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    Apharmd B by Rolander

    Version: 0.95 | Updated: 09/24/02 | Search Guide | Bookmark Guide

    VOOT MSBS 5.2 Apharmd Battler FAQ Version 0.95
      By Peter Cheong Choon Wah AKA Rolander <rolander@starhub.net.sg>
      Updates done:
    Version 0.8   Released on 13th September 1998
    Version 0.81  Minor corrections and updating of some information.
                  I now feel sonic rings are quite useful.
                  Released on 21st September 1998
    Version 0.9   Released to prevent what I know from being lost :)
                  Interium Release with revamped move analysis and
                  incomplete Specific VR Versus Mode tactics.
                  Released on 3rd February 2001
                  (Hopefully not the last release)
    Version 0.95  Almost forgotten release
                  Filled in General and Versus tactics
                  Last release by author (for all the good it does ...)
                  Released on 24th September 2002
    Version 1?    Don't look at me!!!  Go ask the elites to write!!!
                  (I've long given up on bugging them ... another
                  reason why I'm writing this in the first case)
    Apharmd Battler Introduction
      For those who are familiar with Virtual On Operation Moongate
    (VOOM), VOOT's predecessor, VOOM Apharmd was well known for his
    forward speed, armour/stability and his tongfer, the ultimate in close
    combat weaponry (matched only by VOOM Raiden's Laser).  VOOM Apharmd,
    however, suffered from horrible ranged weaponry.
      VOOT Apharmd Battler (thereafter referred to as Aph B), as the
    obvious descendent of VOOM Apharmd carries on the legacy of being the
    King of Close Combat.  Below is a brief summary of his capabilities:
    * Armour - Aph B has pretty good armour, but lags behind Temjin,
      and Dordary.
    * Virtual Armour - Aph B has good virtual armour, and can occasionally
      reflect more than the average peashot under optimal conditions.
    * Stability - Aph B is very stable for a medium sized VR.
    * Ground Speed - Aph B is pretty fast on foot, and his forward-dash is
    * Air Speed - In contrast to his speed on the ground, Aph B is lacking
      in aerial agility, but that is not altogether a bad thing actually.
    * Ranged Weapons - Damagewise, Aph B has probably the poorest arsenal,
      with the exception of his soccerbombs. Damagewise ...
    * Close Combat - Aph B's tongfer is one of the most feared CC attacks
      in the entire game.  Some other VRs do have CC attacks that approach
      the tongfer's damage potential, but Aph B's tongfer is much more
      useful offensively.
      This FAQ is dedicated to Choon Eng AKA Natas.  He was a close combat
    fanatic and strived to win using close combat moves as much as
    possible.  He led the initial exploration of Aph B's abilities in the
    early days of Singapore VOOT and is well remembered by its 1st
    generation VOOT players.
    Abbreviations used
    Aph B/Aph S - Apharmd Battler/Apharmd Striker
    CC          - Close Combat 
    LW/RW/CW    - Left Weapon/Right Weapon/Centre Weapon
    LT/RT/BT    - Left Turbo/Right Turbo/Both Turbos
    SLD         - Super Low-attitute Dash
    V. Armour   - Virtual Armour
    VOOM        - Virtual On Operation Moongate
    VOOT        - Virtual On Oratorio Tangram 
    VR          - Virtuaroid
    Ranged Weaponry
      Like his predecessor, Aph B has horrible straightforward distance
    weapons.  However, he does have several viable options at ranged
    confrontations.  With proper knowledge and patience, a good pilot can
    still chip away at his opponent's energy bar while keeping Aph B
    ahead, without any reliance on close combat.  The latter should not be
    too difficult given Aph B's armour, speed, and defensive weaponry
    (Grenade Discharger).
    Right Weapon - Submachinegun
      Aph B's RW suffers from one critical flaw: Submachinegun shells are
    very easily deflected by virtual armour.  This problem effectively
    prevents Aph B from doing well in a gun battle, especially against the
    heavier VRs.  However, proper utilisation of dash-machineguns is still
    a fair means of inflicting damage.
    [Normal Standing/Walking]
      Aph B fires off a steady stream of shells on holding down the RW
    trigger, similar to Fei-Yen Knight's and Cypher's RW.  The ammo gauge
    tends to redline easily with sustained weapon fire, but fortunately
    the recharge rate is fairly fast.  Unlike other continuous-fire
    weapons, submachineguns have quick reload times (i.e. there need only
    be a very brief delay in-between consecutive bursts) hence Aph B can
    elect to fire short bursts of shells in quick succession.
      Standing submachineguns have average speed, but poor homing, damage
    and V. Armour penetration; they are totally useless against
    Dordarys/Raidens with 100% V. Armour.  Generally better to use the
    crouching variation below.
    [Normal Crouching]
      Aph B fires a stream of shells from a crouching positon until 
    ammunition is depleted or the RW trigger is released.  Crouch
    submachineguns have some minor but significant improvements in speed
    and V. Armour, making it somewhat more useful and threatening.
      Normally, crouch attacks force a VR to remain stationary for the
    duration, but for crouch non-turbo attacks, a player can elect for a
    moving crouch version, whereby the VR slides while firing.  Aph B
    slides at slightly greater speed during a moving crouch submachinegun
    attack than his walking speed, another bonus.
      Another aspect of this variation is the ability to negate some enemy
    fire, mostly normal non-crouching peashots from certain VRs
    [Normal Jumping]
      Upon reaching the apex of his jump, Aph B hovers in midair and empty
    his submachineguns at his target.  Little better than the normal
    standing version, plus a hanging Aph B is an easy target for any
    weapon with significant homing.
      Not all jumping attacks are bad; there are several jumping attacks
    for several VRs whereby it is quite effective despite the obvious
    vulnerability.  However, in this case, it is a definite no-no.
    [Dash (All Directions Except Forward and Forward Diagonal)]
      Aph B fires off a single stream of submachinegun shells.  Mostly
    ineffective in terms of damage, accuracy, and penetration.  Except at
    very close range, definitely an ineffective move.
    [Dash Crouching (all directions except Forward and Forward Diagonal)]
      Aph B does a tumble on the ground before letting off a single stream
    of shells.  Like the normal crouch variation, the dashing crouch shots
    have better speed and penetration making them significantly better
    that the normal dashing attack, though still a poor move.
    [Forward and Forward Diagonal Dash]
      Aph B fires off a long stream of submachinegun shells, often
    draining most of the RW ammo gauge.  Though only slightly better at V.
    Armour penetration, the shots are more powerful, and especially at
    short range, hitting with most of the shots can do significant damage.
    This is Aph B's most damaging dash attack save for his dashing close
    combat moves and his special.
      An unique point to note here:  Aph B's general ground dashing speed
    is good, but his forward dash (and only forward, not forward diagonal)
    has exceptional speed.  Though forward diagonal dashing have their
    places, only in a true ground forward dash is Aph B really fast.
    [Forward and Forward Diagonal Dash Crouching]
      Like the other dashing crouching submachinegun attacks, Aph B
    executes a tumble before firing.  In this case, instead of firing
    a long stream of shots, he fires a concentrated short burst of shots
    as he comes out of his tumble.  The lesser number of shots also means
    that the ammo guage is not as severely depleted.
      This variation sacrifices some damage for improved speed and V.
    Armour penetration, and it is up to the player to decide which
    variation to use given the circumstances.  If a close-range pass is
    guaranteed and the attack likely to hit, the normal variation will be
    preferred for maximum potential damage.  However, at longer ranges,
    against a fast moving VR, and/or when faced with a heavily V.Armoured
    target, the crouching variation may score a hit while the normal
    variation will miss or be deflected.
    [Air Dash (General Comments)]
      Aph B's air dash speeds are all below average, even his forward dash
    aerial.  Generally, this factor alone makes an air dash attack
    significantly more risky.  Furthermore, Aph B's lack of maneuverabiliy
    in the air also makes him quite vulnerable to counterattack as he
    lands after an air dash attack.
      Damagewise, air dash submachineguns are roughly equivalent to the
    respective ground dashes, again with the forward and forward-diagonal
    dash submachineguns having greater offensive power.  However, the
    shots fired in an air dash are fairly slow, so they are only effective
    at very short ranges, which leaves Aph B very vulnerable to any
    counterattack immediately afterwards.
    [Right Turbo Standing]
      Aph B stands his ground, fires from his shoulders and unleashes a
    double stream of submachinegun shells until the ammo gauge redlines.
    Aph B is stuck in that position for the whole duration of this attack,
    which cannot be cancelled by the pilot.  Hence care must be exercised
    to either ensure that Aph B would not be taking unnecessary damage, or
    the damage trade-off will be in Aph B's favour.
      This turbo submachinegun attack has two notable properties.  One is
    that it is not deflectable by V. Armour AFAIK.  Another is that the
    shells, when exploding, has some capacity in blocking lasers (yes,
    LASERS) and can also break through Angelan's Ice Shield.  Despite the
    above mentioned attributes, the risks far outweigh the benefits here,
    and use of this attack is not recommended.
    [Right Turbo Crouching]
      Aph B crouches and releases a single stream of exploding
    submachinegun shells similar to the standing variation.  The crouching
    variation boast a small improvement in accuracy at the expense of
    damage, making this a somewhat usable attack under specific
    conditions, namely to chip away the last bits of energy off an almost
    dead VR at short range.  Otherwise the risks involved in remaining
    stationary are too great to compensate.
    [Right Turbo Jumping]
      At the apex of his jump, Aph B empties his RW ammunition gauge to
    release a double stream of exploding submachinegun shells.
      As stated previously, Aph B's jumping attacks are risky due to his
    lack of maneuverability in the air, and this variation is no 
    exception.  The shots fired are too slow to hit anything except a
    slow-moving VR.
    [Left Turbo Standing]
      Aph B fires from his hips and unleashes a double stream of fast
    submachinegun shells.  Unlike the RT variation, Aph B will stop firing
    the moment the trigger is released.  This variation is also
    cancellable by either dashing or jumping.  Ammo drain is as fast as
    the RT variant, but this time the pilot can elect not to fire off all
    his ammo.
      LT weapons are nominally stun-effect weapons, and Aph B's LT
    submachineguns are no exceptions.  Damage is insignificant, but the
    stun effect is real.  Depending on the target VR's stability and
    condition (its movement and how many hits have been sustains
    recently), getting hit with a burst of LT submachinegun shots can
    either stagger or interrupt the target's actions or actually knock it
    down outright.  LT submachinegun shots have high V. Armour penetration
    (but the author has seen an opposing Dordary deflect them once while
      Most of the stun effect is concentrated within the first few shots,
    hence short bursts are highly recommendeded to maxiumise efficency.
      The LT shots also have the ability to negate weapon fire like the
    normal crouching variation, except that the former are far more
    capable and have been known to negate Temjin's CW Sword Beams and
    prematurely detonating Fei-Yen Kn's CW Heart Beams.
    [Left Turbo Crouching]
      Crouching, Aph B fires a single stream of fast submachinegun shells
    which have similar properties to the standing variation.
      Crouching LT submachinegun shots does even less damage than the
    standing variation, but the stun effect is even more pronounced; all
    but the most stable VRs will be knocked flat on their back if they
    suffer a hit from the first bullet of this stream.
      Like the standing variation, the crouching LT shots also have the
    ability to negate many forms of incoming projectile attacks.
    [Left Turbo Jumping]
      At the apex of the jump, Aph B empties his gauge to release a stream
    of fast submachinegun shots similar to the standing LT variation.
      The jumping LT shots are significantly weaker in both stunning
    ability and accuracy.  This coupled with the other disadvantages in a
    jumping submachinegun attack, makes this variation little better than
    the others.
    Left Weapon - Grenade Discharger
      Aph B's grenade discharger either gives a series of napalm-like
    explosions or a medium-sized bomb blast, depending on method of 
    attack.  Most explosive weapons in VOOT are not very damaging on the
    whole, but several variants of the grenade discharger can be damaging,
    VERY damaging...
    [Normal Standing/Walking]
      Aph B drops a napalm canister in front of him to give a row of
    explosions.  Low damage (to the order of a few %), but the chain of
    explosions cannot be blocked by obstacles and hence is useful for
    flushing out opponents hiding behind obstacles.  Explosions also serve
    to block most weapon fire except for other explosive attacks.
    However, Aph B's standing LW is not exceptionally good at blocking all
    projectile attacks; there are several attacks that can blow through
    the napalm explosions, most notably Raiden's RTCW and Specineff's
    Aph B can also elect to chuck a canister in the general direction of
    an opponent and execute a forward dash along the chain of explosions.
    This tactic can be used to close in on an opponent in relative safety,
    using the napalm explosions to shield Aph B from most incoming attacks
    as he dashes in time with them.
    [Normal Crouching]
      Aph B crouches as he lobs the napalm canister slightly forward.  The
    lob means that the crouching napalm is slightly slower to come out;
    also it does slightly lesser damage.
      The advantage gained from using the crouch variation is that the
    resultant chain of explosions are much more effective in blocking out
    incoming fire; for instance, Specineff's RTCW will go through the
    standing napalm, but not the crouching napalm (though Raiden's RTCW is
    rumoured to be able to penetrate through ALL enemy explosions.)
    [Normal Jumping]
      Aph B drops a napalm canister on the ground at the apex of his jump.
      An obviously senseless move, as the chain of explosions occur along
    the ground while Aph B hangs in midair, receiving no protection.
    [Forward Dash and Diagonal Forward Dash]
      While dashing, Aph throws a canister at the opponent.  The canister
    explodes on contact or proximity to give a medium-sized spherical
    bomb blast, dealing decent damage.
      Aph B has good throwing accuracy using this attack under most
    conditions; also, the range of the throw from where Aph B releases the
    canister is quite considerable.  Both factors serve to override the
    comparitively low damage to give an overall good area-effect attack
    for Aph B.  The immediate bomb blast tends to blot out lesser enemy
    fire, but like his standing napalm, some of the more powerful attacks
    will still go through.
    [Forward Dash and Diagonal Forward Dash Crouching]
      Aph B crouches and lobs the canister to give a similar spherical
    bomb blast, doing slightly less damage.
      From comments made by other veteran players, the crouching
    variation is supposedly even more accurate.  However, I have not
    found it to be significantly better and IMHO the standard forward
    dash LW is good enough for me.  YMMV (Your Milege May Vary).
    [Side Dash and Diagonal Back Dash]
      Aph B dashes and releases a canister to give a row of napalm
    explosions.  This can be used to blow off a few % of energy from an
    opponent behind cover at medium range.  The attack is not very good on
    the whole though, and it is definitely not worth much as a defensive
    [Side Dash and Diagonal Back Dash Crouching]
      - no detailed experiments, but judging from the ineffectiveness of
    the standard side dash napalm chain, the crouching variation is
    unlikely to be significant -
    [Back Dash]
      Aph B backs off and chucks a canister to give a bomb blast similar
    to forward/forward diagonal dash.  Given the problems of back dashing,
    this move is definitely not advisible.
    [Back Dash Crouching]
      - no detailed experiments; the author sees little need to explore
    this when the normal back dash LW is already problematic -
    [Air Dash]
      As with the air dash submachineguns, air dash grenades are similar
    to their respective ground variants - the forward variations give a
    spherical bomb blast, the side dash variations give a napalm chain,
      Forward and forward diagonal air dash bomb blasts are effective at
    short ranges; though Aph B's air dash bombs have much shorter throw
    range compared to the ground dash variation, a well timed forward air
    dash LW can often place Aph B above the target in a position to dump
    the canister on the enemy VR's head.  The air dash bomb also does
    slightly greater damage compared to the ground dash bomb
      Side air dash napalm chain can be surprising more effective that the
    ground dash variation.  Aph B's reduced air dash speed actually works
    to his advantage in this case, as he does not move out of the
    obscuring effects of the napalm explosions as quickly.  Also, while
    the ground side dash LW have Aph B dropping the canister in the
    process, the air dash variation has him flinging out the canister
    toward the enemy for a considerable distance.  That, plus the
    deceptive blast radius of the napalm explosion (the actual damaging
    radius is larger than what the screen effect appears to show), makes
    the side air dash napalm a 'surprise' move, useful for shocking a
    complacent enemy who thinks a side air dash is not threatening until
    it is vectored into a forward air dash.
      There appears to be little point in exploring the back air dash LW's
    potential.  As with the air dash submachineguns, care must be taken
    when landing, especially with the forward air dash LW as Aph B will be
    dangerously close to the enemy.
    [Right Turbo Standing]
      Here's where explosive damage becomes significant.  With full ammo,
    Aph B creates a bomb the size of an appropriate VR soccerball, and
    with a lock on, kicks it up and toward the opponent in a loping
    trajectory.  The blast radius is considerable and does very good
    damage as well as being a guaranteed knockdown
      The flight path of the 'soccerbomb' enables it to sail over most 
    obstacles along the way, unless Aph B punts the bomb into the obstacle
    itself.  Therefore, the soccerbomb is very effective at flushing out
    opponents hiding behind obstacles, as well as hitting jumping/landing
    VRs.  At close range however, owning to the means of delivery, the
    soccerbomb will often sail harmlessly over the heads of the intended
    target, leaving Aph B very vulnerable if he is not behind an obstacle.
