing animation frames.
    
    
    KageÕs face mask
    ^^^^^^^^^^^^^^^^
    Kage's face mask will only fall off if he wins 20 straight wins from
    challengers. After that, Kage will have his face mask falling off
    indefinitely after being knocked down; provided that the VF2 machine is not
    turned off at the end of the day. He has no scar on his cheek anymore and he
    is described as rather handsome.
    
    A little bird told me
    ^^^^^^^^^^^^^^^^^^^^^
    At Jacky's stage where the background are mountains. You can actually see a
    virtua bird! Just hold down all buttons including the start buttons and
    joysticks. You will see the bird swooping down from far away. This bird will
    hover around the losing character. As long as a human versus human fight
    features the Jacky mountain background, this bird can be called out. You need
    not do it at the beginning of the round, in fact, you can call the bird out
    anytime on Jacky's mountain stage. Please note that when playing Sarah
    against the computer, the background will not be mountains when you reach
    Jacky. The background will be a city street, thus you cannot see the bird.
    
    
    If you like the old BGM
    ^^^^^^^^^^^^^^^^^^^^^^^
    In the momentary silence before the first set of every round begins, hold down
    PLAYER 1 START button to play a funkier VF1 version of the music played in
    JackyÕs stage. Hold down the PLAYER 2 START button for a funkier version of
    the music played in SarahÕs stage. This old VF1 BGM would end when you start
    a new round.
    
    
    Win Dural with a DRAW bug
    ^^^^^^^^^^^^^^^^^^^^^^^^^
    When you reach Dural, Fight win all sets except the last one so that you are
    ahead. For the last set, back off a little then stay low and squat doing
    nothing. Dural will keep doing 2 low punches and a low kick but will not
    advance to attack or even throw you. The resulting set will be a DRAW but you
    still win the round. During the replays, your character will be shown in a
    ready state facing Lau but nothing happens during the credit scroll.
    
    When the next in line starts a new game, the scenary is different from the
    normal and the characters show trailing animation frames or even disappear.
    It is very difficult to fight the game in this mode. The only way to get rid
    of this is to reset the machine. Try not to do this unless you are in the
    mood to pick up a real fist fight.
    
    The true power of Akira
    ^^^^^^^^^^^^^^^^^^^^^^^
    If you get to key in your own initials for getting to the top twenty with
    Akira, do not key in the "END". Make Akira run quite far away until he
    appears quite small. Don't run too far though. Do a special move of Akira and
    you will see the whole screen shake.
    
    
    Credit roll
    ^^^^^^^^^^^
    In the demo mode, hold down the player start button to invoke the credit
    rolls. Release the start button and the credit roll will freeze.
    
    
    Mysteries and rumors
    ^^^^^^^^^^^^^^^^^^^^
    The skybreaker is still a rumor.
    
    Akira does have a sliding attack. Well, not really sliding. He actually gets
    down on one knee and gives a low side kick. Any information on how it is done
    is appreciated. This is not the rising sweeps of Akira but done while he is
    still standing.
    
    Any info on selecting Dural would be appreciated.
    
    Finally, news of VF3 under development has reached many ears. Among the plans
    are 4 new characters and Kage as the new star replacing Akira. Dural is
    confirmed to be linked to KageÕs mother and may be modelled after her.
    
    
    
    About SEGAÕs Polygon Graphics System 2
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    CPU         : 32-bit RISC processor rated at 16 MFLOPS, 25 MHz
    RAM         : 8 Mb
    ROM         : 248 Mb
    Graphics    : 900 000 polygons with 2 097 152 colors
    
    
    CHARACTER GUIDE
    
    
    The Background
    ^^^^^^^^^^^^^^
    The number one fighter at the First World Fighting Tournament is Lau Chan. Lau
    used the legendary Koen-ken. Watching Lau's distinctive style of fighting,
    Akira realizes that he lacks experience. After the Tournament, Akira returns
    to a worldwide fighting tour. One year later, an invitation for the Second
    World Fighting Tournament reaches Akira. The invitation contained a list of
    participants including Lau Chan as well as new participants unknown to him.
    Akira felt an evil overtone to the letter, nevertheless his enthusiasm as a
    fighter made him determined to participate in the Tournament.
    
        Editor's Notes
        ==============
        Lau Chan is the champion because of a nationwide VF1 competition held at
        Game Spot 21 in Tokyo, Japan. This explains the sequence in which the
        player challenges computer controlled characters. Shun and Lion are
        inserted in the sequence where a character appeared more than once in the
        top ten winning characters.
    
    
    
    Akira Yuki
    ^^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 23th September 1968
    Sex            : Male
    Blood type     : O
    Height         : 1.80 m
    Weight         : 79 kg
    Job            : Kung Fu teacher
    Hobby          : Kung Fu
    Nationality    : Japan
    Fighting style : Hakkyoku-ken/Eight Extremes Fist
    
    
        VF1 Storyline
        =============
        Hakkyoku-ken, one of the foremost Chinese martial arts.
    
        During the Second World War, the Japanese arm developed their own
        Hakkyoku-ken techniques to improve their infantry's fighting ability.
    
        Akira Yuki is the son of the man who developed these techniques. He serves
        as the assistant instructor at Yuki Budokan. Hot-blooded and impulsive by
        nature, he also can be naive and intemperate.
    
        After completing his training under his father's tutelage at the age of 23,
        he went on a quest to test his abilities.
    
        When he got word of this World Fighting Tournament, he decided to enter.
    
        VF2 Storyline
        =============
        The only person to whom the ultimate martial art of Hakkyoku-ken is handed
        down. Realizing that the last time he lacked experience; Akira is now
        testing the results of last year's training and practice. During the last
        Tournament, Akira was a bit too "enthusiastic" and his attitude was met
        with much disapproval. He was humiliated by Kage and bears a grudge against
        him.
    
        Editor's notes
        ==============
        Akira is the "star" character of VF1. He didn't do very well and so Jacky
        became more or less the star. Also the VF1 competition in Japan had a Lau
        player as the winner.
    
        Many players attributed this to difficulty in using Akira as a playing
        character in VF. They decided to make Akira stronger for VF2 as a result.
        He is truly Mr Dynamite now.
    
        VF developers seem to have Eight Directions Palm Boxing or Pa Kua when they
        worked on Akira. The style is based on the premise that if you can defend
        yourself at the eight compass points covered by the trigrams (an octogon),
        you will be fully protected from attack. This the reason for the compulsory
        D button for Akira's reversals, to align himself to the incoming attack.
    
        The main characteristics of this style are open palm strikes and footwork
        based on the trigrams. Being one of the "internal" styles (most famous of
        which is Tai Chi), emphasis is placed upon developing "chi" energy. This
        explains the power of Akira's attacks. Also, each move is done by stamping
        one's feet which explains the explosive sounds of Akira's dashing elbow
        strike and power uppercut. The cracks on his stage explains this too.
    
        Advanced students of this form of martial arts mount their attacks in
        twisting, spiralling movements. The twist is done from the waist and
        generates tremendous power. This is seen in Akira's dashing body check,
        backwards uppercut and his counter-attacks.
    
        The style is brought to light by Tung Hai Chuan 400 years ago in China.
        However, many believed the fighting style has existed for more than 1,500
        years.
    
        Research and posts from the rec.games.video.arcade suggests that Akira's
        style of fighting is a mix of Chinese kung fu. His pull-in, push-out throw
        has Shoalin origins. Hence, a totally new name of Eight Extremes Fist or
        Ba Ji Chuan.
    
        Fighting with Akira
        ===================
        He has his main strength in his special moves and close range moves.  Almost
        all of those multi-punch and kick combos have be removed since not many
        people use them anyway. The speed of all his special attacks would more
        than compensate for this. Use them all to your advantage.
    
        Playing with Akira would mean pure aggressive play. The increased speed in
        VF2 would mean his special moves would come out faster. I have seen many
        Akira players do five continuous dashing elbows in a row to RO an opponent.
        Cheesy it may seem but it displays the level of aggressiveness he should
        be played.
    
