=================================================== VIRTUA FIGHTER 4 (version C) GENERAL GUIDE written by Wojciech Dworak edited by Rich Williams version 2.15 =================================================== DISCLAIMER ---------- This guide is for private and personal use only. It can only be reproduced electronically / placed on a web page or site as long as it is unaltered, with this disclaimer and the copyright notice appearing in full. Any information used from this document, quoted or not, should have this author's name somewhere clearly as acknowledgement. Feel free to distribute between others, but this guide is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. Copyright Wojciech Dworak, 2002; all rights reserved. Copyright Rich Williams, 2001; all right reserved. Other authors' material, when used, noted where applicable. To view this document, use a fixed-width font (like Courier), otherwise it will look crappy. ======== CONTENTS ======== 0. INTRODUCTION I. GENERAL NOTATION a) Motions b) Hit Level c) Reversal/Inashi/Sabaki Type d) Damage e) Frame Stats f) Notes II. THE SYSTEM a) Arcade Layout & General Info b) General Movement c) Stances d) Executing Moves e) Throwing f) Stuns, Staggers, Stumbles & Crumbles g) Counters h) Reversals, Inashi & Sabaki i) Getting Up j) Fighting Environment k) Additional Info l) Character Data III. CHARACTER MOVELISTS a) Akira Yuki b) Aoi Umenokouji c) Jacky Bryant d) Jeffry McWild e) Kage-Maru f) Lau Chan g) Lei-Fei h) Lion Rafale i) Pai Chan j) Sarah Bryant k) Shun-Di l) Vanessa Lewis m) Wolf Hawkfield IV. FREQUENTLY ASKED QUESTIONS a) Akira's Knee b) Wolf's Giant Swing (Fastest Input) c) Adding Range d) How To See Stance? V. APPENDICES a) Arcade Hardware Specification b) Situation After Throw Escapes c) Character Voices VI. CREDITS & KUDOS =============== 0. INTRODUCTION =============== The information here applies to arcade version of Virtua Fighter 4, version C. If you have played earlier versions, keep in mind that several things were removed, corrected and modified in the final release (stuff like motions, frame stats, animation properties, etc.) In Yu Suzuki's own words, Virtua Fighter 4 is the sequel to VF2, not VF3tb, hence perfect squared arenas without slopes. Taka-Arashi is gone (the given reason was him not being very popular among players), but two new characters were added, named Lei-Fei and Vanessa Lewis. Several new features were introduced: - getting up quickly (tech rolls and quick rises), - all throws gained execution times (they were instantaneous in VF1/2/3), - new ways of dodging, making use of 8-way movement, - special wall attacks, - new kind of return skill, the sabaki, - charge attacks; And that's not all - I'll be trying to describe the new features gradually in the next sections of this FAQ. Virtua Fighter 4 version A (the original) was released August 1st, 2001; the first revision, version B was released August 20th, 2001. Version C was released in late January, 2002. Version C for Playstation 2 was released January 28th, 2002. The next installment, Virtua Fighter 4: Evolution has been released in September 2002 (Japanese arcades). To this day there is no official information on home release of VF4: Evolution. One more thing - you will not find any playing strategies in this guide, it only contains objective info about the game. =================== I. GENERAL NOTATION =================== As used in the movelists and throughout the whole document. Most of the below notation is widely used in other Virtua Fighter related documents. Use this list as quick reference chart. The info below is meant to be used in cooperation with system description (the next major section) - if you come up against something you don't understand, refer to "The System" chapter. =-=-=-=-=- a) Motions =-=-=-=-=- < P,K,G > Press punch, kick and guard buttons, respectively. Although the standard arcade setup is G,P,K, is has become a tradition to mark buttons in P,K,G order. Also, keep in mind that some (wrong ;) arcade setups may differ from the standard one; P,K,G is often found. I strongly recommend playing on G,P,K though (that applies to PS2 version too, since in many tournaments you cannot use your own setup and are forced to play on pre-programmed one). < f,b,u,d > ; < F,B,U,D > < df,db,ub,uf > ; < DF,DB,UB,UF > For the former, input forward, back, up or down on the stick, respectively. The latter stands for diagonal (corner) inputs. Hold all motions if capitalized. < FC > Move has to be executed from crouching position - either hold D or enter the motions after executing a move that recovers in crouch, eg. a low punch (d+P). You can also use a crouch dash, which can be buffered. < FS > Move has to be executed from standing position only - execution from crouch will result in different attack. It's possible to execute FS-type moves from crouch with a help of "instant stand" - buffering a standing dash while ducking. < WS > Move has to be executed while standing from the crouch (within the animation frames); sometimes another type of notation is used to denote such moves (FC,n... etc.) < n > Return the stick to neutral OR let go of the stick completely. Also used as 'no motion' note. < + > Commands must be executed simultaneously. < , > Motions have to be entered separately. If the "," is doubled, you should pause for a second before inputting next motion. < ! > In case of Akira's knee, the button may be held for one frame only. < asc,P / asc,K > Execute while ascending into a hop. < mid,P / mid,K > Execute while in the middle of a hop. < desc,P / desc,K / desc,d+K > Execute while descending from a hop. < K,K,K... > ; < D+K,K,K... > Keep pressing K for mid-level rising attacks; holding D on the stick will result in character doing a rising sweep. You can enter the motions at any time while twisting or rolling away (doing so later in some types of rolls will results in a delayed rising attack.) < [BT] > Move must be executed with your character's back to opponent. < [xx] > Denotes a special stance, unique to the character. =-=-=-=-=-=- b) Hit Level =-=-=-=-=-=- < H,H*,M,M*,L,L*,G > Denotes basic hit levels: high, special high, mid, special mid, low, special low, ground, respectively. < Ht,Lt,Gt > Stands for high-, low- and ground-level throws (there are no mid-level throws). < side-/back- > Execute the throw while facing opponent's side/back, respectively. < wall- > Denotes a special throw variant executed near the wall. Exact positioning required is listed for each case. Only high wall throws exist in VF4. < catch- > A inescapable throw with (usually) much longer execution time and other special properties. < rev- > Reversal/inashi/sabaki hit level - all return skills hit at the level of opponent's attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- c) Reversal/Inashi/Sabaki Type =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If no reversal/inashi/sabaki type is specified (the '-' note), the move cannot be reversed. If there is no type given at all, it is unknown whether or not the move can be reversed; updates forthcoming. Reversal types apply only to the last move of a canned sequence. < HP > : high-level punches < HK > : high-level kicks < HE > : high-level elbows < HCR > : high-level crescents < MP > : mid-level punches < MK > : mid-level kicks < MCR > : mid-level crescents < LP > : low-level punches < LK > : low-level kicks < GP > : ground-level punches < GK > : ground-level kicks < EL > : elbows (mid) < SK > : sidekicks (mid) < KN > : knees (mid) < SM > : somersaults (mid) < SW > : sweeps (low) =-=-=-=-= d) Damage =-=-=-=-= Damage inflicted by respective attacks, in points. A "0" means that a move connects with opponent but does no damage, while a "-" means damage isn't applicable in such case. < x+x > Damage within the same move/throw. < x~x > Denotes damage range, in case of charge- and proximity-dependant moves. =-=-=-=-=-=-=- e) Frame Stats =-=-=-=-=-=-=- Notation section: < exe > Move's/throw's execution in frames. < G > A move is blocked (guarded against). In case of throws, frame disadvantage when a throw is escaped. < hit > A move hits normally (without any counters). < MC > A move hits as major counter (interrupt). Stats section: < -x > < +x > Frame disadvantage or advantage for the character executing a move. < D > Move knocks down. < KD > Move causes kuzure down, refer to that move's notes for details. =-=-=-=- f) Notes =-=-=-=- < drink +x DP > Shun gains x drinking points after hitting with the move. Shun will not drink if the move is blocked or if the throw is escaped. < sober -x DP > Shun loses x * 10% (rounded down) drinking points after the move connects (if noted at every move of a string, it doesn't mean that the combo takes away the sum of those DPs). < sacrifice x DP > Shun sacrifices a number of his drinking points to perform a respective move. Uses the same formula as sober. < requires x DP > Notation exclusive to Shun; he must have x drinking points in order for the move to come out at all. < charge > Hold the last button press to perform a charged version of the attack. The fully charged attack will crush opponent's guard (will stagger opponent without any damage). < G-cancel > Move can be guard-cancelled while in execution; after-cancel effects vary from move to move, check the movelists for details. The default result is character returning to normal stance. < ground > The character is on the ground after executing the move. < force crouch > Respective move makes opponent crouch when it hits. < = link > ; < == link > The above stand for 2nd and 3rd elements of multi-sequence, respectively. There are no 4- and more hit sequences in Virtua Fighter. < = link [on x] > Details: - link on MC: the move will only come out if the previous attacks interrupts (major counters). - link on G: the move will only come out if the previous one is guarded against. < sabaki > Denotes a sabaki, a new return skill in VF4. < vs. x > Notation reserved for reversal-, inashi- and sabaki-type moves; it denotes the type of move reversed. Refer to Reversal/Inashi/Sabaki Type section for details on the abbreviations used. < tsukame > Denotes a so-called "stumble throw" - they usually do little or no damage, punishment depends on your follow-up (sets your opponent up instead of damaging him/her directly). < to xx stance > ; < to xx position > ; < to xx system > Character enters a special stance after executing the move and usually gains new characteristics and move systems - refer to respective movelists and stances section for further details. < exits xx > After performing the move, character exits the respective stance/system and return to normal stance. If there is no "exit" or "to" notice, then the characters will stay in the respective stance. < continue with Px sequence > The move can be chained to one of the character's punch strings (the ones that start with regular P); refer to respective special moves section. < x crumble > ; < flop > ; < slam > ; < head over heels > Denotes that the moves causes a special animation when it connects under a certain condition; consult the system section for more details. < crouch stagger > The move will stagger crouchers instead of knocking them down. < guard stagger > Move causes a special stagger even if it's blocked. Fully charged special moves will usually remove opponent's guard. < evade to opponent's back > < evade to opponent's front > < cannot be evaded > For half-spinning attacks, evades must be made either to opponent's leading foot ('back') or rear foot ('front'). Full-spinning attacks cannot be evaded by normal means at all ('cannot be evaded'), exception: some character-unique dodging moves. If no note is given, the move can be evaded to either way. Other, more descriptive notes, can also occur - it would be useless to repeat that stuff here. ============== II. THE SYSTEM ============== Virtua Fighter 4 gameplay system and other important details; basically, large commentary to the section above. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a) Arcade Layout & General Info =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Japanese sticks are usually square- or octagon-based, while the European and US ones may also be circle-based. The button layout maybe be reversed for your machine, especially for 2P side, making it "PKG" instead of "GPK". ub u uf [Start] \ | / \ | / b -- n -- f [P] [K] / | \ [G] / | \ db d df ub : up-back u : up G : guard uf : up-forward d : down P : punch db : down-back f : forward K : kick df : down-forward b : back Reverse the directions for right side of the machine. In Japan, there's a service called VF.net - it makes use of special magnetic cards which are inserted into the machine every time you play; they record you ring name, number of matches, and wins/loss ratio. You can access your rankings through internet and cell phone, as well as general rankings of all VF.net players. Too bad the system won't make it to the West ;) Character and stage select screens: | Akira | Pai | Lau | Wolf | Jeffry | Kage | Vanessa | Sarah | Jacky | Shun | Lion | Aoi | Lei | Press G or P or K to select your character; Start to select alternate outfit - if your opponent has already chosen that outfit, you're left with the other one. Costumes can be further altered by special vf.net options, and, as noted before, these are not available on export versions of VF4. You have 15 seconds to choose your character. If your machine has stage select enabled, you will move on to the stage select screen after choosing your character. The stages are arranged in a bit different fashion, depending on wall presence: | Arena | Cave | City | Castle | Island | Shrine | Harbor | Aquarium | Temple | Gymnasium | Colosseum | Great Wall | Garden | From left to right, unbreakable walls -> breakable walls -> no fence. You have 15 seconds to choose the stage. CPU opponent order: Unlike VF3, where there were several pre-defined sets of opponents, the order in which you fight the VF4 CPU opponent is fixed. - Stage 1: Lion, castle stage - Stage 2: Lei, temple stage - Stage 3: Pai, aquarium stage - Stage 4: Kage, garden stage - Stage 5: Jeffry, island stage - Stage 6: Vanessa, harbor stage - Stage 7: Lau, great wall stage - Stage 8: Jacky, city stage - Stage 9: Aoi, shrine stage - Stage 10: Shun, cave stage - Stage 11: Wolf, arena stage - Stage 12: Sarah, colloseum stage - Stage 13: Akira, gymnasium stage - Bonus stage: Dural, factory stage It's not necessary to beat Dural in order to finish the game and get the ending credits. =-=-=-=-=-=-=-=-=-= b) General Movement =-=-=-=-=-=-=-=-=-= In VF4, you can walk around the ring freely, with your opponent being a sort of "center point". Besides simple walking around, there are several move patterns: - step forward/backward: f / b - inch forward/backward: F / B - dash forward/backward: f,f / b,b - crouch dash forward: df,DF / df,d,DF / f,d,DF / FC,DF - crouch dash backward: db,DB / db,d,DB / b,d,DB / FC,DB - run: f,F - hop: u,hold P / u,hold K (uf / ub) - there are no high jumps except for Pai's and Kage's specials, and jumping pounces that hit standing opponents - dodge into screen: ub / u / uf - dodge out of screen: db / d / df - instant stand-up from crouching: buffer f,f / b,b - instant crouch from standing: buffer df,df / db,db (there are also other methods, like df,d,df etc.) There are also special moves like evades, somersaults etc. - covered in details in movelist section. Movement notes: - a character is considered a standing non-defender during dashes, runs and dodges, and a crouching non-defender during crouch dashes. - dashes and runs can be cancelled by any button/stick input. - dodges require you to return the stick to neutral. - the above can be cancelled by crouch dashes or special evade moves. - dodges have more distance if executed simultaneously with opponent's attack, i.e., a "MC dodge" or "MC evade"; the dodging character can also emit a yell, or the dodge can be accompanied with a special sound effect. While you are back turned: - tapping or holding G / b / db / ub will make you turn around. - you may only walk (inch) away from the opponent by pressing forward on the stick, or walk in any direction away from the opponent by initiating 8-way walk. - backdashes and backward crouch dashes (toward opponent) can only be buffered in during TA moves, moves executed while back-turned, and preceeding backdashes. Executing moves like Kage's backturned ub+K or back-turned dash requires you to enter the motions the moment you've turned away - otherwise, no move will come out (you'll just turn towards your opponent, rather slowly.) =-=-=-=-=- c) Stances =-=-=-=-=- Characters' feet alignment in relation to each other. There are two types of regular stance: closed stance: open stance: Player 1 Player 2 Player 1 Player 2 -------- -------- -------- -------- left right left right right left right left With 'left' and 'right' denoting respective limbs. If a character gets knocked down, he/she retains the last stance. Some characters