      (There is an exception in my memory.  During the latter half of the
    year 2000, I had the opportunity to play against Johnson Or of LonVOC
    who dropped by for a couple of days.  In one Aph B vs Aph B match, I
    had executed a standing soccerbomb against Johnson at about 200 meters
    range, which was obviously too close.  However, to our shock and maybe
    Johnson's horror :) for some inexplicable reason, the soccerbomb had
    a very steep loping trajectory which brought it right down on
    Johnson's Aph B's head ... Kabooom)
    [Right Turbo Crouching]
      With full ammo, Aph B crouches and throws the soccerbomb with a
    shallow trajectory close to the ground.  Damage is much lesser than
    the standing variant, but is still considerable, as well as being a
      Crouch punt bomb is a powerful option at close ranges below 200
    meters, where the opponent has only a split second to react to the
    bomb's launch.  An enemy in Aph B's frontal arc who is not already
    dashing away when the soccerbomb is thrown is unlikely to escape the
      Another useful point about the crouch soccerbomb is that if the move
    is executed behind a low or medium-height obstacle, the soccerbomb
    will just skip over the top of the obstacle and get someone behind it
    ... ah, another 'surprise' move.
    [Right Turbo Jumping]
      With full ammo, Aph B produces the soccerbomb at the apex of his
    jump and executes a bicycle kick to send the bomb at the opponent in a
    flash.  A well placed bomb can often arrive on top of the head of a
    standing VR on the ground...
      Though a difficult weapon to hit, the jumping soccerbomb is the most
    devastating of all the 3 variants of punt bomb, able to rip off up to
    60% of a VR's energy bar!  Introduced by Natas to the Singapore VOOT
    scene, it is a powerful okizeme tool when the jump is timed so that
    the bomb comes down immediately right after the opponent gets up and
    his invulnerability is lost.  By holding down a turbo button while
    jumping up, Aph B can be rotated in the air to face the appropriate
    direction to kick the soccerbomb.  This comes in useful if the target
    dashes out of sight to the right or left at the initial stages of the
      The weakness of this move, besides Aph B being a relatively slow
    target in the air, is that the soccerbomb will miss if the opponent is
    roughly right below Aph B; the soccerbomb cannot be kicked straight
    [Left Turbo Standing]
      While standing, Aph B ejects a pair of small canisters from his
    shoulder launchers.  The canisters travel together, bouncing along low
    to the ground until they approach the enemy or impact against an
    obstacle, giving a column-like explosion that reaches up quite high
    visually but has a narrow horizontal radius.
      The 'bouncing bombs', like most other LT weapons, does low damage
    but have stunning potential.  Offensively, this move is relatively
    weak due to the poor homing and low speed of the bombs.  The stun
    effect is not great; the lighter VRs may be knocked down if they
    attempt some major actions, while the more stable VRs will only be
    staggered on the rare chance that they get hit with this move.
      'Bouncing bombs' are not totally useless however.  Firstly, the
    bombs can bounce over low obstacles when initially released.  They
    also use considerably less of the LW ammo gauge compared to the other
    LW moves.  Hence, they can be used for 'scare' effects to keep an
    opponent preoccupied.
      Another niche use for this move is against knocked down VRs at short
    range, as a form of okizeme.  Chances of actually hurting the target
    are extremely low due to the short invulnerability enjoyed by all
    rising VRs (unless they forfeit it through some major actions), but
    the objective is to blind the opponent briefly when he arises, as the
    column explosion lasts for several seconds.
    [Left Turbo Crouching]
      Aph B crouches and ejects a pair of small canisters from his
    shoulder launchers.  This variation of 'bouncing bombs' have much
    greater speed and homing but limited range; they either explode on
    contact/proximity or they leap up and out to explode about 300 meters
    in front of Aph B to give a medium spherical bomb blast.
      The crouch 'bouncing bombs' does nearly non-existent damage, but
    have excellent knockdown effects.  A target caught in the blast is
    almost guaranteed to be knocked to the ground; only the most stable
    VRs like Dordary and Aph B himself might still stand after an
    indirect hit.
      Use of this move is similar to the stun submachinegun variations: to
    interrupt the opponent's actions and possibly knock him down, causing
    him to lose initiative.
    [Left Turbo Jumping]
      At the apex of his jump, Aph B ejects a pair of 'bouncing bombs'
    from his shoulders in mid-air which bounce towards the target in a
    fashion similar to the standing variation, but with much greater peak
    heights achieved in the bounces.  They explode at proximity to give a
    spherical bomb blast.  Like most other jumping moves, Aph B is very
    vulnerable in the air.  However, this move does warrent some
      For starters, this variation of 'bouncing bombs' have average speed
    but good homing.  It does small but significant damage (slightly less
    than that of a normal LW) on a hit and like the crouch variation, has
    good knockdown prospects.
      The high bouncing trajectory of this variation has good and bad
    aspects:  They can hit targets in the air that are not too high, but
    are liable to bounce right over a ground target without exploding.
      Provided that the vulnerabilities of the jump can be circumvented,
    the jumping 'bouncing bombs' can be a fairly effective 'irritate' move
    at long range, since their homing abilities can not be totally
    Centre Weapon - Tongfer
      Aph B's tongfer is meant, first and foremost, to be 'the' CC weapon
    of VOOT.  The sonic rings generated by using Tongfer at ranged combat
    are actually quite decent as ranged weapons despite their poor damage.
    They have good speed and homing and are unaffected by V. Armour unlike
    RW submachinegun shots.  They also have some ability to negate enemy
    weapon fire and are not easily negated by enemy attacks discounting
      Aph B also has the tornado variations of the sonic rings, which have
    their own distinctive properties and seperate uses.
    [Normal Standing/Walking]
      Aph B swings his tongfer blades one after the other to create two
    sonic rings.  Their properties are mentioned above.
      Sonic rings are quite decent weapons in their own right.  I
    generally find them best as a form of probing attack while moving.
    LTRW stun submachinegun shots are also good at this, but they require
    that Aph B be momentarily still to be fired; normal sonic rings can be
    released while moving, and they offer greater damage potential.
      A pair of sonic rings drain about half of the CW ammo gauge, so some
    care must be taken to avoid draining the ammo gauge totally to avoid
    the loss of this useful move at inappropriate times.  The fairly fast
    rate of recharge for the CW ammo gauge does not fully alleviate this
      However there is a way to circumvent this via the Infinite Sonic
    Rings move, which allows Aph B to fire any number of sonic rings from
    a full ammo gauge!  Though I know of this move, I am not fully
    conversant with it and dare not attempt to explain it.  I must say
    that firstly, it is actually a fairly powerful move at medium-long
    range, and secondly, it is more of a bug (similar to 5.2 Cypher's
    Infinite Daggers trick).
    [Normal Crouching]
      Aph B crouches and swings his tongfer to create a stun tornado,
    depleting about half of the ammo gauge.  The stun tornado does not
    actually stuns the VR, rather it briefly immobilises the target in a
    sort of energy field, leaving it vulnerable to further attacks.  Its
    reach is high enough to catch the odd VR slightly above ground level.
    There is also some damage done on impact.
      The immobilising effect is very powerful as Aph B can tag on a lot
    of follow-up attacks; net damage can be extremely high especially if
    Aph B can tag on some of his damaging CC moves (More details under
    Close Combat section)
      However, such opportunities are not easy to come by.  Though the
    stun tornado's speed is quite fast, it dissipates after covering a
    short range and has minimal homing.  Catching an alert target with a
    stun tornado is next to impossible; Aph B's best bet is to attempt
    this move on a landing target at short range.  The 'freeze' effect
    also has a very short duration, to the order of a few seconds, and a
    knowledgable opponent can shorten this further by 'struggling'
    (shaking the sticks rapidly).
    [Normal Jumping]
      Aph B swings his tongfer blades forward to create a pair of vertical
    sonic rings at the apex of his jump.  The vertical sonic rings are
    released simultaneously and move together.
      This move has little redeeming factor to make it stand out among all
    the other useless jumping attacks.
    [Dash (All Directions except Forward and Forward Diagonal)]
      While dashing, Aph B twirls a tongfer blade and releases a sonic
    ring.  The sonic ring has only average speed and poor homing; its
    ability to negate some enemy fire is only marginally useful.
      As an offensive move, the chances of hitting with this move are
    quite low except at point-blank range.  The damage done by sonic rings
    is generally weak and in most cases the opponent can simply counter
    with a more damaging attack before Aph B recovers from his dash.
    Little better than side-dash submachineguns.
    [Forward and Forward Diagonal Dash]
      Aph B faces the opponent and raises both his tongfer blades over his
    head before releasing a sonic ring.
      This variation's sonic ring is significantly faster than normal and
    has decent homing, enough to make it useful.  It is by far Aph B's
    best long range dashing attack.  As with other sonic rings, V. Armour
    is not a factor.  This sonic ring attack also does slightly better
    damage.  It still retains its shot-negating ability, and sometimes in
    a long range exchange it is not uncommon for this attack to cut
    through a chain of enemy fire before striking the firer.
      Proper vectoring and timing will give a better than even chance of
    scoring with this move even at long range and against some of the
    faster VRs.
    [Dash Crouching (All Directions)]
      While dashing, Aph B crouches to produce a stun tornado.
      The dashing stun tornado is significantly weaker than the normal
    crouching variation.  Unlike the latter, the former's ability to
    immobilise the target is very unreliable, maybe one in three or four
    attempts.  It also has minimal homing and range.
      This move is not outright useless.  At very short ranges, this move
    is preferable to a dashing sonic ring as it does more damage.
      In the rare case when this move successfully freezes a target, often
    Aph B stop too far away for much follow-up attacks before the opponent
    struggles free.  If Aph B wishes to attack, the best bet is to go for
    a crouch soccerbomb which may be fast enough to reach the target, or
    if LW ammo is insufficent, crouch RT submachineguns.
    [Air Dash (All Directions)]
      While air dashing, Aph B releases a vertical sonic ring like the
    jumping variation.
      Again, Aph B is slow and vulnerable in an air dash, so this move is
    pretty risky.  Even the forward and forward diagonal air dashes are
    not much better.  Most of the time, throwing a LW in an air dash is a
    much better prospect.
    [Air Forward Dash with Full Tongfer Ammo : Special Move]
      With full tongfer ammo, Aph B will fly forward and when both
    triggers are depressed, flips into a flying kick.  If the forward dash
    is aimed properly in the direction of a standing enemy VR, Aph B will
    end up kicking the VR in the head region for a load of damage, about
    equal to a clean CC tongfer!
      The Shadowless Kick is a spectacular and damaging move, but however
    it has absolute no homing ability; Aph B simply executes the kick in
    the direction of the forward dash.  As such, it is a very difficult
    move to hit with, as the forward dash must be aligned directly onto
    the opponent
      The Shadowless Kick is considered a close combat move, and can be
    defended against with a guard by an alert opponent, though the kick's
    great speed does not make it easy.
      The range of the kick is variable and dependent on the height at
    which Aph B executes the kick.  An SLD-into-kick will often cause Aph
    B to fly about one-third to half of the stage width, while a very high
    air dash prior to the kick will have Aph B descending downwards at a
    very steep flying angle, stopping as he reaches groung height after
    travelling a short horizontal distance.
    [Right Turbo Standing]
      With full tongfer ammo, Aph B swings his tongfer blades to create a
    stun tornado.  This stun tornado variation is much more powerful when
    compared to the normal crouch variation.  It has similar speed, but
    has medium range and significant homing ability.  The immobilising
    effect is more pronouced and tends to last longer.  It also does
    slightly greater damage upon impact.
      This stun tornado has similar applications to the normal crouching
    variation, except that the greater reach and homing ability makes it
    viable at medium range, especially against unwary opponents in slower
      The RT variation has a disadvantage compared to the normal crouching
    variation: being a RT moves means that Aph B is temporay immobile when
    executing this move, making him very vulnerable especially if it
    [Right Turbo Crouching]
      Aph B crouches to produces a stun tornado similar to the standing
      I have not explored this move fully, but the crouching variation is
    significantly slower to come out (between activation and the release
    of the stun tornado, the crouching variation takes much longer than
    the standing variation).  There appears to be litte difference between
    the effects of the stun tornadoes released in either variation, so I
    feel that there is little need to use this move, especially since the
    momentary delay can mean the difference between hitting and missing.
    [Right Turbo Jumping]
      Similar to the normal jumping move, Aph B releases a pair of
    vertical sonic rings at the jump's apex, draining most of the full
    ammo gauge required.
     There is a significant difference in this move: They may not have any
    freezing or stunning effect but they can actually do significant
    damage about two to three times that of a normal sonic ring.  This is
    the only redeeming factor in an otherwise risky move.
    [Left Turbo Standing]
      From standing, Aph B flicks his tongfer blades forward quickly to
    release a single sonic ring.
      Like other LT weapons, this sonic ring variation does minimal damage
    but has good stunning potential.  It flies out fast, but have totally
    no homing ability, limiting it to very short effective range.  It also
    does not have notable shot-negating properties.  Its ability to
    stagger a VR is quite good however for a single projectile.
    [Left Turbo Crouching]
      Aph B crouches to produce a homing tornado.  Unlike the stun
    tornadoes mentioned previous, the homing tornado has totally different
    properties.  Firstly, the homing tornado is slow, but has good homing
    and persists for several seconds, chasing the target down relentlessly
    similar to Specineff's normal LW and RTLW attacks.  Secondly, instead
    of freezing an enemy on contact, it stuns the target, staggering or
    occasionally knocking it down.  Thirdly, it does significant damage on
    a hit, both to energy and to the V. Armour of the target.
      Interestingly, homing tornadoes are one of the few weapon attacks in
    VOOT that does not require the firing VR to have a target lock on his
    opponent prior to being released.  Without a target lock, apparently
    the homing tornadoes will still turn around to converge on the enemy.
      Singly, homing tornadoes are not particular hard to evade.  However,
    homing tornadoes require about a quarter of the CW ammo gauge; it is
    not hard to release several homing tornadoes in quick succession
    (sometimes referred to as 'tornado flood') which, if released so that
    they approach the target from different angles, can be maddening to
    avoid especially if they converge on the target in quick succession.
    [Left Turbo Jumping]
      Aph B releases a horizontal sonic ring at the apex of the jump.  The
    sonic ring properties are similar to the standing variation: fast,
    stuns but does low damage and no homing.  Definitely to be avoided.
    Special Move:
    [Double Jump, CW at Apex]
      This activates Aph B's Hyper Mode, whereby he is surround by a white
    glow that persists for several seconds.  For the duration, Aph B's
    movement speed is enhanced.  There are rumours that some V. Armour is
    restored and damage potential is increased, but I have no solid
    confirmation of this.
      Using Hyper Mode is problematic for Aph B for a couple of reason.
    First, Hyper Mode can only be done once per the entire game, or per
    versus match.  Also, the activation requires a double jump to
    activate, which means once Hyper Mode is initiated, Aph B still has to
    get down onto the ground before putting his speed boost to use.
    Finally, Aph B is already pretty mobile already, and I find the speed
    boost to be difficult to get used to within the very short time frame.
      There are only two obvious uses for Hyper Mode.  One is to get a
    temporay speed boost and use this to try catching some chicken
    opponent running away in a fast VR.  The other use is to use the
    double jump and descend portion of Hyper Mode to win the round via
    time out when Aph B is leading in the dying seconds of the game.  It
    is fairly difficult to hit a airborne target, especially at short
    range where it is likely to be hovering over your head.  Also, getting
    nailed when landing is not a problem as Hyper Mode also enhanced Aph
    B's non-dashing aerial movement to the point that he has significant
    control over his descent.
    Close Combat Moves
      Aph B's greatest strength in CC is his ability to do horrendous
    damage to any VR to run foul of his attacks, especially his CW
    Tongfer.  His fast ground speed and ability to adsorb minor hits
    without being stopped also grant him good prospects of reducing the
    range close enough for his CC arsenal to come into play.
      Close Combat Activation Range for Weapons/Triggers:
    Right Weapon/Trigger        Below  55.0 meters
    Left Weapon/Trigger         Below  75.0 meters
    Centre Weapon/Trigger       Below 135.0 meters
    Note that Aph B's CC CW activation range is a whopping 135 meters.
    This is far greater than any other VR's and it means that Aph B can
    initiate CC from a relative greater range compared to other VRs.  In
    the heat of battle, they may not realise that Aph B may have closed in
    to CC range until Aph B actually slides forward with tongfer blades
    glowing.  The greater activation range also allows Aph B to have
    greater leeway in Quickstepping (discussed later).