        His close range moves are rather deceptive than powerful. Only his trip and
        punches; the pull in, throw out; and close-in ram can knock an opponent
        down. The rest of the close range moves allow him for free strikes based
        on confusion created by these moves. The insidious surprise exchange is a
        good example.
    
        His dashing palm is a move everyone fears. It will knock down a standing
        non-defender or send a squatting non-defender across the ring dragging on
        their butt. If the latter happens, rush forward and throw the person using
        the close-in ram. In fact, any throw or close range move would be good.
    
        The single jumping kick (some call it the Dragon Kick) is great for floating
        opponents for subsequent moves. So this move has great potential over the
        dashing elbow if an RO is needed.
    
        His dashing elbow is fast and safe. Holding defend after a failed dashing
        elbow will defend against all moves (with the exception of Sarah's
        punch-kick combo). Thus, this move is safe but makes Akira vulnerable to
        throws if he doesn't unleash another attack. This is not likely as Akira
        players always follow-up their moves.
    
        Though Akira is fast in his attacks, the recovery from these attacks are
        slow. The notorious dashing body check is the slowest in its recovery and
        exposes Akira's back to the opponent momentarily. However, he has his
        counter-attacks to make up for this. These counter-attacks are precisely
        used to defend Akira from attacks after his special moves. This makes him
        even more dangerous in attack or defense.
    
        To do his reversals, the D button is compulsory. You have to tap it prior
        to the back+P, back/down+P or down+P motion. According to the way he is
        attacked, the reversals come out in 8 variations; more or less influenced
        by the counter-attack control motions. It is most essential to learn his
        reversals to harness Akira's full potential. All his reversals are very
        damaging and can push opponents far away.
    
        Most consider the stun palm, backwards uppercut and double palm combo as the
        desired move to master. This combo's first two moves are quite clear cut.
        However, the last palm move can be done while holding the down/for from the
        backwards uppercut momentarily followed quickly by back+P or for+P. The
        actual full motion is:
    
        All, back, down/for+P+K, (back/down or down or down/for), (back or for)+P
    
        A recommended read is Joji Suzuki's Akira FAQ. This is the ultimate guide
        for Akira enthusiasts.
    
        Akira's uncounterable moves
        ===========================
        Dashing elbows        - for, for+P or for, for, for+P
        Side kick             - down/for+K (only Pai, Kage and Sarah can counter)
    
    
    
    Pai Chan
    ^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 17th May 1975
    Sex            : Female
    Blood type     : O
    Height         : 1.66 m
    Weight         : 49 kg
    Job            : Action star
    Hobby          : Dancing
    Nationality    : Hong Kong
    Fighting style : Ensei-ken/White Crane Fist
    
    
        VF1 Storyline
        =============
        She is a leading star in Hong Kong action films.
    
        Her moods change as quickly as a cat's - she can erupt in passion in one
        minute, and turn icy cold in the next.
    
        Lau's only daughter, Pai was especially trained by her father in martial
        arts from a young age. Lau was jealous of her superior abilities, however,
        so she ran away from home at 16 when her mother died.
    
        Two years later, she was a success in the movie industry. When she recieved
        word that her father was going to enter the World Fighting Tournament, she
        also decided to enter.
    
        VF2 Storyline
        =============
        Pai took part in the First World Fighting Tournament to test her skills.
        It revealed that she was rather weak and she decided to train for a year
        before the Second World Fighting Tournament. During the past year, she
        incorporated her own techniques and tactics she has discovered.
    
        She determined to defeat (this time for sure) her father for pursuing his
        own ideals at the expense of his family.
    
        EditorÕs Notes
        ==============
        Pai, the "weak" little girl of VF1 is better than before. Now there are not
        many Pai players but there is one I met that could trash any Sarah player.
        She is mainly used by her fans and die-hards. With this new speed in VF2,
        she can float opponents as well of her father now. Until the completion
        of this version of the FAQ, not much interest has been generated from Pai.
        This is in contrast to the interest she generated in the in early days of
        VF1. She has much undiscovered potential as her reversals can remove many
        attack options. She is the only character that can give everyone headaches
        and even to excellent Akira players as she can reverse the dashing elbow
        with a simple joystick motion.
    
        This fighting style is actually named Bok Hok Pai or White Crane. It is
        invented by a Tibetan lama. It is said that the lama observed a fight
        between a crane and a monkey. The crane would defend by evading and
        retaliating with its wings. The "wings" motion can be seen in Pai downward
        chop and defensive chop with changing of feet position. The lama who
        observed this put together 8 techniques from the crane's natural movement
        with the ape's footwork and grabbing maneuvers. This style is is not to
        be confused with the Southern Shaolin 5 Animal System which also involves
        a crane.
    
        Incidently, the Chinese emperor's imperial guards are taught this fighting
        style in secret to protect him. This style also found its way to many other
        kung fu. Watching Pai fight in VF2 is a joy. The moves are flawless and
        show a sense of grace and beauty.
    
        Fighting with Pai
        =================
        Pai's strength is still her parry. She is fast and avoiding attacks is easy
        with Pai. She still has a weakness for low defenders but that is partially
        solved with her downward slap and scissors kicks. Her combos come out fast
        but would leave her totally vulnerable to throws if they fail to connect.
        Believe me, nobody in the right mind would want to punch or kick Pai.
    
        Her back+P reversal is now more versatile and can grab a variety of attacks.
        Punt kicks, toe kicks, hop kicks, hop jabs, attacks requiring one fist or
        palm and roundhouses are vulberable to this reversal move. The back/down+P
        reversal is reserved only for elbows and side kicks. This move grabs
        Akira's dashing elbow also. This takes away many attack options from
        players so playing her is exactly the opposite of Akira. Pure defense. Her
        throws are rather fast and for anyone running up to her hoping for a free
        throw must be nuts. Her punches are fast enough to counter any would be
        throwers. For anyone closing in with punches, she can just back off easily
        due to the speed of her quick step back. Depending on the range they are
        closing in, a quick step back followed by her high reversal would deter
        most.
    
        If a more aggressive Pai is more your liking, use downward slaps combined
        with sweeps or side kicks. If the side kick floats the opponent, follow-up
        with the running punches with sweep combo or the crescent combo if they are
        kept in the air longer. Her single scissors kick spells trouble if she is
        not stopped in mid-flight. She closes in quite fast with this move and
        recovers fast for downward slaps, sweeps or side kicks with punch combos.
        Since she this move enables her to change her feet position, she can throw
        almost immediately. If they squat low after the scissors kick, she can
        cartwheel over and deliver moves for more devastation.
    
        Against low attacking opponents, her hopping double-hand hammer can be
        followed by punches and sweep combo. Against light opponents, this move can
        connect all the way for the most lethal effect.
    
        All in all, concentrate on defense but insert pockets of total assaults.
        Remember the storyline above: "she can erupt in passion in one minute, and
        turn icy cold in the next". Make pouncing a habit for sure hit moves. She
        is weak in her moves so pouncing and ground punches helps a lot. Throw all
        those dumbfounded defenders afraid of attacking her. Set up your "stings".
        Her falling DDT and stomach throw can RO many. Use the pushover throw to
        avoid ROs.
    
        Pai's uncounterable moves
        =========================
        Downward slap         - down/for+P
        Side kick             - down/for+K
    
    
    
    Lau Chan
    ^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 2nd October 1940
    Sex            : Male
    Blood type     : B
    Height         : 1.72 m
    Weight         : 77 kg
    Job            : Chinese chef
    Hobby          : Chinese poem
    Nationality    : China
    Fighting style : Koen-ken/Tiger and Swallow System
    
        VF1 Storyline
        =============
        A leading Chinese chef, he is also a master of the legendary Koen-ken
        martial art. A quiet man, he nevertheless has the air of resourcefulness
        and skill seen only in those skilled in the art of Koen-ken. His cold
        appearance belies a gentle nature.
    