possess unique stances and move systems: - Aoi: yin-yang stance [YY] - Jacky: slide shuffle [SH] - Jeffry: threat stance [TH] - Kage: jumonji stance [JM] - Lei: independent system [IN] /originally: dokuritsu shiki/ defeat/miss system [DM] /hai shiki/ evade stance [EV] /nehan shiki/ tiger stance [TG] /koko shiki/ - Pai: circular evade stance [CE] sway step [SW] - Sarah: flamingo stance [FL] - Shun: drunken stance [DR] handstand position [HS] lying position [LD] sitting position [ST] - Vanessa: muay thai stance [MT] Cancelling moves/move sequences that end in entering a special stance will usually make you end in respective stance, for instance Aoi can cancel her sweep within a P,P,P,d+K,P+K+G with G,P+K+G to enter YY stance. There are of course exceptions to this rule, but I don't have any detailed info as of now. =-=-=-=-=-=-=-=-=- d) Executing Moves =-=-=-=-=-=-=-=-=- To execute a move, input the correct motions on your controls. Unlike in games like Tekken, you can't do things like P,P+K by pressing P and then adding K. You must release the first button. You cannot execute anything while holding guard, but you can buffer some motions in. There are two types of buffering: while guarding -------------- Input the whole sequence while holding guard but left the last motion out, for instance: * Akira, super dashing elbow: press & hold G, input f,f, let go of G and input f+P without delay, * Lion, face grab throw: press & hold G, input f,df,d,db, release G and input b+P+G; You cannot buffer the whole sequences! The last motion MUST be entered without guard. There are a few exceptions to this rule; some things can be buffered completely: * dashes: press & hold G, f,f or b,b, release G; * crouch dashes: ditto, just use any of crouch dash motions instead of f,f/b,b; You can't buffer the following at all: * evades/dodges/sidesteps; * hops/jumps; * single-motion moves: P, K, f+P, d+P etc. * single-motion throws: P+G, f+P+G etc. while in recovery or stun ------------------------- This type of buffering offers greater possibilities, since you can buffer whole sequences in after letting go of guard button - you can do that as long as the block sound comes out. special case: turning around, dodging while backturned ------------------------------------------------------ Usually, you can't execute moves with your back to opponent (any move input will make you do a turn-towards attack, with slight exceptions), nor buffer anything while holding G (you'll just TT after pressing G). But there's a possibility of executing an attack right after you've turned away - just enter the motions without any delay. Same applies to back-turned dodge. You can turn away by executing an appropriate TA move, or by being hit while executing some moves (eg. Jeffry's run,K+G). special case: rising attacks ---------------------------- One press of K or d+K, in any point of a roll, is enough to execute an appropriate rising attack (regardless of widely used notation). If a rising attack that can be delayed, press K or d+K in the first few frames of a roll to execute it without delay. Almost all the moves that do not require stick motions can be performed while holding forward or back on the joystick; all exceptions are noted - the same applies to executing attacks from crouching position. Some attacks that require a "d" motion can be executed from crouching position by holding the stick and pressing appropriate buttons. When executing a move in a juggle, and motion doubles as stomp, hold the direction before inputting P or K, otherwise standing pounce will come out. Phases of a move in VF: - initiation (ini): input motions, nothing comes out on the screen yet - this is a fairly abstract phase; however it's important nonetheless, because this phase can be cancelled by tapping G before the execution phase begins. - execution (ex): after the motions are entered, a move takes some time before it collides with opponent; this is called execution phase. It determines the move's attack speed. - collision/coverage (co): polygon collision detection takes place at this point, as well as the application of damage (there are exceptions to this, read on). - recovery (re): after the collision phase ends, the character can't just snap back into ready state; it takes a number of frames to reach it. The recovery time determines the rest of move's properties, like counterability, etc. You might as well omit the first phase, at least for practical reference. Only the three main ones, ex-co-re, are important during actual gameplay. Damage is usually applied in the moment of move's collision detection; however, in case of some arts, damage isn't dealt until character's body hits the ground, wall or area outside the ring. There are 4 main hit levels in the game: high (H), mid (M), low (L) and ground (G). You cannot execute ground-type attacks if your opponent is not lying down, falling or in recovery phase of a sacrifice move (like Shun's db+K,G). There are also 3 special hit levels: special high (H*), special mid (M*) and special low (L*): - special high moves hit high level but cannot be interrupted by low level attacks in hit phase, - special mid moves hit mid level but if they hit a guarding crouching opponent, they force stand and cause no damage, - special low moves hit low level but can be blocked while standing. Characters' behaviour with respect to position and G input: - standing, non-guarding: H/H*/M/M*/L/L* hits normally; vulnerable to high throws. - crouching, non-guarding: high moves miss; mid and special mid moves hit normally (some of them stagger or knock down); low and special low moves hit normally; character is vulnerable to low throws. - standing, guarding: H/H*/M/M*/L* moves are blocked; low moves hit normally; vulnerable to high throws. - crouching, guarding: high moves miss; mid moves stagger or knock down; special mids do no damage, instead they force the opponent to stand; low and special low moves are blocked, vulnerable to low throws. - bouncing on the ground: most high moves miss; many M/M*/L/L* hit on the bounce; you cannot be thrown. - lying down: H/M/M*/L/L* moves miss, ground moves hit, vulnerable to ground throws. To block moves, just hold G (press/hold d+G to block low-level moves). There is no guard damage in this game. Also, pressing guard on itself makes your character align to opponent (if you're in a middle of tech roll, pressing G will make opponent's attacks track you). =-=-=-=-=-= e) Throwing =-=-=-=-=-= To throw, you must be close to your opponent. If you enter the throw motions while not in range (or eg. opponent crouched under your high throw), you get a whiffed throw animation. Throwing is usually easier in closed stance. Types of throwing techniques: - High throws (Ht): requires opponent to be standing; all high throws end with P+G and are escapable, including side- and wall- throws. Wall throws are possible on both low and high walls. Back throws were made inescapable in VF4 version B. - Low throws (Lt): requires opponent to be crouching; all low throws (Lt) end with P+K+G and are escapable, including side- throws. - Ground throw (Gt): requires opponent to be lying on ground; ground throws end with P+G and are not escapable. - Hit throws (Hit): these arts are executed after connecting a special attack on your opponent; all hit throws are high throws, and most are not escapable. Special Shun note: he cannot be high thrown while in handstand (HS) position, low thrown while sitting down (ST), or ground thrown in lying down (LD) position. Additional throw properties: - side: you must be at opponent's side, more than 30 degrees off axis. Sometimes left and right side throws differ in either stats or animation. - back: you must be at opponent's back. - catch: throws with longer execution time and a unique animation; catch throws are not escapable. Most will only work on opponent's front, however some catch throws are specifically back catch throws. - wall: you must be within +/- 30 degrees to wall in order for the throw to come out (positioning requirements vary, refer to movelist for details). You cannot throw when: - opponent is knocked down (exception: Aoi's, Jeffry's and Wolf's ground level throws), - opponent is falling down (exception: some kuzure down situations, see Section F for explanation on what KD is), - opponent is juggled (floated), - opponent is executing a move (there are exceptions to this rule, as some throws are capable of interrupting moves, and some moves are vulnerable to throws; check the character movelists for details), - opponent is hopping, - opponent is staggered or stumbled, either after staggering/stumbling moves, hitting the wall, stepping on ring edge (though you can throw just as the special animation ends) or being KOed by specific moves while on the ground. If opponent is back-turned, crouching or not, he/she can't be thrown by normal means, even by stuff like surprise exchange type throws or Pai's f+P+K+G (cartwheel). Only usual back throws and low back throws come into effect. The only exception is Kage's f+P+G throw, which works regardless of position (front, side or back). Throws can be escaped by entering the last motions of the technique within 10 frames of opponent's throw coming into execution (after he finishes his throw motion input AND execution phase ends!) Therefore, to escape: * regular, simple-input P+G throws, enter P+G; * so-called complex throws, with x+P+G input (all throws besides "pure" P+G fall into that category), enter the last motion of the throw; that would be f+P+G for: f+P+G / b,f+P+G / b,db,d,df,f+P+G, and so on and so forth. * ditto for low throws, enter the last motion (eg. df+P+K+G to escape Jeffry's power bomb). The situation after a throw escape is usually advantageous to the escapee but refer to appendix a) for complete stats on throw escapes. It's possible to enter as many throw escapes as you can within 10 frames (usually, a triple is max humanly possible), for instance, P+G,b+P+G,f+P+G will escape Kage's both TFT and SE throws, and his regular throw. Peculiarities: * you can mix low and high throw escapes - although only ONE low throw escape can be entered in a sequence; * within a throw combo (like Aoi's b,db,d,df,f+P+G -> b,d+P+G -> u,d+P+G), you are allowed to enter ONE escape - if you enter more, and they're all in correct frame windows, the last one comes into effect; =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= f) Stuns, Staggers, Stumbles & Crumbles =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When a character is hit, he/she enters the phase knows as "stun" (also called "hitstun"). Most stuns have a distinctive animation; the character usually will show a certain reaction to being hit, and/or freeze in place for a time. Usually you may buffer any moves freely while stunned, the same as general rules allow. Certain special situations and animations exist after a character is struck by a particular move and/or while in a particular state. While there are quite a few special animations, only the most important are noted: * Stagger: staggers generally look like the character is about to slip and fall down. During a stagger a character is considered a 'standing non-defender' (check the "Executing Moves" section for details). You can struggle out of stagger (and therefore reduce the period of defenselesness) by wiggling the stick and pressing buttons in rapid motion. You can also be staggered when back-turned, usually under the same rules as when facing the opponent. * Stumble: very similar to the above; the character falls to the ground for a few frames and is helpless for a short period of time. That window can be further reduced by struggling. Stumbles are produced by tsukame throws and some special strike attacks. * Crumble: a translation of the Japanese term "kuzure down". The character will collapse in a special manner. There are three types of crumbling animations, which all appear similar but have different properties: - stomach crumble: the character holds his/her gut and falls face down and head towards the opponent. During the initial frames of the stomach crumble the character is vulnerable to low throws, as well as most strike attacks and pounces. - foot crumble: the character loses his footing, collapses and rolls onto his/her back before landing face up head towards the opponent. The character is not vulnerable to low throws but is vulnerable to most strike attacks and pounces. - head crumble: similar in appearance to the stomach crumble, but slightly slower and perhaps more dramatic. The character will snap back, waver and then fall face down head toward the opponent, vulnerable to most strike attacks and pounces. The character cannot be low thrown. - back crumble: the opponent arches their back and drops to his knees. The character cannot TR/QR after any crumble knockdown, and the character is vulnerable to ground throws after he has fallen. * Flop: the character is whacked end-over and his/her legs flop up in the air as he/she lands. The character cannot TR/QR and is vulnerable to pounces, ground throws, and many strike attacks. * Slam: the character is slammed hard, flat into to the ground, and cannot TR/QR, and is vulnerable to pounces, ground throws, and some strike attacks. This almost always applies only to floats, and it should be noted that the vast majority of Flop moves will also Slam the opponent if it connects in an air float. * Side knockdown: an attack that knocks the opponent to the side. He recovers in FD/HT position, with no QR/TR possibility. * Head Over Heels: an attack which sends the opponent flying backward, head over heels. Recovers in FD/HT, no QR/TR possibility. Many normal stun animations appear similar to stagger animations which can be struggled out of. It must be known that if there is any possibility of being able to reduce rigour time, a small animated stick appears in the upper-corner of the screen (on the side of character capable of doing so). At first the stick is green, which means the system won't accept any input towards reducing stagger/stumble time. This is basically to let you know that you will be able to struggle out of a stagger. When it turns red, you may begin to struggle. Also, the hit flash for a move that has produced a struggle-able stagger is red. During stagger or stumble, you cannot buffer any moves in. Lastly, some moves that normally knock down will only stun a back- or side-facing opponent. =-=-=-=-=-=-=-=-=-=- g) Damage & Counters =-=-=-=-=-=-=-=-=-=- Almost all the moves in VF4 do some damage. Damage is measured in points, and sometimes (indirectly) as percentage of lifebar (such notation usually occurs in combo lists). Damage is scaled in juggle combos by the rules below: - opponent is juggled in the air and is defenseless, - opponent is hit while hopping or jump pouncing, - opponent is hit by non-struggable, non-avoidable attack (ground attacks and pounces also fall to this category but they must be technically guaranteed), - if a player doesn't QR/TR from non-guaranteed sequence. Damage does NOT scale when: - the opponent is hit by juggling move (combo damage begins to scale AFTER that hit), - whole combo occurs on the ground (opponent isn't knocked off his feet), - the 'combo' is not guaranteed. Some moves have built-in 50% damage penalty when they're used on knockdowned opponents (does not apply to pounces). More on damage scaling in Nutlog's FAQ - refer to that document for exact numbers and exceptions to the above rules. There are two types of counters (don't mistake them with reversals, discussed in the next section): - major counter (abbr. MC): hitting an opponent while he's in the execution phase of a move. Generally, you cannot throw as MC (but check the throwing section). Major counters are represented by small yellow flashes on the characters at the time of the hit. - minor counter (abbr. mC): hitting an opponent while he's in the recovery phase of a move or inside whiffed throw/reversal animation. You can throw as mC, it's even encouraged. Move damage increases with counter hits: +50% of base damage of attacking move on MC, and +25% of base damage of attacking move on mC. There is no damage bonus for mC throws. =-=-=-=-=-=-=-=-=-=-=-=-=-=-= h) Reversals, Inashi & Sabaki =-=-=-=-=-=-=-=-=-=-=-=-=-=-= All the above are called 'return skills' (japanese term). They come into effect when an opposing character is executing a move. As a result of performing a reversal, his move is swept aside and your opponent is directly damaged. Reversals aren't moves on their own - if you miss it (eg. due to range, or simply input the wrong one), you get a missed animation; if you get hit while that animation's still on, that hit counts as minor counter. Inashi also isn't a move (missed animation!). It's a bit different than reversal, since it doesn't damage the opponent; it only sets him up for other type of punishment - in that field inashi moves are similar to stumble throws. Sabaki is a new technique introduced in VF4 - it wasn't