      Close Combat Moves:
    1) Standing
    2) Guard-CC
    3) Crouching
    4) Right Turbo Standing
    5) Quick Step
    6) Jumping
    7) Dashing
      Left Turbo weapon attacks can be used in CC, even if the respective
    normal weapon is activated for CC.  Though they are mainly
    non-damaging weapons, they can still be effective in dictating the
    flow of the CC engagement.
      When an opponent is knocked down, it is possible to inflict a little
    extra damage on the prone VR.  In CC ranges, each VR has one special
    ground attack to cause much more extra damage.
    1: Standing
      Basically, standing attacks are initiated by simply squeezing the
    corresponding trigger/s when the weapon is activated for CC.  The
    latter is shown by the respective ammo gauge turning yellow in colour.
      Standing attacks are the very basics in CC offensive.  They are also
    cancelled easily prior to hit detection by either a jump or a dash.
    [Right Weapon : Right Forearm Bash]
      Rushing forward, Aph B raises his right arm and smashes it into the
    opponent's face.
      One of Aph B's faster CC attacks, the forearm bash's weak points are
    in its relatively low damage potential compared to the rest of Aph B's
    CC arsenal and its small contact area, making it quite liable to miss
    should the enemy even move slightly to the side.  With the exception
    of light VRs, knockdown potential is non-existant
      If RW is pressed another two times, Aph B would attempt to follow up
    the bash with a backhand, then an end straight punch.  Hitting with
    all three attacks can do a lot of damage, but the series of attacks
    come out slow and a decent player can recover in time to defend
    against the rest of the combination, or even interrupt Aph B inbetween
    attacks.  Using the combination is a definite no-no against any player
    competent in CC.
    [Left Weapon : Left Tongfer Slash]
      Activating both tongfer blades, Aph B slides forward and flicks his
    left tongfer upward and diagonally to the right, creating a rough 135
    degree clockwise slash from his left.
      Though slightly slower than the forearm bash, the tongfer slash is
    still decently fast and does much greater damage.  Its contact area is
    quite good, allowing it to hit targets even if they are standing
    slightly off to one side.  Knockdown chances are slightly better but
    are not guaranteed against all but the lightest of targets.
      If LW is pressed another two times,Aph B  will attempt to follow up
    with a right tongfer slash and an ending spinning left heel kick. Like
    the RW CC combination described above, the series of attack can do
    good total damage but comes out too slow to guarantee that against any
    good CC opponent.
    [Centre Weapon : Tongfer]
      With both tongfer blades activated, Aph B slides forward, leading
    with his right arm/tongfer.  On reaching the opponent (or sometimes
    bypassing him), Aph B swings his tongfer blades around with his left
    tongfer first, then the right.
      For starters, a major correction from my last FAQ version:  Some
    other VRs have CC moves that can do damage on par with Aph B's
    tongfer, but those moves' uses are significantly more difficult to hit
    with than normal.
      Aph B's tongfer has only average speed, but even a glancing hit will
    do damage ranging from 35+% energy on Dordray/Raiden to 80+% energy on
    the weaknest VR Specineff.  As Aph B swings his tongfer blades around,
    the contact area is quite decent.  Should an intended target attempt
    to dash away at the last moment, chances are still good that it will
    get nicked in the back for full damage.
      The greatest advantage of Aph B's tongfer is the long activation
    range and sliding distance.  The tongfer is a tad too slow to be used
    as a mainstray in toe-to-toe encounters.  Nontheless, Aph B should
    attempt tongfer in all but near point-blank ranges, on the off chance
    that the opponent gets caught unaware or unable to defend.  It is not
    that risky as the long slide and average speed also translates into
    slightly longer time to cancel out of the tongfer in event of a likely
      As Aph B swings twice when executing CC CW tongfer, there might be a
    remote possibility that a opponent can guard against the first swing
    and counterattack fast enough to interrupt the second.  However,
    though I have encountered a couple of opponents who attempted the
    above against my Aph B, none has been successful so far.
    [Tongfer in conjunction with Stun Tornado]
      As mentioned in the ranged weapons section, when Aph B successfully
    freezes his opponent at very close range using a stun tornado,
    sometimes Aph B can march up close enough to activate his CC tongfer,
    and attempt tongfer on the hapless VR.  This is a powerful
    combination, as a frozen VR cannot guard against the tongfer.
    However, it is possible that the opponent may struggle out of the
    freeze in time to execute a defensive move.  Hence Aph B must still be
    ready to cancel his tongfer attempt.  This is not as likely with the
    RT variation, which tends to freeze for a longer duration.
      Occasionally, a VR may be frozen above the ground, high enough to
    prevent the tongfer from hitting.  In this case, the quickest response
    is to use a CC RT tongfer to give the uppercut, which is capable of
    hitting the VR suspended in mid-air.  The uppercut will be discussed
    in greater detail in the respective section later.
    [Double Tongfer Hit with Stun Tornado]
      Occasionally, when Aph B attacks a target frozen with a stun
    tornado, the enemy does not get knocked down after the attack.  Should
    Aph B use his tongfer on the frozen VR, there is the potential for
    double hits as the tongfer swings twice.
      When Aph B hits with the first swing of his tongfer blades, the
    target may either get knocked down, knocked out of the freeze effect
    or very rarely remain frozen.  In the latter two cases, chances are
    very good (but not guaranteed) that Aph B's second swing will hit as
    well for full damage.
      Such a combination is rare, but if it does occur, the stun tornado
    into double tongfer will inflict enough damage to kill off any light
    VR and most medium VRs from 100% energy!  The heavy VRs Dordary and
    Raiden will be severely crippled with the loss of some 80% of their
    energy bar.  I have both witnessed and played games in which one
    player was leading decisively, even remaining totally untouched right
    up to the moment that a lucky short range stun tornado hit leads to
    double CC tongfer, often killing the victim in the bargain.
      This deadly combination is not fullproof.  For starters, even if the
    target does not get knocked down, the second swing may not register a
    a hit whether the target remains stunned or not.  And if the target
    gets knocked out of the stun by the first swing, a quick opponent who
    remains calm can recover in time to guard against the second swing.
    Aph B players are warned of this possibility however rare it can be,
    and must be ready to defend themselves as the situation demands.
    2: Guard-CC
      Guard-CC attacks are actually a variation of the standing CC moves.
    The player must initiate a guard command at CC activation range, then
    release his guard and attack immediately after by hitting either or
    both triggers.  Whether the guard actually stops an incoming CC attack
    does not affect the guard-CC unless the VR gets knocked down.
      Guard-CC CW is ignored in this discussion as it does not gain any
    significant advantages over the standing CC CW.
      Basically guard-CC RW/LW has the following differences over standing
    CC LW/RW:
    1)  The RW/LW used need not be activated for CC to be used; the only
        requirement is that the VR itself has achieved double-lock
        (reaches CC activation range for ANY of its three weapons).
        Though the VR may not be able to use standing CC RW/LW under these
        circumstances, guard-RW/LW will still work (This is a major
        advantage to certain VRs especially Temjin and Cypher).
    2)  The forward slide toward the target is greatly reduced in length.
        Most VRs' guard-RW/LW are useful only at very short ranges (but
        NOT all).
    3)  Guard-RW/LW has much greater ability to track targets, even those
        off to the side; chances of hitting are much greater.
    4)  Guard-RW/LW generally do slightly lesser damage, are faster, and
        have greater knockdown potential compared to the corresponding
        standing CC.
    [Right Weapon: Guard-Armbash]
      Similar to the standing version, the guard-RW is probably Aph B's
    fastest CC attack.  Best used as an immediate counter after guarding
    against an opponent's CC attack.  Guard-armbash will easily knock down
    light VRs but will only stagger the more steady ones.
    [Left Weapon: Guard-Slash]
      The guard-LW has Aph B flicking the left tongfer blade at a
    shallower angle, creating what looks more like a 180 degree slash from
    the left.  The increased speed, decent contact area and good tracking
    along with the reduced forward slide makes this move the staple CC
    attack for Aph B at short range.  Chances of catching sidesteppers are
    very good provided the opponent is fairly close enough, given the
    mediocre reach of the tongfer blade.
      Guard-slash will almost certainly knockdown any VR on a hit.
    3: Crouching
      Standing and guard-CC moves have a problem in that they can be
    defended against by guarding. Most of the expected damage is lost, and
    the defending VR remains upright on his feet, ready to immediately
    counter with a guard-CC attack of his own.
      Crouching CC moves are one way to avoid this outcome.  As the attack
    is aimed below the target VR's guard, at the legs, crouching CC moves
    cannot be guarded against.  Irregardless of damage done, hitting with
    a crouching CC attack is mostly a guaranteed knockdown.  The bad
    aspects of using crouching CC moves are that they are significantly
    slower and are much more difficult to cancel out of using a dash
    before hit detection occurs (cancelling with a jump is unknown of for
    crouching CC attacks).
      Crouching CC attacks are best used when the player anticipates that
    the opponent is likely to guard instead of dodging or interrupting an
    incoming CC attack.  It is not unheard of to feint a standing CC
    attack to induce a wary opponent to guard, only to cancel into a
    crouching CC move to catch the enemy by surprise.
    [Right Weapon : Foot Sweep]
      Aph B crouches and sweeps the opponent's feet off, using his right
    foot in a short frontal arc.  A fast move, with fairly decent damage.
    The contact area is not large but not too small, as Aph B sweeps from
    the right.
    [Left Weapon : Crouch Tongfer Flick]
      Sliding in low, Aph B extends both tongfer blades, then flicks the
    left blade inwards and low.
      There is a major problem with hitting this move.  Should the target
    be more or less directly in front of Aph B, this move somehow fails to
    hit.  This leaves Aph B very vulnerable.
      Conversely, if the opponent attempts to dodge to the side, chances
    of hitting are actually quite good provided the short range
    requirement is satisfied!  I even had a versus match that had my
    opponent dying to this move in a most freaky manner:  I accidentally
    executed a crouch CC LW which slides way past the other Aph B, leaving
    me very vulnerable as I was frozen in place.  My opponent was in fact
    already bearing down on my back as I missed.  However, he reached my
    back just as I executed the crouch tongfer flick.  The flick actuallys
    starts from the back, so it ended up that he was about to pound me
    into the ground when the flick caught his legs, killing him first!
      Other that this 'unnatural' hit detection problem, the crouching CC
    LW would have been a good move due to its decent speed and good
    [Centre Weapon : Crouch Tongfer]
      Sliding in low, Aph B brandishes his tongfer blades low and set to
    work slashing away at the opponent's legs.
      Crouch tongfer shared some similarities with tongfer: Long
    activation range/slide, Aph B swings his blades individually to create
    two slashes, and good contact area to the side enables this move to
    catch sidesteppers quite well.
      Crouch tongfer is quite slow to come out and actually does less
    damage comparing to the standing CC CW.  Considering that this move
    cannot be blocked, the tradeoff is quite acceptable.  The side contact
    area may be at least comparable to standing tongfer, as I had quite a
    few opponents who were somewhere off to either side of the crouch
    tongfer attempt but still got sliced.
      Crouch tongfer can also achieve double hit on an VR frozen by a stun
    tornado.  In such a event, the net damage is less than the standing
    variation, but an opponent knocked out of the freeze by the first
    swing cannot defend against the second swing as it is a crouching CC
    4: Right Turbo Standing
      In CC, all VRs have their right turbo weapons change into special CC
    attacks.  Mostly the attacks are more for eye candy than anything
    else, though occasionally, the odd right turbo CC move can be useful.
      Right turbo CC moves can be guarded against with the guard command
    like standing CC moves.  However, perhaps as a concession, a hit with
    a RT CC move is a guaranteed knockdown; guarding only cuts down on the
    damage inflicted.  Right turbo CC moves can only be cancelled before
    they actually hit, but not after.  Hence if it looks as if the
    intended turbo CC move is about to miss, immediately cancel it.
    [Right Weapon : Spinning Heel Kick]
      Aph B spins around to smash his right heel into his opponent's face.
    Definately Aph B's fastest RT CC move with good damage.  The kick is
    nearly as fast as Aph B's forearm bash, so it is not a bad choice to
    use this move sparingly.
    [Left Weapon : Flip Kick]
      Rushing up to the opponent, Aph B executes a flip kick.  Damage
    potential is almost up to tongfer level, but the move is quite slow
    and hence is better avoided.
    [Centre Weapon : Uppercut]
      Rushing up, Aph B activates both tongfer blades and executes an
    uppercut with his right fist, with the right tongfer blade slashing
    upwards through the opponent.
      A fair slow CC move, but the uppercut's damage potential is actually
    slightly more than a standing tongfer!  The uppercut's real usage
    comes from catching a VR frozen in mid-air too high for standing
    tongfer to hit.  The upward slashing of the right tongfer blade has
    quite a high reach for a CC move, and is also quite capable of nailing
    jumping VRs in the initial stage of their jump.
    5) Quick Step
      Quick step CC attacks is VOOT's equivalent to VOOM's circular
    slices.  However, probably for the sake of balance, these attacks are
    much slower than circular slices and are not cancellable.
    Fortunately, the animation has also been made much more realistic;
    you can actually see the VR combining the counterattack with the
    sidestep/circling very smoothly.
      Due to his design symmetry, Aph B executes quick step attacks in
    both clockwise and anti-clockwise directions identically.  On
    activation of a quick step attack, Aph B will start to circle to his
    left/right and activate the respective left/right tongfer blade.
    Approaching the actual attack, he will bring the respective
    arm/tongfer blade to his waist, then sweep it outwards left/right to
    hit the target VR while completing his quick step/circling.
      As mentioned, Aph B's tongfer's one flaw is in its length.  This is
    very evident in a quick step attack (and also in dash tongfer swipe).
    Under normal circumstances, Aph B can only hope to hit with a quick
    step attack when it is initiated at very close range, unless the
    opponent kindly narrows the distance during the circling.
      Quick step attacks always knock down on a successful hit, which is
    expected given that they are not cancellable.  If initiated on a
    opponent already guarding, the quick step would negate the guard
    command unless the defending VR releases his guard then inputs the
    command again before the quick step attack hits.  Aph B's quick step
    tongfer is pretty damaging, though sadly only on par with his standing
    tongfer slash.
      Quick step attacks should rarely be used as a straightforward
    attack, but are more effective in anticipation of an opponent's own CC
    attack.  The quick step would then send Aph B to one side of the
    attacker, whose attack would most often make contact with nothing
    before Aph B cuts him down from the side.  However, alert attackers
    with quick responses may notice the initial quick stepping and either
    cancel their attack in an evasive move or guard against the quick step
    6) Jumping or Small Hop
      Jumping CC attacks probably evolve as a countermove to crouching CC
    attack, in which case the initial jump will take the defending VR over
    the crouching CC move of the attacker, only to bring the defender down
    on top of the would-be attacker to crush him with another CC move.
    Like quick step CC attacks, jumping CC moves are slow in execution,
    can not be cancelled and are a guaranteed knockdown on a hit.  Jumping
    CC attacks will also negate an initial guard attempt, unless the
    opponent releases and inputs the guard commands after the VR starts
    his descent down on top of his head.  Naturally, since the attack
    comes from above, evasive action by jumping is mostly useless.  Jump
    CC attacks are also able to hit landing VRs quite effectively.
      Some VRs apparently have more than one jumping CC move.  AFAIK,
    however, Aph B has only one such attack.  On initiating a jumping CC
    attack using either or both triggers, Aph B will leap up and does a
    mid-air forward flip to bring the heel of his right foot down on the
    enemy VR's head.
      IMHO, Aph B's jumping CC attack, which I would name the heel smash,
    is a pretty pathetic move.  Compared with some other VRs', the contact
    area of the heel is very small.  Aph B would most likely have to
    initiate the heel smash at point blank range, and the opponent must
    remain nearly right below Aph B for any chance at a hit. Just one step
    back on theenemy's part and the heel smash would meet with nothing but
    the ground and leave Aph B very vulnerable as he gets up.  The only
    good thing about the heel smash is it being about as damaging as a
    tongfer slash, but it's a very risky move.
      To date, I have only hit once with the heel smash in a serious
    versus game.  I literally had to bait my Specineff sparring partner by
    pretending to be confused at CC range and inviting him to take a swing
    with the scythe of his.  Specineff charged in to take a swing, then
    Aph B leapt up in the nick of time to hop over the failed swing and
    smashed his heel into Specineff's head, ending the match.  A very
    risky attempt (but it worked!) that I will not be repeating again in a
    7: Dashing (My Favourite!)
      Dashing CC attacks is a great enhancement in VOOT and adds a lot of
    spice to the game if put into play.  Sega probably got wind of this
    suggestion from several Japanese players; Chris Tan of VOOM Singapore
    fame also mentioned in his VOOM Apharmd FAQ that it would be nice to
    do a moving slash.