        He achieved one of his life's ambitions when he was awarded the Grand Prix
        at the world's most renowned competition for Chinese chefs. Now, he is
        ready to fulfill his next ambition. He is resolved to enter the World
        Fighting Tournament and achieve his ultimate goal.
    
        VF2 Storyline
        =============
        He is came from Northern China, Shandong Province. He was the strongest
        fighter and winner of the last Tournament. This made him happy as his
        martial arts school was looking for successor and the requirement was for
        him to win the Tournament.
    
        After the First Tournament, he retreated to the mountains to train and
        develop new techniques to improve his ultimate art. He is taking part in
        the Second World Fighting Tournament using advanced Koen-ken techniques.
    
        EditorÕs Notes
        ==============
        Lau is still the Super Ring Outer. Once you are caught by the knife hand
        or equivalent, you better stop tapping those buttons. A dashing knife
        followed by a full volley of punches and crescent would usually mean the
        end.
    
        Lau's fighting style is a blend of 2 Chinese kung fu. Tiger and Swallow
        Fist. Tiger Fist stresses a lot on simplicity in strokes but every stroke
        filled with every ounce of force. This is evident in his knife hands and
        lifting palm. It also emphasizes on "mabu" or horse stance which explains
        Lau's powerful sweeps. The Swallow has speed in its strikes. You can see
        this when Lau does a knife hand; the swallow "wing" can be seen on his
        non-striking hand balancing his movement.
    
        This looks like a brand new fighting style and could have its roots on the
        Tiger and Crane System of Southern Shaolin.
    
        Fighting with Lau
        =================
        Lau indeed has the speed and he has the power. This is the guy that made
        Jacky players re-evaluate their prowess. Mix up all your attacks. Do a
        combination of high and low attacks. Do not start your combos unless your
        knife hand or lifting palm hits. Both these moves either stun or lifts
        opponents high into the air. There is plenty of time to float them.
    
        Use the punches and sweep combo for opponents who are heavy or falling fast.
        The punches and kickflip is good for ROs as they fling opponents far away.
        At any situation, try to make the crescent in the punches and crescent
        combo connect. A pounce after would end everything.
    
        With this speed, you may think getting all these in is good enough. No!
        Lau's strength is in his punches. Everyone knows that. Have Akira, Pai,
        Kage or Wolf opposing you and you are going to have a difficult time. These
        characters possess reversals. One reversal and this would end your
        assault.
    
        It is here where his throws are useful. Because of his speed in punches,
        most would prefer a defend and wait attitude when playing against Lau. Just
        throw these defenders. His sideways throw is the most useful now. One
        sideways throw leaves Lau standing and ready; a dashing knife hand connects
        well straight after. If you need further damage, carry on with his punches
        and insert your favorite kick here.  What you will see is Lau going totally
        psycho punching the ribs of the thrown opponent.
    
        His sweeps are powerful but use them judiciously. At longer ranges, the
        sliding attack comes in handy. In fact, a single punch followed by a
        sliding attack surprises many.
    
        His side kick is still fast but with counter-attacks from other characters,
        you have to use it judiciously. If a side kick connects, floating the
        opponent, he can be used like Pai floating with punch combos. A side kick
        that staggers are are best followed with knife hand or lifting palm combos
        if you like float fests.
    
        The dashing knife hand actually staggers squatting opponents. It would float
        opponents if they are caught off guard making a high move. As usual float
        away but many know this trick already. Before you write off this move, you
        must note that Lau changes his feet position after this move. This move has
        very good range and if it fails to connect, throw them if they expect you
        to do punch combos.
    
        If you are a combo happy player, learn the timing for his delay action
        moves. This applies especially to the punches and sweep to fool opponents.
        A low stationery Lau after three punches catches many by surprise. They see
        it as an opening for retaliation but gets swept off their feet instead.
        This however is not good if you face Wolf who is fast enough to throw you
        before the sweep.
    
        To play with Lau is to play with caution. Learn to do his combos at the
        opportune time but don't forget his basic moves.
    
        Lau's uncounterable moves
        =========================
        Side kick             - down/for+K
    
    
    
    
    Wolf Hawkfield
    ^^^^^^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 8th Febuary 1966
    Sex            : Male
    Blood type     : O
    Height         : 1.81 m
    Weight         : 110 kg
    Job            : Wrestler
    Hobby          : Karaoke
    Nationality    : Canada
    Fighting style : Professional wrestling
    
    
        VF1 Storyline
        =============
        He lived as a woodsman and hunter in the Canadian wilderness until he was
        discovered on a scouting trip by a professional wrestling promoter. A quiet
        man who loves nature, he has his gentle side. He is filled with fighting
        spirit, however. Once aroused, he is not satisfied until he finishes the
        job at hand.
    
        He was an instant star in the pro wrestling area, and successfully defended
        his title several times. Dissatisfied with the level of competition,
        however, he turned in his belt and retired from the ring.
    
        He entered the World Fighting Tournament in search of a rival worthy of his
        abilities.
    
        VF2 Storyline
        =============
        He is determined to fight against Akira again, an opponent that defeated him
        at the last Tournament.
    
        EditorÕs Notes
        ==============
        He is big and huge now. Have moves and looks of a real wrestler. He is fast
        becoming a favorite among many due to all those fabulous throws.
    
        Professional wrestling technique? Well, TV has many fine examples of pro
        wrestling techniques. I don't think I need to explain this.
    
        Fighting with Wolf
        ==================
        As usual, go for throws. I would however go easy on the backfall suplex. Any
        intended victim escapes and you are in trouble.
    
        His aerial attacks are magnificent and deadly. Learn to defend stoutly but
        insert a few attacks here and there. His uppercuts are still slow compared
        to Jeffry's but his body blow has tremendous range.
    
        Many of his moves are similar to the motions for the throws. Use this to
        your advantage. The upward two-hand slap has almost the same motion for the
        twirl and hurl. At close range you may get a twirl and hurl but at longer
        range, you have an attack that has very good reach. This applies to his
        body blow and his body slam which both apply the same control motion,
        for+P.
    
        At mid range, his side kick is the most useful attack. More powerful than
        the uppercuts, it always knocks down opponents. At close range, his knee
        is good for lifting opponents into the air. If followed by an uppercut and
        running punches, it would push them really far back.
    
        Due to his great height, the sliding attack can be considered one of the
        best long range "sweeps".  His sliding attack catches many by surprise.
        It can be used just like Lau's sliding attack but it has greater range due
        to those long legs. The last thing everyone expects is Wolf having a
        "sweep" move. Another great use of Wolf's long legs is the somersault heel
        smash. After getting up while rolling away, perform this move in preference
        over the counter-roll heel slam. Very useful against fast characters
        rushing in to pound Wolf.
    
        Anytime Wolf is in trouble, he can call upon his drop elbow to assist him.
        This is a wonderful move against opponents relentlessly punching, hoping
        to overwhelm Wolf with speed attacks.
    
        Whenever an opponent is down, hit them with his back body splash or elbow
        drop. His jumping elbow drop has very little range and should be used at
        close range. The elbow drop connects easily after all his throws except for
        the frankensteiner.
    
        The grab side kick counter-attack is essential for the most ardent Wolf
        fans. Learn to get it out by instinct. It can grab Kage's spinning mid-kick
        from his punches and mid-kick combo if you time it well.
    
        His low punches and kicks have very good reaches. All low punches can be
        combined with an uppercut to stagger opponents for throws.
    
        Be opportunistic for throws at all times. For example, anyone rising with
        a low attack be it a sweep or a mule kick is asking for trouble. If the
        attack misses Wolf, a tombstone, double arm suplex or a torso takedown is
        all it takes to inflict damage.
    
        Wolf's uncounterable moves
        ==========================
        Punches and uppercut  - P, P, P
    
    
    
    Jeffry McWild
    ^^^^^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 20th Febuary 1957
    Sex            : Male
    Blood type     : A
    Height         : 1.83 m
    Weight         : 111 kg
    Job            : Fisherman
    Hobby          : Reggae music
    Nationality    : Australia
    Fighting style : Pancractium
    
    
        VF1 Storyline
        =============
        A fisherman on the Australian coast, he lived in the salty tang of the tides
        and the hot sun. The most skillful fisherman of his village, he has an
        engaging personality.
    