present in previous versions. Some of the VF moves now have sabaki characteristics - it means that they're able to sweep opponent's attack away while damaging him. Since sabaki are also special moves, there's no missed animation. In other words, sabaki have the highest priority against certain types of moves. Notes: * there are four levels of reversals, three levels of inashi & sabaki, corresponding to attack levels in the game. * you can only reverse strike attacks. * moves that hit with two limbs or parts of the body other than limbs (eg. head or butt ;) generally cannot be reversed, except two-footed rising attacks. =-=-=-=-=-=-= i) Getting Up =-=-=-=-=-=-= After being knocked down, there are several ways of getting up: - tapping P+G,P+G,P+G... (or P,G,P,G,P,G...) will make you stand up in place, you can also use P,P,P... however it's much slower. - tapping u,u,u and P,P,P... will make you do a handspring (kip up). - tapping u,u,u and G,G,G... will make you roll into screen. - tapping d,d,d and G,G,G... will make you roll out of screen. - tap b,b,b and G,G,G for backward roll. Tapping P,P,P with other motions will make you rise faster; if you add K, the character will execute the appropriate rising attack (which can be delayed a certain amount of time.) If you're floated and execute a proper motion just before touching the ground, you can perform quick rises and tech rolls (instant recovery - IR, aka fast get-up techniques): - P+K+G for an instant handspring (quick rise: QR). - u+P+K+G for an instant roll into screen and d+P+K+G - out of screen (tech roll: TR). QR/TR techniques have special properties, specifically: - you cannot TR towards or away from your opponent's position. - in case of QR, you are still vulnerable to ground attacks up to a certain point. Past this point, near the end of the QR animation, at the end of the kip, you are considered a standing non-defender. - after performing a TR, you are still vulnerable to ground attacks up to a certain point. Past this point, near the end of the roll, you are considered a crouching non-defender. Furthermore, if you hold G during the TR, your opponent's attacks will track you. - if you've knocked your opponent down and he/she TRs, pressing G will make you align with his/her character. - if the character tries to TR while face down, head towards, attacks can interrupt the character and will leave him/her back-turned. - if the character tries to QR while face down, head away, attacks can interrupt the character and will leave him/her back-turned. You cannot TR/QR when: - after hitting a wall hard, i.e., bouncing off the wall (after being hit with an attack that does 21 points of damage or more). If you hit or nudge the wall lightly you can QR/TR normally, but not if you hit the wall hard; the visual effect is similar to that of being glued to or bouncing off the wall. - after any crumble knockdown, flop or slam knockdowns; this is very important, and moves that do this are noted in the movelist. - after most throws; however there are some important exceptions. Check the movelist for details. If you don't decide to QR/TR, you may perform a rising attack. All rising attacks are kicks, and their type depends on the knockdown position. Delayable rising attacks can be performed in-place, after siderolling or backrolling. Note: as an exception, it is possible to reverse some two-footed rising attacks. =-=-=-=-=-=-=-=-=-=-=-= j) Fighting Environment =-=-=-=-=-=-=-=-=-=-=-= In Virtua Fighter 4, all stages are squared. Some stages are surrounded by walls, high or low; the walls are divided into sections. Most short walls can be destroyed one section at a time - if smashed, they stay that way until the end of match. Damage is calculated in points, always rounded down in case of counters and other +/- effects. If a character is KOed by low-damaging move, he/she doesn't fall to the ground immediately - after "KO!" is called, he/she can be hit again, floated, thrown etc. Every character has their own RO-behaviour style; it's usually rather humorous. Beginning of round: - the match is preceded by sweeping views of the arena, and the challenging character taunting the opponent, which can be chosen by pressing either G, P or K; this entire sequence can be cancelled to start the round more quickly, by pressing either start button. - before "Go!" is called, you cannot buffer any moves or stances in (unlike VF3). Means of winning the round: - opponent's vitality bar reaches 0. - opponent falls out of the ring (if both characters fall at the same time, the first one touching the round outside is the loser). - time runs out, in which case the player with most remaining stamina wins. - if there's a draw, both adversaries are awarded a round. If they are tied at the end of the final round, a sudden death round commences: both players get a single point of life on the life bar; the ring and time limit remain unchanged. If the sudden death match round ends in a draw, the player with the win streak will be given the win. If neither player has a win to his/her credit, then the 1P player will be awarded the victory. End of round: - if you win, the character is returned to the middle of the ring. - you can choose your winning pose by pressing P, K or G during replay. - by pressing P+K+G or P+K you can choose so-called "old winning pose for your character (Lei-Fei and Vanessa also have special P+K+G poses). Also, each character has a unique pose during the end of round "Continue?" countdown. =-=-=-=-=-=-=-=-=- k) Additional Info =-=-=-=-=-=-=-=-=- Basically, stuff that didn't fit into other sections. < Special Shun feature: drinking > Shun has a unique ability of increasing the damage inflicted. For each drinking point earned, damage is increased 1%, with 40% (40 drinking points) being the maximum; while calculating, remember damage is always rounded down. The movelist lists the detailed ways of gaining DPs (look below); keep in mind that Shun can be sobered after being hit with certain attacks - those are listed in each character's section. There are also other effects, mainly the result of damage increase - attacks that normally stun begin to knock down, etc. - more info on this later. Some of Shun's attacks make him sacrifice some of his drinking points. When Shun is sobered or sacrifices his DP, n * 10% of points is deducted, rounded down. =-=-=-=-=-=-=-=-= l) Character Data =-=-=-=-=-=-=-=-= Full stats can be found in respective characters' profiles. character height weight Akira Yuki 180cm 79kg Aoi Umenokouji 162cm 47kg Jacky Bryant 182cm 75kg Jeffry McWild 183cm 111kg Kage-Maru 178cm 66kg Lau Chan 172cm 77kg Lei-Fei 175cm 63kg Lion Rafale 171cm 63kg Pai Chan 166cm 49kg Sarah Bryant 173cm 55kg Shun-Di 164cm 63kg Vanessa Lewis 175cm 55kg Wolf Hawkfield 181cm 101kg In Virtua Fighter, characters behave differently due to their weight - you can see the difference mainly in floats; general weight classes: * lightweight: Aoi, Pai, Sarah, Vanessa * middleweight-: Shun, Lei, Lion, Kage * middleweight+: Jacky, Lau, Akira * heavyweight: Wolf, Jeffry; The above is to just give you a general overview - every character is pretty much unique. Also, some characters behave differently in certain situations. More to come later on. ======================== III. CHARACTER MOVELISTS ======================== Refer to general notation section for details on how to read them. Movelist section order: 1/ Special Moves: Those include strikes, punch/kick strings, hit throws, links and so on. It also includes special types of movement (like character-unique evades), unless it's more applicable for the next section. 2/ Special Stance Techniques: If a character possesses a special stance, all the techniques possible from respective position are listed here. For moves allowing the character to enter special stance, check Special Moves section. 3/ Throws: All the normal throws are listed in this section - that includes regular, side- and back- high/low throws and wall throws). For Back-Turned or hit throws, check the respective sections; they're all listed there together with strike attacks. 4/ Reversals/Inashi: All the regular return skills and inashi techniques are listed here. 5/ Hopping Attacks: Techniques executed after a hop (u+P or u+K). 6/ Ground Attacks: Attacks that hit grounded/knocked down opponents. Keep in mind that some of the arts from Special Moves and Throws sections do so too. 7/ Turn-Away Attacks: Moves that make your character turn his/her back to opponent. 8/ Back-Turned Attacks: Techniques executed while you're back-turned, can also include throws and reversals. 9/ Wall Attacks: Kinds of attacks new and unique to VF4, those include special wall strikes and evades. All wall attacks require the character to be facing a wall. 10/ Rising Attacks: Techniques executed from every knockdown position. All rising attacks can be delayed; rolls can be performed either into- or out-of-screen. Different characters' rising attacks are mostly almost identical but there are exceptions to this rule. I'll try to list them later on, when the FAQ is more or less complete. movelist template: ------------------ > move name motions hit/return damage exe G / hit / MC notes =-=-=-=-=-=-= a) Akira Yuki =-=-=-=-=-=-= introduced in: Virtua Fighter 1 country: Japan sex: male blood type: 0 job: kung-fu teacher hobby: kung-fu stature: 180cm weight: 79kg B/W/H (in cm): 115/90/94 fighting style: hakkyoku-ken stage info: * Gymnasium * 12m x 12m * breakable short walls outfit #1: white gi, white headband, black extras outfit #2: black gi with white trim, red extras After Akira failed to win the tournament, he went back to Japan and told his grandfather about the disappointing results. With further encouragement from his grandfather, Akira decides to continue his training in the mountains. This time, Akira trained harder than ever, while trying to understand exactly what 'true power' really is. However while training, Akira received an invitation for the 4th world tournament. Akira decides to join the tournament to test out the new skills he has learned and try to find the 'real' power within him. Special Moves ------------- > punch P H / HP 12 12 +2 / +5 / +10 > low punch d+P or D+P L* / LP 9 12 -4 / +3 / +5 > overhead double palm d,db,b+P M / - 23 24 -10 / KD / KD head crumble, slam on float > punch-body blow P,P M / MP 12 10 -8 / -7 / -1 > punch-kick P,K H / HK 20 12 -2 / +2 / D G-cancel, evade to opponent's back > elbow FS,f+P M / EL 19 13 -6 / -2 / +5 > dashing elbow f,f+P M / EL 20 14 -3 / +2 / D > super dashing elbow f,f,f+P M / EL 20 14 -6 / D / KD stomach crumble on MC > single palm (near) FC,f+P M* / MP 35 15 -3 / +6 / +8 > single palm (far) FC,f+P M* / MP 25 16 -7 / +2 / +6 > standing palm FS,b,f+P H / HP 25 14 +1 / D / D sober -2 DP, flop > double palm FC,b,f+P M / - 30~45 12 -12 / D / D more damage if executed closer > overhead smash b,df+P M / MP 25 24 0 / +2 / +11 sober -1 DP, force crouch, recovers low > yoho uppercut df,df+P M / MP 35 17 -13 / D / D > roundhouse #1 K H / HK 25 14 -1 / D / D G-cancel, evade to opponent's back > roundhouse #2 F+K H / HK 25 16 -1 / D / D G-cancel, evade to opponent's back > low kick d+K L / LK 10 14 -15 / -6 / 0 G-cancel > single jumping kick #1 f,f+K M / MK 20 14 -14 / D / D > single jumping kick #2 f,f+K M / MK 20 13 -14 / D / D executed after break guard or break stance > double jumping kick f,f+K,K M / HK 30 11 -25 / D / D > side kick df+K M / SK 24 16 -5 / 0 / +8 > shoulder ram FC,f+P+K M / - 30 16 -13 / D / D > double-fisted strike b,f+P+K M / - 25~45 18 -3 / D / D charge, more damage if executed closer > double-fisted strike (fully charged) b,f+P+K (hold P+K) M / - 45 49 - / D / D guard stagger, sober -2 DP > body check (near) b,f,f+P+K M / - 20~65 13 -24 / D / D more damage if executed closer > body check (far) b,f,f+P+K M / - 20~65 13 -27 / D / D more damage if executed closer > low backfist df+P+K L / LP 22 25 -4 / +3 / KD foot crumble on MC > knee K+G!G M / KN 30 17 -9 / D / D hold G for 1 frame only > break guard d+P+G M / MP 5 16 ? / -12 / -12 removes opponent's guard > break stance f+P+G H / HP 5 12 ? / -10 / -9 removes opponent's guard > evading body check #1 d,P+K+G M / MP 20 19 -15 / D / D side knockdown > evading body check #2 u,P+K+G M / MP 20 19 -15 / D / D side knockdown > power fist b,f+P+K+G M / MP 28 23 -16 / -12 / -12 side knockdown, sober -1 DP, evade to opponent's back > crumbling hand df+P+K+G M / MP 15 19 -6 / 0 / +3 sabaki vs. HP/LP/HE, force crouch > = elbow P M / EL 20 20 -14 / D / KD = link, stomach crumble on MC > stun palm P+K+G M / MP 18 20 -15 / -11 / -4 evade to opponent's front > = reverse body check b,df+P+G Hit 22 ? - / -6 / - = link, inescapable > == double palm b+P / d,f+P M / - 30 ? - / D / - == link > dragon spear df+K+G M / SK 19 16 -16 / -12 / -12 > = dashing elbow f+P M / MP 20 20 -15 / -13 / D = link > == body check b,f,f+P+K M / - 30 13 -17 / D / D == link > axe blade d+K+G L* / LK 10 16 -17 / -13 / -9 > = shot knee f+K M / KN 10 21 -17 / -17 / -14 = link > == overhead smash b,f+P M / MP 15 14 -17 / -2 / -1 == link, force crouch, slam on float, recovers low Throws ------ > reaping throw & punches P+G Ht 40 8 -6 / - / - P+G to escape > elbow rush #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > elbow rush #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > big finish P+G catch-back-Ht 55 11 - / - / - inescapable > inverted body check df+P+G Ht 50 8 -6 / - / - df+P+G to escape > wall inverted body check df+P+G wall-Ht 65 8 -6 / - / - Akira's back to wall, df+P+G to escape > surprise exchange db+P+G Ht 0 8 -6 / +7 / - tsukame, interrupts moves, db+P+G to escape > pull-in throw f,b+P+G catch-Ht 0 19 - / +5 / - interrupts moves, tsukame, force crouch, inescapable > = dodge #1 u Ht - ? - / +5 / - = link > = dodge #2 d Ht - ? - / +5 / - = link > = shoulder ram P+K M 20 ? -10 / D / - = link, -1 DP, guard with G > = reverse body check #1 u+P+K Hit 25 ? -13 / +20 / - = link, inescapable, guard with u+G > = reverse body check #2 d+P+K Hit 25 ? -13 / +20 / - = link, inescapable, guard with d+G > close-in ram b,f+P+G Ht 50 8 -25 / - / - QR/TR possible for -10 points, f+P+G to escape > reverse body check b,df+P+G Ht 25 8 -6 / +11 / - df+P+G to escape > pull-in push-out throw db,f+P+G Ht 60 8 -8 / - / - QR/TR possible for -20 points, -1 DP, f+P+G to escape > stumbling trip b,d+P+G Ht 10 8 -7 / - / - tsukame, interrupts moves, d+P+G to escape Reversals/Inashi ---------------- > high reversal #1 b+P+K rev-H 30 1 - / - / - vs. right HP > high reversal #2 b+P+K rev-H 30 1 - / - / - vs. left HP > high reversal #3 b+P+K rev-H 30 1 - / - / - vs. HE > high reversal #4 b+P+K rev-H 30 1 - / - / - vs. HK > mid reversal #1 db+P+K rev-M 30 1 - / - / - vs. right MP > mid reversal #2 db+P+K rev-M 30 1 - / - / - vs. left MP > mid reversal #3 db+P+K rev-M 30 1 - / - / - vs. EL > mid reversal #4 db+P+K rev-M 30 1 - / - / - vs. MK > mid reversal #5 db+P+K rev-M 30 1 - / - / - vs. right SK > mid reversal #6 db+P+K rev-M 30 1 - / - / - vs. left SK > mid reversal #7 db+P+K rev-M 30 1 - / - / - vs. SM > mid reversal #8 db+P+K rev-M 30 1 - / - / - vs. KN > mid reversal #9 db+P+K rev-M 30 1 - / - / - vs. Wolf's f+K+G > low reversal #1 d+P+K rev-L 30 1 - / - / - vs. LP > low reversal #2 d+P+K rev-L 30 1 - / - / - vs. LK > heaven thrust inashi #1 b+P+K+G rev-H/L 0 - - / +14~+26 / - vs. HP/HE > heaven thrust inashi #2 b+P+K+G rev-H/L 0 - - / +22~+34 / - vs. HK > heaven thrust inashi #3 b+P+K+G rev-H/L 0 - - / +22~+37 / - vs. LP > = single palm f+P rev-H/LM 30 23 - / - / - = link to all inashi, sober -2 DP Hopping Attacks --------------- > hopping smash asc,P or mid,P M / MP 25 35 -11 / D / D > hopping punch desc,P M / MP 25 26 -9 / -1 / D > hopkick asc,K or mid,K M / MK 25 10 -5 / D / D > landing side kick desc,K M / MK 20 10 -11 / -7 / D Ground Attacks -------------- > ground punch df+P G / GP 12 17 - / - / - > jumping stomach punch u+P G / - 25 42 - / - / - Back-Turned Attacks ------------------- > TT punch [BT] P H / HP 12 11 -7 / -4 / +1 continue with Px sequence > TT smash [BT] d+P M / MP 14 17 -8 / +1 / +1 > TT roundhouse [BT] K H / HK 30 14 -2 / D / D evade to opponent's front > TT shin kick [BT] d+K L / LK 10 17 -9 / -4 / -1 > TT sweep [BT] db+K L / LK 30 14 -17 / D / D evade to opponent's front Wall Attacks ------------ > wall climb into jumping kick f+P+K+G M / - 20 43 - / KD / KD guard stagger, head crumble, cannot be evaded Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / SK 20 35 -6 / +3 / +5 evade to opponent's back > face down, head towards (delay) K,K,K... M / SK 20 16 -5 / +2 / +4 evade to opponent's back > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +3 evade to opponent's back > face down, head towards (backroll) K,K,K... M / SK 20 16 -5 / +2 / +4 evade to opponent's back > face up, feet towards K,K,K... M / SK 20 35 -6 / +1 / +3 evade to opponent's back > face up, feet towards (delay) K,K,K... M / SK 20 16 -5 / +2 / +4 evade to opponent's back > face up, feet towards (sideroll) K,K,K... M / SK 20 16 -5 / +7 / +9 evade to opponent's back > face up, feet towards (backroll) K,K,K... M / SK 20 16 -5 / +2 / +4 evade to opponent's back > face up, head towards K,K,K... M / SK 20 34 - 6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / LK 20 30 -14 / KD / KD foot crumble > face down, feet towards (delay) D+K,K,K... L / LK 20 18 -15 / -4 / -2 > face down, feet towards (sideroll) D+K,K,K... L / LK 20 18 -14 / KD / KD foot crumble > face down, feet towards (backroll) D+K,K,K... L / LK 20 18 -15 / -4 / -2 evade to opponent's back > face down, head towards D+K,K,K... L / SW 20 32 -9 / KD / KD foot crumble > face down, head towards (delay) D+K,K,K... L / LK 20 18 -12 / -1 / +1 evade to opponent's back > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -18 / KD / KD foot crumble > face down, head towards (backroll) D+K,K,K... L / LK 20 18 -12 / -1 / +1 evade to opponent's back > face up, feet towards D+K,K,K... L / LK 20 35 -13 / +2 / +4 evade to opponent's back > face up, feet towards (delay) D+K,K,K... L / LK 20 18 -12 / -1 / +1 evade to opponent's back > face up, feet towards (sideroll) D+K,K,K... L / LK 20 18 -13 / +1 / +3 evade to opponent's back > face up, feet towards (backroll) D+K,K,K... L / LK 20 18 -12 / -1 / +1 evade to opponent's back > face up, head towards D+K,K,K... L / LK 20 34 -13 / KD / KD foot crumble > face up, head towards (delay) D+K,K,K... L / LK 20 18 -15 / -4 / -2 > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / LK 20 18 -15 / -4 / -2 =-=-=-=-=-=-=-=-= b) Aoi Umenokouji =-=-=-=-=-=-=-=-= introduced in: Virtua Fighter 3 country: Japan sex: female blood type: A job: college student hobby: ikebana stature: 162cm weight: 47kg B/W/H (in cm): 83/53/86 fighting style: aiki-jujutsu stage info: * Shrine * 14m x 14m * open outfit #1: white top with red/black trim, red hakama outfit #2: pink kimono top with flower motives, navy hakama Aoi's opponent in her very first battle of the 3rd world tournament defeated her. Realizing how weak she actually was, she went back to Japan and started training intensely. When she hears of the 4th tournament and discovers Akira's intention to join, she too decides to join in order to see the fruits of her labour. Special Moves ------------- > punch #1 P H / HP 10 11 0 / +4 / +8 > punch #2 B+P H / HP 10 11 -3 / +1 / +5 > double punch P,P H / HP 10 8 -9 / -5 / -1 > triple punch P,P,P H / HP 12 12 -13 / -10 / -5 > triple punch-knee P,P,P,K M* / KN 25 18 -13 / D / D > triple punch-knee -> YY stance P,P,P,K,P+K+G - / - - - - / - / - to YY stance > triple punch-sweep P,P,P,d+K L / SW 20 19 -15 / D / D G-cancel, cannot be evaded > triple punch-sweep-G-cancel P,P,P,d+K,G L / - - 19 -20 / -17 / -12 G-cancel > triple punch-sweep -> YY stance P,P,P,d+K,P+K+G - / - - - - / - / - to YY stance > double punch-chop P,P,f+P M / EL 20 19 -4 / -3 / D G-cancel, crouch stagger, evade to opponent's back > double punch-chop-G-cancel P,P,f+P,G M / - - 19 -17 / -13 / -9 G-cancel, evade to opponent's back > double punch-chop-elbow P,P,f+P,P M / EL 20 23 -12 / D / D G-cancel, evade to opponent's back > double punch-chop-elbow-G-cancel P,P,f+P,P,G M / - - 23 -16 / -15 / D G-cancel, evade to opponent's back > double punch-kick P,P,K H / HK 20 14 -8 / D / D > punch-heelkick P,K H / HK 20 14 -11 / -7 / D evade to opponent's front > low punch d+P or D+P L* / LP 9 12 -4 / +3 / +5 > elbow f+P M / EL 15 14 -5 / +1 / 0 crouch stagger > elbow-chop f+P,P M / MP 15 21 -10 / -1 / 0 G-cancel, evade to opponent's front > elbow-chop-G-cancel f+P,P,G M / MP 15 21 -12 / -6 / -7 G-cancel, evade to opponent's front > spinning elbow f,f+P M / EL 25 17 -8 / 0 / +2 G-cancel, evade to opponent's front > chin slap f,b+P H / HP 10 25 0 / +4 / +2 sober -1 DP, sabaki vs. HP/MP/HE/EL/HK/MK > dodging chop b+P H / HP 10 19 +1 / +5 / -1 sober -2 DP, sabaki vs. HP/MP/HE/EL/HK/MK, cannot be evaded > standing palms b,f+P MM / MPMP 10+20 17,24 -13 / 0 / +8 > = flip throw P+G Hit 25 - - / - / - = link, inescapable > double stop b,df+P M* / - 20 13 -10 / -3 / KD stomach crumble on MC > uppercut FS,df+P M* / MP 24 18 -5 / 0 / D G-cancel > uppercut -> YY stance df+P,P+K+G - / - - - - / - / - to YY stance > rising elbow FC,df+P M / EL 18 15 -10 / -2 / +1 > = shoulder throw b+P+G Hit 25 - - / - / - = link on MC, inescapable > low smash db+P L / LP 20 23 -13 / 0 / +12 force crouch on MC, evade to opponent's back > high kick #1 K H / HK 20 14 -5 / -4 / D G-cancel > high kick #2 F+K H / HK 20 12 -10 / -9 / D G-cancel > high kick-heel drop K,K M / MK 15 19 -13 / 0 / +12 force crouch, sober -1 DP > knee f+K M / KN 20 18 -5 / -2 / D crouch guard stagger > knee -> YY stance f+K,P+K+G - / - - - - / - / - to YY stance > knee-jumping kick f+K,K H / HK 20 13 -9 / D / D > low kick d+K L / LK 12 14 -14 / -10 / -5 > side kick df+K M / SK 21 17 -5 / 0 / +8 crouch stagger > ankle kick db+K L / LK 20 15 -12 / -7 / D recovers high > side chop P+K H / HP 8 12 -12 / 0 / 0 sober -1 DP, evade to opponent's front > double side chop P+K,P H / HP 9 11 -11 / -2 / +2 sober -1 DP, evade to opponent's back > triple side chop P+K,P,P H / HP 9 15 -12 / -1 / -5 sober -1 DP, evade to opponent's front > spinning strike f+P+K M / MP 20 15 -5 / -2 / D crouch stagger, evade to opponent's back > spinning strike-elbow f+P+K,P M / EL 15 23 -12 / D / D G-cancel, evade to opponent's back > spinning strike-elbow-G-cancel f+P+K,P,G M / - - 23 -14 / -11 / D G-cancel, evade to opponent's back > helix f,f+P+K M* / EL 20 16 -1 / D / D evade to opponent's back > retreating chop b,b+P+K H / HP 14 17 -12 / D / D G-cancel, sober -2 DP, head crumble > slow double strike b,f+P+K M / - 20 24 -4 / KD / KD stomach crumble > phoenix palm df+P+K M / MP 15 16 -4 / +1 / +6 force crouch > sweep d+K+G L / SW 20 19 -17 / -5 / D G-cancel, cannot be evaded > sweep -> YY stance d+K+G,P+K+G - / - - - - / - / - to YY stance > spinning roundhouse f+K+G H / HK 18 16 -7 / -3 / +1 evade to opponent's back > spinning roundhouse-body blow f+K+G,P M / MP 15 34 +3 / KD / KD sober -1 DP, stomach crumble > jumping ground kick u+K+G M / - 25 21 -23 / D / D > evading elbow #1 d,P+K+G M / - 22 25 -14 / D / D cannot be evaded > evading elbow #1 u,P+K+G M / - 22 25 -14 / D / D cannot be evaded > yin-yang stance (YY) b+P+K+G - / - - - - / - / - to YY stance, hold P+K+G to maintain, inashi vs. HP/HK/HE/MP/EL/SK/KN Yin-Yang Stance --------------- > TA evade into screen [YY] u - / - - - - / - / - > TA evade out of screen [YY] d - / - - - - / - / - > TT evade into screen [YY] u - / - - - - / - / - > TT evade out of screen [YY] d - / - - - - / - / - Throws ------ > irimi nage P+G Ht 40 8 -8 / - / - P+G to escape > rotary throw #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > rotary throw #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > fierce pat throw P+G back-Ht 50 8 - / - / - inescapable > leg flip b+P+G Ht 50 8 -6 / - / - b+P+G to escape > second control throw df+P+G Ht 50 8 -3 / - / - df+P+G to escape > hair grab db+P+G Ht 45 8 -8 / - / - db+P+G to escape > aiki throw FC,f+P+G Ht 40 8 -6 / - / - f+P+G to escape > reverse body flip f,f+P+G Ht 50 8 -6 / - / - sober -1 DP, f+P+G to escape > first dan throw #1 f,df,d,db,b+P+G Ht 30 8 -6 / 0 / - b+P+G to escape, hit frame difference for escaping the follow-up > = second dan throw #1 f,d+P+G / b,d+P+G Ht 20 - -6 / - / - = link, d+P+G to escape > == third dan throw #1 d,u+P+G Ht 25 - -6 / - / - u+P+G to escape > == third dan throw #2 d,u+P+G Ht 26 - -6 / - / - u+P+G to escape > = second dan finish #1 f,u+P+G / b,u+P+G Ht 35 - -6 / - / - u+P+G to escape > first dan throw #2 b,db,d,df,f+P+G Ht 20 8 -6 / -5 / - f+P+G to escape, hit frame difference for escaping the follow-up > = second dan throw #2 f,d+P+G / b,d+P+G Ht 20 - -6 / - / - = link, d+P+G to escape > == third dan throw #3 d,u+P+G Ht 25 - -6 / - / - u+P+G to escape > == third dan throw #4 d,u+P+G Ht 26 - -6 / - / - u+P+G to escape > = second dan finish #2 f,u+P+G / b,u+P+G Ht 35 - -6 / - / - u+P+G to escape > shiho nage u,f,d,b / d,f,u,b+P+G Ht 60 8 -6 / - / - b+P+G to escape > sacrifice throw u,b,d,f / d,b,u,f+P+G Ht 40 8 -6 / - / - f+P+G to escape > = falling combo b,db,d,df,f+K+G Hit 20 - - / - / - = link > low takedown d+P+K+G Lt 60 8 -6 / - / - d+P+K+G to escape > arm lock & break db+P+K+G Lt 53 8 -6 / - / - db+P+K+G to escape > low side throw #1 d+P+K+G / db+P+K+G right-side-Lt 40 8 -6 / - / - d+P+G or df+P+G to escape > low side throw #2 d+P+K+G / db+P+K+G left-side-Lt 40 8 -6 / - / - d+P+G or df+P+G to escape > low back throw d+P+K+G / db+P+K+G back-Lt 50 8 - / - / - inescapable Reversals/Inashi ---------------- > high reversal #1 b+P+K rev-H 25 1 - / - / - vs. right HP > high reversal #2 b+P+K rev-H 25 1 - / - / - vs. left HP > high reversal #3 [BT] f+P+K rev-H 30 1 - / - / - vs. HP > high reversal #4 b+P+K rev-H 20 1 - / - / - vs. right HK > high reversal #5 b+P+K rev-H 20 1 - / - / - vs. left HK > high reversal #6 [BT] f+P+K rev-H 30 1 - / - / - vs. HK > high reversal #7 b+P+K rev-H 30 1 - / - / - vs. HE > high inashi #1 b+P+K rev-H 0 1 - / - / - vs. HCR > mid reversal #1 db+P+K rev-M 25 1 - / - / - vs. right MP > mid reversal #2 db+P+K rev-M 25 1 - / - / - vs. left MP > mid reversal #3 [BT] df+P+K rev-M 30 1 - / - / - vs. MP > mid reversal #4 db+P+K rev-M 20 1 - / - / - vs. right MK > mid reversal #5 db+P+K rev-M 20 1 - / - / - vs. left MK > mid reversal #6 [BT] df+P+K rev-M 30 1 - / - / - vs. MK > mid reversal #7 db+P+K rev-M 30 1 - / - / - vs. right SK > mid reversal #8 db+P+K rev-M 30 1 - / - / - vs. left SK > mid reversal #9 db+P+K rev-M 30 1 - / - / - vs. EL > mid reversal #10 db+P+K rev-M 30 1 - / - / - vs. right KN > mid reversal #11 db+P+K rev-M 30 1 - / - / - vs. left KN > mid reversal #12 db+P+K rev-M 30 1 - / - / - vs. SM > mid reversal #13 db+P+K rev-M 25 1 - / - / - vs. Wolf's f+K+G > mid inashi #1 db+P+K rev-M 0 1 - / - / - vs. MCR > low reversal #1 d+P+K rev-L 25 1 - / - / - vs. LP > low reversal #2 d+P+K rev-L 25 1 - / - / - vs. LK > low reversal #3 d+P+K rev-L 0 1 - / - / - vs. SW > ground inashi #1 P+K rev-G 0 1 - / - / - vs. GP, Aoi face up head towards > ground inashi #2 P+K rev-G 0 1 - / - / - vs. GP, Aoi face up feet towards > ground inashi #3 P+K rev-G 0 1 - / - / - vs. GK, Aoi face up head towards > ground inashi #4 P+K rev-G 0 1 - / - / - vs. GK, Aoi face up feet towards > yin-yang auto-inashi #1 [YY] n rev-H/M 0 1 - / - / - vs. HP/MP, sober -1 DP, stagger > yin-yang auto-inashi #2 [YY] n rev-H/M 0 1 - / - / - vs. HE/EL, sober -1 DP, stagger > yin-yang auto-inashi #3 [YY] n rev-H/M 0 1 - / - / - vs. HK/MK, stagger > yin-yang auto-inashi #4 [YY] n rev-H/M 0 1 - / - / - vs. SK/KN, stagger Hopping Attacks --------------- > hopping chop asc,P M / - 25 34 -9 / - / - > hopping punch mid,P M / MP 25 26 -9 / - / - > hopkick asc,K M / - 18 20 0 / +2 / +9 > hopping kick mid,K M / - 20 10 -7 / +4 / - > landing side kick desc,K M / - 20 10 -10 / +3 / - Ground Attacks -------------- > ground chop df+P G / GP 10 19 - / - / - > jumping stomach punch u+P G / - 25 30 - / - / - > jumping ground kick u+K+G G / - 25 21 -23 / - / - > leg break df+P+G Gt 20 19 - / - / - opponent face up, feet towards > flip & arm break df+P+G Gt 20 19 - / - / - opponent face up, head towards > hip break df+P+G Gt 20 19 - / - / - opponent face down, feet towards > arm lock & break df+P+G Gt 20 19 - / - / - opponent face down, head towards Back-Turned Attacks ------------------- > TT punch [BT] P H / HP 12 12 +2 / +5 / +10 continue with Px sequence > TT high kick [BT] K H / HK 20 15 -6 / D / D > TT high kick-heel drop [BT] K,K M / MK 20 15 -7 / D / D slam on air hit > TT ankle kick [BT] df+K L / LK 20 15 -3 / -2 / D recovers high, cannot be evaded > TT low chop [BT] d+P L / LP 20 11 -4 / +2 / +5 > TT low kick [BT] d+K L / LK 12 21 -5 / -2 / +3 > TT sweep [BT] D+K L / LK 20 15 -6 / D / D Turn-Away Attacks ----------------- > TA knifehand b,b+P H / HP 14 16 0 / +2 / +5 > TA back heel thrust b+K+G M / - 25 20 -16 / -3 / D sabaki vs. SK Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6/ +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 cannot be evaded > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / -2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / -2 cannot be evaded =-=-=-=-=-=-=-= c) Jacky Bryant =-=-=-=-=-=-=-= introduced in: Virtua Fighter 1 country: USA sex: male blood type: A job: indycar racer hobby: training stature: 182cm weight: 75kg B/W/H (in cm): 110/87/92 fighting style: jeet kune do stage info: * Town * 12m x 12m * unbreakable short walls outfit #1: red/black t-shirt, red pants with trim, white/red wrist guards outfit #2: black leather bike outfit, white extras While not being able to win the 3rd tournament, Jacky has no qualms about losing as Sarah has managed to fully regain her memories due to the 3rd tournament. Thus, after the 3rd tournament, Jacky stopped training as he has lost his incentive to train. And since Sarah was under the protection of the Bryant's private special forces, he decided to concentrate on racing instead and soon enough, Jacky started his own racing team. However, all was not what it seemed. Any potential sponsors for his team were killed by J6. One day, Jacky received a letter, informing him that if he does not join the 4th world tournament, J6 will continue to kill all potential sponsors until there is none left. Jacky decides to resume training and joins the tournament in order to end it once and for all. Special Moves ------------- > straight lead (near) P H / HP 12 12 +1 / +4 / +9 > straight lead (far) P H / HP 10 12 -1 / +3 / +7 > jab straight P,P H / HP 10 8 -6 / -3 / +2 > flash piston punch P,P,P H / HP 12 10 -10 / -8 / +4 > double punch-snap kick P,P,K H / HK 20 14 -6 / D / D > combo elbow P,P,f+P M / EL 19 15 -10 / -5 / +4 crouch stagger > combo elbow-spin kick P,P,f+P,K H / HK 20 14 -22 / D / D evade to opponent's front > combo elbow-back knuckle P,P,f+P,P H* / HP 15 15 -2 / -2 / +3 evade to opponent's front > combo elbow-knuckle-spin kick P,P,f+P,P,K H / HCR 25 23 -6 / +1 / +10 cannot be evaded > = to slide shuffle b - / - - - - / - / - = link > combo elbow-knuckle-low spin kick P,P,f+P,P,d+K L / SW 14 23 -16 / -4 / -3 cannot be evaded > jab straight-back knuckle P,P,b+P H / HP 22 14 -6 / -5 / D sober -1 DP > double punch-knuckle-TA spin kick P,P,b+P,K H / HCR 25 20 +3 / D / D > double punch-low spin kick P,P,d+K L / LK 12 14 -15 / -12 / -7 evade to opponent's back > double punch-knee kick P,P,f+K M / KN 22 18 -12 / D / D > jab double-straight P,P,u+P H* / HP 19 15 -4 / D / D head over heels > punch-spin kick P,K far H / HCR 30 19 -8 / +4 / +9 cannot be evaded > = to slide shuffle b - / - - - - / - / - = link > punch-side kick P,K near M / SK 19 12 -6 / -1 / +5 crouch stagger > punch-low spin kick (near) P,d+K L / SW 20~25 20 -20 / -8 / -3 cannot be evaded, more damage if executed further > punch-low spin kick (far) P,d+K L / SW 20~25 20 -19 / -6 / -2 cannot be evaded, more damage if executed further > punch-kick F+P,K H / HK 20 12 -4 / +2 / D G-cancel, evade to opponent's back > squat straight d+P or D+P L* / LP 9 12 -4 / +3 / +5 > rising elbow f+P M / EL 19 14 -5 / -4 / +8 crouch stagger > elbow-back knuckle f+P,P H* / HP 15 15 -7 / -4 / +3 > elbow-knuckle-spin kick f+P,P,K H / HCR 25 23 -12 / -4 / +5 cannot be evaded > = to slide shuffle b - / - - - - / - / - = link > elbow-knuckle-low spin kick f+P,P,d+K L / SW 14 23 -16 / -8 / -7 cannot be evaded > elbow-spin kick f+P,K H / HK 20 14 -22 / D / D evade to opponent's front > spinning back knuckle b+P H / HP 22 15 0 / +2 / KD sober -1 DP, head crumble on MC > double spin knuckle b+P,P H* / HP 22 18 -3 / -2 / KD sober -1 DP, head crumble on MC > spinning-slant back knuckle b+P,db+P L / LP 15 19 -6 / +3 / +5 evade to opponent's back > spinning-TA arm kick b+P,K H* / HCR 25 20 +3 / D / D > spinning-low spin kick (near) b+P,d+K L / SW 20~35 22 -20 / D / D more damage if executed further, cannot be evaded > spinning-low spin kick (far) b+P,d+K L / SW 20~35 22 -18 / D / D more damage if executed further, cannot be evaded > smash hook FS,df+P H / HP 10 13 -9 / -5 / -1 sober -1 DP, evade to opponent's front > hook combo FS,df+P,P H / HP 8 16 -10 / -6 / -1 sober -1 DP, evade to opponent's back > lightning straight FS,df+P,P,P H* / HP 20 15 -6 / D / D head over heels > smash-back knuckle FS,df+P,P+K M / MP 24~40 35 -4 / KD / KD charge, stomach crumble on hit, evade to opponent's back > smash-back knuckle (fully charged) FS,df+P,P+K M / MP 40 52 -4 / KD / KD stomach crumble on hit, guard stagger, evade to opponent's back > smash uppercut FC,df+P M / MP 19 15 -3 / +2 / D stumble on MC > slant back knuckle FS,db+P L / LP 15 20 -9 / -3 / +2 evade to opponent's front > slant-low spin kick (near) FS,db+P,K L / SW 20~25 22 -20 / D / D more damage if executed further, cannot be evaded > slant-low spin kick (far) FS,db+P,K L / SW 20~25 22 -18 / D / D more damage if executed further, cannot be evaded > vertical hook kick #1 K H / HK 25 14 -7 / D / D G-cancel, evade to opponent's back > vertical hook kick #2 F+K H / HK 25 16 -4 / D / D G-cancel, evade to opponent's