      Aph B has only two major variants of dashing CC attacks, his dashing
    centre weapon attack and his dashing left/right weapons attacks, which
    mirror each other in execution and damage.  Dashing CC attacks is very
    useful to Aph B, who has most of the necessary VR attributes to pull
    off such an attack.  His very fast forward dash enables him to close
    in the distance easily, and his armour and stability will help him 
    sustain minor hits along the way without being interrupted.  As will
    most of his CC moves, Aph B does great damage with a single dashing CC
    attack. The only thing lacking is that Aph B's tongfer blades are not
    very long and hence Aph B must be able to dash quite close to his
    opponent for a chance at a dashing tongfer swipe.
      As with most other CC moves, dashing CC attacks can be guarded
    against.  Skilled veteran players who see an onrushing Aph B bearing
    down on them can often guess the intention to employ dash CC and put
    up a guard in time to defend.  However, guarding can only be done if
    the target is stationary on the ground, though actually hitting a
    ground dashing VR is generally very difficult.
    [Dashing Centre Weapon]
      Charging forward, Aph B activates and raises both tongfer blades
    above his head, then brings them forward and down in an attempt to
    smash them onto the opponent.
      Frankly speaking, the overhead smash (my name for this move) may do
    good damage, but is nigh difficult to hit even against the AI (most
    other dashing CC centre weapon attacks are hard to use too).  Most
    dashing CC CW attacks require the attacker to practically dash
    directly at the intended target, which is itself a tall order.
    Furthermore, Aph B's dashing CC CW has a extremely long activation
    time for Aph B to raise his tongfer blades before smashing them down;
    the attacker must time the attack very well to have a chance of
    hitting the target as it gets in range.
    [Dashing Left/Right Weapon]
      Racing forward, Aph B activates the respective left/right tongfer
    blade, then brings forward his arm to swipe the tongfer blade in a
    wide horizontal arc at around his chest level.
      The dashing tongfer swipe/slash (as I would call it) is much easier
    to hit compared with the overhead smash.  Basically get Aph B to dash
    past the enemy VR slightly to one side while activating the tongfer
    blade on the side facing the VR just before reaching the opponent.
    Though tongfer blades are not very long compared to
    Temjin's/Cypher's/Fei-Yen's swords and Specineff's scythe, they are
    fairly adequate for the job.  A rough guide is that the player should
    be able to see about one side of the enemy VR on his screen when Aph B
    dashes past him.  A dashing tongfer swipe executed a bit early can hit
    a target right in front of Aph B, as the tongfer blade is brought
    forward to point to the front, and can still do damage until it is
    actually deactivated (the glowing blade fades away).
      Dashing tongfer swipes do damage roughly equivalent to a standing
    tongfer slash.  To my knowledge, dashing tongfer swipes are the only
    dash attack that Aph B has that is guaranteed to knock down the
    opponent on a successful hit.  All other dashing attacks will at best
    knock down the light VRs about one-third of the time.  The knock down
    effect is especially significant to Aph B, since a knocked down
    opponent will not be able to launch an immediate counterattack as Aph
    B recovers from his attack.
    [Employing Dash Turning with Dash CC]
      In VOOT, inputting a rotate command during a dash will cause the VR
    to turn slightly to the respective side while dash.  This affects both
    facing and dash trajectory to some extent, but generally is not
    signifncant enough to be of much use.
      However, if a turning command is inputted together with a dash CC
    attack command, the rotation effect becomes much more pronounced and
    can seriously affect the contact area of the dash CC relative to the
    attacking VR.  For instances, if Aph B does a right dash CC while
    rotating right, he will swipe to the rear of his dash; if he does the
    right dash CC with a left rotation, he will swipe more to his frontal
    arc.  Similar, if Aph B uses his overhead smash with rotation, he will
    execute the smash off to the respective side instead of to the front.
      The rotation effect is not always useful, but can be used to
    maximise hit opportunities for a dash CC attack provided the player
    spends time to become familiar with this move.
    [Using Left Turbo Weapon Attacks In Close Combat]
      As ranged weapons, left turbo attacks can not be blocked, and hence
    useful as a form of unguardable offensive compared with normal
    standing CC attacks.  Their advantages over right turbo CC and crouch
    CC attacks are speed and greater flexibility to be cancelled.
      Most of Aph B's left turbo attacks are stun or knockdown weapons
    with minimal damage.  Crouch bouncing bombs are outright knockdown
    attacks, while stun submachineguns and stun sonic ring tends to
    momentarily stun most VRs first, unless they interrupt enemy attacks,
    which increase the knockdown probability.  If an opponent is
    momentarily stunned, it may be possible to follow-up with a CC attack
    for more damage and/or knockdown.
      Homing tornadoes are unique for Aph B in being the one left turbo
    attack able to inflict significant damage on the enemy VR.  Though
    they are relative slow, at CC ranges, there is still enough speed to
    surprise most opponents.  Their stun effects tends to be more useful
    defensive at such short range, as they often stop many opponents from
    bearing down on Aph B, giving him a little more time to evade.
    [Ground Attack]
      When any VR is knocked down onto the stage floor, either by taking
    excessive damage or by certain attacks, the VR can still be slightly
    damaged once more while lying on the ground.  At all but CC range,
    most opposing players will attempt to shoot the prone VR.  However,
    ranged weapons will inflict much less damage than normal on a downed
      At CC ranges, each VR has a specific ground attack usable on a prone
    VR, which does a flat 14% damage on the stricken target.  Most VRs
    have the ground attack configured as the normal right weapon, although
    some VRs (Apharmd Striker, Bal series, Dordary and Fei-Yen Knight)
    have it configured as the left weapon.  When a VR is knocked down
    within CC activation range of the respective weapon configured for the
    ground attack, it is possible to utilise the latter.  The ground
    attack is shown to be activated when the ammo gauge of the weapon,
    which should be shown in yellow due to CC activation, darkens to light
    green.  Squeezing the trigger while the ammo gauge is green will cause
    the VR to perform the ground attack.
      Ground attacks have a flaw in that once activated, they can not be
    cancelled by any means.  Hence it is possible for the attacking VR to
    start a ground attack, only for the prone VR to get up before the
    damage can be inflicted.  The recovered VR is then able to crush the
    attacking VR who must complete his ground attack attempt before
    putting up any form of defence.  As such it can be risky to perform a
    ground attack, especially since it takes time for the ground attack to
    be activated and available.  Due to this problem, some veteran players
    have come up with compromises, by using non-dedicated makeshift ground
    attacks that are immediately available once the enemy VR is knocked
    down.  Damage is much less than the specialised ground attack, but the
    damage is much more easily accomplished and less hazardous upon
    failing to hit.
      The right weapon activates Aph B's normal down attack.  The move
    consists of Aph B energising and raising his right tongfer blade,
    before smashing it down on the prone VR.  This ground attack is risky
    due to its relatively slow activation time compared to some others
    (Fei-Yen Knight, Raiden, Temjin and Specineff simply stick their CC
    weapons straight down at the prone VR).  Fortunately, Aph B's standing
    tongfer serves as a surprisingly effective makeshift ground attack in
    terms of damage potential and availability.  By using tongfer at CC
    ranges, Aph B will slide beside the prone VR and slash away at the top
    with the tongfer blades.  Damage is better than most other makeshift
    attacks, probably due to the heavy damage potential of the normal CC
    tongfer.  Also, the long CC activation range of the tongfer always Aph
    B to use it much more freely.  Even if the opponent is knocked down by
    non-CC means at a range slightly greater than 135 meters, Aph B is
    often able to close in the distance and use CC tongfer for more damage
    than what any of his ranged weapons can inflict on the prone VR.
      Besides CC tongfer, other CC attacks that can easily strike a fallen
    opponent include the crouching CC tongfer and the RTCW uppercut.  All
    three makeshift attacks does nearly equal damage on a grounded VR,
    though some Aph B players prefer the uppercut for 'style', since it
    looks so ...
      In addition, a well-timed and executed dashing CC CW overhead smash
    can hit a grounded VR for similar damage.  The difficulty of actually
    timing the overhead smash to strike the target just as Aph B runs
    right into it makes this primarily a show-off stunt, though pretty
    impressive.  This move is more reserved for medium range knockdowns
    due to the sheer speed of Aph B's forward dash.
      As a guideline, if the opponent suffered a powerful blow that
    accounts for him being knocked down, a ground attack attempt is
    acceptable if it becomes available within a second of the VR hitting
    the ground.  Otherwise, it is more prudent to just tongfer over the
    VR's stricken body.
    Putting it all together
    Firstly, general guidelines:
    [Moving Around]
      Movement is very important in VOOT, as it is the first line of
    defence against attack.  Some VRs, especially Specineff and Cypher, 
    rely almost exclusively on their exceptional agility for defence.
    Other uses of movement are to get in desired positions and to control
    the range between the VRs.
      Aph B has good ground movement speed, but lacks in aerial agility.
    In general, Aph B should spend most of his time on the ground when it
    comes to evading enemy fire.  Dashing, sliding crouch and walking all
    have their roles.  The advantage of walking or using a sliding crouch
    to dodge enemy shots is that Aph B can return fire simultaneously,
    such as releasing sonic rings while walking sidewards or doing a
    sliding crouch submachinegun attack.  Dashes are essential for evading
    atttacks with high speed and homing abilities, but counterattacking in
    a dash is not advised as all VRs suffer dash freeze to some extent,
    leaving them temporaily immobile and vulnerable at the end of the dash
      Jumping is often used in place of dashing to dodge some fast homing
    attacks.  The initial upward acceleration in a jump is often enough to
    throw off most shots, and using a jump to dodge a short range dash
    attack is very effective as it is very difficult to shoot upwards at
    such ranges.  Often, jumps must be cancelled, and it is this point
    that they reveal a weakness.  Try to be somewhat unpredictable in how
    quickly you cancel a jump if you suspect your opponent might be
    waiting to catch you as you land.
      Aph B's air dash speed is below average, but this does not means
    that Aph B should not air dash.  An air dash-cancel can be used as a
    means to throw off opponents waiting to catch Aph B after a jump.
    More importantly, air dashes figure prominantly in Aph B's short range
    strategy.  Forward dash attacks are generally the most powerful, but
    Aph B has problems using them at short range.  His forward dash is
    very fast and is very useful for closing range on a fleeing target.
    However, using a forward dash at short range is likely to get Aph B to
    dash further away from the target, and that is often a bad thing
    considering that he is generally most effective up close.  In this
    case, the reduced speed of air dashes solves the problem of dashing
    too far away.  Also, Aph B's air dash LW attacks are incredibly
    effective in terms of accuracy up close.  At near point blank range,
    it is almost impossible to avoid a air dash LW from Aph B.
    [Optimum Range]
      Aph B's weapons are mostly optimised for short range battles, and
    his CC damage potential is the highest.  Thus said, the obvious
    conclusion is that Aph B has the edge in close quarters.  This is NOT
    a hard-and-fast rule.
      It is true that Aph B performs best up close, but that must be
    balanced against how the opposing VRs' performances varies as well.
    For those that are weak up close, like Grysvok, Aph B should
    definitely strive to close in.  However, there are other VRs that Aph
    B should stay far away to hold an edge.  For instance, Fei-Yen Kn's
    one fast stun attack LTLW has a maximum range of around 250 meters;
    keeping the range beyond that will effectively neutralise one of her
    most effective attacks.
      Hence, in general, Aph B must learn to adjust the optimum range
    based on how he and his different opponents stack up.  This estimate
    is only as a guide for exchanging weapon fire.  If there is an opening
    for Aph B to suddenly rush in for a low-risk high-reward attack, by
    all means go for it.
    [Firing Weapons]
      Basically, weapon fire are meant to do damage.  However, in VOOT,
    there are several tactical reasons for firing certain weapons, even if
    they fail to hit the opponent:
    1) Force the opponent's actions:
    - one major priority of sensible VOOT players is to defend against
      incoming attacks; after all the first to die loses, and if the match
      has a time limit, the one with less remaining energy loses.  There, 
      whenever an attack that has even a poor chance of hitting is fired
      where the opponent can see it coming, the latter will almost certain
      do something about it.  Either by dodging the shot with appropriate
      movement or by neutralising it, using obstacles or maybe one or more
      of their own weapon systems.  The primary advantage gained is that,
      generally, the opponent is forced to respond to your attack instead
      of doing whatever he prefers immediately.
      Aph B's best projectile shots for worrying opponents are his LTLW
      and standing CW.  Both are fast and homing enough to be a hassle to
      avoid even by the most nimble VRs.  Incidentally, they also have
      high priority (discussed below) and are not easily neutralised.
    2) Neutralise opponent's attacks
    - All weapon attacks possess a certain form of 'priority' over other
      attacks.  When two weapon attacks from opposing VRs intersect, often
      the one with higher priority will neutralise the other at no cost to
      itself.  Sometimes, both weapons will destroy each other, or
      occasionally, both weapons will not affect each other.
      Explosive attacks tend to have the highest priorities; nothing can
      stop them (though explosive devices can be prematurely detonated)
      and besides other explosive attacks, very few attacks can pass
      through explosions (Raiden's RTCW Screw Laser is rumoured to be
      unstoppable by explosions).
      Aph B is fortunate to have several good priority weapon attacks.
      His standing LW napalm should be able to stop most basic enemy
      fire; use crouching LW against very high priority non-explosive
      attacks (like Specineff's CW Shockwaves).  His standing CW sonic
      rings have very high priority for a projectile attack, and so does
      his LTRW stun submachinegun shots.  Learn to use them effective for
      neutralising enemy weapon fire.
    [Obstacles and Elevation]
      Stage selection factors heavily in determining the playing strategy
    and the odds of winning.  Aph B generally fairs better in a cluttered
    stage against all but Specineff, whose powerful CW goes through
    obstacles with ease. Playing on a stage littered with many medium or
    large obstacles tends to reduce the effectiveness of direct-fire long
    range attacks, which is generally beneficial to Aph B.
      The basic idea on how to use obstacles is to hide behind them to
    avoid attacks which cannot pierce through obstacles.  Note that some
    attacks are not affected by obstacles (explosives, Specineff's CW
    Shockwaves and LW Plasma Balls, Angelan's LW Ice Pillars, Dordary's LW
    Drill, etc.) and other weapons can curve around or over obstacles.
    Weapons fired from the air also tends to go over obstacles.  Attacks
    with large blast radius can do indirect damage to a VR if the blast
    reaches the target if the attack does not score a direct hit.
      Most obstacles are stationary, with the exception of some cargo
    boxes moving on conveyer belts on Storage Depot (VRs standing on the
    boxes or belts also move with them), and the small levitating spheres
    in the center of Unholy Cathedral which rises up and sinks into the
    ground at various times.  Generally, care must taken when breaking
    cover, especially against Raiden players who often fires their Lasers
    to either side of the obstacle in hopes of scoring a lucky hit.
      Remember that besides walking/dashing around obstacles, you can also
    jump or air dash over them.  Having some randomness to your actions
    can mess up your opponent's attempts to predict them.
      Staying on top of an obstacle for extended periods is generally
    detriemental.  However, if an airborne VR worries about getting jumped
    on by a waiting opponent as he lands, often landing on a obstacle can
    really foul up the enemy's attempt to attack the landing VR in most
    cases.  Also staying on top of a very high obstacle at short range
    (the table/altar in Sanctuary) can be fustrating to most opponents on
    the ground, especially if they do not have effective moves to flush
    you down.
      Elevation refers to sloping or uneven ground, and to some extent,
    can affect some weapon fire.  A slight rise in the ground between two
    VRs can disrupt direct weapon fire across it.  Uneven ground can also
    disrupt many ramming attacks or modify the chances to hit with it.
    For instance, a Temjin attempting a Surfboard Ram will 'surf' at a
    height pre-determined by the elevation of the ground he was flying
    over at the initiation of the ram.  If his intended target manages to
    get to an even lower elevation when Temjin reaches him, chances are
    good that the latter will miss totally by being too high to connect.
    If Temjin 'surfs' into a sufficently high enough elevation or
    obstacle, the ram may end prematurely.
    Start of Round Tactics:
      From the start of the round, battle is immediately joined, and both
    sides will either attempt to beat the other to the punch first or get
    out of the way before settling down to
      Specineff and Angelan have the fastest opening attacks with their
    crouching CW and LTRW respective.  Dordary is also dangerous as he can
    start off with an almost immediate Drill Rush which is invulnerable
    once initiated.  Raiden is stable enough to resist stunning long
    enough to fire off lasers.  Against these VRs, Aph B generally must go
    on the defensive immediately with evasive tactics, as his fastest
    attack LTRW stun submachineguns is not enough to stop them.  Basically
    he must side dash against Specineff and Angelan, while jump against
    Dordary or Raiden (as their opening attacks may be off to the side).
      Aph B fairs evenly in the opening against Temjin and Fei-Yen Kn as
    their fastest attacks LTRW and LTLW comes out at roughly the same
    speed as Aph B's LTRW.  At the opening of an Aph B vs. Temjin/Fei-Yen
    match, both sides would have to debate whether to fire first or side
    dash.  Fei-Yen is slightly stronger here as he LTLW does significant
    damage if it hits.