        He was bested by only one opponent - the giant, eight-meter long, man-eating
        Satan Shark. They fought several battles, and finally met in their ultimate
        match. Jeffry was routed and his boat wrecked, but he somehow managed to
        recover as he hovered on the verge of death. He entered the World Fighting
        Tournament with a vow to build a new boat and do battle with the shark
        again.
    
        VF2 Storyline
        =============
        A fisherman who mastered Pancratium on his own. He is participating again
        in the Tournament to earn him the prize money to rebuild his boat.
    
        EditorÕs Notes
        ==============
        Like Wolf, he is huge. Does the name King Kong apply?
    
        Pancratium (literally All Powers) was the ancient Olympic sport/martial art
        of the Greeks. It included punching, kicking, and grappling. The original
        Pancratium is long gone, but its spirit lives on. During the 1960s and 70s,
        Jim Aravantis (Arvantis?), a Greek immigrant to the US, formalized his own
        re-creation of the Pancratium which he calls Mu Tau.
    
        Fighting with Jeffry
        ====================
        Use him as you would for Wolf. He is a lot faster than Wolf but he recovers
        just as slow. Use your mid level attacks to force opponents to stand
        defending making them vulnerable to your more devastating throws. His
        fireman's carry would leave him entirely open if anyone should escape so
        I would go easy on it too. He does have a slight advantage in this case
        as the escapee falls far behind. His body press would leave him in the same
        vulnerable position as Wolf's backfall suplex if the victim escapes.
    
        His flying butt attack has great range and what better way to humiliate low
        defenders than to sit on them! The best throw he has now is the
        backbreaker. Though the control motions look complicated it is actually
        much easier to do than the crucifix piledriver. If you fail to throw, you
        would most likely get off a butt attack which is not too bad. Defend
        stoutly but as usual, look for breaks for your throws. In VF2, his throws
        against low defenders or attackers are very easy to do. Learn to get them
        all out.
    
        His throws are a bit slower than Wolf's. The crucifix piledriver has a very
        long "wait" time before the opponent is actually smashed on the ground.
        This doesn't work against a player who observes the clock. So Jeffry's
        throws may actually work against him. This wait time is also seen in his
        body press and face grab.
    
        His side kick is as powerful as Wolf's but it has longer reach. Besides side
        kicks, his forward foot thrust and heel axe has good range too. Use them
        to your advantage. They are all rather damaging. The other moves like the
        lunging elbow drop and thrusting head butt have very long reaches too. His
        dodging side jab has incredible reach. With the correct feet positioning
        or when someone is in the middle of a move, this attack will come out from
        nowhere to knock them down.
    
        His pounces are much faster than Wolf's. His butt bomb has much better range
        but it is still not good enough. His body splash is worst. He has a foot
        stomp so use it when you know opponents are rising fast. Use his pounces
        only after throws or kicks that land opponents near to Jeffry. A body
        splash after a side kick connects well. Use the butt pounce especially for
        a connected knee.
    
        Do not forget his powerful uppercuts. They are much faster and thus help you
        keep opponents in the air longer.
    
        Just keep the pressure on your opponents. Even the sight of Jeffry adds a
        lot of pressure already.
    
        Jeffry's uncounterable moves
        ============================
        Uppercuts             - down/for+P, P
        Head butt             - for+P+K
        Dashing low elbow     - for, for+P
    
    
    Kage-maru
    ^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 6th June 1971
    Sex            : Male
    Blood type     : B
    Height         : 1.78 m
    Weight         : 66 kg
    Job            : Ninja
    Hobby          : Mahjong
    Nationality    : Japan
    Fighting style : Hagakure-ryu Jujutsu/Jujitsu, Hagakure style
    
    
        VF1 Storyline
        =============
        He was born in the village of Hagakure. Kagemaru is the name given to
        members of the Hagakure clan who work in secret in the shadows of
        society.
    
        His birthright was to become the tenth-generation Kagemaru. His father, the
        ninth-generation Kagemaru, taught him the fearsome Hagakure fighting
        technique.
    
        One day, his mother, the eighth-generation Tsukikage, was kidnapped by a
        mysterious figure. Nothing was heard of her fate.
    
        Several years later, the village of Hagakure was attacked by an unknown
        force. Kagemaru and his father were out fishing, but quickly returned when
        they saw the blazing village. They were too late, however, and the village
        was destroyed. Kagemaru's father was felled by a bullet from the mystery
        group.
    
        The next morning, Kagemaru salvaged a keepsake from his father, donned his
        costume, and embarked on a journey to prepare himself to take vengeance
        on those who spilled his father's blood.
    
        VF2 Storyline
        =============
        Kage whose specialty is Jujitsu, has a vendetta against the Syndicate that
        killed his father. Not only did they kill his father, they also took his
        mother away from him and made her as one of their fighters.
    
        EditorÕs Notes
        ==============
        By far, the character with the greatest improvement. Most likely, he would
        be called Mr Versatile (we already have a Mr Dynamite and he is Japanese
        also). Makes other game ninjas look rather pale in comparison. Fast rising
        as a favorite among many.
    
        Because Kage is a ninja, he should actually use ninjitsu techniques.
        Ninjitsu relies on stealth; otherwise, a dark, quiet and subtle method over
        the bold, active and forceful. So ninjas actually avoid confrontations.
        However, Virtua Fighter is a ring fight, so the developers cannot have Kage
        popping out of nowhere to ambush his opponents. With this in mind, the game
        developers made his fighting style jujitsu. Jujitsu is a generic term for
        a large number of fighting skills of various styles. The ninjitsu influence
        to Kage's fighting technique is the fists he makes and his reaping throw.
        The Karate-like chop fists are called shuto or sword fist.
    
        Jujitsu also known as yawara or "gentle art"; gentle, however in the sense
        of yielding to an opponent's direction of attack while attempting to
        control it. It began as sechie-zumo (court banquet wrestling). There are
        many schools. Jujitsu declined with the collapse of the samurai class after
        the Meiji Restoration in 1868. Dr Kano Jigaro studied methods of the Tenjin
        Shin'yo and Kito schools that gave rise to judo. Judo is the only Oriental
        martial art allowed in the Olympics as a medal event. Evidence of judo in
        Kage's style of fighting is in his hip or shoulder throw and his torso
        takedown.
    
        Japanese policemen viewed judo as too sporty without much self-defense
        applications. They rejected judo and adopted aikido as their form of
        unarmed combat. This technique obtained much of its influence from
        Daito-ryu Aikijujitsu and is developed by Morihei Ueshiba. Aikido can be
        seen in Kage's defensive counter-attack for incoming punches. An aikido
        exponent is often called the "eye of a hurricane", filled with peace and
        tranquility, yet surrounded by a powerful field of energy. True words
        indeed as this has brought fear into punching Kage.
    
        Be aware that Hagakure is not a village or school but a fascicle manual for
        samurai. The Hagakure (translated as In the Shadow of Leaves) has 1,300
        short anecdotes and reflections. It is completed in 1716 and is considered
        as one of the classics on bushido. Its first verse is: "The way of the
        bushi is to die."
    
        Fighting with Kage
        ==================
        Use his range to your advantage. His flying kick, corkscrew kick, back
        thrust and heel kick have deceptively long reaches. To aid him against low
        defenders, the corkscrew kick works well at far range. He doesn't have any
        good combos however. The punches and kickflip is by far the best he has;
        and the punches and spin kick is the weakest four hit combo in the game.
    
        His strength is mainly in fancy and tricky moves. His turn around attacks
        can connect well and above all; with his new found speed in punches, he can
        be played just like Lau. Mixing up his attacks is very easy. Attacking at
        high and low, this would confuse many. His most useful tagged on move is
        still his backheel sweep. Though his pounces connects well now, the
        backheel sweep is still good habit to keep. Against heavier opponents, a
        heel smash after a followed-up backheel sweep demoralizes many opponents.
        This even works well against lighter characters who are still within his
        heel smash range after the sweep.
    