back > kick-back knuckle K,P H / HP 15 16 -4 / -2 / +4 sober -1 DP, evade to opponent's back > combo knuckle-TA spin kick K,P,K H* / HCR 25 22 -7 / D / D cannot be evaded > combo knuckle-low spin kick (near) K,P,d+K L / SW 20~25 23 -17 / D / D more damage if executed further, cannot be evaded > combo knuckle-low spin kick (far) K,P,d+K L / SW 20~25 23 -16 / D / D more damage if executed further, cannot be evaded > double spinning kick K,K M / SK 20 19 -18 / -5 / D evade to opponent's back > 2 way spin kick K,d+K L / LK 15 19 -17 / -10 / -5 evade to opponent's back > toe kick d+K M / MK 24 18 -5 / 0 / D > fake toe kick-slant d+K,P L / LP 20 26 -3 / +3 / D inut before toe kick executes, evade to opponent's back > knee kick f+K M / KN 30 17 -12 / D / D > dash hammer kick f,f+K M / MK 30 16 -10 / D / D sober -1 DP on air hit, stumble > side hook kick b+K M / MK 20 17 -5 / -4 / +4 sober -1 DP, force crouch > middle kick df+K M / SK 20 16 -8 / -7 / +1 > step-in middle second df+K,K M / SK 20 18 -19 / D / D guard stagger > kickflip ub+K M / SM 38 14 -30 / D / D > low kick D+K L / LK 12 16 -15 / -7 / -4 evade to opponent's back > double low kick D+K,K L / LK 20 24 -16 / D / D cannot be evaded > beat knuckle P+K M / MP 20 16 -14 / D / D sober -1 DP, guard stagger > beat & back knuckle P+K,P H / HP 12 20 -6 / -3 / +2 sober -1 DP, evade to opponent's front > beat & knuckle-TA spin kick P+K,P,K H / HCR 25 20 -2 / D / D > beat & knuckle-low spin kick (near) P+K,P,d+K L / SW 20~25 22 -18 / D / D more damage if executed further, cannot be evaded > beat & knuckle-low spin kick (far) P+K,P,d+K L / SW 20~25 22 -15 / D / D more damage if executed further, cannot be evaded > beat-spin kick P+K,K H* / HCR 25 16 -13 / -6 / +3 cannot be evaded > step-in body blow f+P+K M / MP 20 16 -8 / -4 / +1 sober -1 DP, force crouch, slam on float, evade to opponent's back > chopping left combo f+P+K,P M* / MP 20 17 -14 / 0 / D stumble on MC > lightning kick 1 d+P+K M* / MK 14 12 -12 / -8 / -3 > lightning kick 2 d+P+K,K M / MK 8 15 -12 / -11 / -6 > lightning kick 3 d+P+K,K,K M / MK 8 13 -13 / -10 / -5 > lightning kick 4 d+P+K,K,K,K H / HK 10 17 -17 / -13 / -9 > lightning kick 5 d+P+K,K,K,K,K H / HK 30 20 -9 / D / D side knockdown > lightning storm 1 db+P+K M* / KN 8 14 -7 / -7 / -4 > lightning storm 2 db+P+K,K M / MK 8 6 -24 / -21 / -18 > lightning storm 3 db+P+K,K,K M / MK 8 14 -11 / -9 / -9 > lightning storm 4 db+P+K,K,K,K H / HK 10 16 -22 / -12 / -10 evade to opponent's front > lightning storm 5 db+P+K,K,K,K,K H / HK 30 20 -18 / D / D side knockdown, evade to opponent's front > lightning low db+P+K,K,K,K,d+K L / LK 30 20 -18 / D / D recovers high, evade to opponent's front > sway hook b+P+K H / HP 14 12 -3 / +1 / +6 continue with Px sequence > spinning kick K+G H / HCR 21 23 -8 / 0 / +4 cannot be evaded > = to slide shuffle b - / - - - - / - / - = link > spinning-low spin kick (near) K+G,d+K+G L / SW 20~25 17 -23 / D / D more damage if executed further, cannot be evaded > spinning-low spin kick (far) K+G,d+K+G L / SW 20~25 17 -22 / D / D more damage if executed further, cannot be evaded > leg slicer d+K+G L / LK 20 20 -10 / -14 / -1 recovers high, evade to opponent's back > spin leg slicer d+K+G,K H* / HK 20 21 -5 / D / D > spin heel sword b+K+G M / MK 30 20 -6 / D / D flop > middle spin kick b,f+K+G M / MCR 25 17 -15 / D / D cannot be evaded > head hook kick df+K+G H / HK 30 15 -9 / D / D stumble on hit > barrier kick #1 d,P+K+G M / SK 25 21 -14 / +2 / +3 cannot be evaded > barrier kick #2 u,P+K+G M / SK 25 21 -14 / +2 / +3 cannot be evaded > switch stance P+K+G - / - - - - / - / - > = spin kick K M / SK 25 22 +4 / +8 / +8 = link, evade to opponent's back > slide shuffle (SH) b+P+K+G - / - - to slide shuffle (SH) Shuffle Step Attacks -------------------- > ducking [SH] df,df - / - - - - / - / - > heavy blow [SH] df,df+P M / MP 14 15 -5 / KD / KD sober -1 DP, stomach crumble on hit > step-in sword [SH] K M / SK 30 24 -9 / D / D G-cancel, stumble on hit > step-in iaigeri [SH] K,G M / - 30 24 +2 / D / D G-cancel before hit detection, stumble > step-in low crush [SH] d+K L / LK 15 24 -15 / -10 / -4 recovers high > step-in low-slash high [SH] d+K,K H / HK 20 11 -8 / D / D Throws ------ > one-inch blow P+G Ht 35 8 -6 / - / - sober -1 DP, P+G to escape > neck slashing #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > neck slashing #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > face crusher P+G back-Ht 50 8 - / - / - inescapable > neck breaker drop f,f+P+G Ht 40 8 - / - / - f+P+G to escape, recovers on ground after escape > wall face crush f,f+P+G wall-Ht 65 8 - / - / - opponent's back to wall, f+P+G to escape, recovers on ground after escape > trip & hammer f,b+P+G Ht 60 8 -6 / - / - b+P+G to escape > northern light bomb df+P+G Ht 50 8 - / - / - sober -1 DP, df+P+G to escape, recovers on ground after escape > sadistic hanging knee df,df+P+G Ht 65 8 -8 / - / - QR/TR possible, df+P+G to escape Reversals/Inashi ---------------- > pak sao n rev-H/M 0 - - / - / - inashi vs. HP/MP > = backfist P H / - 13 16 - / +10 / - = link Hopping Attacks --------------- > elbow asc,P M / MP 25 34 -11 / D / D slam on air hit > mid straight mid,P M / MP 25 26 -9 / D / D > step hook kick asc,K or mid,K M / - 25 10 -7 / D / D > step heel kick desc,K M / - 20 10 -11 / -7 / D Ground Attacks -------------- > soccer ball kick df+K G / GK 13 18 - / - / - > jumping knee stomp u+P G / - 25 33 - / - / - Back-Turned Attacks ------------------- > TT turn knuckle [BT] P H / HP 10 9 -14 / -10 - /6 continue with Px sequence, evade to opponent's back > TT turn knuckle-spinning kick [BT] P,K far H / HCR 30 19 -8 / -4 / +9 cannot be evaded > TT turn knuckle-side kick [BT] P,K near M / SK 12 12 -6 / -1 / +5 crouch stagger > TT turn knuckle-low spin kick (near) [BT] P,K L / SW 20~25 20 -20 / -7 / -3 more damage if executed further, cannot be evaded > TT turn knuckle-low spin kick (far) [BT] P,K L / SW 20~25 20 -19 / -5 / -1 more damage if executed further, cannot be evaded > TT turn slant back knuckle [BT] d+P L / LP 14 17 -8 / -3 / +2 evade to opponent's back > TT turn back knuckle [BT] D+P H / HP 20 17 -13 / D / D cannot be evaded > TT turn slant-low spin kick (near) [BT] d+P,K L / SW 20~25 22 -19 / D / D more damage if executer further, cannot be evaded > TT turn slant-low spin kick (far) [BT] d+P,K L / SW 20~25 22 -16 / D / D more damage if executer further, cannot be evaded > TT turn kick [BT] K H / HK 36 14 -19 / D / D evade to opponent's back > TT turn low spin kick [BT] d+K L / LK 20 17 -15 / D / D cannot be evaded > TT blind back knuckle [BT] P+K M / MP 25 18 -12 / +15 / +18 sober -2 DP Turn-Away Attacks ----------------- > TA side hook turn b,b+P H / HP 14 12 -3 / +1 / +6 evade to opponent's back > TA spinning kick turn b,b+K H / HK 30 15 -4 / 0 / +2 cannot be evaded Wall Attacks ------------ > react round kick f+P+K+G M / - 30 42 ? / ? / ? guard stagger > wall back roll uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6 / +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / - 20 34 -10 / 0 / 0 > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +3 / +5 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 cannot be evaded > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... M / - 20 34 -10 / 0 / 0 > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-=-=-=- d) Jeffry McWild =-=-=-=-=-=-=-=- introduced in: Virtua Fighter 1 country: Australia sex: male blood type: A job: fisherman hobby: reggae music stature: 183cm weight: 111kg B/W/H (in cm): 121/93/97 fighting style: pancratium stage info: * Island * 14m x 14m * open outfit #1: white pants, red hand guards outfit #2: black t-shirt, happy colorful shorts, sandals After the 3rd world tournament, Jeffry finally has some cash to build his boat. However, with the boat completed, Jeffry finds out that the Satan Shark has mysteriously disappeared. Unable to find the Satan Shark, Jeffry starts asking the other fishermen the whereabouts of the Satan Shark. He was then told the location of where the Satan Shark was seen last. However, even though he now had the location of the Satan Shark's new hunting ground, he was still unable to find it. When he hears of the 4th world tournament, he decides to join in hope of winning the cash just so he can afford a Sonar device to hunt for the Satan shark. Special Moves ------------- > straight knuckle P H / HP 14 13 +2 / +6 / +11 > double knuckle P,P H / HP 14 9 -6 / -4 / +3 > one-two-uppercut P,P,P M* / MP 19 18 -9 / -8 / -1 > combo kenka hook P,P,b+P H / HP 30 31 -12 / D / D sober -2 DP, evade to opponent's front > knuckle-kick P,K H / HK 20 12 -4 / +2 / D G-cancel, evade to opponent's back > low knuckle d+P or D+P L* / LP 9 12 -4 / +3 / +5 > elbow f+P M / EL 19 14 -10 / -3 / -1 crouch stagger > elbow-hammer f+P,b+P M / - 30 28 -14 / D / D > dash elbow f,f+P M / EL 19 16 -6 / -1 / +4 crouch stagger > dash elbow-uppercut f,f+P,P M* / MP 19 12 -10 / -2 / +2 > tornado hammer f,b+P H / HP 25 17 -2 / +6 / +14 sober -2 DP, turns opponent around, cannot be evaded > elbow stump b+P M / MP 20 16 -9 / D / D slam on air hit, flop > kenka hook b,f+P H* / HP 30 21 -4 / KD / KD sober -2 DP, head crumble, evade to opponent's front > tornado punch b,f,f+P M / MP 35 38 - / D / D high guard stagger, flop > double hammer down b,df+P M / - 20 18 -14 / D / D > rising hammer b,df+P,P M / - 20 17 -15 / D / D > smash uppercut FS,df+P M* / MP 15 17 -9 / -3 / -4 > double uppercut FS,df+P,P M* / MP 15 17 -10 / -4 / -5 > combo kenka uppercut FS,df+P,P,df+P M / MP 20 20 -10 / D / D > kenka uppercut df,df+P M / MP 30 20 -12 / D / D > vertical uppercut FC,df+P M / MP 22 16 -4 / 0 / D stumble on MC > upper kick #1 K H / HK 30 16 -6 / D / D G-cancel > upper kick #2 F+K H / HK 30 16 -1 / D / D G-cancel > killing toe kick K,K M / MK 15 23 -4 / +2 / +5 > = splash mountain d,df,f+P+G Hit 70 - - / - / - = link, inescapable > killing toe kick-hammer K,K,P M / - 20 24 -16 / D / D > toe kick d+K M / MK 24 18 -3 / +2 / +5 > = splash mountain d,df,f+P+G Hit 70 - - / - / - = link, inescapable > toe kick-hammer d+K,P M / - 19 24 -14 / D / D > vertical kick D+K L / LK 17 16 -14 / -6 / 0 evade to opponent's back > knee attack f+K M / KN 32 17 -12 / D / D > kenka kick f,f+K M / SK 40 26 -2 / D / D > knee push b+K M* / KN 16 14 -10 / -6 / D > shot knee-elbow drop b+K,P H / HP 15 20 -14 / D / D sober -1 DP, evade to opponent's back > heel attack b,f+K M / MK 30 25 -5 / D / D slam on air hit > side kick df+K M / SK 28 16 -10 / D / D > hell stab P+K H / HP 15 14 -2 / -2 / +3 evade to opponent's front > double hell stab P+K,P H / HP 10 8 -7 / -5 / -5 evade to opponent's front > machine gun hell stab P+K,P,P H* / HP 15 24 -11 / D / KD head crumble on MC > hell dunk hammer d+P+K M / MP 21 17 -4 / +4 / +6 sober -1 DP, force crouch > ducking hell stab f+P+K M / MP 20 21 - / KD / KD stomach crumble > running body press (near) run,f+P+K M / - 20~30 18 -64 / D / D more damage if executed closer, flop > running body press (far) run,f+P+K M / - 20~30 18 -58 / D / D more damage if executed closer, flop > heavy back knuckle b+P+K H / HP 18 18 -5 / -1 / +3 evade to opponent's front > stomach destroyer b+P+K,K M / MK 22 15 -13 / +1 / +9 > stomach crush b,df+P+K M / - 20 19 -18 / -11 / -9 > = lift-up throw b+P+G Hit 40 - - / - / - = link, QR/TR possible, inescapable > head attack b,f+P+K M / - 30 19 -14 / D / D flop, slam on float > full swing hammer b,f,f+P+K M / MP 30~48 49 - / D / D charge, high guard stagger, evade to opponent's back > full swing hammer (fully charged) b,f,f+P+K H / HP 48 60 - / D / D unblockable, sober -1 to -3 DP, evade to opponent's back > broad axe left df+P+K H* / HP 18 21 -1 / +2 / +6 sober -1 DP, evade to opponent's back > right heavy uppercut df+P+K,P M / MP 18 18 -6 / +2 / +2 df+P+K doesn't sober, evade to opponent's front > megaton body blow df+P+K,P,P M / MP 20 32 -12 / +8 / +8 > megaton fist drop db+P+K M / MP 20 23 -7 / +10 / +10 sober -1 DP, force crouch > ducking low d+K+G L / LK 21 16 -14 / -7 / +1 > heel drop f+K+G M / MK 35 43 - / +9 / +13 sober -2 DP, guard stagger > running hip attack run,K+G M / - 30 26 - / - / - recovers on ground > raiden drop u+K+G M / - 25 30 - / D / D flop, recovers down if missed > low kick df+K+G L / LK 20 16 -9 / -4 / D recovers high > rolling heel attack #1 (closed stance) uf+K+G M / - 30 30 -16 / D / D recovers low, slam on air hit > rolling heel attack #2 (open stance) uf+K+G M / - 30 30 -17 / D / D recovers low, slam on air hit > side step elbow #1 d,P+K+G M / EL 25 26 -14 / D / D slam on air hit, cannot be evaded > side step elbow #2 u,P+K+G M / EL 25 26 -14 / D / D slam on air hit, cannot be evaded > threat stance (TH) P+K+G - / - - 1 - / - / - to TH stance Threat Stance Attacks --------------------- > catch blow [TH] P H / HP 30 20 -3 / D / D side knockdown, evade to opponent's front, exits TH > = knee throw f+P+G Hit 40 - - / - / - = link on guard, inescapable, exits TH > counter toe kick [TH] K M / SK 20 13 -5 / +2 / KD stomach crumble on MC, exits TH Throws ------ > knee smash P+G Ht 35 8 -6 / - / - P+G to escape > coconut crush #1 P+G right-side-Ht 50 8 -6 / - / - P+G to escape > coconut crush #2 P+G left-side-Ht 50 8 -6 / - / - P+G to escape > back breaker P+G back-Ht 70 8 - / - / - inescapable > power slam f+P+G Ht 50 8 - / - / - f+P+G to escape, recovers on ground if escaped > body press b+P+G Ht 60 8 -8 / - / - QR/TR possible for -40 points, b+P+G to escape > spine buster d+P+G Ht 50 8 -6 / - / - sober -1 DP, d+P+G to escape > back flip df+P+G Ht 50 8 -6 / - / - df+P+G to escape > fireman's carry into the wall df+P+G wall-Ht 58 8 -6 / - / - Jeffry's back to wall, df+P+G to escape > fireman's carry off the wall df+P+G wall-Ht 65 8 -6 / - / - opponent's back to wall, df+P+G to escape > box throw db+P+G Ht 0 8 -6 / +10 / - tsukame, db+P+G to escape > headbutt b,f+P+G Ht 20 8 -6 / +2 / - f+P+G to escape > = 2nd headbutt f+P+G Ht 16 - -6 / - / - = link, f+P+G to escape > == 3rd headbutt f+P+G Ht 32 - -6 / - / - == link, -2 DP, f+P+G to escape > == head crush b+P+G Ht 30 - -6 / - / - == link, b+P+G to escape > = head crush b+P+G Ht 30 - -6 / - / - = link, b+P+G to escape > tackle b,df+P+G Ht 35 8 +3 / - / - df+P+G to escape > machine gun tackle b,df+P+G wall-Ht 60 8 -6 / - / - opponent's back to wall, df+P+G to escape > machine gun hammer db,f+P+G Ht 60 8 -7 / - / - f+P+G to escape > frontal backbreaker b,f,f+P+G Ht 65 8 -6 / - / - sober -2 DP, f+P+G to escape > splash mountain df,df+P+G Ht 70 8 -6 / - / - df+P+G to escape > arm breaker #1 b,f+P+G / f,b+P+G right-side-Ht 60 8 -6 / - / - f+P+G / b+P+G to escape > arm breaker #2 b,f+P+G / f,b+P+G left-side-Ht 60 8 - / - / - f+P+G / b+P+G to escape, recovers on ground if escaped > choke sweeper swing d+P+G back-Ht 75 8 - / - / - sober -3 DP, QR/TR possible, inescapable > power bomb df+P+K+G Lt 60 8 -6 / - / - df+P+K+G to escape > iron claw d+P+K+G Lt 50 8 -6 / - / - d+P+K+G to escape > machine gun knee lift d,f+P+K+G Lt 65 8 -10 / - / - f+P+K+G to escape > corkscrew knuckle #1 d / df / d,f+P+K+G left-side-Lt 70 8 0 / - / - d+P+G to escape > corkscrew knuckle #2 d / df / d,f+P+K+G right-side-Lt 70 8 0 / - / - d+P+G to escape > low back breaker P+K+G back-Lt 80 8 - / - / - P+K+G to escape Hopping Attacks --------------- > hopping hammer asc,P M / - 25 34 -10 / D / D slam on air hit > step knuckle mid,P M / MP 25 26 -9 / D / D > step kick asc,K M / - 25 39 -10 / D / D > heel drop mid,K M / - 25 10 -6 / D / D > pushing kick desc,K M / - 20 10 -9 / -4 / D Ground Attacks -------------- > stomp df+K G / GK 15 26 - / - / - > body press u+P G / - 25 25 - / - / - > raiding drop u+K+G M / - 25 30 - / - / - > devil reverse claw #1 df+P+G Gt 0 25 - / - / - opponent face up, tsukame > devil reverse claw #2 df+P+G Gt 0 25 - / - / - opponent face up, tsukame Back-Turned Attacks ------------------- > TT spin knuckle [BT] P H / HP 12 11 -7 / -4 / +1 continue with Px sequence > TT back kick [BT] K H / HK 30 16 0 / D / D evade to opponent's front > TT back double hammer [BT] d+P M / - 30 15 -11 / D / D > TT back heel kick [BT] d+K M / SK 25 18 -20 / D / D slam on air hit > TT spin knuckle [BT] D+P H / HP 12 14 -12 / -9 / -4 Wall Attacks ------------ > jumping knee f+P+K+G M / - 30 52 - / KD / KD guard stagger, head crumble on hit, cannot be evaded Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / - 20 36 -6 / +3 / +5 > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / LK 20 30 -14 / KD / KD foot crumble > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / - 20 34 -5 / +3 / +5 > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-=- e) Kage-Maru =-=-=-=-=-=- introduced in: Virtua Fighter 1 country: Japan sex: male blood type: B job: ninja hobby: mah-jong stature: 178cm weight: 66kg B/W/H (in cm): 101/89/90 fighting style: ju-jutsu stage info: * Garden * 14m x 14m * open outfit #1: blue outfit with yellow belt outfit #2: black armor with mask, red trim After winning the 3rd world tournament, Kage managed to recover a part from the new type Dural. He used that part on his mother, hoping it