      Against Aph S, Bal-series, Cypher and Grysvok, they do not have any
    attacks fast enough to counter Aph B's LTRW (Cypher might try to fire
    off his LTCW 4-way Missiles, which are not stopped by Aph B's LTRW,
    but chances are he would get knocked down by LTRW and Aph B will still
    evade the missiles, leaving him vulnerable to a ground attack and
    giving Aph B a slight edge in energy at the start).  These VRs tend to
    go on the defence immediately, leaving Aph B with greater latitude in
    deciding his opening move.  Care must be taken not to be too
    predictable even when he has the advantage, or the opponent would try
    to guess his move and attempt some risky but potentially more
    rewarding move (e.g. Aph B is generally free to forward dash against
    Cypher in the opening, but if Cypher risks firing his RTRW Laser, he
    would catch a forward dashing Aph B for decent damage).
      The following are analysis of Aph B's best options for his opening
    [Side Dash]
      The best defensive opening except against a Drill Rushing Dordary
    or a Lasering Raiden.  Also, a side dash may be continued to extend
    the range or watari-forwarded to do a forward dash attack later.
      Best choice against Dordary or Raiden, and also decent against most
    other VRs except Specineff, as his crouching CW comes out too fast
    to be evaded easily by a jump.  If the opponents stays at close range,
    Aph B can also opt to continue with a air dash LW attack.  In the
    Airport stage, a dash will be interrupted too early by falling off the
    building that each VR starts on, so the jump/air-dash is the best
      As with other jump maneuvers, care must be taken when landing.
    Depending on circumstances, Aph B might opt to cancel early or do
    a non-attacking air dash to land elsewhere, perferable behind or on
    top of an obstacle to guard against a counterattack when he lands.
    [LTRW Stun Submachineguns]
      LTRW is Aph B's fastest opening attack and has high enough priority
    to neutralise a number of the opponent's response.  If the opponent
    attempts an attack that does not comes out quick enough, or if he
    attempts an opening forward dash, LTRW will almost certainly stun him
    and spoil his intended action.
      Aph B can quickly cancel LTRW into a dash or jump almost immediately
    after, so this is a good compromise between annoying the opponent and
    defending at the start of the round, except against Angelan, Dordary,
    Raiden and Specineff as noted previously.
    [Crouching LTLW Bouncing Bombs]
      Crouching LTLW comes out nearly as fast, but not fast enough to
    beat out Temjin's and Fei-Yen Kn's fastest opening attacks.  It is
    better used against those VRs with inferior counterattacks, and may
    be more effective than LTRW against VRs that might jump away at the
    start, such as Cypher or Angelan (if you are betting that she will not
    use her LTRW Laser as her opening move).
    [Crouching RTLW Soccerbomb]
      Crouching RTLW is not fast enough to compete against the faster
    opening moves.  Its best use is when you are willing to gamble that
    your opponent will attempt a forward dash as a surprise opening move.
    In this case, crouching Soccerbomb will halt the charge dead with
    good damaged added to boot.  It can also be used with relative
    impunity against Aph S, Bal-series or Grysvok since they are not fast
    enough to interrupt it nor try a exchange of attacks at the start that
    would be favourable to them.
    [Forward Dash]
      Forward dash is reserved only as an occasional move when you are
    confident that your opponent will go on the defensive immediately.
    The occassional forward dash RW/LW might surprise your opponent enough
    for some minor damage at the start, but again, do not be too
    predictable.   An opening forward dash against Bal-series or Grysvok
    is acceptable as they are generally hard put to stop Aph B without
    resorting to some seriously risky moves.
    [Special Options]
      LTCW Stun Sonic Ring can be used occasionally against Raidens who
    like to start with standing CW Lasers.  The Stun Sonic Ring has enough
    stun potential to have a good chance of interrupting Raiden's Laser
    attempt, but nontheless cancel with a jump immediately afterward just
    to be on the safe side.
      Standing RTLW Punt Soccerbomb can be used occasionally against those
    players who demostrate a tendency to do an opening straight jump up,
    namely less experienced Angelan (who try for a jumping RTCW Double
    Ramming Dragon) or the more daring Temjins that attempt an opening
    Surfboard Ram.  The Punt Soccerbomb will crash their party with good
    damage to boot.
    Standard Skirmish (Exchange of Fire at Medium-Long Range) Strategy:
      At range, Aph B's damage options are extremely limited, with his
    only effective damaging weapons being his CW variations, the standing
    Sonic Rings and crouching Homing Tornadoes.  The general emphasis is
    to get close enough to start doing significant damage with his dash
    RW/LW attacks.
      Aph B must play fairly defensive and do not be so caught up in
    attempting to get close that he leaves himself open to counterattack.
    Use his weapons as needed to neutralise incoming fire, and keep
    worrying the opponent with LTRW, standing CW and crouching LTCW to
    reduce his attempts to fire back.  Firing crouching RW in a sliding
    crouch can be somewhat effective against VRs with weak V. Armour.
    Remember that for extended range, his only accurate dash attack is his
    forward dash CW.
      Make good use of obstacles as cover against enemy fire as Aph B
    strives to close in.  While taking cover, Aph B can also attempt to
    bounce his crouching RTLW and standing LTLW over the obstacle, though
    the latter serves only as a distraction at best.  Remember that Aph B
    can use his LW napalm as a moving 'shield' by dashing through the
    napalm explosions; do use crouching napalm against higher priority
    weapon attacks.  Take care when using this tactic against VRs with
    their own explosive attacks, as these can not be neutralised by this
    method.  Enemy Aph B/S and Grysvok can also ruin this move by chucking
    their own napalm into yours.
      Dordary's 'Super V. Armour' effect when crouching is well known, but
    is not isolated.  Aph B's V. Armour is no slouch (probably the best
    after Dordary, Raiden and Temjin), and doing a crouch at critical
    moments can deflect some attacks.  (In a fairly recent versus match
    against a Fei-Yen Kn, I successfully deflected her non-Hyper air dash
    CW heartbeams at around 300-400 meters range on 2 or 3 occasions, just
    because Aph B chose to crouch at the right moment when the heartbeams
    would have struck him.  My opponent was ... fustrated to say the least
    and, needless to say, I won the matchup.)  Remember that some weapon
    attacks are totally undeflectable; Aph B's own sonic rings are a prime
      Knocking down the opponent using stun attacks is good in that it
    buys Aph B a few seconds to close in without having to concentrate on
    defence; do so whenever circumstances permit and when closing in is
    favourable (Aph B may not want to close ranges against certain VRs,
    read below under 'Notes against Specific VRs in Versus Mode').  Using
    this tactic is absolutely essential against runaway opponents playing
    in fast VRs, though trying to drop them with LTRW is a challenge in
    itself already.
    Short Range Strategy:
      As the range winds down to ~200 meters and below, Aph B's offensive
    options become much more varied and attractive.  His forward dash LW
    and air dash LW attacks are hard to avoid up close due to their fairly
    large blast and Aph B's good bomb throwing accuracy.  V. Armour is
    largely negated up close, allowing a well-timed forward dash RW to
    do significant damage. For stun/knockdown attacks, LTRW is now backed
    by crouching LTLW which is hard to avoid up close.
      The greatest reward for Aph B to play up close is the potential for
    a lucky CC hit at the oddest of moments.  Aph B can initiate standing
    CW CC from below 135 meters, which is far greater than his nearest
    rivals Temjin and Aph S (both having CW CC activation range of below
    100 meters).  A lucky hit would be devastating for any opponent, and
    can be almost deadly for light VRs (CW CC tongfer does upward of 80%
    damage on Specineff and Cypher).  A stun tornado executed at short
    range at a surprising moment might just catch and hold a opponent long
    enough to allow Aph B to attempt CC, and here lies the rare chance to
    score a double CC tongfer hit (which would practically spell doom for
    all except an almost untouched Temjin, Raiden or Dordary).
      At short range, Aph B is also able to attack with his dashing CC
    moves under optimum condition, and occassionally even his Flying Kick.
    These moves are hard to connect with (especially the Kick) but can do
    major damage and a lucky hit from either of them can swing the round
    in Aph B's favour greatly.
    Short Range Tactics:
      At short range, the action tends to be extremely hectic as both
    sides will be throwing out whatever useful attacks they have.
      A general Aph B tactic for standing off and exchanging fire is
    simply to keep dodging and fire probing attacks as the situation
    allows, while constantly watching the opponent.  Attacks used for
    probing need to have good speed/homing ability and very short freeze
    time to minimise Aph B's vulnerability when using them.  As such,
    only LTRW, crouching LTLW, CW and sliding crouch RW qualify for use as
    probing attack options.
      (Crouching) LW serves as a short-duration defensive move as well as
    an enemy herding or area denial move.  The napalm explosions tend to
    blot out most non-explosive enemy weapon fire, though the chain of
    explosives advance rapidly and does not help to protect Aph B for more
    than a couple of seconds unless he chooses to dash through the napalm.
    Most decent players will avoid getting caught in the napalm explosions
    for fear of taking any damage, and it is in this regard that LW serves
    as an area denial move, as the opponent will likely keep clear of the
    napalm chain, in effect briefly cutting him off from that area.
      As mentioned earlier, the napalm explosions can also serve as moving
    shield for Aph B if he dashes through the napalm chain immediately
    after tossing the canister.  Take note that even crouching LW cannot
    block out all enemy attacks; enemy explosives can coexist with the
    napalm, and Raiden's RTCW Screw Laser can easily pass through it.
      Conversely, versus another Aph B or other bomb-equipped VR, if you
    suspect that your opponent intends to use his bomb as a shield to
    cover his forward movement, you can attempt to disrupt the attempt
    by throwing your own LW into the mix.  At least, you do some minor
    damage if he tries to rush through as well as limiting his attack
    potential while he remains affected by your napalm.
    [Dashing CC]
      For Aph B, dashing CC attacks are important as no other dashing
    attacks of his are guaranteed knockdowns on all VRs, neither do they
    have as much damage potential (the exception is Aph B's flying kick,
    which is a pseudo-CC attack).  A dashing tongfer swipe can do over 60%
    damage if connected against Specineff or Cypher.
      Basically, in order to dash CC an opponent, both VRs must be on the
    ground (obviously Aph B cannot dash CC an airborne target), and Aph B
    must be able to get very close to his target due to the short reach of
    his tongfer blades.  A rough guide for Aph B is that you should be
    able to see at least half of your opponent on screen as you dash pass
    him during your dash CC attempt.
      The easiest way to dash CC an opponent is basically to guess at
    where he will be stationary and vulnerable (mostly after a dash attack
    or when landing from a jump/air dash).  This works perfectly fine on
    the average opponent, but a skilled pilot is far more unlikely to be
    caught in such a vulnerable situation.  Better players know to limit
    their exposure to getting attacked, and even if found in such
    situations, they are unlikely to be defenceless.  Many either tend to
    fire off selected weapons in such situations to ward off would-be
    attackers or can quickly put up a guard in time to defend against
    the dash CC attempt.
      More devious means are needed to set up better opponents for dash
    CC attempts.  An often used tactic is to use stun-effect LT weapons at
    short range to stagger a potential target, then rush in and attempt to
    dash CC before the opponent recovers in time to put up a guard.
    Obviously the main difficulty is to actually hit with the LT attack on
    an evasive target in order to set him up.  The further away the
    opponent is when stunned and the slower the player can get to him, the
    more time there is for the victim to recover and attempt to foil the
    attack.  Some CC combinations rely on using a LT attack to stun the
    target within CC range then do a turning dash CC to strike from the
    back as the attacker rushes past the defender.  However, Aph B is
    surprisingly ill-equipped to attempt this maneuver as his forward dash
    speed is exceedingly fast and will probably dash too far beyond before
    most players can input the turning dash CC command.
      Failing the above, the other two means on connecting a dash CC move
    against a good opponent are either to take him by surprise (easier
    said than done, obviously) or attempt to dash CC him while the latter
    is dashing.  The basic idea of a surprise attack is to prevent the
    opponent from seeing the attack coming.  Obviously the simple
    implemention of this will be to run off to either side of the opponent
    at short range to break his visual lock on you, then attack.  Other
    means of doing so rely on using either objects or explosions in the
    arena to obscure your approach.  Though your opponent still retains
    a target lock on you, the lack of direct visual imput tends to limit
    his attempts to guess at your intent.  On using explosions for cover
    in a dash CC attempt, Aph B can obviously create his own with his LW,
    but more inventive and daring player piloting the more stable VRs are
    not adverse to charge through their opponents' explosive attacks on
    their way to surprise their shocked opponent, taking the minor damage
    from running throught the blast in return for a chance at doing
    much greater damage.
      Dashing CC a ground dashing opponent should be considered an fairly
    difficult feat to accomplish, given the strick demands on tactical
    thinking (hard to even set up an opportunity) and sheer reflexes
    (literally split-second reflexes are required).  However, the greatest
    advantage of this method is the great loss of options for the target.
    There is no way for a dashing opponent to defend against a well-timed
    dash CC attack once the attacker successfully initiates it with all
    requirements satisfied, except perhaps to fire off his dash attack
    and hope that it is enough to interrupt the attacker's dash or attempt
    to do a crouch dash attack on the slim chance the target VR will
    crouch low enough to duck under the dash CC.
    Close Combat Tactics:
      This section would focus significantly on Aph B being the aggresser,
    but there will still be considerable sections devoted to defending as
    he does not completely dominate the CC arena and there are always
    other tongfer-mad Aph B players out there (including yours truly).
      As mentioned previous, Aph B rules hand down in terms of CC damage
    simply because of his standing CC CW attack tongfer.  There are few
    other CC moves available to other VRs that can rival the tongfer's
    damage potential, and none of them have tongfer's greatest advantage:
    its extreme CC activation range at 135 meters.  Aph B can attempt to
    slide in with tongfers flailing from a much greater range than players
    piloting other VRs would expect, which is a major advantage to an
    aggressive CC-crazed Aph B player.  Though the CC tongfer's speed is
    only average, the extended activation range gives Aph B the option of
    tongfer-rushing his opponent several times a round, and it just takes
    one hit (or two against the tougher VRs) to turn the tables around.
      Aph B has a major advantage in initiating CC from 135-100 meters,
    where no other VR will have been activated for CC and will have great
    difficulty in blocking a tongfer rush if caught unprepared.  However,
    he starts to lose out at shorter CC ranges.  Closer, Aph B's only
    strength is his superior CC dmg potential, but the emphasis will be
    more on CC attack speed and contact range.  This is where the other
    CC-capable VRs, Temjin, Cypher, Fei-Yen Kn and Specineff are better in
    than Aph B.  All of the above VRs have equal or superior attack speeds
    and, especially for Temjin and Cypher, have much better contact areas
    with their CC attacks than Aph B.  Once having reached the above VRs'
    effective CC ranges, Aph B is at a disadvantage until he works his
    way closer.
      To neutralise their superior CC attack contact areas, Aph B must
    avoid exposing himself to attack until he can maneuver in further to
    the point where his primary close-in CC attack, his guard-CC LW,
    becomes viable.
      In short, Aph B basically holds an advantage in initiating CC from
    beyond 100 meters range (where other VRs have yet to activate for CC)
    but loses out to the other four VRs at mid-range skirmish due to their
    superior reach.  The playing field is fairly even at near point-blank
      Due to the relative slow speed of 5.2 CC and the inability to cancel
    quickstep CC in event of a likely miss, CC in 5.2 VOOT is largely
    focused on guard-CC attacks and quickstepping, as well as certain very
    short range dash CC variations, since they are generally the least
    risky of attacks.  Quickstep CC and Jumping CC are relatively risky
    compared to their gains, and are rarely seen except for their
    'surprise' factor.  Hence for the large part, CC Dueling is pretty
    much a test of reflexes, guts and cunning, as both sides try to
    maneuver around each other looking for an opening or trying to goad
    the opponent into leaving himself open.
    Notes against Specific VRs in Versus Mode
      This section covers a little of what the author knows of the
    preferred tactics and moves of standard and elite players of the other
    VRs.  The primary differences between standard and elite players are
    that the latter tend to have exceptional reaction time, intimate
    knowledge of both their own and opponents' VRs, complex combination
    moves and ability to switch between different playing strategies on
    the fly.   The author himself can only be considered a 'veteran' at
    best, having played with the local elites, but stands little chance of
    winning a match should they go all-out.
      At the start of each section on a specific VR, there is a rough
    gauge of how the VR measures up versus Aph B in different areas:
    Ground: Overall Ground Speed
    Air:    Overall Air Speed
    Power:  Weapon Firepower
    CC:     Close Combat Effectiveness
    Armour: Damage Resistance
      The number of +/- signs show whether the VR referred to is at an
    advantage or disadvantage relative to Aph B, and by how much.  A '~'
    sign means a rough parity in the relevent field.