        His range of movement is even greater with a cartwheel added. Catching him
        would be difficult if he gets ahead. To play Kage is to play the whole
        ring. Movement must be a top priority for Kage players. His rolls can turn
        out to be flying kicks making him elusive yet offensive. Forward rolls can
        allow him to advance under punches unmolested for throws or kickflips if
        opponents defend low expecting a sweep.
    
        The turning attacks are tricky and many combinations can be achieved. The
        slashing shutos and shikan-kens are deceptively similar with different
        attack levels. These slashing fists can catch hopping opponents very
        easily. Following them with a punch-kick combo and subsequently the
        backheel sweep can be devastating.
    
        All his throws are so easy to do and solid. The infamous "back+P" ten foot
        toss is the most useful throw in the whole game. When followed on with
        attacks or combos that cover distance, ROs are really very easy. Throws
        that land opponents at close range connect well with the heel smash. Use
        this always.
    
        His reversal grabs incoming punches only. Learn to use it when your opponent
        becomes to predictable. This move also grabs hopping jabs and AkiraÕs
        single palm. It does quite sizeable damage and the heel smash is a good
        follow-up.
    
        Playing him would mean sticking to the basics. That is all to it. Combining
        all those basic attacks would be the feat that every Kage player has to
        develop. Combinations especially with his ten foot toss would be the
        ultimate skill Kage players will have to master. Many may consider this
        as cheap but these combinations are difficult to time and execute.
    
        Kage's uncounterable moves
        ==========================
        Back thrust           - back+K+D
        Slashing shikan-ken   - down+P+K
        Side kick             - down/for+K
    
    
    
    Sarah Bryant
    ^^^^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 4th July 1973
    Sex            : Female
    Blood type     : AB
    Height         : 1.73 m
    Weight         : 55 kg
    Job            : College student
    Hobby          : Sky diving
    Nationality    : USA
    Fighting style : Sekken-do/Jeet Kune Do
    
    
        VF1 Storyline
        ==============
        Sarah is Jacky's sister and the oldest daughter of the Bryant family. Filled
        with curiosity, she quickly becomes embroiled in every situation
        imaginable.
    
        Sarah was suspicious of the circumstances surrounding her brother Jacky's
        racing accident. When she was investigating this accident, the mystery
        group kidnapped her. They use hypnosis to control her actions.
    
        Her innate fighting sense aroused by the hypnotism, Sarah will be sent into
        the Tournament to deliver the knock-out blow to her brother Jacky.
    
        VF2 Storyline
        =============
        Sarah is still held captive and hypnotized by the Syndicate. She is further
        trained by the Syndicate to become the strongest fighting machine in order
        to kill her elder brother Jacky.
    
        EditorÕs Notes
        ==============
        Apart from a cleavage, she is loaded with a variety of kicks mainly. Still
        a hot favorite, her speed and seemless ability to link up all her moves
        have won many fans.
    
        First a historical view of this fighting technique or rather the concept.
        Jeet Kune Do is authored by Bruce Lee himself. He was influenced by the
        Wing Chun fighting technique. Wing Chun means "beautiful springtime" and
        originated from a nun named Ng Mui.
    
        It is said that 5 of China's grandmasters met in the Southern Shaolin Temple
        to discuss and develop a training program to produce an efficient fighter
        in 5-7 years. Before the program began, the Southern Temple was sacked and
        burned to the ground.
    
        Ng Mui was the only survivor who knew the full training program. She
        wandered in the countryside and took a young orphan girl Yim Wing Chun as
        a student. The system then is called Mui Fa Chuan or Plum Flower Fist. It
        stressed a lot on power strikes and mabu (horse stance) which suited men.
        Yim Wing Chun was rather small in her stature so the style did not fit her.
        She simplified the technique to involve less energy wastage. The improved
        fighting style is named after Wing Chun. Wing Chun is a style that contains
        many "traps"; highly evident in Sarah's elbow moves.
    
        This style is shrouded in secrecy until grandmaster Yip Man began teaching
        Wing Chun in Hong Kong during the early 50s. One of Wing Chun's students
        was Bruce Lee.
    
        What we see in VF2 is not Jeet Kune Do but Lee Jun Fan Gung Fu. Jeet Kune
        Do does not rely on speed and 'irritation'. While speed is one of many
        important attributes it is not the most important one, at least not for
        most practitioners. Sensitivity, appreciation of distance, and timing are
        much more important. While techniques such as the eye jab are used it is
        generally as a way of 'bridging the gap' between ranges and as a
        distraction while one sets up for another technique.
    
        Jeet Kune Do concepts are more an analytical framework for understanding and
        teaching martial arts. What you will see at the Inosanto Academy is this
        understanding applied to a variety of arts. Chief among these is Lee Jun
        Fan Gung Fu (the funny looking Wing Chun with Western Boxing), but Muay
        Thai, Filipino Kali, other Chinese Boxing, grappling, and a number of other
        things will be in evidence as well. These days you will see a lot of
        Pentjak Silat and Gracie Jujitsu in the mix.
    
        Sarah's style of fighting is very different from her brother Jacky. Though
        both share the same concepts. Her knees are very Muay Thai, her shadow
        kicks and jumping back roundhouse seems to be borrowed from Taekwondo. Her
        elbow has Wing Chun influence.
    
        Fighting with Sarah
        ===================
        Playing with Sarah is like playing with Akira. Very offensive. She is fast
        and this should be used to your advantage. To date, no new throws are
        discovered for her. However, the clothesline of hers has great range. This
        can be used to "encourage" opponents to stay low and be vulnerable to
        Sarah's arsenal of attacks against low defenders.
    
        The strength of Sarah is in combination not combos. Tag on all moves that
        connect and you will go far with her. Her speed of movement is fast so
        avoiding attacks is just a breeze. Her rising knee combo connects rather
        well now and can be followed on with a kickflip. With this new speed in
        VF2, Sarah has now earned the same notoriety as Lau for floating
        opponents.
    
        Her recovery from moves are amazingly fast and she can avoid P+D throws
        after any move if you hit P+D after them. Sometimes, if you are lucky, she
        throws the opponent before they make their moves. This is especially true
        when you do her belly suplex after a failed elbow-knee combo. Since she may
        get thrown or get hit by some other move, it is a good gamble.
    
        Her turn around moves are fast and powerful. Her turn around punch followed
        by any 4-hit combo would push many back. She possesses a sweep now but is
        only useful when her back is facing the opponent. The spinning heel kicks
        are fast both in execution and recovery. A single spinning heel kick can
        be used to turn around providing a avenue to use the sweep. This can be
        mixed up with a back kick to hit those who defend by staying low.
    
        Her toe kick-side kick has good range and would spell trouble for all who
        miss their rising attacks. The roundhouse kick can jump over many low
        attacks and the same goes to the tornado kick which has even greater range.
        These moves recover slowly and should be used when the opportunity
        allows.
    
        Sarah does not side kick opponents. She shadow kicks them. If a side kick
        could hit at close range, make sure you shadow kick them. Most likely all
        the three kicks will connect making it a very powerful side kick attack.
    
        Her low attacks are rather dismal. The crouching side kick does not knock
        standing defenders down but is able to knock down high attackers. It has
        a poor recovery, slow and weak. Use this only for incoming high
        attackers.
    
        Her pounce is very fast. Like Pai, make pouncing a habit for sure hit moves.
        Her moves are still weak so pouncing helps a lot.
    
        Do not give them any room at all. Punch-throw techniques work like a charm
        with her and; low kicks and punches do very well too.
    
        An FAQ for Sarah by S. Hyun Yim is currently circulating. Avid Sarah fans
        can check it out.
    