would cure her. However, the plan backfired. Not only did his mother not recover, it caused his mother to transform back to dural! She immediately attacked Kage. Sensing no way out, Kage decides to kill her in order to end her suffering. He was nearly successful but she managed to escape and was ultimately rescued by J6. Kage hears of the 4th world tournament and decides to enter to tournament with every intention of killing Dural. Special Moves ------------- > punch P H / HP 10 12 +1 / +5 / +9 > double punch P,P H / HP 10 8 -6 / -4 / 0 > triple punch P,P,P H / HP 12 9 -8 / -8 / +2 > triple punch-heel kick P,P,P,K M / SK 22 16 -14 / D / D evade to opponent's front > triple punch-backflip kick P,P,P,b / ub+K M / SM 20 10 -18 / D / D > double punch-helix (-> JM stance, closed stance) P,P,b+P H / HE 17 13 +1 / +1 / +8 hold P to JM stance > double punch-helix (-> JM stance, open stance) P,P,b+P H / HE 17 13 +2 / +2 / +8 hold P to JM stance > double punch-helix -> JM stance P,P,b+P H / HE 17 13 -2 / -2 / +5 entering JM stance > double punch-helix-heelkick P,P,b+P,K M / SK 22 16 -14 / D / D evade to opponent's front > double punch-kick P,P,K H / HK 20 14 -6 / D / D > punch-kick P,K H / HK 10 12 -4 / +2 / D G-cancel, evade to opponent's back > low punch d+P or D+P L* / LP 9 12 -4 / +3 / +5 > elbow (-> JM stance) f+P M / EL 20 14 -4 / 0 / +6 hold P to JM stance > elbow -> JM stance f+P M / EL 20 14 -2 / +2 / +9 entering JM stance > dragon punch f,d,df+P M / MP 30 15 -22 / D / D > dragon punch-landing heel drop f,d,df+P,K H / - 20 20 -32 / D / D sober -1 DP, stumble on hit, slam on float, recovers low > helix (-> JM stance, closed stance) b+P H / HP 17 13 +1 / +1 / +8 hold P to JM stance > helix (-> JM stance, open stance) b+P H / HP 17 13 +2 / +2 / +8 hold P to JM stance > helix -> JM stance (closed stance) b+P H / HP 17 13 -2 / -2 / +5 entering JM stance > helix -> JM stance (open stance) b+P H / HP 17 13 -1 / -1 / +5 entering JM stance > helix-heelkick b+P,K M / SK 25 16 -9 / -3 / D evade to opponent's front > body blow FS,df+P M / MP 16 23 -6 / D / D sober -1 DP, slam on float, recovers low > downward chop FC,df+P M / MP 15 14 -6 / D / D sober -1 DP, crouch guard stagger > swipe FS,db+P H / HP 14 12 -3 / +1 / +6 continue with Px sequence > swipe-kick FS,db+P,K H / HK 20 12 -6 / -5 / D G-cancel, evade to opponent's back > roundhouse #1 K H / HK 25 14 -6 / D / D G-cancel, evade to opponent's back > roundhouse #2 F+K H / HK 25 14 -3 / D / D G-cancel, evade to opponent's back > running slide run,K L / - 20 18 -21 / KD / KD foot crumble, recovers high > low kick d+K L / LP 14 16 -14 / -6 / 0 > handspring kick d,df,f+K M / - 20~50 38 -47 / D / D charge, G-cancel > handspring kick (fully charged) d,df,f+K M / - 20~50 68 -47 / D / D G-cancel, guard stagger > backheel sweep (near) f,f+K L / SW 20~30 27 -19 / D / D G-cancel to [BT], more damage if executed further, recovers high > backheel sweep (far) f,f+K L / SW 20~30 27 -14 / D / D G-cancel to [BT], more damage if executed further, recovers high > circular kick f,b+K H* / HK 30 60 - / D / D sabaki vs. LP/LK/SW, guard stagger, evade to opponent's back > circular kick-sweep f,b+K,K L / SW 15 28 -18 / D / D recovers high, cannot be evaded > rising knee FC,f+K M / KN 38 15 -14 / D / D > TA mid crescent b+K M / SK 18 19 -3 / +1 / +8 sabaki vs. HP/HE/HK/MP/EL/MK, evade to opponent's back > TA mid crescent-low thrust b+K,K L* / LK 20 20 -5 / -4 / D > TA mid crescent-low thrust-spin kick b+K,K,K M / SK 22 25 -16 / D / D evade to opponent's front > TA heavy circular kick b,f+K H* / HK 30 37 - / D / D guard stagger > side kick df+K M / SK 22 16 -5 / 0 / +8 crouch stagger > sliding tackle db+K L / LK 19 21 -32 / D / D recovers high, evade to opponent's back > backflip kick ub+K M / SM 30 20 -7 / D / D > clap #1 P+K H / - 20 33 +15 / +8~+13 / +7 sober -2 DP, to JM stance, guard stagger, sabaki vs. HP > clap #2 P+K H / - 20 33 +15 / -1 / +7 sober -2 DP, to JM stance, guard stagger, sabaki vs. HK > upward chop d+P+K M / MP 16 16 -5 / 0 / +6 crouch guard stagger > upward chop-TA inverted kickflip d+P+K,K M / - 20 23 -20 / D / D > shuto chop f+P+K M / MP 16 16 -4 / -4 / +3 sober -1 DP, evade to opponent's front > shuto chop-side chop f+P+K,P+K H / HP 14 13 -6 / D / D sober -1 DP, evade to opponent's back > reaching chop (-> JM stance) f,f+P+K M / MP 20 19 -2 / +4 / +7 to JM stance on hit, cannot be evaded > cannonball dive u+P+K M / - 30 30 -29 / D / D > front revolution kick f+K+G MM / - 25+10 20,26 -15 / D / D 2nd kick slams on air hit > heelkick d+K+G M / MK 30 16 -9 / D / D evade to opponent's front > corkscrew kick f,f+K+G M / - 35 25 -27 / D / D > back thrust b+K+G H / HK 30 22 -2 / D / D evade to opponent's back > TA inverted kickflip df+K+G M / - 35 23 -20 > kickflip ub+K+G M / SM 38 15 -37 / D / D > reverse kickflip uf+K+G M / MK 30 30 0 / D / D flop, slam on float > catapult kick f,f+P+K+G L / - 30 20 -73 / D / D recovers high > spinning chop #1 d,P+K+G M / MP 24 18 -13 / D / D crouch guard stagger, cannot be evaded > spinning chop #2 u,P+K+G M / MP 24 18 -13 / D / D crouch guard stagger, cannot be evaded > backward cartwheel (-> JM stance) b+P+K+G - / - - - - / - / - hold P+K+G to JM stance > forward roll b,db,d,df,f - / - - - - / - / - > = dragon punch f,d,df+P M / MP 30 15 -22 / D / D = link > = dragon punch-landing heel drop f,d,df+P,K H / - 20 20 -32 / D / D = link, sober -1 DP, stumble on hit, slam on float, recovers low > = catapult kick b,db,d,df,f+P+K+G L / - 40 20 -73 / D / D recovers high > = sweep K L / SW 20~30 25 -24 / D / D more damage if executed further, cannot be evaded > = shinsodan b,db,d,df,f+P L* / - 10 1 -33 hit detection after two rolls, recovers high > backward roll f,df,d,db,b - / - - - - / - / - > = dragon punch f,d,df+P M / MP 30 15 -22 / D / D = link > = dragon punch-landing heel drop f,d,df+P,K H / - 20 20 -32 / D / D = link, sober -1 DP, stumble on hit, slam on float, recovers low > = catapult kick b,db,d,df,f+P+K+G L / - 40 20 -73 / D / D recovers high > = sweep K L / SW 20~30 25 -21 / D / D more damage if executed further, cannot be evaded > = shinsodan b,db,d,df,f+P L* / - 10 1 -33 hit detection after two rolls, recovers high > jumonji stance d+P+K+G - / - - - - / - / - JM stance Jumonji Stance Attacks ---------------------- > jumonji cancel [JM] G - / - - 15 - / - / - exits JM stance > body blow [JM] P H / HP 10 13 +3 / +6 / +9 > body blow-toe kick [JM] P,K M / SK 17 17 -5 / 0 / +5 crouch stagger > body blow-toe kick-revolution kick [JM] P,K,K M / SK 17 28 0 / +1 / +3 crouch stagger > advancing kick [JM] K M / SK 18 24 0 / +3 / +7 crouch stagger > frontal sweep [JM] d+K L / LK 19 23 -6 / D / D recovers high > revolution evade #1 [JM] d - / - - - - / - / - exits JM stance > revolution evade #2 [JM] u - / - - - - / - / - exits JM stance > parry and advancing kick [JM] P+K M / SK 25 29 -2 / KD / KD sabaki vs. HP/HE/HK/MP/EL, stomach crumble on hit, hold P+K to exit JM stance > turning elbow [JM] f+P M / EL 15 16 -3 / +1 / +3 crouch stagger, evade to opponent's front > jumonji run [JM] f,f - / - - - - / - / - > jumping heel kick [JM] run,K M / - 24 43 +1 / D / D stumble on guard/hit > protruding front kick [JM] K+G M / SK 20 18 -4 / D / D head crumble on hit > advancing knee [JM] f+K M / KN 28 19 -5 / +1 / D crouch guard stagger > flipping takedown [JM] P+G catch-Ht 40 19 - / - / - sober -2 DP, inescapable, exits JM stance Throws ------ > shoulder throw P+G Ht 50 8 -6 / - / - P+G to escape > arm lock takedown #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > arm lock takedown #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > torso takedown P+G back-Ht 50 8 - / - / - inescapable > flip over #1 f+P+G Ht 0 8 -6 / +11 / - tsukame, f+P+G to escape > flip over #2 f+P+G side-Ht 0 8 -6 / +14 / - tsukame, f+P+G or b+P+G to escape > flip over #3 f+P+G back-Ht 0 8 - / +14 / - tsukame, f+P+G to escape > ten-foot toss b+P+G Ht 40 8 -6 / - / - TR/QR possible for -40 points, b+P+G to escape > = izuna drop u+P+G Hit 60 - - / - / - = link > turn over throw df+P+G Ht 50 8 -6 / - / - df+P+G to escape > flying takedown uf+P+G catch-Ht 40 19 - / - / - sober -2 DP, inescapable > reaping throw b,f+P+G Ht 50 8 -8 / - / - f+P+G to escape > flipping shoulder throw b,d+P+G Ht 60 8 -8 / - / - d+P+G to escape > low torso takedown P+K+G back-Lt 60 8 - / - / - P+K+G to escape Reversals/Inashi ---------------- > high reversal b+P+K H 30 1 - / - / - vs. HP/HE > mid reversal #1 db+P+K rev-M 30 1 - / - / - vs. MP > mid reversal #2 [JM] P+K+G rev-M 30 6 - / +68 / - vs. MK/SK, sober -2 DP > jumojni auto inashi [JM] n rev-H/M 20 - - / +17 / - vs. HP/MP Hopping Attacks --------------- > hopping chop asc,P M / MP 25 33 -10 / D / D > hopping punch mid,P L / LP 20 14 -16 / -5 / D recovers high > van-halen kick asc,K M / - 20 13 -15 / D / D > hop kick mid,K M / - 20 10 -6 / +5 / D > landing sweep u+K,pause,K L / SW 20 19 -21 / D / D recovers high, cannot be evaded Ground Attacks -------------- > heel drop df+K G / GK 13 28 - / - / - > jumping head smash u+P (short distance) G / - 25 41 - / - / - > jumping stomp u+P (mid distance) G / - 30 49 - / - / - > jumping knee smash u+P (long distance) G / - 30 48 - / - / - Back-Turned Attacks ------------------- > TT punch [BT] P H / HP 12 10 -6 / -3 / +2 continue with Px sequence > TT kick [BT] K H / HK 30 14 -2 / D / D evade to opponent's front > TT low swipe [BT] d+P L / LP 15 14 -4 / +1 / +4 evade to opponent's back > TT low kick [BT] d+K L / LK 23 16 -18 / KD / KD foot crumble > sky knee [BT] u+K M / - 30 31 -15 / D / D > backflip kick #1 [BT] uf+K M / - 25 32 -20 / D / D > backflip kick #2 [BT] ub+K M / - 30 26 -10 / D / D > TT vertical chop [BT] P+K M / MP 10 18 -6 / -5 / +1 recovers low > TT vertical chop-lifting kick [BT] P+K,K M / - 26 17 -15 / D / D flop > TT frankensteiner [BT] P+G catch-Ht 55 21 - / - / - > = overhead chop P M / - 25 42 - / D / D = link, stagger on guard/hit Turn-Away Attacks ----------------- > TA swipe b,b+P H / - 14 14 -4 / 0 / +5 sober -2 DP > TA heel thrust b,b+K H / HK 24 15 +1 / D / D > TA low heel thrust b,b+K+G L / LK 21 21 -11 / +2 / KD foot crumble on MC Wall Attacks ------------ > reverse leap frog f+P+K M / - 20 60 - / -8 / -1 guard stagger, back crumble on back hit, cannot be evaded Rising Attacks -------------- > face down, feet towards K,K,K... M / - 20 29 -20 / D / D > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / - 20 30 -6 / +3 / +5 evade to opponent's front > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +3 / +5 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / LK 20 30 -10 / +1 / +3 evade to opponent's back > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-= f) Lau Chan =-=-=-=-=-= introduced in: Virtua Fighter 1 country: China sex: male blood type: B job: cook hobby: chinese poems stature: 172cm weight: 77kg B/W/H (in cm): 99/90/93 fighting style: koen-ken stage info: * Great Wall * 14m x 14m * open outfit #1: dark red outfit with yellow top, green belt outfit #2: white blouse with red ornaments, black pants, yellow shoes In the last tournament, Lau lost to Kage. Dejected, he went back to push his skills to another level. However, he finds out that he has a rare illness that cannot be cured. He then decides there must be a successor to his skills. However, he has been unable to find a proper successor. When he hears of the 4th world tournament, he decides to join the tournament, hoping to find a suitable candidate. Special Moves ------------- > punch (near) P H / HP 12 12 +2 / +5 / +10 > punch (far) P H / HP 12 12 0 / +4 / +8 > double punch P,P H / HP 10 8 -7 / -6 / 0 > triple punch P,P,P H / HP 12 10 -10 / -9 / -1 > triple punch-crescent P,P,P,K H / HCR 40 17 -15 / D / D cannot be evaded > triple punch-sweep P,P,P,d+K L / SW 30 17 -27 / D / D cannot be evaded > triple punch-backflip kick P,P,P,b / ub+K M / SM 20 10 -23 / -13 / -5 > double punch-heelkick P,P,K H / HK 20 15 -10 / D / D > punch-TA palm P,b+P M* / MP 20 17 -5 / -1 / D evade to opponent's back > punch-TA palm-TT double palm P,b+P,P M / - 22 25 -14 / D / D > punch-heelkick P,K H / HK 20 14 -8 / -1 / D evade to opponent's front > punch crescent combo P / P,P / P,P,P,K+G H* / HCR 30 15 -16 / D / D last P must hit, cannot be evaded > punch sweep combo (near) P / P,P / P,P,P,d+K+G L / SW 20~30 19 -5 / D / D last P must hit, more damage if executed further, cannot be evaded > punch sweep combo (far) P / P,P / P,P,P,d+K+G L / SW 20~30 19 -1 / D / D last P must hit, more damage if executed further, cannot be evaded > low punch d+P or D+P L* / LP 9 12 -4 / +3 / +5 > elbow f+P M / EL 19 14 -4 / 0 / +6 crouch stagger > elbow-palm f+P,P H / HP 20 21 -4 / -1 / D sober -1 DP, flop on MC > body blow b+P M / MP 18 22 -5 / 0 / +8 sober -1 DP > body blow-upward kick b+P,K M / MK 18 18 -10 / D / D stumble on MC, b+P doesn't sober > standing palm b,f+P H / HP 24 13 -6 / D / D sober -2 DP, flop > downknife (near) df+P M* / MP 13 15 -4 / -4 / +3 > downknife (far) df+P M* / MP 15 15 -4 / -4 / +3 > downknife-punch df+P,P H / HP 10 9 -9 / -5 / -1 > downknife-double punch df+P,P,P H / HP 12 10 -11 / -10 / -1 > downknife-double punch-crescent df+P,P,P,K H / HCR 40 17 -15 / D / D cannot be evaded > downknife-double punch-backflip kick df+P,P,P,b / ub+K M / SM 20 10 -23 / -13 / -5 > downknife-double punch-sweep df+P,P,P,d+K L / SW 30 17 -27 / D / D cannot be evaded > downknife-punch-heelkick df+P,P,K H / HK 20 14 -7 / -4 / D > upknife (near) FC,df+P H / HP 22 15 -1 / -7 / D > upknife (far) FC,df+P H / HP 20 15 -1 / -7 / D > upknife-punch FC,df+P,P H / HP 12 13 -3 / 0 / +5 continue with Px sequence > upknife-super knife FC,df+P,df+P+K M / MP 18 20 -14 / D / D > lunging knife df,df+P M / MP 22 23 +2 / +3 / D > lunging knife-punch df,df+P,P H / HP 12 9 +1 / +3 / +5 continue with Px sequence > kick K H / HK 25 14 -5 / D / D G-cancel, evade to opponent's back > kick-crescent (near) K,K H / HCR 20~30 22 -3 / D / D more damage if executed further, cannot be evaded > kick-crescent (far) K,K H / HCR 20~30 22 0 / D / D more damage if executed further, cannot be evaded > kick-crescent (delay, near) K,K H / HCR 20~30 22 -4 / D / D more damage if executed further, cannot be evaded > kick-crescent (delay, far) K,K H / HCR 20~30 22 -1 / D / D more damage if executed further, cannot be evaded > heelkick (near) WS+K M / MK 30 15 -10 / D / D evade to opponent's front > heelkick (far) WS+K M / MK 25 15 -9 / D / D evade to opponent's front > low kick d+K L / LK 15 15 -14 / -9 / -3 G-cancel > low kick-heelkick d+K,K H / HK 19 19 -13 / D / D evade to opponent's back > double low kick D+K,K L / LK 10 19 -14 / -6 / -6 evade to opponent's back > low kick-sweep D+K,K+G L / SW 12 18 -19 / D / D cannot be evaded > lunging sweep f,d+K L / LK 25 23 -18 / D / D evade to opponent's front > side kick df+K M / SK 21 16 -5 / 0 / +8 > side kick-punch df+K,P H / HP 16 19 -3 / -8 / +4 > side kick-punch-palm df+K,P,P H / HP 15 16 -3 / D / D sober -1 DP, flop > backflip kick ub+K M / SM 30 20 -15 / D / D > cartwheel kick uf+K M / - 20 20 -14 / D / D > double palm P+K M / - 20~40 23 -12 / 0 / D charge > double palm (fully charged) P+K M / - 20~40 52 - / D / D guard stagger > overhead smash d+P+K M / MP 21 22 -10 / -1 / +5 sober -1 DP, force crouch > elbow strike f+P+K M / EL 25 20 -9 / -1 / KD crouch guard stagger, stomach crumble on MC, evade to opponent's front > uppercut b+P+K M / MP 22 22 -6 / +3 / D > uppercut-overhead elbow b+P+K,P H / HP 22 17 -9 / D / KD head crumble on MC > super knife df+P+K M / MP 30 21 -14 / D / D > crescent (near) K+G H / HCR 25~30 25 -7 / D / D more damage if executed further, cannot be evaded > crescent (far) K+G H / HCR 25~30 25 -6 / D / D more damage if executed further, cannot be evaded > sweep d+K+G L / SW 20~30 24 -17 / D / D more damage if executed further, cannot be evaded > super crescent (near) f+K+G H / HCR 30~35 15 -22 / D / D sober -2 DP, more damage if executed further, cannot be evaded > super crescent (far) f+K+G H / HCR 30~35 15 -20 / D / D sober -2 DP, more damage if executed further, cannot be evaded > hopping kick uf+K+G M / MK 32 25 -2 / D / D > evading palm #1 d,P+K+G M / MP 21 24 -13 / 0 / KD stomach crumble on MC, cannot be evaded > evading palm #2 u,P+K+G M / MP 21 26 -14 / 0 / KD stomach crumble on MC, cannot be evaded Throws ------ > waterwheel drop P+G Ht 40 8 -6 / - / - P+G to escape > ddt #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > ddt #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > reaping throw P+G back-Ht 40 8 - / - / - inescapable > overhead cannon f+P+G Ht 50 8 -8 / - / - sober -1 DP, f+P+G to escape > wall overhead cannon f+P+G wall-Ht 60 8 -8 / - / - Lau's back to wall, f+P+G to escape > back drop b+P+G Ht 50 8 -6 / - / - b+P+G to escape > wall back drop b+P+G wall-Ht 60 8 -6 / - / - Lau's back to wall, b+P+G to escape > face grab b,f+P+G Ht 50 8 -6 / - / - f+P+G to escape > shoulder whip df,df+P+G Ht 65 8 -5 / - / - df+P+G to escape > stumbling trip b,d+P+G Ht 10 8 -8 / - / - tsukame, d+P+G to escape Hopping Attacks --------------- > hopping knife asc,P