    Ground: ~/++
    Air: +/++
    Power: +/++
    CC: +
    Armour: -
      There are basically two types of players who uses Ajim to challenge
    other non-Ajim players; those who think picking Ajim is a shortcut to
    victory and those elites who really know how to maximise Ajim's
    biggest strength:  his insane speed at Mobility Level 5.
      The following discussion is meant to plumment those newbies who pick
    Ajim for lack of skill.  Against an elite player who knows how to play
    Ajim, most anyone is dead once Ajim gains the lead (not hard to do)
    and starts playing runaway chicken; you have better luck catching a
    rowing Specineff.
      Against newbie Ajims, remember player Ajim's greatest weakness: he 
    has nearly uncontrollable rotation ability.  Make the best use of the
    by staying close and keep running off to the side to maximise his
    turning problems.  Though any decent player knows how to jump cancel,
    even the slightest rotation command will cause Ajim to spin.
      Learn to negate his standard RW and LW attacks using either sonic
    rings or stun submachineguns.  A special note on Ajim's LW, which
    consist of him throwing out big homing coloured spheres not unlike
    Specineff's RTLW.  Besides good homing, they are far faster and does
    major damage even on an indirect hit by the explosion.  Fortunately,
    they can not pass through obstacles without prematurely detonating and
    are very easily disrupted by most weapon fire.  Whenever Ajim throws
    one out, attempt to prematurely detonate it with weapon fire or, if
    luxury permits, stand slightly behind a large obstacle and let the
    sphere impact on it.  Definitely do not dodge and 'forget' about it;
    unless it explodes prematurely, it has a better than even chance on
    catching up to you with disasterous consequences.
      WRT Ajim's CW, his greatest threat comes from his RTCW which throws
    out rolling dark boards that reflects incoming fire and slowly homes
    in on the target through explosions and obstacles.  There is no way to
    destroy it apart from keeping away til it expires, which is not easy
    at all.  When doing most dash CW, Ajim throws out varied numbers of
    small coloured balls which attempt to home in quickly on the target.
    On impacting they have different effects on the target, ranging from
    mere damage to draining ammo guages to disabling weapons.
    Fortunately, they are not hard to dodge given warning.  Note that of
    the coloured balls, the dark blue/purple ball with a white centre
    actually restores the target to 100% on impact, though attempting to
    get hit by this ball alone among a bunch of others is quite a
      The author has no experience with Ajim at CC range, mostly because
    most Ajim players don't stick around to fight it out.  However, Ajim's
    guard-cancel LW may be similar to Temjin's (further down) and is
    likely to possess similar capabilities.
      Ajim's one Special Move is his Self Nuke, which requires full ammo
    gauges for all weapons.  By sacrificing that and 50% of his current
    energy, Ajim starts spinning around for a few seconds before giving
    off a superlarge explosion bigger and more devastating than Grysvok's
    Crouch + Start ICBM.  The blast radius exceeds 250 meters in range, so
    the moment Ajim starts rotating there are only two options for those
    intending to escape: either stop the move prematurely by hitting Ajim
    with a good stun or knockdown effect weapon, or hightail it and hope
    to make it out of the blast radius in time.  For players who
    successfully retreat out of the Self Nuke's  blast, note that Ajim
    takes a few seconds to reform after the move and is a totally
    stationary and vulnerable target for the duration.
    Ground: -
    Air: ++
    Power: +
    CC: --
    Armour: -
      Angelan is most mobile when rowing in the air; her aerial rowing
    speed is enough to allow her to challenge Cypher for the 'King of the
    Air' title.  The standard Angelan strategy is to use her aerial
    agility to evade attacks and keep her distance, perferably behind
    obstacles where she could set up her attacks.
      Aph B has little chance of hitting Angelan while she is air-rowing,
    he must concentrate on catching her as she lands, not an easy feat.
    An alternative strategy is to hinder her attempts to jump away with
    crouching LTLWs
      Angelan's ground movements are below par, but not her attacks.  Her
    normal RW shots have fairly high priority over many other VRs' RWs,
    including Aph B's submachineguns, though it is not too great a loss.
    Sonic rings cannot stop Angelan's RW shots but neither are they
    affected by them.  At short range, her crouching LW Ice Pillars are
    fast enough to surprise lesser players, though their homing abilities
    are not as good as standing Ice Pillars.  Her LTRW fires a fast laser
    beam that does decent damage and, more importantly, has good chances
    of knocking down any target or at least staggering the more stable
    VRs; her LTLW throws out multiple ice crystals in a sweeping move from
    her right, and are fast and dense enough to be difficult to dodge at
    close range.  In defence, she can throw up a LTCW diamond-shaped Ice
    Shield that blocks out almost all non-explosive attacks and lasts for
    several seconds.
      If Angelan is granted a few seconds' peace on the ground, she can
    attempt to launch either her (crouching) CW Ice Dragon Breath
    (crouching CW is faster) or her trademark RTCW Double Ramming Dragon.
    The Dragon Breath has the dragon head approach the target and breath
    out a long stream of ice breath, which damages both energy and V.
    Armour.  To avoid getting hit totally, the target must continue
    dodging the shots for 2-3 seconds.  The latter creates two dragon
    heads which will attempt to follow and ram the VR for major damage;
    extreme damage if both dragon heads connect with the VR
    simultaneously.  The ramming dragon heads will follow the VR for
    several seconds if not disrupted by obstacles, so extended dodging is
    needed.  If possible, try to neutralise the Double Ramming Dragon
    early; chances of getting hit by a ramming dragon head from the side
    or rear are very high.  Angelan may also choose to initiate a RTLW Big
    Ice Pillar which, besides good damage, homes in persistantly like Aph
    B's homing tornados and passes through most obstacles.  The Big Ice
    Pillars also tend to survive encounters with enemy explosive attacks.
      When Angelan does an extended jump, she may either be aiming to get
    away using her air rowing, or she may try to release an attack in the
    air.  Staple aerial attacks include CW, RTCW, RTLW or RTRW.  Angelan's
    RTRW has her releasing a quick screw-like dragon head that, if it
    successfully hits, will literally freezes the target in a block of
    ice, doing a little continous damage while the target remains frozen
    and immobilising the VR to boot.  The latter effect can be an
    especially bad proposition if there is already a previously-launched
    RTLW or worse, a RTCW chasing after the now-helpless VR.  Angelan's
    RTRW is rarely seen on the ground since it can be easily disrupted by
    most incoming fire plus she is immobilised and must have direct
    line-of-sigh for the attack to hit, but in the air such problems are
      CC-wise, Angelan is very weak offensively as, besides doing poor
    damage, her standing and RT CC attacks have horrible reach.  However,
    when she uses her crouching CC LW and CW attacks, they generate ice
    crystals on the floor which which damage and trip up enemies.  These
    ice crystals last for a few seconds unless destroyed by explosives,
    so watch your step if she lays a few ice patches down.  Her LTRW and
    LTLW can be still used in CC and, at such short ranges, are very
    dangerous.  Angelan can also erect LTCW Ice Shields in CC range, which
    will knockdown any VR that collides into them.
      Angelan's one Special Move is Wing Mode, which requires the
    sacrifice of half of her current energy bar in order to grow wings.
    The wings last for 13 seconds, but grants Angelan incredible speed to
    the point whereby any attempts to catch a winged Angelan is an
    exercise in fustration.  Angelan's CC RTRW attack is also transformed
    in that it now can drain energy from its target on a successful hit to
    replenish Angelan's.  However, given the slow speed of that CC attack,
    it is only a minor point to take note of at best.  Note that Angelan
    can keep regrowing her wings over and over again provided that she
    pays the price.  The process to grow her wings takes a good deal of
    time and can be interrupted; however, there seems little point in
    doing so as Angelan loses half her energy in the bargain, unless of
    course time is ticking on the clock and Angelan has such a large lead
    that she may use Wing Mode to win by time out.
    [Apharmd Battler]
    Ground: na
    Air: na
    Power: na
    CC: na
    Armour: na
      In any mirror match, VR abilties do not matter that much.  Instead,
    the duel will be based literally on individual pilot reflexes, cunning
    and usage of abilities.  Watch out for overdependence on any one field
    and possible openings.
      Against an opposing Aph B that attempts to use Infinite Sonic Rings
    trick against you, Aph B has it quite easy.  Sonic rings pass through
    each other with no effect, and they do not hinder LTRW either.  Hence,
    once the opposing Aph B starts throwing out rings, simply take a split
    second to fire off a couple of rings or a few LTRW shots before
    dashing away.  The rings will hit a Infinite Sonic Ring throwing Aph B
    easily (as Aph B's movements are limited when doing so) while LTRW
    has good chances of stunning or staggering him out of the sequence.
    More likely a good Aph B will notice the counterfire and terminate the
    sequence prematurely to dodge, which is the true intention of the
    [Apharmd Striker]
    Ground: -
    Air: +
    Power: +
    CC: -
    Armour: ~
      Apharmd Striker, or Aph S, loses out to Aph B in CC ability and
    ground agility.  In return, his long range firepower is enhanced and
    his air dash speed is above average.
      On the surface, Aph B and Aph S seems to retain napalm as a common
    LW.  However, the weapon performance differs considerably.  Aph S'
    standard and dash LW attacks does slightly greater damage and are
    better when used defensively in blocking out enemy attacks; Aph B
    gains the edge in dash bomb throwing accuracy.  Soccerbomb wise, Aph B
    wins hands downs by both damage and throwing accuracy.  There is
    little difference in the performance of either's bouncing bombs.
      Aph S' CW and RW are more damaging, but the standing variations tend
    to have relatively poor homing.  Expect crouching RW as Aph S'
    standard probing attacks.
      Aph S' CW fires a two-part missile; each part attacks on its own and
    has its own unique properties.  In general, the first missile is
    faster while the second does more damage and better homing which only
    kicks in at longer ranges (be warned).  Aph S can opt to half-fire his
    CW to release either missile only.  His RTCW's second missile does
    heavy explosive damage and is Aph S' most powerful attack, though it
    is not fast enough to be a major threat on its own.  Aph S' CW attacks
    tend to be easily disrupted by enemy weapon fire, hence experienced
    Aph S players often toss out a napalm canister prior to using his CW
    attacks, using the napalm explosions as a defensive measure for both
    Aph S and his vulnerable CW missiles.  Of all his CW attacks, expect
    to see the crouching CW as they are more accurate.
      Try to bank on Aph B's greater ground speed when fighting Aph S.  He
    is also very unstable and tends to get knocked down easily; drop him
    with LTLW to fustrate him.  Remember his non-Turbo LW does more damage
    so trading LW attacks is a bad idea.  Make extensive use of Aph B's
    higher priority attacks to neutralise Aph S' greater damaging power.
      CC-wise, Aph S' best weapon is his LW which uses his knife to slash.
    The short knife means Aph S' melee reach is fairly poor, but
    nontheless guard-cancel LW is fast and damaging enough to pose a
    significant threat.  His fastest CC attack is his RTLW which has him
    doing a quick series of stabs with his knife.
      Aph S' special move is a air ramming attack similar to Aph B's kick;
    Aph S does a charge with right fist/launcher extended instead.  The
    flying punch does good damage though significantly less than Aph B's
    kick.  Of note is the rumour that Aph S' ram attack has some
    invulnerablity in it, but it has not been confirmed.
      Aph S also shares Aph B's Hyper Mode, also activated in the same way
    (Double Jump, CW at apex).  While the increase of speed gives Aph B
    some minor control problems, Aph S might actually benefit from this
    move as he is significantly slower on the ground.  Like Aph B, Aph S
    can only execute this move once per entire game, or challenger.
    Ground: -/+
    Air: +
    Power: ++
    CC: -
    Armour: -
      Bal's greatest threat comes from his Ejectable Remote Launcher (ERL)
    attack combinations, which range from numerous types of mines to
    lasers to beams.  Bal players who primarily uses his normal attacks
    are shortchanging themselves and are not much of a threat if not
      Agains Bal players conversant with his ERL combination, the best
    strategy is to prevent them from setting up by employing stun and
    knockdown attacks on Bal; he can't set up combinations effectively if
    half the time is spent getting up.  Actually this is a lot harder than
    it sounds as Bal is far more maneuverable than first looks would
    suggest.  Devious Bal players can increase Bal's ground speed by
    rowing; this trick does not work for Bal-Baros, the underwater version
    of Bal found in the Undersea Plant stage.
      Much of Bal's ERL combinations involve him ejecting one or more of
    his ERLs.  While ejecting ERLs on the ground is fairly quick and quite
    difficult to interrupt, some of his combinations, especially his
    satillite lasers combos, require Bal to eject ERLs at the apex of a
    jump.  Thus said, an obvious way to limit his offensive potential is
    to limit Bal's jumps or at the very least attempt to make him pay
    dearly for the jump.
      It is far beyond the scope of the faq (as well as the author's
    knowledge) to go indepth on the various ERL combos Bal have.  One fair
    useful point is to try to remember the rough positions where any
    ejected ERLs linger, and avoid staying near those places as a whole
    mass of ring projectiles or mines may spill out of one at any time.
      WRT Bal's normal attacks, his RW releases ring lasers and his LW
    releases homing mines.  His CW launches his hand ERL to make a
    'handbit' attack.  In comparision to his VOOM predecesser, Bal's
    standard attacks are shadows of what they were; ring lasers have poor
    priority, mines do not home in persistantly and even the 'handbit'
    attack have poor accuracy on a moving target.  However, Bal has some
    interesting crouching variations.  His crouching CW is the strongest,
    using his leg ERL to fly over the target to project an energy field
    downwards; the field's contact area is large enough to demand that the
    target either dashes away in time or get hit and knocked down for
    decent damage.  Crouching LW releases spiky mines that bounces around
    and over obstacles as they dog the enemy.  Crouching RTCW has Bal
    ejecting his ERL which assemble in a row behind Bal before firing four
    sustained beam of lasers that bend at specific lengths, causing them
    to criss-cross over a good portion of the entire stage.  Running into
    or getting caught in a beam causes decent damage and freezes the VR
    brief, but the real danger is that if the VR is unlucky enough to get
    caught just where any of the beams bend, it will take 100% damage and
    die instantly!
      Bal's side dash crouching CW deserves some mention to a short range
    fighter like Aph B.  This move releases Bal's leg ERLs as he completes
    his dash.  The leg ERLs then proceed to fire off mines and ring lasers
    at that position for the next few seconds.  Any VR too close is likely
    to be swarmed by the rings and mines, so avoid rushing up if Bal
    performs this move.
      In CC range, Bal has little to his credit, with the exception of his
    CC RTRW Rocket Punch.  This move has him firing off his right arm ERL
    at his enemy.  The main threat is that the Rocket Punch does tongfer
    level damage!  The move comes out too slow to be of threat by itself,
    but there are some variations of the move.  One is to hit RTRW then
    cancel with a crouch move, leaving the ERL spinning on Bal's right
    arm.  Then, any physical attack or contact made against him will
    automatically trigger the rocket punch and the would-be attacker ends
    up taking massive damage.  Another variation is to cancel with a dash.
    For the brief second that the ERL remains spinning on Bal, any
    physical contact with the enemy would have similar results.  Aph B
    players are warned of these clever if underhanded means of using the
    Rocket Punch.  Bal also has dashing CC attacks which do tongfer-level
    damage, namely the CW and RW versions.  Fortunately, these moves are
    hard to use offensively.
      Bal's Special Moves are all ERL related; he must eject all four ERLs
    individually via LTRW/LW and crouching LTRW/LW before using any of
    them.  Once ejected, he activates the Black Hole with a standing RTCW,
    the Pyramid Trap with crouching RTCW and Double Reflect Lasers with
    jumping RTCW.  The common weakness of all these special moves is that
    it takes time to eject the ERLs.
      Double Reflect Lasers is similar to VOOM Bal's satillite lasers, but
    any Bal player conversant with his numerous ERL combos will know of
    other reflect laser combos that are much quicker to set up.  Also,
    Double Reflect Lasers leaves Bal 'dancing' at the apex of the jump for
    a few seconds, totally defenseless.
      Pyramid Trap uses the ERLs to attempt to trap the opposing VR by
    projecting a transparent energy pyramid around the VR, enclosing it
    within.  Bal can then attack with his ejected ERLs which form the
    points of the pyramid.  The trapped VR has little space to run, and
    the pyramid prevents its from counterattacking by containing all
    attacks within.  A good Bal player can also follow up with the Double
    Reflect Lasers while his opponent is still trapped within.  The best
    defence is to avoid getting enclosed by dashing out of the area before
    the pyramid forms, though good Bal players can attempt to trap the
    opponent again by quickly inputing the commands and calling on the
    ERLs to form another pyramid while the first is still in existance.