        Sarah's uncounterable moves
        ===========================
        Side hook kick        - back/down+K+D
    
    
    Jacky Bryant
    ^^^^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 28 August 1970
    Sex            : Male
    Blood type     : A
    Height         : 1.82 m
    Weight         : 75 kg
    Job            : Indy car racer
    Hobby          : Training
    Nationality    : USA
    Fighting style : Sekken-do/Jeet Kune Do
    
    
        VF1 Storyline
        =============
        The eldest son of the Bryant family, Jacky is Sarah's brother. He maintains
        his cool in every situation. Those on the Indy racing circuit call him the
        Blue Flash.
    
        Jacky was seriously injured in an accident in the 1990 Indianapolis 500, and
        spent two years in a grueling rehabilitation program. Just when his injury
        had healed, he discovered the existence of the mystery group behind the
        accident. At the same time, his sister Sarah disappeared.
    
        Jacky's battle began as he pursued the trail of the group who held the key
        to these mysteries.
    
        VF2 Storyline
        =============
        During the last Tournament, he was not really himself. He was defeated and
        he went back training and improving his skills. Now he is an instructor
        in Jeet Kune Do.
    
        As his second effort to seek revenge on the Syndicate and rescue his sister
        Sarah; he participates again in the Tournament
    
        EditorÕs Notes
        ==============
        The favorite character of VF1 is still a favorite with many but is toned
        down a lot. Still deadly though. If you play him with the intent to win,
        you have to play him mechanically. Be prepared to be despised by other
        players if you play a purely mechanical Jacky.
    
        In his technique, you can find Karate as in the back sweep and turning back
        roundhouse. Taekwondo is evident in the last kick of his lightning kicks.
        His elbow technique, like Sarah's, is Wing Chun.
    
        Fighting with Jacky
        ===================
        He is still not the best at everything. However, like Sarah, combinations
        are the way to go.
    
        His elbow-heel kick is not fearsome anymore as with his punt kick, but his
        beat knuckle is really bad for everyone. He still does not possess a
        kickflip combo but his kickflip alone is the most powerful kickflip in the
        game. Able to take as much as eighty percent of the lifebar, it has left
        many wondering why the round ended so fast.
    
        His spinning backfists, both high and low are much faster. A deadly
        combination for Jacky involves a low spinning backfist. As opponents charge
        in punching, do a single low backfist, elbow, knee then kickflip. This
        drains the entire lifebar in an instant. Such is the power of Jacky.
    
        Combine all his moves. Try to get the trip and hammer throw in and kick
        them. His turn around moves are nice to see especially when they connect
        but use them carefully. This applies to his crescent and sweep; and the low
        spinning kick as well. His lightning kicks is best used sparingly. Try to
        do one or two lightning kicks as they would most likely stun opponents.
    
        Many have seen his punch-kick combo (punch and side kick) as rather useless
        but this is not the case. The side kick staggers the opponent after the
        side kick, another side kick or beat knuckle that follows knocks them out
        cold. If you like fast KOs, do a kickflip instead. The punch and crescent
        is slow but has great range. The normal punch-kick has optimum speed and
        power. All these punch-kick moves gives Jacky great flexibility.
    
        His low attacks are much better than Sarah's but the crouching side kick
        plagued with the same problem as Sarah's, so use it against high attackers
        only. The low spinning backfist and sweep, punch and sweep; and crescent
        and sweep have the element of surprise. The sweeps can be done with delay
        action making them more effective. This gives Jacky the element of surprise
        as this delay can be interpreted as an incoming kickflip, elbow,  knee or
        a throw. All these makes Jacky a character with many "holes" in his moves
        with totally unpredictable follow-up moves. This gives Jacky an edge as
        described in the VF1 FAQ as "the fear of the unknown".
    
        Play a balanced game of offense and defense. Play him a little like Pai and
        Sarah. Use combos to deter throwers and counter mainly with his low
        spinning backfist. You can try using all the fancy stuff he has but don't
        be overwhelmed by them. However, using his fancy stuff requires much higher
        amount of skill and adds color to fights. Spectators are bored quickly with
        a mechanical Jacky doing low backfists, elbows, heel kicks, side kicks and
        kickflips. Though many players hold these moves as effective ways to win,
        one must note that winning in style (like floating) wins many cheers.
    
        Combinations with the lightning kicks and his very difficult toe kick, side
        kick move is often hailed as a mark of an excellent Jacky player.
    
        Jacky's uncounterable moves
        ===========================
        Side hook kick        - back+K
        Low spinning backfist - back/down+P
    
    
    
    
    Shun Di
    ^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 2nd January 1912
    Sex            : Male
    Blood type     : O
    Height         : 164 m
    Weight         : 63 kg
    Job            : Herbal doctor
    Hobby          : Collecting the medicinal herbs
    Nationality    : China
    Fighting style : Sui-ken/Drunken Fist
    
    
        VF1 Storyline
        =============
        None
    
        VF2 Storyline
        =============
        He is from Northern China and is considered as a sage by many. He teaches
        in his small training hall and had many students in the past but most have
        left him by now. This is due to his keen interest in taking students able
        to take hardship as part of the training.
    
        While drinking with his friends, Shun hears them boasting about the success
        one of their student fighters (Akira) in recent tournament competitions.
        He suddenly exclaims, "I also want to participate in the World Fighting
        Tournament". Shun's friends pleaded with him not to, but once Shun had
        mentioned his intent to fight, he was adamant and eventually joined the
        tournament.
    
        EditorÕs Notes
        ==============
        There are many bald characters in the video games lately like Wan Fu and
        Nienhalt Sieger. Wonder if it is a trend or do bald guys really rule.
    
        Drunken Fist also known as the 8 Drunken Immortals is based on moves from
        8 Immortals from Chinese mythology. It is a Northern Chinese Style.
    
        This fighting style requires the exponent (not player) to be drunk in the
        mind but alert in the body. It stresses more on defensiveness. Ducking and
        jumping over attacks. This is true as most of Shun's moves are defensively
        offensive (what the hell am I talking about?). They jump, duck and dodge
        many attacks. His two hand upside-down push ducking under punches is a fine
        example.
    
        Fighting with Shun
        ==================
        To play him, you have to be totally unpredictable. Stop combos or attacks
        with you backpush. It attacks REALLY LOW so that elbows, knees and side
        kicks seldom    hit you. The only moves that stand a chance are toe kicks,
        punt kick; and kickflips against this move. He also squats really low so
        that elbows do not hit him at all.
    
        Use his jumping attacks like the twisting hook punch to hop over low and
        mid-level attacks. You have to be completely reactionary in your execution.
        You have to be alert all throughout and have to have good reflexes. You
        can't do a lot of planning for Shun. Play as the situation goes. You can't
        outguess opponents either so reflexes are the way. For example, his
        cartwheel kick is fast but recovers slowly.  Use this to stop charging
        opponents hoping to connect with a throw.
    
        His falling moves can be good too. These moves evade power attacks after and
        the only vulnerable thing is a punch or kick to fallen opponents. Not much
        damage will be done with these moves on Shun. Nobody would be crazy enough
        to pounce. His rising rotorblade kicks get anyone jumping in. This is due
        to ShunÕs amazing ability to get up faster than anyone.
    
        His fancy sit down and handstand moves are very disruptive to charging
        attackers. If you are a true Shun fan, you should aspire to use the
        handstand kicks once to hit your opponent. It is the most hilarious move
        available in VF2. Ability to use it and hit opponents is shown to increase
        your popularity in the video arcades. Besides these two moves, the backward
        hopping kicks are a bane to many inexperienced in handling Shun. This move,
        is quite fast and hits those who fail their low-level attacks or those
        closing in recklessly. Even his kick and fall back is useful in this
        aspect.
    
        Apart from the above, he can dupe many with his twisting hook punch and
        hopping scissors kicks. Once these hits fail, many interpret his getting
        up (both moves make Shun fall on the ground) as vulnerability to power
        moves. Not so, Shun cannot be hit with mid-level attacks when he is getting
        up, let alone be thrown. Let them see the full glory of Dances with
        Punches. Only low punches and kicks stand a chance while he is getting up.
    