      Black Hole has the ERLs create a dark orb similar to Specineff's
    RTLW.  The Black Hole is stationary and has no offensive capabilitys,
    but it lasts for several seconds and in the meantime, will suck all
    enemy attacks towards itself, effectively nulifying the opposing VR's
    weapons for the duration.  However, it can only be formed once per
    round.  Also, when the Black Hole is created, it first appears in
    front of Bal.  If the opposing VR has a powerful explosive attack and
    launches it before Bal can move away, the attack will be sucked into
    the Black Hole, but there is a good chance that blast might hit and
    damage Bal.  Aph B can easily exploit this by launching his RTLW
    Soccerbomb :)
    Ground: -
    Air: ++
    Power: ~
    CC: +
    Armour: --
      Cypher is almost untouchable in the air; Aph B must either nail him
    when he lands, get in close enough to hit him with a bomb blast, or
    drop him with stun submachineguns and chase CC him on the ground.  All
    are difficult to accomplish especially if Cypher chooses to fight at
    long range.
      Cypher has only average speed on the ground; most good Cypher
    players learn to use his exceptional aerial agility and air dash speed
    to avoid getting hit.  Expect lots of diagonal jumps and other aerial
    moves from Cypher.  When the Cypher player senses that the coast is
    relatively clear he may land and attempt to fire one of his
    ground-based attacks; this is also when Cypher tends to be vulnerable.
      Cypher's attacks mostly do average damage but they are very
    effective at range.  Expect to see his CW homing beam, his LTCW or
    crouching CW 4-way missiles (which can be half-cancelled to give 2-way
    missiles), his RTLW Laser and his LW daggers as standard attacks.
      Most good Cypher players learn to cancel their standing LW daggers
    to fire 2-3 daggers off on Cypher's forward right arc, with the intent
    of conserving ammunition.  Naturally, this move is useless against
    opponents in or moving to Cypher's left.  Repeated cancelling of
    standing LW will lead to practically infinite LW daggers being fired,
    which is a scary tactic at long range.  His standing RTCW is another
    extreme range move: Cypher fires a large exploding homing beam up that
    arcs down at long range with good speed and homing.  At shorter
    ranges, his crouching RTCW fires the same homing beam straight out and
    is difficult to dodge by a surprised foe.
      Cypher's RTRW Laser has pretty good priority and can neutralise
    quite a bit of projectile fire.  However, it has no effect on Aph B's
    CW sonic rings and vice versa.  Against a Cypher who fires his RTRW
    from the ground frequently, counter with plenty of walking sonic
    rings.  The rings, if fired early enough, will go right through the
    laser beam and hit the brief immobile Cypher.
      Cypher is not a pushover in CC.  Damagewise he may be weak, but his
    preferred CC attacks are hard to avoid.  Cypher's guard-RW is very
    fast and has very good reach to his front; his guard-LW is only
    marginally slower but does much more damage and sweeps his energy
    sword outward in a 180 degree frontal arc.  The excellent reach of
    both attacks are due to his long energy sword, the longest CC weapon
    after Temjin's Sword.  Most of his CC attacks also do significant V.
    Armour damage.  Cypher is also the one VR able to execute an aerial
    dash CC whereby he does a vertical slash to hit an opponent below him,
    and expert Cyphers can often combo a guard-CC hit into a quick
    follow-up aerial dash CC slash.  Expert Cyphers can even score the
    occasional hit on a ground dashing opponent with a forward diagonal
    aerial dash CC!
      Cypher has two special moves: She's Gained Control (SGC) Dive and
    Plane Transformation.  Both require full ammo guages to accomplished.
    The SGC Dive bears little resemblance to VOOM Viper II's She's Lost
    Control Dive as the former lacks the invulnerability and homing
    ability of the latter.  Instead, when in the SGC Dive, the player
    still retains steering control for the whole duration of the dive,
    which is about several seconds unless Cypher runs in an obstacle or
    edge of the playing field, or the intended target manages to knock him
    down with a weapon attack.  The SGD Dive does good energy and V.
    Armour damage on a hit, and the steering ability allows Cypher to make
    multiple attempts at running his opponent down.  Note that Cypher's
    ammo guages are drained at the move's termination, whether intentional
    or forced.
      A special Cypher trick in CC range is to wait for his opponent to
    rush in for a CC attempt, then from standing position activate SGD
    Dive via a very quick jump-forward dash-CW.  The sheer speed demands
    to execute this move limits it as a elite-level stunt, but when the
    SGC Dive activates, the glow surrounding Cypher will hit and damage
    opponents rushing in from all directions, even from the back!
      Cypher's Plane Transformation causes Cypher to transform into his
    plane mode and fly around under full control for 13 seconds or until
    knocked down by flying into an edge of the arena or obstacle, by
    flying too low and contacting the ground or by enemy weapon fire.
    Unlike the SGC Dive, Cypher sacrifices no ammo in doing so.  While in
    plane mode, he retains the ability to attack with weapons, with some
    changes.  His RW vulcan shots must be rapidly fired by repeatedly
    tapping or squeezing the trigger.  His LW turns into non-homing 4-way
    missiles that are aimed at the target's location when they are fired.
    His CW homing beam appears to retain most of its abilities.  No Turbo
    moves can be used in plane mode; holding a Turbo button will cut plane
    Cypher's constant forward speed to minimal, effectively making him
    hover in the air.  At any time, Cypher can opt to changed into an
    unsteerable SGC Dive by hitting BTCW.  The Plane Transformation is not
    really dangerous offensively.  However, attempting to shoot down the
    plane Cypher is difficult to say the least, and can be nigh impossible
    when Cypher is flying over the head of the enemy.  Thus it is a
    fustratingly effective defensive/chicken maneuver.
    Ground: -
    Air: -
    Power: +
    CC: -
    Armour: ++
      A good Dordary strategy takes advantage of his enhanced V. Armour
    when crouching, and does a lot of dash crouching attacks to maximise
    this edge.  Aph B, however, is not overly affected by this because he
    can still fall back on his sonic rings and bombs to do undeflectable
      Besides his forward and forward diagonal dash (crouching) RW
    fireball, which can do serious damage, Dordary's  side dash crouching
    RW is often utilised.  This move fires of up to 5 exploding fireball
    in a chain.  In addition to good damage, the fireball explosions have
    significant stunning and knockdown effect, particularly if most of the
    fireball chain hits.  The fireball explosions last for a second or two
    and can stagger VRs who attempt to walk through even though there is
    no direct hit scored.
      When Dordary is not dashing, he can probe effective using crouching
    RW which fires of a single exploding fireball, and all his LT attacks.
    Both the crouching LTRW claw and crouching LTLW drill have decent
    speed and stunning potential, but be especially wary of his crouching
    LTCW stun flaming ring, which is fast, does decent damage and has
    excellent stun potential that not even Aph B or another Dordary can
    shirk off.  Many good Dordary players end a ground dash attack with an
    immediate crouching LTCW to give pause to the opponents who have
    successfully evaded the dash attack.  Attacking such Dordarys with
    forward dash attacks are obviously very difficult.
      My anti-Dordary strategy is to keep moving and chip away slowly with
    sonic rings and bombs.  Charging a Dordray is likely to have Aph B
    staggered or knocked down by his crouching LTCW with nothing to show
    for it.  Using homing tornado is not a bad idea since Dordary is not
    fast enough to have a easy time dodging them, plus they would weaken
    his V. Armour and allow Aph B to starting doing serious damage with
    dash submachineguns when the luxury allows.
      Do not discount Dordary's drill and CD rush; both are fast and does
    good damage.  The drill rush makes Dordary invulnerable for the whole
    duration and is more maneuverable at some slight expense in damage.
    Both rushes can be blocked as CC attacks, like many other 'ram'
    attacks; of course, you have to be quick on the controls.  Dordary
    players well versed in the rushes can cause Drodray to trace a small
    circular path in the area around a potential target during the rush,
    making it very easy to mtumble into the rush.  The best defence
    against this is to jump up out of the reach of the rush.
      When Dordary does a jump at long range, be especially wary as he may
    use his jumping RTCW, which throws out a whole stream of damaging 
    V. Hurricane rings.  A good player knows to hold down the RT and slew
    Dordary around, throwing the rings out to cover an insane area.  Even
    a single hit will do major damage as well as a guaranteed knockdown.
    Trying to dodge them all is chancy, and they tend to pass through most
    obstacles with ease.  Fortunately for Aph B, his standing LW napalm is
    sufficent to block the rings; dash along with the napalm explosions to
    ensure Aph B is protected for the entire duration.
      In CC, Dordary is slow but does heavy damage with each hit.  Be
    careful and be ready to outwait him; remember that he can still call
    on his LT attacks to stun or drop Aph B long enough to make tracks out
    of CC range.  Tongfer sliding right in the face of a Dordary is bad,
    as a quick Dordary can get up his V. Hurricane fast enough to freeze
    Aph B right in front of him, a real bad proposition.  Like Aph B's
    stun-tornado-tongfer combo, Dordary can hit twice on a frozen VR using
    his standing CC CW attack; elite Dordarys have learned special CC
    combos which do even more damage should they be performed on a frozen
      Dordary's Special Move is Giant Mode, in which he expands in size
    until he dwarfs his opponent.  Apart from cosmetic differences and
    some minor changes (his CC RW move changes to a Foot Stomp; quite
    amusing to do), a Giant Dordary does not appear to be a significant
    threat.  It takes a few second for Dordary to complete the move once
    initiated, and is easily interrupted by weapon fire, just in case you
    do not want to contend with a Godzilla Dordary.  In my personal
    opinion, 'the bigger they are, the harder they fall'.  However, the
    increased size may well makes a rush practically impossible to avoid,
    so it might be prudent to interrupt the process.  Like Apharmds' Hyper
    Mode, this move can only be attempted once per entire game, or per
    [Fei-Yen Knight]
    Ground: ~
    Air: +
    Power: +/++
    CC: +
    Armour: -
      Fei-Yen is a fast and fairly powerful opponent for Aph B to face at
    all ranges.  When her Hyper Mode is triggered, her projectile weapons
    become even more potent and her movement speeds up, especially her air
      When non-Hyper, Fei-Yen is a fairly mean customer to handle.  She
    can keep up a barrage of walking RW handbeam at short range and mix in
    LW swordbeams and LTLW stun swordbeams as needed.  When hiding behind
    obstacles, she can fire over them with her standing CW Heartbeam which
    has an initial arc, or her LTRW arcing handbeam which is not
    deflectable to boot.  Fei-Yen's RTRW fires a large blob which has
    delayed homing (kicks in after flying straight for a short distance)
    but is fairly fast and does decent damage.  Her RTCW unleashes a
    heart-like blast straight out without homing and is rarely seen
    because of it, though it does good damage on a hit.  Fei-Yen's RTLW
    Drawn Heart has decent homing and does V. Armour damage.  It also does
    energy damage and has freezing potential, but they rarely work without
    Hyper Mode.  At long range, her LTCW fires low damage stun heartbeams
    that have good enough homing to be a threat.
      When fighting Fei-Yen, expect a fierce exchange of weapon fire with
    a good dose of stun weapons thrown in.  Fei-Yen's non-dashing
    swordbeams have range limits and dissipate beyond that; her normal
    swordbeams at ~400 meters and her LTLWs at ~250.  Learn to stay out of
    the latter's reach when you are not pressing the attack or buying time
    to recharge your weapons.  Within 250 meters, Aph B must keep dashing
    to avoid getting nailed by LTLWs.
      Not all of non-Hyper Fei-Yen's CW Heartbeams explode.  Only her
    standing and dashing CW heartbeams give a large blast that does a
    little splash damage and also helps to adsorb enemy weapon fire.  All
    of Fei-Yen's aerial and crouching heartbeams do not explode until
    Hyper Mode.  Fei-Yen's LTCW also give a little 'explosion', but
    without Hyper Mode, the explosion has nothing more that visual
    effects.  Another weakess of the heartbeams are that they can be
    fairly easily disrupted or prematurely detonated by Aph B's sonic
    rings and stun submachinegun shots.
      Fei-Yen is one of the fastest VR in CC, with above average melee
    reach and good damage potential.  Her guard-cancel LW/RW slashes both
    have better reach than Aph B's thanks to her shortsword.  Worse, at
    point-blank range, she can combo her LTLW with her CC attacks, making
    them practically unblockable.  A simple example:  Fei-Yen executes a
    LTLW-into-CC CW on a blocking Aph B.  The LTLW hits first, doing minor
    damage and staggering Aph B OUT OF THE BLOCK; the CC CW will come out
    lightning fast and hits Aph B before the latter can try to recover.
    The LTLW-CC CW is the most damaging, but difficult to execute due to
    time requirements.  Still LTLW-RW/LW are easier to do even if they
    offer less damage, and all three combos are guaranteed knockdowns.
    Fei-Yen can also attempt to do a double-hit CC CW on a RTLW-frozen
    target, doing very good cumulative damage though not on par with Aph
    B's double-hit tongfer.
      Don't forget that Fei-Yen is one of the better VRs in dashing CC
    attacks, due to her good speed and fairly long 'shortsword'.
      Hyper Mode is Fei-Yen Knight's only Special Move, and she cannot
    trigger it herself.  It is automatically activated the moment Fei-Yen
    has accumulated more than 50% damage to her energy; the visual cue is
    Fei-Yen turning golden.  As mentioned, Hyper Mode boosts her dash
    speed and projectile weapon damage.  It also enhances her weaponry in
    other ways.  For instance, now all of Hyper Fei-Yen's CW attacks
    except her RTCWs explode upon impact.  Hyper Fei-Yen's RTLW Drawn
    Heart has enhanced homing and its damage and freeze effect now works
    100% of the time.  A long range tactic called Hyper Bombardment relys
    on her improved projectile attacks to 'bombard' her hapless opponent
    with rapid successions of LTCW, mixing in RTRW, RTLW and CW (Hyper
    Bombardment can be done without Hyper Mode, but is only truly powerful
    with it).  The slightest lapse in the opponent's defence at any time
    can result in a hit by any of the weapons, slowing him down with
    potentially disasterous consequences.  Woe betide the poor VR who gets
    frozen in the clear by Hyper Fei-Yen's RTLW; good Fei-Yen players can
    quickly combo in more attacks onto the frozen victim to do massive
    damage before the latter can struggle out of the freeze effect.
      If you are leading in energy and Fei-Yen is not yet in Hyper, rein
    in your attacks and avoid trigger her Hyper Mode (get her as close to
    50% as you dare and leave it at that) until you can land a seriously
    damaging hit .  This is termed '50% dome' and is used to limit the
    effective use of Fei-Yen's Hyper Mode.  A Fei-Yen player just above
    50% is often willing to take a couple of minor hits just to activate
    Hyper Mode; be warned.
    Ground: -
    Air: ~
    Power: ++
    CC: -
    Armour: -
      Grysvok is not very well stacked against Aph B.  Though his
    projectile attacks are powerful, Grysvok is not fast enough nor
    properly equipped to prevent a decent Aph B player from closing ranges
    rapidly where Aph B will run roughshod over the missile platfrom,
    where most of the latter's weapons are relatively ineffective.
      Grysvok's LW napalm is by far the most damaging non-Turbo explosive
    attack, so trading napalm damage is a definite no-no.  Napalm's threat
    is greatest at short range where it comes out fast enough and has a
    large contact area that makes it difficult to avoid.
      Among his CW attacks, those that bears watching are his crouching CW
    and crouching LTCW.  The former launches four missiles at a time; each
    are fast, damaging and homing enough to be a major threat.  Most
    Grysvoks are easily able to fire multiple spreads of such missiles in
    a single crouching move, which is obviously not good news for anyone.
    (I once had to settle for a time-out win over a Grysvok buddy with my
    Cypher, not because I was playing chicken, but there were so many
    missiles in the air at times that even Cypher has his work cut out
    avoiding them all.  I just couldn't close in for the kill!).  The
    crouching LTCW is Grysvok's one powerful stun/knockdown and the 4
    small missiles are even faster and more homing.  Of course, damage is
      Aph B fares well against Grysvok's missile barrages due to his speed
    and defensive LW napalm chain.
      Up close, Grysvok's RW is his primary attack for short range
    defense. His dash RW attacks are not particular fast or homing, but
    they can do major damage if allowed to connect.  Grysvok can attempt
    to go offensive with his forward dash RW if given an opening to
    exploit, or he can make tracks with a side dash RW that fires three
    large shells which splits up into multiple small homing warheads.  At
    longer range, Grysvok can use back dash RW that fires a couple of slow
    homing ground missiles that can eventually creep up to the side or
    back of an unwary target, not unlike Aph B's homing tornadoes.
      Grysvok is fair powerful damagewise in CC as befitting a large VR,
    but he is not particular fast and has no major tricks to pull out.
    Remain aware of his LT weaponry and avoid underestimating him.