        The hopping spin kick hits low defenders or attackers. The motion is simple
        (K+D) and hops over attacks. This is the move to use against incoming low
        attackers if executed fast enough (remember, reflexes!).
    
        As much as possible, dodge attacks if you are a beginner and learn to do the
        dodge followed by the dances with punches. Progress onwards to learn the
        rest. Note that all his moves are slow and recover slowly; and if you play
        him like any other character in VF2, you are playing him wrong. He can
        float opponents in some limited way but that is not his main strength.
    
        His dashing punch can be used in just the same way as Akira's dashing palm.
        Most inexperienced players do not expect this move and think that a
        squatting Shun is easy meat. This move floats opponents very well and can
        be followed by the twisting kicks or cartwheel kick.
    
        Both his pounces actually inflict the same amount of damage. The only
        difference is that the high pounce has longer range due to the roll
        forward. Therefore, use the low pounce in preference over the high pounce.
        It is fast.
    
        Progress on to hone your reflexes for all his moves. Try to use the dances
        with punches and two hand upside-down push at least three times in a match.
        Get him drunk (SERIOUS!). His skin complexion turns lobster red the more
        he drinks. The following happens when he has:
    
        One drink - able to do down+P+K sweep. Able to do a foot slide after sitting
        down, instead of a low kick. His back+P and down+P looks slightly
        different.
    
        Two drinks - able to do down+P+K, K sweeps. His back/down+D, P will become
        a side step backwards and two-hand side push. His back+P and down+P changes
        and again looks slightly different.
    
        Three drinks - able to do down+P+K, K, K sweeps. His back+P and down+P move
        changes again.
    
        In addition, the power of his connected attacks increase by 5% after each
        drink. The maximum is reached after eight drinks. At the maximum, his moves
        will inflict 1.4 times more damage than what he starts out with in a round.
        This is evident in his low backpush. Without drinking, this move just
        irritates standing defenders. After drinking, the move has the ability to
        knock them down. So don't stop at the third drink. Drink as much as you
        can.
    
        Playing with Shun is sheer fun and if you like to improve your style, check
        out the Expert Mode Shun. HeÕll have you stumped!
    
        Doug Rosengard has written a Shun FAQ. For all those drunken fans, this is
        a great guide.
    
        Shun's uncounterable moves
        ==========================
        Side kick        - down/for+K
    
    
    
    Lion Rafale
    ^^^^^^^^^^^
    Biodata
    --------------------------------------------------------------------------
    Date of birth  : 24th December 1979
    Sex            : Male
    Blood type     : AB
    Height         : 1.71 m
    Weight         : 61 kg
    Job            : High School student
    Hobby          : Collecting knives
    Nationality    : France
    Fighting style : Toru-ken/Seven Stars Mantis Fist
    
    
        VF1 Storyline
        =============
        None
    
        VF2 Storyline
        =============
        He is  born into the Rafale family, one of the most wealthy families in
        France. They are involved in the aircraft industry. This business is but
        a front for their involvement in illegal arms contracts with terrorists.
    
        Lion has been practising Toruken under an instructor as part of management
        education since he was five. He resents his father's control over his life
        and during one of their arguments, his father proposed to Lion to win the
        World Fighting Tournament as a prerequisite to become free from him. Thus
        Lion is participating in the tournament competition.
    
        EditorÕs Notes
        ==============
        This Frenchman has a lot of sting as a fighter. He has youth on his side but
        is rather weak in most of his attacks. Nimble and small, he fights and
        moves like the bug his fighting style is based upon.
    
        Praying Mantis Fist also called Wong Long Fist is invented by a Chinese
        boxer named Wong Long. He became distraught after losing so many fights,
        so he retreated to a forest to meditate. One day, during one of his
        meditation sessions,  he saw a mantis fighting with a grasshopper. Though
        the mantis is smaller (should be a male mantis, a female mantis is the size
        of a grasshopper), he was amazed by its ability to attack with quick
        strikes with its "arms". So amazed with it, he brought the insect home and
        "fought" with it using twigs to study it. He then developed movements based
        on the insect and he named the fighting style after it.
    
        Soon a variation came forth from it called Seven Stars Mantis Fist based
        on the Chinese constellation. This is Lion's fighting technique. His
        spinning arms attack is not found in the original Mantis Fist but in this
        variant. Mantis Fist like Drunken Fist is one of the Northern Shaolin
        Styles.
    
        Mantis Fist stress not only in speed but also in footwork and grip. This
        explains the many wierd ways Lion moves his feet around and the way he
        throws his opponents. He winds up and fights in a crouched position which
        looks very tiring.
    
        It is interesting to know that Rafale is the name of an advanced, agile
        multi-role fighter produced by a European consortium; in which French
        aerospace companies have a big stake in.
    
        Fighting with Lion
        ==================
        Playing Lion would mean playing with guerilla tactics. All his moves enable
        him to close-in very fast. He is small so he doesn't have much reach. His
        main strength is actually his throws. They are fast and difficult to avoid.
        As much as possible practice his ducking moves. It is very useful as many
        attacks just zip past his head. He, like Shun, squats really low that
        elbows do not hit him at all. Fight a balanced game but concentrate on
        throws at close range. At further ranges, his spinning to the opponents
        side counter-attacks are a good option. This move confuses many.
    
        His side kicks are the fastest so use them to your advantage. He does have
        a knee but it comes out slow; definitely not recommended for low defenders.
        Rely more on his faster recovering moves. The uppercut and downward swipe
        is good and fast. His long range spinning sweeps are deceptive as one hits
        standing defenders and the other hits low defenders. Use this creatively
        as an illusion.
    
        His speed is his greatest asset so keep that in mind. Backing off from
        attacks is pretty easy with him. However, go easy on his low attacks. They
        are fast but recover slow.
    
        His long range fist thrust is the furthest for, for movement attack in the
        game. He doesn't really run forward but leaps forward making this awful
        noise like a kid seeing broccoli on the dinner table. If you examine it
        carefully, the leap he makes for this move would break all world records
        for long jump. Use this move against those who miss rising attacks or
        charging in for throws.
    
        The creeping pecks are very irritating to the uninitiated. At close range,
        this move stops any move of all opponents unless they block low or back
        off. His elbow is more of a harrasment move since he hits and backs off
        quickly. If connected successfully, it staggers opponents for side kicks
        or uppercuts.
    
        Insert the second kick in the dancing kicks once in a while. The hop kick
        has almost instant recovery and therefore safe unless you are caught in
        mid-flight. Some good Lion players replace this second kick with the punch,
        elbow and backfist to push opponents back. The handstand kicks give the
        impression of a low attack fooling opponents to block low. This I emphasize
        cannot be used too often.
    
        Though he doesn't have much aerial attacks like a kickflip, the swinging
        arms attack would be sufficient. It has good range and is an effect counter
        to kickflips.
    
        Try to do the reaping throw in preference over the trip. It is unbreakable
        and is easy. The ultimate frontal piggyback attack demoralizes many and can
        be easily done when the opportunity allows.
    
        It is difficult to float opponents with Lion so you might as well forget it.
        The best he can muster is the low swipe kicks, one hand-stand kicks and his
        arm spin for falling opponents. However, his knee connects very well on
        already airborne opponents. He does not have much combos to muster against
        airborne opponents other than the punch, elbow thrust and backfist combo.
    