      Grysvok's Special Move enables him to fire one monsterous ICBM.  He
    can do this only once per round.  His crouching RTCW and forward dash
    crouching CW also fires a lesser sized ICBM; he can fire unlimited
    number of these, though only one small ICBM can exist at one time
    (Grysvok may have one big and small ICBM in the air simultaneously
    though).  An ICBM flies way up into the sky before turning down and
    start homing in on the target, eventually hitting the ground and
    hopefully catching the target in its respectable blast radius.  The
    big ICBM does far more damage, but it has a quirk in that it can
    damage the firing Grysvok if the latter gets caught in its own big
    ICBM's blast (bummer).  The small ICBM does less damage and is
    'friendly' to the owner Grysvok.  In practice, both types of ICBMs
    are of little threat to Aph B (or any fast mover) who constantly runs
    all over the battlefield.  The only thing to note is to keep changing
    your ground and avoid doubling back on your tracks.  If you are not
    too busy, you can sometimes catch sight of the ICBM's shadow (a moving
    black circle on the ground), indicating its relative position.
    Ground: -
    Air: -
    Power: ++
    CC: -
    Armour: ++
      Raiden is pretty much a fairly difficult VR to master as one must
    learn to overcome his below average movement speed, especially his
    ground walking speed.  However, for the good players who learn to
    accomodate his weakness and maximise his damage potential, he is a
    real difficult opponent.
      Raiden still retains his trademark CW Lasers which still does
    massive damage on a hit, though no longer able to totally waste
    crouching opponents from 100% energy.  The usage of the Lasers still
    remains similar to VOOM, being used to 'intercept' dashing opponents
    along predicted paths.  The Lasers come out slightly slower in VOOT;
    there is a brief flash around Raiden's shoulders when his CW is
    activated.  Unlike VOOM, the Lasers can now be cancelled prematurely
    with a dash or jump, giving him the option to scare using the Lasers
    as a threat.  Raiden's RTCW Screw Lasers are slower to come out, but
    does even more damage and, more importantly are known to punch right
    through all forms of explosives or other defensive weapons used by
    their opponents.  His LTCW throwns out long lines of electricity in a
    cylindrical 'cage' that lasts for several seconds; any opponent who
    touches the laser cage in any manner will be frozen quite effectively
    for several seconds at the tender mercies of Raiden.  Raiden also has
    the option of half-cancelling all his CW variations to save ammunition
    and good Raidens make extensive use of this, meaning you can bet on
    seeing many single Laser beams and 'half' cages.
      When Raiden does a crouching normal CW Lasers, he can immediately
    opt to cancel the freeze time by dashing AFTER firing the lasers.  A
    interesting if not frequently seen use of this ability is when Raiden
    fires the crouching Laser and goes on to dash forward through the
    Laser beams, using the high priority beams as a shield against
    non-explosive enemy attacks.
      VOOM Raiden's one weapon weakness is that he has little means of
    flushing out a hiding opponent directly.  VOOT Raiden overcomes this
    with his new LW Gravity Bombs.  Against VRs who move sidewards to
    avoid the initial blast, the new bombs will initiate a chain of
    powerful napalm off to the side towards the evasive opponent when
    they detonate.  Seasoned Raiden players often toss gravity bombs off
    to one side of a opponent, hidden or not, to trigger the side napalm.
    The side napalm does good damage for a non Turbo explosive attack, as
    well as having good knockdown potential.  Of interesting note is that
    if Aph B hits Raiden with stun submachineguns just as he deploys a
    gravity bomb, chances are good that the bomb may be prematurely
    detonated if it gets hit by the shots (the bomb is thrown upwards
    slightly before it drops to the ground), wasting Raiden's LW ammo.
    The gravity bomb is also likely to detonate early if it contacts Aph
    B's napalm.
      Against Raiden, Aph B must play aggresively to minimise the latter's
    luxury in setting up elaborate traps with his laser cages and side
    napalm.  Playing aggressively does not mean playing foolhardly, as Aph
    B must avoid being an easy target for standing Lasers in any way.  Aph
    B must know how the Lasers are used (most often fired along target's
    projected movement) and avoid giving Raiden opportunites for doing
    heavy damage by being unpredictable in movements.  Mix in a good
    amount of jumps and air dashes to keep Raiden guessing.  When Aph B is
    hiding behind an obstacle, be careful when you intend to break cover,
    as Raiden is often ready to fire his Lasers off to one side of the
    obstacle just in case he gets lucky.
      At long range, make the most of LTRW to fustrate Raiden's movements,
    and when the luxury allows, generate some homing tornados to pester
    him.  As Raiden is fairly slow, the effectiveness of these attacks
    will be especially pronouced on him.  Try to drop him with stun
    submacheineguns if you want to close in in relative peace.
      Medium range is probably best suited for Aph B, as it offers
    sufficent range to dodge or counter Raiden's attacks while being close
    enough for Aph B to threaten with more than just his stun weapons.
    This is also the range where Raiden's gravity bomb-napalm is fairly
    effective.  Be attentive to where Raiden throws out the gravity bomb
    and take appropriate measures to avoid the anticipated napalm.  The
    main difficulty is keeping an eye on both Raiden and the gravity bomb
    simultaneously.  A jump or air dash that is high enough can avoid the
    napalm altogether, but crackshot Raidens can still nail you in the air
    with a standing CW Laser, or at least pester you with bazookas while
    you're in the air.
      Fighting at short range against Raiden is not particularly
    desirable, as it significantly increases the risks of a direct hit by
    his RW and CW.  Raiden's crouching RW fires small but fair fast
    bazooka shots that are surprisingly effective up close, both in damage
    and in stunning opponents, even Aph B.  At short ranges, Raiden's
    forward dash attacks are also very effective.  His forward dash CW is
    weak damagewise, but fires twice and has high priority and good hit
    prospects up close.  Raiden can also elect to chuck a LW and dash into
    the bomb blast firing RW shots.  The gravity bomb blast is fairly
    shallow but is high enough to shield Raiden from ground-based fire and
    lasts several seconds, long enough to provide adequate protection and
    damage enemies foolish enough to walk into it.
      Getting caught in Raiden's LTCW Laser Cage will freeze any VR
    significantly.  Try to struggle out of the freeze quickly.  As
    Raiden's CW ammo is used to create the cage, he is not likely to blast
    you with his Lasers (thank goodness), but if you are caught in the
    open, expect a RTRW large bazooka shot that can still take a chunk out
    of your energy.
      Raiden has only average CC moves with good damage as expected from a
    heavy VR.  His CC RW attacks have surprisingly decent contact area as
    he swings his bazooka around in the attacks.  His guard-LW is probably
    his fastest attack; interestingly, VOOM Raiden's fastest CC move was
    also his LW.  When activated for CC, his CW attacks have Raiden
    releasing electric discharges from his shoulders.  Be aware that his
    CC CW activation range is extremely short (~35 meters or so), hence
    care must still be taken when rushing in lest Raiden responds with
    standing CW Lasers right into the face!  Another quirk:  When Raiden
    is firing his standing CW Lasers, a VR who physically touches Raiden,
    even from the side or rear, is liable to get 'hit' by the laser.
    Therefore, when Raiden fires his Lasers at CC range but miss, avoid
    meleeing him until the Lasers' duration has finished.  VRs with very
    long CC weapons (notably Temjin's and Cypher's swords) can attack with
    CC safely if only the melee weapon and no other part of the VR touches
    a Laser-firing Raiden, but I do not recommend that Aph B even try as
    his tongfers are considered pretty 'short'.
      Raiden's special move Armour Break (jump and hit Start button)
    involves him blowing off all his V. Armour and 90% of his remaining
    energy.  This leaves a very vulnerable and terribly damaged Raiden,
    with enhanced speed in all areas, even in the air.   In this mode,
    Raiden's speed far exceeds all other VRs with the possible exception
    of Ajim at Movement 5 or a Winged Angelan.  Against an Armour Broken
    Raiden, the trick is to stay calm and not be awed, as in a serious
    match, Raiden is likely to try this last-ditch move only if he is far
    behind in energy.  Use high accuracy or hit-probability weapons to
    nibble at the last bits of his remaining energy.  Good Raidens would
    tend to stay at long range when armour broken, knowing the dangers of
    Aph B's LW.  Hence the best bet are his sonic rings and stun
    Ground: +
    Air: ~
    Power: +
    CC: ~
    Armour: --
      Specineff is probably one of Aph B's worst opponents.  His ground
    dash speed is very fast, in almost ALL directions, while only Aph B's
    ground forward dash speed is truly fast.
      Most good Specineff players prefer to fight at long range to
    maximise the advantages of his powerful CW 'shockwave' attacks.
    Chasing such players down is a task in itself.  Should the Specineff
    player be conversant with rowing and has no qualms about playing
    machi, be ready to admit defeat unless you are very good.
      Chances of engaging runaway Specineffs in CC are extremely rare, so
    Aph B must content himself with a running battle, using his more
    homing ranged attacks and attempting to come out ahead in the
    exchanges of weapon fire.  By no means an easy task, as Aph B must
    juggle between attempts to close in while watching out for Specineff's
    fast and accurate RW and CW attacks.
      Watch out for Specineff's crouching CW shockwaves at shorter ranges
    as they come out extremely fast with good accuracy.  His moving crouch
    RW shots are also fairly annoying due to decent speed and damage.  For
    dash attacks, his foward and forward diagonal ground dash RW does
    remarkable damage, and his ground dash crouching CW shockwaves are as
    effective as the non-dashing crouching CW.  Though Specineff is fairly
    slow in air dashes, his air dash RW and side air dash CW are still
    quite effective.
      At longer ranges, be wary if Specineff pauses behind cover as he may
    launch his RTCW homing shockwave, which has deadly homing ability and
    can easily hit all but the most nimble of opponents.  In Aph B's
    defence, only his crouch LW napalm can hope to block out this attack.
    Use crouching LW more frequently when fighting Specineff as many other
    variations of his CW shockwaves can pass through standing LW.
    LW-wise, many Specineffs would try to find enough leeway to stop for
    long enough to launch a RTLW 'purple ball' which does significantly
    more damage and homes in nearly as persistently as his standard LW
    plasma balls.  Specineff's jumping RTRW 'turbo dart' has uncanny
    homing at medium range if he mananges to center his sights onto the
    target; his crouching RTRW is surprisingly fast and is a guaranteed
    knockdown.  An airborne target hit with the crouching RTRW also gains
    the humiliation of having to soar uncontrollably upwards for a few
    seconds while additional energy is drained away, before crashing back
    down to the ground in a heap at Specineff's feet and tender mercies.
      A little noted weakness of Specineff is that he shows a slight
    problem with dash rotation in ground dash attacks (most VRs in VOOT
    have almost perfect dash rotation).  If the opponent dash to
    Specineff's rear and he responds with a ground dash attack (especially
    a forward or forward diagonal RW attack), there is a fair chance that
    Specineff does not rotate quite enough to hit with his attack.
      Generally, fighting in arenas littered with obstacles that can
    provide cover is advantageous to Aph B.  However, Specineff's standard
    CW attacks are unaffected by obstacles; a crowded arena only serves to
    help Specineff in hit-and-run tactics while hindering Aph B in trying
    to catch the bugger with his already poor ranged arsenal.
      Though many Specineff players avoid CC with Aph B (since a lucky
    tongfer by the latter practically spells doom for the former),
    Specineff can hold his own in CC.  He does good damage with his
    attacks, outreaches Aph B due to his longer scythe and is fast.  His
    fastest CC move is his guard-LW which results in a left claw swipe,
    though at only very short range.  His guard-RW slashes his scythe out
    quickly at a slightly greater reach than Aph B's guard-LW.  Finally,
    Specineff can execute one of his special moves, the multiple plasma
    balls spread, in CC range with devastating effect if Aph B rushes
    forward too eagerly.  The plamsa balls spread is not a major threat at
    any other range.
      On the topic of special moves, Specineff also has his sliding tackle
    (forward dash crouching CW with 100% CW ammo) and his Death Mode (hit
    Start Button twice when lagging in energy).  The sliding tackle does
    good damage and can be steered.  However, the duration is very short,
    and more importantly, at the end of the tackle, ALL of Specineff's
    ammo gauges are drained to 0%.  If Aph B successfully avoid the
    sliding tackle, this gives him a few seconds to go all-out on a nearly
    defenseless Specineff.  The Death Mode renders Specineff totally
    invulnerable to all damage for 13 seconds, after which he
    automatically dies and loses the round.  The Specineff player has that
    much time to win by killing his opponent; if Death Mode is activated
    when there is less than 13 seconds of the round to go, Specineff also
    automatically loses if the opponent remains alive at the end of the
      The important thing to note is that Specineff can still be knocked
    down by attacks even though he can not be killed for the vital 13
    seconds.  Hence, upon realising that a Specineff opponent has
    activated Death Mode (quite easy as Specineff can not be damaged by
    any means), Aph B's priority changes to simply surviving until the 13
    seconds are up.  To that end, either flee and avoid getting killed or
    shift tactics and concentrate on using knockdown attacks to force
    Specineff to waste time getting up.  If Aph B is knocked down by a
    Death Mode Specineff and has more than enough energy to survive any
    ground attack on him while prone, get up slowly (as opposed to
    struggling on the controls to get up quickly) in order to waste even
    more time!  All these anti-Death Mode tactics sound real cheesy, but
    there is nothing else sensible to do?!
    Ground: -
    Air: +
    Power: +
    CC: +
    Armour: +
      Temjin's primary bite comes from his famous Big Two (forward dash
    RW).  Expect his Surboard Ram to come out when the player is desperate
    or as a surprise move.
      Aph B actually has a significant advantage at long range battles.
    Most variations of Temjin's CW Swordbeam has a maximum range of some
    400 meters and his LTRW Stun Beam Rifle has a maximum range of around
    250 meters.  In addition, Aph B's standing sonic rings and stun
    submachineguns can easily neutralise almost all of Temjin's CW
    swordbeams and normal RW shots.
      Closer, Temjin gains the advantage with the heavy damage potential
    of his Big Two and his dash CC attacks, which has incredible reach due
    to the sheer length of his energy sword.  Expect Temjin to probe with
    moving crouching CW swordbeams and moving crouching RW beam rifles,
    besides his stun attacks LTCW and LTRW.  Temjin's LW is geared toward
    defense and is mostly ineffective as an offensive tool, though he can
    throw a nasty stun-effect bomb with good accuracy using crouching
    LTLW, which also serves well in damaging V. Armour.
      If Temjin seems to cut back on his offensive attacks, he may be
    saving up his ammo for a surprise Surfboard Ram.  Good Temjin players
    will avoid initiating a Ram in plain sight and at long range, as that
    is easily defended against or even interrupted.  Instead, they tend to
    get out of the opponent's field of vision at short range before
    attacking with the Ram, which gives minimal warning to the intended
    victim.  In the event of successfully defeating a Ram attempt,
    remember that Temjin drains all of his ammo gauges with this move, and
    try to whale on him while he recovers.
      In close combat, Temjin's fastest attack comes from his RW rifle
    poke. Apart from point-blank range, however, the poke misses very
    easily.  His mainstray CC attack is his guard-CC LW, which has Temjin
    sweeping out his sword in a large frontal arc.  This attack has good
    speed and insane reach (again due to his long sword), and is almost
    impossible to ground dash away from.  Similarly, when Temjin executes
    a quickstep CC, the large contact area as he sweeps his sword around
    means that a safer evasive move is to jump instead of dash.
      Temjin has another special move 'Spinning Sword' which causes him to
    extend his energy sword and spin toward his opponent.  The Spinning
    Sword does good damage on a hit and is very difficult to avoid without
    dashing or jumping away out of reach.  However, it is considered a CC
    move and can be guarded against; just remember to keep guarding until
    the spin stops.  The weakness of the Spinning Sword is that it needs a
    significant amount of time for Temjin to ready himself before starting
    the Spin.  However, a side effect of this special move is that it
    enhances his V. Armour and his stability.  I have seen a Temjin
    initiating the Spinning Sword deflect the opposing Temjin's standing
    RW shot at 200 meters; I once hit the AI Temjin who was spinning
    towards me with Specineff's RTRW which did damage but failed to stop
    the spinning Temjin from slicing my VR into half ... :(  Hence to stop
    the Spinning Sword, either use powerful LT stun attacks or guaranteed
    knockdown attacks like Aph B's crouching RTLW.
      Natas, for starting me off on Aph B seriously.  He was the first
    diligent player in Singapore that plays Aph B well enough to impress
      The SiVOC and VOPL players in Singapore for hours of fun at each
    other's expenses.  Special mentions go to X Tem & Fei Yuki, Kyo, Jia
    Kiang, Jeffrey, Kai Xiang ... shucks, those are the names I can
    remember offhand.
      VO players on rec.games.video.arcade, for their feedback on VO and
    VOOT in general, as well as putting up with my ego at times.
      Tan Hwee Ping (a 1st generation VOOMer) for starting me off on
    VOOM.  Met her recently and found out she retired from VO gaming ...
      Sega, for making this great game!

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