        Lion's uncounterable moves
        ==========================
        Long range fist       - for, for+P
        Side kick             - down/for+K
    
    
    
    Dural
    ^^^^^
    Biodata
    --------------------------------------------------------------------------
    None available
    
        Editor's Notes
        ==============
        According to sources, the name Dural means Devil. Dural is a development
        from the Syndicate mentioned in the storylines of the above characters. She
        is modelled after a human (Kage's mother?) and is made from an unknown
        alloy. Her fighting technique comes from a master who mastered all of the
        martial arts. This Syndicate is called J6 or Judgement 6. It stands for:
    
        Judgement, their belief in their superiority over others
        Devil, weapon research and discovery to further their purposes
        Wheel of Fortune, interest in increasing economic power
        Moon, their involvment in international political affairs
        Tower, the way they are organized
        Death, their involvement in NBC methods of destruction
    
        Apparently, you can select Dural in VF2 but no known method is available.
        Dural has the following moves:
    
        Akira's backwards uppercut
        Akira's dashing elbow
        Akira's dashing body check
        Akira's jumping kicks
        Akira's counter-attacks
        Pai's counter-attacks
        Pai's DDT
        Lau's side kick
        Wolf's tombstone
        Wolf's frankensteiner
        Jeffry's running punches and uppercut
        Jeffry's face grab
        Jeffry's triple knee bash
        Jeffry's crucifix piledriver
        Kage's ten foot toss
        Kage's backheel sweep
        Kage's reaping throw
        Sarah's knee and elbow-knee combo
        Sarah's 2 punches and straight kick
        Jacky's punches, elbow and kickflip
    
        There may be more to this list.
    
    
    GLOSSARY
    
    
    Aikido - A martial art that stresses on self-defense and escapes. Considered
    to be an evolution from the original jujitsu. Evidence of aikido influence on
    VF is in Kage's down+P counter-attack.
    
    BGM - Abbreviation for Background Music.
    
    Chi - Internal intrinsic power developed by the individual.
    
    Chuanfa - the proper term for kung fu.
    
    Do - way; as in Ju*do*.
    
    Elbow - A universal move in almost all martial arts.
    
    Floater - A process whereby an opponent is tossed or hit into the air then
    continually kept in the air by moves. This gives an image that the victim is
    floating amidst the moves. Doesn't happen in real life but only in VF. Also
    known as handballing or juggle.
    
    Handball - see Floater.
    
    Inosanto Academy - A martial arts school started by Dan Inosanto, one of
    Bruce Lee's students. The school specializes in the application of Jeet Kune
    Do concepts to martial arts.
    
    Jeet Kune Do - A concept in martial arts rather than a technique. Check for
    "The Tao of Jeet Kune Do" by Bruce Lee in your local library.
    
    Jitsu - art; as in Ju*jitsu*.
    
    Juggle - see Floater.
    
    Jujitsu - A generic term for various forms of fighting techniques.
    
    Muay Thai - the proper term for Thai Boxing.
    
    NBC - Nuclear, Biological and Chemical.
    
    Ninja - One who practises ninjitsu.
    
    Ninjitsu - The art of covert operations. Formerly known as shinobi. It covers
    a lifestyle rather than just a fighting technique.
    
    rec.games.video.arcade - A USENET Newsgroup where most of the VF discussions
    take place.
    
    Roundhouse - A kick used in virtually all the martial arts. Its circular path
    gives it extra power by generating a centrifugal force. It is one of the most
    powerful kicks in the martial artists arsenal. A heel kick is also known as a
    back roundhouse. Sarah's jumping back kick is also known as a jumping back
    roundhouse.
    
    Ryu - School or tradition for Japanese martial arts.
    
    Shikan-ken - Extended-knuckle fist. A ninja fist. Seen in Kage's down+P+K,
    P+K move. Comes from a ninja school, Shikan-ryu
    
    Shuto - Sword fist. A ninja fist. Fist is slightly different from the karate
    hand chop fist (knife hand). Kage's normal hand chopping punches.
    
    Side kick - A kick seen in all martial arts. This kick is also known as a
    side thrust and mid-kick.
    
    Sweep - Technique which catches the opponent's foot or feet and unbalances
    him. Comes from the chinese term "shao jiao" translated as "sweeping leg".
    
    Throw - Altering your opponents center of gravity by means of grappling or
    minimal force causing them to fall.
    
    Thrust - A kick done by using the sole of your feet. Heel kicks can be
    considered as thrusts.
    
    Uppercut - An upward punch.
    
    VF - Acronym for Virtua Fighter.
    
    VFing - Virtua Fighting. What a VFer does in the arcades.
    
    VFer - Anyone who plays and is a fan of Virtua Fighter. Comes from combining
    the acronym for Virtua Fighter with "er" as in "fighter". Pronounced as
    "veefer".
    
    Wing Chun - One of the most effective forms of martial arts today. Bruce Lee
    was highly influenced by this technique when he wrote the eclectic Jeet Kune
    Do.
    
    
    
    CREDITS
    
    
    
    Produced by:
    
    Chia Jin Ngee ÒSarahÓ, mcblab47@leonis.nus.sg
    
    Special thanks to the contributors of VF1 of which there won't be VF2:
    
    God                             keeping my head on straight
    The Family Fun Center,          for Virtua Fighter
    Omaha, NE
    SEGA¨                           info and for VF
    Andrea                          SEGA¨
    Dave                            SEGA¨
    Andy Eddy                       vidgames@netcom.com
    Shorty                          Family Fun Center
    Michael Wang                    mmwang@mv.us.adobe.com
    Jose                            Family Fun Center
    Derrick                         Family Fun Center
    Christopher R. Boggs            gt93986@acme.gatech.edu
    Harry Teasley III               het3@crash.cts.com
    Ryan Wolfe                      wolfe@cps.msu.edu
    Jeremy Hinton                   hinton@cs.odu.edu
    Steve Lamb                      sandman@netcom.com
    R. 'Tom' Cruz Sogeuco           rc_sogu@paro.concordia.ca
    Alan Fasick                     fasick@ucsu.colorado.edu
    Brian Tao                       taob@io.org
    Graham Chubb                    chubb@ecf.toronto.edu
    Eric                            eric@parcplace.com
    Vax                             vax@ccwf.cc.utexas.edu
    Kevin Miller                    miller@midget.towson, edu.
    Marie E. Antoon                 Marie.E.Antoon@Students.Miami.edu
    Koh Kawabe                      kawabee@is.s.u-tokyo.ac.jp
    World Book Dictionary           definitions of virtual & fighter
    Replay Magazine                 some info on VF
    Iain Sinclair                   some info on VF1
    Chad E Reznicek                 for original VF1 FAQ
    Doug Rosengard                  dug@lugaru.com for maintaining VF1 FAQ
    
    VF2 info providers:
    
    Chris Halim                     halim@getreal.uucp.netcom.com
    Alan Tan "Lion"                 tanhl@merlion.singnet.com.sg
    Robert Laus                     robert@jolt.mpx.com.au
    Koh Kawabe                      kawabee@is.s.u-tokyo.ac.jp
    Scirocco Boy!                   wcox@black.clarku.edu
    Jurri Munkki                    jmunkki@snakemail.hut.fi
    Todd D. Ellner                  tellner@cs.pdx.edu
    rec.martial.arts FAQ            Randy Pals <pals@ipact.com>
    Virtua Fighter 2: Akira FAQ     Joji Suzuki <joji.g@channel1.com>
                                    Joji Suzuki <us003263@pop3.interramp.com>
    David, Mgr of Country Funworld  Country Funworld
    Harley "Jacky"                  Country Funworld
    Gary Peh "Kage"                 Country Funworld
    Joseph Lim "Akira"              Country Funworld
    Eric Chen "Sarah"               Country Funworld
    Julian Chia "Kage"              Country Funworld and twin brother
    Lau Bie See "Lau"               Country Funworld
    Danny Leung "Kage"              Country Funworld
    Ahmad "Sarah"                   Country Funworld
    Alex Ho "Wolffry"               WYWY Clementi
    
    Virtua Fighter Maniax           For VF1 storylines
    by Yoichi Shibuya
    ISBN4-89366-264-3
    
    A SEGA Poster                   For VF2 storylines
    
    Virtua Fighter 2: Act 1         Confirmed VF2 moves and such
    GamestMook Volume 5
    
    The Ninja and their secret fighting art
    by Stephen K Hayes
    
    Encyclopedia Britannica
    Encyclopedia Americana
    Kodansha Encyclopedia of Japan
    
    
    
    

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