M / - 15 21 -5 / D / D slam on air hit, flop > hopping punch mid,P M / MP 25 26 -9 / D / D > hopkick asc,K M / - 20 16 -6 / +13 / D > landing sidekick mid,K or desc,K M / SK 20 16 -10 / D / D continue with df+Kx sequence > landing sweep desc,d+K L / SW 20 20 -2 / D / D Ground Attacks -------------- > stomp df+K G / GK 13 19 - / - / - > jumping stomp u+P G / - 25 32 - / - / - Back-Turned Attacks ------------------- > TT punch [BT] P H / HP 12 11 +3 / +6 / +11 continue with Px sequence, evade to opponent's back > TT roundhouse [BT] K H / HK 30 10 -8 / D / D evade to opponent's back > TT downknife [BT] d+P M* / MP 20 14 -3 / -2 / D continue with df+Px sequence > TT sweep [BT] d+K L / LK 22 16 -14 / D / D evade to opponent's back > backflip kick [BT] ub+K M / - 30 26 -10 / D / D > drop kick [BT] u+K+G M / - 30 22 -22 / D / D Turn-Away Attacks ----------------- > TA knifehand b,b+P M* / MP 22 23 -11 / D / D cannot be evaded > TA knifehand-TT downknife b,b+P,d+P M* / MP 18 27 0 / 0 / +7 continue with df+Px sequence > TA knifehand-TT sweep b,b+P,d+K L / LK 25 18 -6 / D / D evade to opponent's back > TA knifehand-TT crescent (closed stance) b,b+P,K+G H / HCR 28 32 -11 / D / D cannot be evaded > TA knifehand-TT crescent (open stance) b,b+P,K+G H / MCR 28 32 -14 / D / D cannot be evaded > TA reverse crescent (closed stance) b+K+G H / HCR 30 20 -13 / D / D cannot be evaded > TA reverse crescent (open stance) b+K+G H / HCR 30 20 -12 / D / D cannot be evaded Wall Attacks ------------ > jumping kick off the wall f+P+K+G M / - 20 43 - / KD / KD guard stagger, heada crumble on hit, cannot be evaded > backflip off the wall uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / SK 20 35 -6 / +3 / +5 evade to opponent's back > face down, head towards (delay) K,K,K... M / MK 20 16 -14 / +2 / +4 > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MK 20 16 -14 / +2 / +4 > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / LK 20 30 -10 / +1 / +3 evade to opponent's back > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / +3 / +2 cannot be evaded =-=-=-=-=- g) Lei-Fei =-=-=-=-=- introduced in: Virtua Fighter 4 country: China sex: male blood type: B job: monk hobby: praying stature: 175cm weight: 63kg B/W/H (in cm): 98/85/83 fighting style: shaolin ken stage info: * Temple * 12m x 12m * breakable short walls outfit #1: white outfit with yellow blouse, red cloak outfit #2: white shirt, black pants During the ancient days in China, one emperor declared that all powerful martial art techniques shall be banned. This decree was done with the intention of ensuring that no one shall possess a more powerful technique than the emperor himself. The emperor also saw to the deaths of anyone that are capable of powerful techniques. He created a clan whose sole duty is to capture and kill anyone with such powerful capabilities. Ko-en-Ken was one such skill that was banned by the emperor during that age. While no emperor exists in modern China, the clan that was created still exists. When informed of Ko-en-ken's appearance in the world tournament, they decided to send Lei to stop Lau from using Ko-en-Ken. Lei accepted this mission as he saw it as a chance to test his skills against the mighty Ko-en-Ken. However, Lei intends to kill Lau after he has learned Ko-en-Ken from Lau. Note: refer to stances section in the beginning of this document for original stance names (they are present in eg. PS2 version of the game.) Special Moves ------------- > punch P H / HP 12 12 -4 / -1 / +2 > double punch P,P M / MP 12 14 +1 / +4 / +4 to IN system > triple punch P,P,P M / MP 15~35 23 -2 / +2 / KD to DM system, charge, stomach crumble on MC > triple punch (fully charged) P,P,P M / MP 35 23 -2 / +2 / KD to DM system, stomach crumble on MC > low punch d+P L* / LP 9 12 -4 / +3 / +5 > body blow FS,f+P M / MP 15 19 -1 / -1 / +4 > double body blow FS,f+P,P M / MP 8 13 -3 / -1 / -2 to IN system > triple body blow FS,f+P,P,P M / MP 10 20 -4 / -2 / KD to DM system, stomach crumble on MC, crouch guard stagger > quadruple body blow FS,f+P,P,P,P M / EL 20 24 -12 / -8 / D > single palm FC,f+P M / MP 20 15 -9 / -1 / KD sober -1 DP, stomach crumble on MC > standing palm f,f+P M / MP 25 14 -5 / +2 / +4 > knuckle b+P M / MP 23 18 -3 / +3 / KD stomach crumble on MC > knuckle-punch b+P,P M / MP 23 14 -8 / D / KD stomach crumble on MC > double hook b,f+P M / - 20 15 -4 / +1 / +3 sober -1 DP > split strike b,df+P MMM / MP all 10+5+10 14,23,31 -11 / +1 / +11 sober -1 DP, force crouch, to DM system > knifehand df,df+P M / MP 12 17 -5 / -2 / +3 crouch guard stagger > knifehand-upward strike df,df+P,P M / MP 18 15 -13 / D / D > high kick K H* / HK 20 13 -6 / -2 / +1 to DM system, evade to opponent's back > low kick d+K L / LK 18 15 -11 / -4 / +1 recovers high > turn kick f+K H / HK 30 15 -1 / +5 / +17 to TG stance, cannot be evaded > upward kick (-> IN system) f,f+K M / SK 30 20 -13 / D / D hold K to IN system, stumble on hit > upward kick -> IN system f,f+K M / SK 30 20 -2 / D / D enterig IN system, stumble on hit > jumping kick u+K H* / HCR 29 20 -4 / -14 / -3 to TG stance, cannot be evaded > jumping kick-side kick u+K,K H* / HK 20 28 -4 / -14 / -3 cannot be evaded > jumping kick-sweep u+K,d+K L / SW 20 47 -23 / D / D to DM system, recovers high > jumping kick-low crescent u+K,f+K M / MCR 30 42 -8 / D / D cannot be evaded > punt kick df+K M / MK 20 15 -5 / 0 / +3 > knee strike P+K M / KN 20 19 -7 / D / D > knee strike-body blow P+K,P H / HP 15 25 -10 / D / D > knee strike-body blow-backfist P+K,P,P H / HP 15 14 -12 / KD / KD stomach crumble > back elbow d+P+K M / MP 20 15 -2 / +2 / +7 to EV stance > back elbow-TA back check d+P+K,P M / - 20 24 -3 / +3 / KD to TG stance, stomach crumble on MC > double palm d,df,f+P+K M / - 25 30 -13 / KD / KD sabaki vs. HP/HE/EL/MP, head crumble > side chop f+P+K M / MP 16 18 -6 / -3 / +1 -1 DP > double side chop f+P+K,P M / MP 16 24 -3 / -3 / +4 sober -1 DP, crouch stagger, evade to opponent's back > sweeping hand f,f+P+K L / LP 15 17 -6 / -3 / D recovers high, evade to opponent's front > slow double palm b,f+P+K H / - 22 24 -5 / KD / KD sober -2 DP, head crumble > charging body blow db+P+K M / MP 15 23 -10 / -3 / -2 > dodging backfist df+P+K or uf+P+K M / MP 16 18 -11 / -2 / +1 crouch stagger, evade to opponent's back > dodging backfist-TA back check df / uf+P+K,P M / EL 20 20 -10 / +2 / KD to TG stance, stomach crumble on MC > van halen kick uf+K M / - 20 16 -12 / D / D flop > high crescent K+G H / HK 20 14 -1 / +5 / +6 to IN system, evade to opponent's back > sweep d+K+G L / SW 20 23 -17 / -2 / +2 cannot be evaded > double leg crescent f+K+G H / - 30 24 -3 / D / D sober -2 DP > jumping turn kick f,f+K+G M / MCR 30 28 -3 / 0 / +3 to TG stance > snap kick b+K+G H / HK 15 17 -8 / -8 / -3 evade to opponent's front > double snap kick b+K+G,K H / HK 15 12 -8 / -3 / 0 to IN system > double snap kick-sweep b+K+G,K,d+K L / SW 20 24 -18 / D / D cannot be evaded > flying crescent u+K+G M / - 30 25 -4 / D / D evade to opponent's front > handspring kick df+K+G M / - 21 32 -6 / D / D > handspring kick-double leg kick df+K+G,K M / - 20 21 -14 / D / D > falling sweep df,df+K+G L / LK 20 26 -16 / -15 / D recovers high > falling sweep-ground kick df,df+K+G,K L* / LK 20 25 - / D / D recovers on ground > falling sweep-ground kick-double leg kick df,df+K+G,K,K M / - 20 51 -9 / D / D > falling sweep-ground kick-TA rising spin kicks df,df+K+G,K,K+G LH / LK,- 8+15 21,45 -11 / D / D > double leg hopkick uf+K+G M / - 20 16 -10 / D / D flop > evading toe kick #1 d,P+K+G M / MK 20 21 -3 / -1 / D to IN system, cannot be evaded > = downward chop P M / MP 15 13 -14 / 0 / +1 = link, force crouch > evading toe kick #2 u,P+K+G M / MK 20 21 -3 / -1 / D to IN system, cannot be evaded > = downward chop P M / MP 15 13 -14 / 0 / +1 = link, force crouch > defeat-miss system (DM) d+P+K+G - / - - 13 - / - / - to DM system, G-cancel > independent system (IN) u+P+K+G - / - - 13 - / - / - to IN system, G-cancel > evade stance (EV) db+P+K+G - / - - 25 - / - / - to EV stance, G-cancel to [BT] Defeat-Miss System Attacks -------------------------- > stance cancel [DM] G - / - - - - / - / - exits DM system > standing palm [DM] P H / HP 10 10 -4 / -2 / +6 > standing palm-body blow [DM] P,P M / - 15 18 0 / +2 / +4 to IN system > standing palm-double palm [DM] P,P+K M / - 27 23 +7 / +10 / +21 exist DM system > toe kick [DM] K M / MK 21 16 -3 / - / D to IN system > sweeping hand [DM] d+K L / SW 18 21 -18 / D / D exits DM system, cannot be evaded > crescent [DM] K+G H* / - 30 23 0 / D / D sober -2 DP, cannot be evaded > arrow punch [DM] P+K M / MP 20~40 19 -6 / +3 / +6 charge, exits DM system > arrow punch (fully charged) [DM] P+K M / MP 40 19 - / KD / KD exits DM system, guard stagger, head crumble > independent system [DM] b / u+P+K+G - / - - - - / - / - to IN system > evade stance [DM] db+P+K+G - / - - - - / - / - to EV stance Independent System Attacks --------------------------- > stance cancel [IN] G - / - - - - / - / - exits IN system > single palm [IN] P M / MP 23 18 -2 / +2 / +8 to DM system > punt kick [IN] K M / SK 19 15 -13 / -2 / +5 > double punt kick [IN] K,K M / MK 15 10 -15 / D / D exits IN system > sweeping hand [IN] d+K L / LK 15 20 -6 / D / D to DM system, recovers high > heavy punt kick [IN] K+G M / MK 28 15 -10 / D / D exits IN system, stumble on hit > step-down sweep [IN] d+K+G L / - 20 33 -11 / -2 / 0 to DM system, recovers high, cannot be evaded > step-up sweep [IN] u+K+G L / - 20 33 -9 / -2 / D to DM system, recovers high, cannot be evaded > defeat-miss system [IN] b / d+P+K+G - / - - - - / - / - to DM system > evade stance [IN] db+P+K+G - / - - - - / - / - to EV stance Evade Stance Attacks -------------------- > stance cancel [EV] G - / - - - - / - / - exits EV stance > turning double punch [EV] P MH / MP,HP 10+10 21,33 0 / +2 / +2 sabaki vs. HP/HE/HK/MP/EL/MK/SK/KN, evade to opponent's front > turning double punch-kick [EV] P,K H / HK 25 23 +4 / +7 / +15 to IN system, evade to opponent's front > jumping kick [EV] K H / HCR 30 26 +2 / +8 / +20 sober -2 DP, to TG stance, cannot be evaded > sweep (closed stance) [EV] d+K L / SW 23 19 -18 / D / D exits EV stance, cannot be evaded > sweep (open stance) [EV] d+K L / SW 23 19 -17 / D / D exits EV stance, cannot be evaded > windmill punches [EV] P+K HM / -MP 10+10 15,23 0 / +2 / +2 sabaki vs. HP/HK/HE/MP/EL/MK/SK/KN > windmill punches-body blow [EV] P+K,P M / MP 15 28 +3 / +5 / +7 exits EV stance > windmill punches-double body blow [EV] P+K,P,P M / MP 20 21 +13 / KD / KD exits EV stance, stomach crumble > defeat-miss system [EV] P+K+G - / - - - - / - / - to DM system > independent system [EV] u+P+K+G - / - - - - / - / - to IN system Tiger Stance Attacks -------------------- > stance cancel [TG] G - / - - - - / - / - > hammer punch [TG] P M / MP 20 27 -10 / KD / KD exits TG stance, sabaki vs. HP/HK/HE/MP/EL/MK/SK/KN, head crumble > heavy horse kick [TG] K M / MK 25 14 -7 / D / D to EV stance, stumble on hit, sabaki vs. LP/LK/SW > slide [TG] d+K L / LK 20 20 -3 / -2 / +6 to DM system, recovers high > slide-turning punches [TG] d+K,P HH / HPHP 10+10 15,24 -7 / -5 / +2 to IN system, 1st evade to opponent's front, 2nd evade to opponent's back > slide-turning punches-double fist strike [TG] d+K,P,P M / - 20 22 -5 / D / D exits TG stance Throws ------ > jumping face smash P+G Ht 45 8 -6 / - / - sober -1 DP, flop, P+G to escape > leg takedown P+G right-side-Ht 40 8 -8 / - / - P+G to escape > kick tornado P+G left-side-Ht 50 8 -6 / - / - P+G to escape > shoulder throw P+G back-Ht 50 8 - / - / - inescapable > reaping throw df+P+G Ht 28 8 -6 / - / - flop, df+P+G to escape > returning wave f,f+P+G Ht 45 8 -6 / - / - f+P+G to escape > leg trip f,b+P+G Ht 55 8 -6 / - / - b+P+G to escape Reversals/Inashi ---------------- > high/mid/low auto reversal [IN] n rev-H/M/L 30 - - / - / - vs. HP/MP/LP Hopping Attacks --------------- > hopping smash asc,P M / - 25 35 -11 / D / D > hopping punch mid,P M / MP 25 26 -9 / D / D > hop kick asc,K M / - 25 10 -6 / D / D > landing kick mid,K M / - 20 10 -11 / -7 / D Ground Attacks -------------- > ground stomp df+K G / - 13 - - / - / - > jumping smash u+P G / - 25 - - / - / - Back-Turned Attacks ------------------- > TT punch [BT] P H / HP 12 11 -7 / -4 / +1 continue with Px sequence > TT low strike [BT] d+P H / HP 12 14 -12 / -9 / -4 > horse kick [BT] K M / MK 25 14 -2 / 0 / +3 > TT low kick [BT] d+K L / LK 22 16 -17 / D / D evade to opponent's back > heavy horse kick [BT] K+G M / MK 25 15 -7 / D / D > TT single palm [BK,EV] P M* / MP 20 15 -6 / -5 / KD stomach crumble on MC > TT falling sweep [BK,EV] K L / - 20 26 -16 / -15 / KD foot crumble on MC, recovers high, continue with df,df+K+Gx sequence > TT single palm [BK,TG] P M / MP 25 14 0 / ? / ? > TT sweep [BK,TG] K L / SW 15 23 -5 / 0 / +2 cannot be evaded Wall Attacks ------------ > jumping back kick f+P+K+G M / - 30 45 - / +6 / +8 guard stagger, cannot be evaded > backflip off the wall uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6 / +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 cannot be evaded > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +2 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-=-=- h) Lion Rafale =-=-=-=-=-=-=- introduced in: Virtua Fighter 2 country: France sex: male blood type: AB job: college student hobby: collecting knives stature: 171cm weight: 63kg B/W/H (in cm): 90/84/88 fighting style: tourou-ken stage info: * Castle * 12m x 12m * unbreakable short walls outfit #1: black t-shirt, black pants, leather extras outfit #2: tight red jacket, black pants, high brown boots After failing to win the 3rd tournament, Lion went back to France a disappointed fighter. However, he realized he needed to be stronger and thus trained harder than ever. As time passed, he began to let go of his disappointment and slowly regained his fighting spirit. After a few months, he received a letter inviting him to join the 4th tournament. He decides to join the 4th tournament with every intention of winning the title. Special Moves ------------- > punch P H / HP 10 12 -1 / +3 / +7 > double punch P,P H / HP 10 9 -9 / -5 / -1 > double punch-swipe P,P,P H / HP 12 9 -21 / -3 / -1 evade to opponent's front > double punch-low swipe P,P,d+P L / LP 20 21 -19 / D / D evade to opponent's back > double punch-dodging swipe P,P,b+P H / HP 30 28 +2 / D / D sober -1 DP, flop, cannot be evaded > punch-heelkick P,K H / HK 20 11 -9 / -8 / D evade to opponent's front > low punch d+P or D+P L* / LP 8 13 -5 / +2 / +4 > meteor punch d,db,b+P M / MP 20 27 -10 / KD / KD sabaki vs. HP/HK/MK/SK/KN, stomach crumble on hit > meteor punch-strike d,db,b+P,P M / - 18 29 -14 / D / D stomach crumble on hit > elbow FS,f+P M / EL 14 14 -4 / 0 / +2 crouch stagger > elbow-poke FS,f+P,P M / MP 18 28 -12 / D / D sober -1 DP > rising uppercut FC,f+P M / MP 22 15 -10 / 0 / D > lunging poke f,f+P M / MP 30 27 -6 / D / D sober -1 DP, stomach crumble on hit > helix b+P M / MP 16 16 -6 / -6 / +1 evade to opponent's front > helix-reverse helix b+P,P M / MP 16 18 -5 / -5 / +2 evade to opponent's back > helix-reverse helix-hopkick b+P,P,K M / SK 25 28 -10 / D / D evade to opponent's front > lunging low poke b,df+P L / LP 15 27 -15 / KD / KD foot crumble on hit > uppercut df+P M / MP 14 16 -6 / -2 / +3 > uppercut-upward swipe df+P,P M / MP 20 13 -10 / D / D flop > creeping peck FC,df+P L* / LP 7 13 -15 / -12 / -9 > double creeping peck FC,df+P,P L / LP 10 13 -14 / -10 / -6 > dodging peck db+P L / LP 12 17 -12 / -9 / -4 > double dodging peck db+P,P L / LP 8 6 -17 / -10 / -10 > high kick #1 K H / HK 25 13 -9 G-cancel, evade to opponent's back > high kick #2 F+K H / HK 25 13 -10 G-cancel, evade to opponent's back > high kick-hopkick K,K H / HK 20 16 -9 / D / D > low kick d+K L / LK 12 18 -15 / -6 / -1 evade to opponent's back > double low kick D+K,K L / LK 20 17 -18 / D / D evade to opponent's front > low kick-hopkick d+K,K+G H / MCR 30 20 -7 / D / D sober -1 DP, cannot be evaded > knee f+K M / KN 20 14 -5 / 0 / +2 > jumping kick f,f+K M / MK 10 18 -15 / -11 / -7 > double jumping kick f,f+K,K M / MK 25 11 -12 / D / D > hopping kick u+K M / SK 25 18 -4 / D / D evade to opponent's back > double hopping kick u+K,K M / MK 30 23 -4 / D / D evade to opponent's back > side kick df+K M / SK 24 17 -7 / -1 / +7 crouch stagger, evade to opponent's back > handstand kicks db+K LL / LKLK 7+20 16,23 -30 / D / D > flip over kick uf+K M / - 20 30 -44 / D / D > double poke P+K M / - 24 20 -4 / D / D sober -2 DP, flop > sweeping hand d+P+K L / LP 15 19 -7 / -3 / +2 evade to opponent's back > TA double handed peck f+P+K M / - 15 21 -2 / +2 / +5 evade to opponent's front > TA double handed peck-evade f+P+K,b M / - 15 21 -10 / -6 / 03 evade to opponent's front > TA double handed peck-kick f+P+K,K M / SK 15 19 -13 / -3 / -2 > hook poke b,f+P+K H / HP 10 12 -1 / +3 / +7 > hook poke-mid poke b,f+P+K,P M / MP 14 8 -8 / -4 / +1 > hook poke-double mid poke b,f+P+K,P,P M / EL 14 20 -11 / +1 / KD crouch stagger on hit, stomach crumble on MC > mantis strike b+P+K H / - 25~38 31 +2 / D / D charge, sober -2 DP, head crumble > mantis strike (fully charged) b+P+K H / - 38 49 - / D / D guard stagger, sober -2 DP, head crumble > spinning uppercut u+P+K M / MP 20 15 -10 / D / D evade to opponent's back > twisting low swipe df+P+K L / LP 20 21 -19 / D / D evade to opponent's back > dodging swipe db+P+K L / LP 20 17 -15 / -6 / +1 recovers high, evade to opponent's front > sweep d+K+G L / SW 24 20 -20 / D / D cannot be evaded > lunging spin kick f+K+G M / MCR 24 25 -12 / D / D cannot be evaded > evading swipe #1 d,P+K+G H* / HP 30 26 0 / D / D sober -1 DP, flop, cannot be evaded > evading swipe #2 u,P+K+G H* / HP 30 26 -2 / D / D sober -1 DP, flop, cannot be evaded > forward dodge #1 df+P+K+G - / - - - - / - / - > forward dodge #2 uf+P+K+G - / - - - - / - / - > backward dodge #1 db+P+K+G - / - - - - / - / - > backward dodge #2 ub+P+K+G - / - - - - / - / - > back step b+P+K+G - / - - - - / - / - Throws ------ > trip throw P+G Ht 40 8 -6 / - / - P+G to escape > knee back breaker #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > knee back breaker #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > piggy back throw P+G back-Ht 50 8 - / - / - sober -1 DP, inescapable > reaping throw b+P+G Ht 50 8 -25 / - / - b+P+G to escape > surprise exchange df+P+G Ht 0 8 -6 / +12 / - tsukame, df+P+G to escape > falling neckbreaker uf+P+G Ht 45 8 -8 / - / - uf+P+G to escape > wall falling neckbreaker uf+P+G wall-Ht 60 8 -8 / - / - opponent's back to wall, uf+P+G to escape > kickflip throw FC,f+P+G Ht 35 8 -6 / - / - f+P+G to escape > grab & fling f,f+P+G Ht 50 8 -6 / - / - sober -1 DP, QR/TR possible, f+P+G to escape > sky strike kick b,f+P+G Ht 50 8 -6 / - / - f+P+G to escape > mantis catch f,db+P+G catch-Ht 0 19 - / +5 / - recovers in crouch, tsukame, inescapable > = dodge #1 d - / - - - -6 / - / - = link > == flying takedown P+G Ht 55 - -6 / - / - == link, d+P+G to escape > = dodge #2 u - / - - - -6 / - / - = link > == bulldog P+G Ht 55 - -6 / - / - == link, u+P+G to escape > frontal face grab f,df,d,db,b+P+G Ht 60 8 -6 / - / - sober -1 DP, b+P+G to escape Hopping Attacks --------------- > hopping strike asc,P M / MP 25 44 -16 / D / D > hopping punch mid,P M / MP 25 27 -9 / D / D > hopping swipe uf+P M / MP 25 30 -9 / D / D > hopkick mid,K M / MK 25 10 -7 / D / D > landing sweep desc,K L / LK 20 12 -19 / D / D recovers high, evade to opponent's back > backward hopkick ub+K M / - 25 10 -7 / D / D Ground Attacks -------------- > ground chop df+P G / GP 12 17 - / - / - > elbow drop u+P G / - 25 33 - / - / - Back-Turned Attacks ------------------- > TT double punch [BT] P HH / HPHP 12+12 12,24 -6 / -3 / +2 continue with Px sequence, evade to opponent's front > TT punch [BT] P H / HP 10 ? ? / ? / ? immediately continue with Px sequence > TT low swipe [BT] d+P L / LP 24 15 -5 / -3 / D recovers high, evade to opponent's front > TT back kick [BT] K H / HK 30 10 +3 / D / D evade to opponent's back > TT hopkick [BT] d+K L / LK 20 14 -8 / D / D recovers high, evade to opponent's front > TT vacuum punch [BT] P+K H / HP 14 15 -11 / 0 / +5 enter immediately after TA attack Turn-Away Attacks ----------------- > TA turning punch b,b+P H / HP 14 14 -4 / 0 / +5 evade to opponent's front > TA turning back kick b,b+K H / HK 25 15 -2 / D / D > TA hopping roundhouse b,b+K+G H / HK 24 16 -1 / 0 / D cannot be evaded > TA half moon kick b,f+K+G M / - 35 32 -4 / +6 / +6 sober -1 DP > TA half moon kick-TT sweeping hands b,f+K+G,d+P M* / - 12 23 -12 / -3 / -10 negates sober effect, evade to opponent's front > TA half moon kick-sweeping hands b,f+K+G,db+P M* / - 12 23 -4 / +1 / 0 negates sober effect, evade to opponent's front > TA half moon kick-low slide b,f+K+G,d+K L / LK 12 28 -9 / KD / KD foot cumble, recovers high, negates sober effect > lunging sweep df+K+G L / SW 24 26 -18 / D / D sober -1 DP > TA turning sweep db+K+G L / LK 20 24 -10 / -4 / D recovers high, cannot be evaded Wall Attacks ------------ > off the wall back kick f+P+K+G M / - 30 45 - / +6 / +8 guard stagger, cannot be evaded > backflip off the wall uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... MM / - 20 23,33 -7 / +3 / +5 evade to opponent's front > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / - 20 30 -6 / +3 / +5 evade to opponent's front > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 > face down, head towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 =-=-=-=-=-= i) Pai Chan =-=-=-=-=-= introduced in: Virtua Fighter 1 country: China sex: female blood type: 0 job: action star hobby: dancing stature: 166cm weight: 49kg B/W/H (in cm): 85/54/88 fighting style: ensei-ken stage info: * Aquarium * 10m x 10m * unbreakable high walls outfit #1: sleeveless blue outfit, red belt, blue hat outfit #2: pink outfit, dark red covering, red & yellow hat After being defeated in the 3rd world tournament, Pai went back to Hong Kong to concentrate on her acting career. Although her work schedule was hectic, she continued to train and managed to bring herself to another level. One day she hears of Lau's intention to find a suitable successor in the 4th world tournament. Finding it strange, she investigates the matter and discovered Lau's terminal illness. She too decides to join the 4th world tournament to stop Lau. Special Moves ------------- > punch P H / HP 10 11 +1 / +5 / +9 > double punch P,P H / HP 10 7 -8 / -4 / 0 > triple punch P,P,P H / HP 12 10 -9 / -8 / +1 > triple punch-crescent P,P,P,K H / HCR 38 17 -16 / D / D cannot be evaded > triple punch-sweep P,P,P,d+K L / SW 30 17 -24 / D / D cannot be evaded > triple punch-heelkick P,P,P,f+K H / HK 30 16 -12 / D / D stumble > triple punch-backflip kick P,P,P,ub / b+K M / SM 20 10 -21 / -10 / -2 > double punch-kick P,P,K M* / MK 10 18 -12 / -10 / -10 > double punch-kick-hopkick P,P,K,K M / MK 25 10 -9 / D / D > punch crescent combo (near) P / P,P / P,P,P,K+G H / HCR 20~30 17 +4 / D / D last P must hit, more damage if executed further, cannot be evaded > punch crescent combo (far) P / P,P / P,P,P,K+G H / HCR 20~30 17 +5 / D / D last P must hit, more damage if executed further, cannot be evaded > punch sweep combo (near) P / P,P / P,P,P,d+K+G L / SW 30 19 -6 / D / D last P must hit, more damage if executed further, cannot be evaded > punch sweep combo (far) P / P,P / P,P,P,d+K+G L / SW 30 19 -1 / D / D last P must hit, more damage if executed further, cannot be evaded > punch-heelkick P,K H / HK 20 14 -9 / -5 / D evade to opponent's front > low punch d+P or D+P L* / LP 9 12 -4 / +3 / +5 > chop FS,f+P M / MP 14 14 -3 / 0 / +3 > lunging palm f,b+P H / HP 12 19 -7 / -1 / +1 sabaki vs. HP/HE/HK/MP/EL/MK/KN, sober -1 DP > lunging palm-standing palm f,b+P,P M / MP 20 19 -12 / +4 / +6 first P doesn't sober > double palm FC,f+P M / - 20 16 -10 / +3 / D > puncture fist f,f+P M / - 20 14 -8 / -17 / D > puncture fist-jumping kick f,f+P,K H / HK 20 12 -19 / D / D > lunging chop b+P M / MP 20 18 -6 / 0 / KD stomach crumble on MC > low blue fist df+P L / LP 12 19 -10 / -9 / 0 recovers high > low blue fist-crescent kick df+P,K H / HCR 25~45 22 -11 / D / D charge, cannot be evaded > low blue fist-crescent kick (fully charged) df+P,K M / MCR 25~45 22 -11 / D / D guard stagger, sober -1 DP, cannot be evaded > low blue fist-punch df+P,P H / HP 8 11 -8 / -5 / -2 continue with PPx sequence > low blue fist-punch-uppercut df+P,P,f+P M / MP 25 16 -11 / D / D > low blue fist-punch-kick df+P,P,K M* / MK 10 18 -12 / -10 / -10 > low blue fist-punch-kick-hopkick df+P,P,K,K M / MK 25 10 -9 / D / D > retreating chop db+P H / HP 12 22 -10 / D / D sober -2 DP, evade to opponent's front > high kick K H / HK 20 13 -9 / D / D > high kick-low blue fist K,P L / LP 12 19 -16 / -13 / -8 recovers high > high kick-low blue fist-crescent kick K,P,K H* / HCR 25~45 22 -11 / D / D charge, cannot be evaded > high kick-low blue fist-crescent kick (fully charged) K,P,K M / MCR 45 22 - / D / D high guard stagger, sober -1 DP, cannot be evaded > high kick-kick K,K M / MK 20 15 -10 / -1 / D slam on float, sober -1 DP > heelkick from crouch (near) WS+K M / MK 30 15 -10 / D / D evade to opponent's front > heelkick from crouch (far) WS+K M / MK 25 15 -7 / D / D evade to opponent's front > low kick d+K L / LK 10 14 -14/ -7 / 0 > low kick-heelkick d+K,K H / HK 19 19 -13 / D / D evade to opponent's back > low kick-sweep D+K,K L / SW 20 21 -18 / D / D cannot be evaded > slow mid kick f+K M / MK 21 18 -11 / -3 / +3 crouch guard stagger > slow mid kick-hopkick f+K,K M / MK 15 10 -15 / D / D > running flying kick run,K M / MK 20~41 33 - / D / D more damage if executed closer > crane kick f,f+K H / HK 30 16 -5 / D / D stumble > reverse heelkick (closed stance) b+K M / MK 19 17 -9 / -4 / -1 evade to opponent's back > = circular evade stance (CE) d - / - - - - / - / - = link, recovers low, to CE stance > reverse heelkick (open stance) b+K M / MK 19 17 -8 / -4 / -1 evade to opponent's back > = circular evade stance (CE) d - / - - - - / - / - = link, recovers low, to CE stance > side kick df+K M / SK 21 16 -5 / 0 / +8 crouch stagger > backflip kick ub+K M / SM 30 20 -20 / D / D > backflip kick-reverse backflip kick ub+K,f+K M / - 30 32 -7 / D / D slam on air hit > single swallow kick uf+K M / - 15 13 -4 / +1 / +3 > double swallow kick uf+K,K MM / - 15+20 4,9 -19 / D / D > trip #1 d+P+K L / - 10 20 - / - / - evade to opponent's front > trip #2 u+P+K L / - 10 20 - / - / - evade to opponent's back > standing palm b,f,f+P+K M / MP 30~45 33 0 / +6 / +18 charge > standing palm (fully charged) b,f,f+P+K M / MP 45 33 - / KD / KD high guard stagger, stomach crumble on hit > crescent (near) K+G H / HCR 25~30 22 -9 / D / D more damage if executed further, cannot be evaded > crescent (far) K+G H / HCR 25~30 22 -8 / D / D more damage if executed further, cannot be evaded > sweep (near) d+K+G L / SW 20~30 24 -15 / D / D more damage if executed further, cannot be evaded > sweep (far) d+K+G L / SW 20~30 24 -14 / D / D more damage if executed further, cannot be evaded > double moon kick f+K+G MM / - 20+12 20,18 -10 / D / D slam on air 2nd hit > butterfly kick f,f+K+G M / - 20+20 35,51 -7 / D / D slam on air 2nd hit > reverse crescent (near) b+K+G H* / HCR 25~35 17 -10 / D / D sober -2 DP, more damage if executed further, cannot be evaded > reverse crescent (far) b+K+G H* / HCR 25~35 17 -8 / D / D sober -2 DP, more damage if executed further, cannot be evaded > jumping crane kick u+K+G M / - 25 50 -14 / D / D slam on air hit > quick sweep db+K+G L / SW 25 19 -21 / -5 / D cannot be evaded > reverse backflip kick uf+K+G M / - 30 32 -7 / D / D slam on air hit > reverse backflip kick-backflip kick uf+K+G,b+K M / SM 30 20 -20 / D / D > evading crescent #1 d,P+K+G M / MCR 25 21 -16 / D / D cannot be evaded > evading crescent #2 u,P+K+G M / MCR 25 21 -16 / D / D cannot be evaded > sway step (SW) b+P+K+G - / - - - - / - / - TA if executed alone, to SW Circular Evade Stance Attacks ----------------------------- > punch [CE] P M / MP 8 17 -6 / -3 / 0 > double punch [CE] P,P H / HP 12 10 -9 / -8 / +1 continue with PPPx sequence > sweep [CE] K L / SW 23 23 -8 / D / D cannot be evaded > sweep-butterfly kick [CE] K,K MM / - 10+10 35,45 -15 / D / D slam on air 2nd hit > double strike [CE] P+K M / KN 20 20 -13 / D / D > double leg sweep [CE] K+G L / SW 23 21 -10 / D / D cannot be evaded > double leg sweep-double palm [CE] K+G,P M / - 35 50 +2 / D / D Sway Step Attacks ----------------- > windmill punches [SW] P MM / MPMP 10+10 16,38 +11 / +16 / +16 to CE stance, recovers low > double windmill punches [SW] P,P MMMM / MP all 5+10+5+5 15,25,39,52 +1 / +6 / +6 to CE stance, force crouch, recovers low > double body blow-double palm [SW] P,P,P M / MP 20 19 -15 / +1 / +5 > sweep [SW] K L / SW 23 23 -14 / D / D cannot be evaded > TA crescent [SW] K+G M / MK 20 22 -6 / -4 / D evade to opponent's front > TA crescent-lunging punch [SW] K+G,P MM / MPMP 12+10 14,22 -5 / +1 / +2 evade to opponent's front (1st hit), back (2nd hit) > TA crescent-lunging punch-sweep [SW] K+G,P,K L / SW 23 27 -18 / D / D Throws ------ > pull down throw P+G Ht 40 8 -3 / - / - P+G to escape > trap & back punch #1 P+G right-side-Ht 40 8 -10 / - / - QR/TR possible, P+G to escape > trap & back punch #2 P+G left-side-Ht 40 8 -8 / - / - QR/TR possible, P+G to escape > reverse stumbling trip P+G back-Ht 10 8 - / +21 / - inescapable > = backflip kick K+G H / - 30 32 - / D / D = link, flop > overhead cannon FS,f+P+G Ht 50 8 -8 / - / - sober -1 DP, f+P+G to escape > wall overhead cannon FS,f+P+G wall-Ht 60 8 -8 / - / - Pai's back to wall, f+P+G to escape > cartwheel df+P+G Ht 0 8 -7 / +10 / - tsukame, df+P+G to escape > flip over throw FC,f+P+G Ht 60 8 -6 / - / - QR/TR possible, f+P+G to escape > reaping throw & punch f,f+P+G Ht 50 8 -8 / - / - f+P+G to escape > ddt f,b+P+G Ht 55 8 -4 / - / - b+P+G to escape > wall ddt f,b+P+G wall-Ht 63 8 -4 / - / - opponent's back to wall, b+P+G to escape > roll over throw b,f+P+G Ht 60 8 -8 / - / - f+P+G to escape > stumbling trip b,d+P+G Ht 10 8 -8 / - / - tsukame, d+P+G to escape > trip & fling d,f,u,b / u,f,d,b+P+G Ht 68 8 -6 / - / - b+P+G to escape > croucher cartwheel f+P+K+G Lt 0 8 -6 / +14 / - tsukame, f+P+K+G to escape > push over throw #1 f+P+K+G right-side-Lt 40 8 -10 / D / D f+P+G to escape > push over throw #2 f+P+K+G left-side-Lt 40 8 -10 / D / D f+P+G to escape > reverse stumbling trip f+P+K+G back-Lt 10 8 - / +21 / - tsukame, inescapable Reversals/Inashi ---------------- > high inashi #1 f+P+K rev-H 5 1 - / - / - vs. HP, stumble > high inashi #2 f+P+K rev-H 5 1 - / - / - vs. HK, stumble > high inashi #3 f+P+K rev-H 5 1 - / - / - vs. HE, stumble > high reversal #1 b+P+K rev-H 25 1 - / - / - vs. HP > high reversal #2 b+P+K rev-H 25 1 - / - / - vs. HK > high reversal #3 b+P+K rev-H 30 1 - / - / - vs. HE > reversal parry P+G rev-H 20 - - / - / - vs. Pai's HK/MK reversal > mid inashi #1 df+P+K rev-M 5 1 - / - / - vs. MP, stumble > mid inashi #2 df+P+K rev-M 5 1 - / - / - vs. EL, stumble > mid inashi #3 df+P+K rev-M 5 1 - / - / - vs. MK, stumble > mid inashi #4 df+P+K rev-M 5 1 - / - / - vs. SK, stumble > mid inashi #5 df+P+K rev-M 5 1 - / - / - vs. KN, stumble > mid reversal #1 db+P+K rev-M 25 1 - / - / - vs. MP > mid reversal #2 db+P+K rev-M 25 1 - / - / - vs. MK > mid reversal #3 db+P+K rev-M 25 1 - / - / - vs. SK > mid reversal #4 db+P+K rev-M 30 1 - / - / - vs. EL > mid reversal #5 db+P+K rev-M 25 1 - / - / - vs. KN Hopping Attacks --------------- > hopping chop asc,P M / - 25 34 -11 / D / D > hopping punch mid,P M / MP 25 26 -9 / D / D > downward kick asc,K M / - 18 20 -9 / +2 / +9 > hopkick mid,K M / - 20 10 -6 / +5 / D > landing side kick desc,K M / - 20 10 -10 / +3 / D Ground Attacks -------------- > ground punch df+P G / GP 10 18 - / - / - > knee smash u+P G / - 25 30 - / - / - Back-Turned Attacks ------------------- > TT punch [BT] P H / HP 12 11 -7 / -4 / +1 continue with Px sequence, evade to opponent's back > TT kick [BT] K H / HK 20 13 -6 / D / D continue with Kx sequence > TT low blue fist [BT] d+P L / LP 12 20 -12 / -9 / -4 recovers high, continue with df+Px sequence > TT sweep [BT] d+K L / SW 20 21 -14 / D / D recovers high, cannot be evaded > reverse backflip kick [BT] ub+K M / - 30 26 -10 / D / D Wall Attacks ------------ > off the wall back kick f+P+K+G M / - 30 45 - / +6 / +8 guard stagger > backflip off the wall uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... M / MCR 20 27 -6 / +3 / +5 cannot be evaded > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / SK 20 35 -6 / +3 / +5 evade to opponent's back > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 30 -10 / +1 / +3 evade to opponent's back > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-=-=-= j) Sarah Bryant =-=-=-=-=-=-=-= introduced in: Virtua Fighter 1 country: USA sex: female blood type: AB job: college student hobby: sky diving stature: 173cm weight: 55kg B/W/H (in cm): 90/57/90 fighting style: jeet kune do stage info: * Colloseum * 12m x 12m * breakable short walls outfit #1: tight blue catsuit, no sleeves, high boots outfit #2: revealing pink top, red pants Since the end of the 3rd world tournament, Sarah has fully regained her memories thus life went back to normal for all the Bryants. Yet she remains unhappy for the most part. Even though she has recovered, some side effects still remain. She remembers all the bad things she has done before. Worst of all, she remembers trying to kill Jacky. She is also unable to remember clearly enough if the desire to kill Jacky was a result of J6's brainwashing or if it was part of her own wishes all along. When she finds out that Jacky intends to join the 4th tournament intention to join the tournament, she decides to join the tournament, so that she can beat Jacky and resolve matters once and for all. Special Moves ------------- > straight lead P H / HP 10 11 +1 / +5 / +9 > jab-straight P,P H / HP 10 9 -5 / -3 / +1 > flash piston punch #1 P,P,P H / HP 10 10 -8 / -8 / -4 > flash piston punch #2 P,P,b+P H / HP 10 10 -8 / -8 / 0 > flash piston punch #3 P,P,u+P H / HP 10 8 -9 / -8 / -1 > combo rising knee P,P,P,K M / KN 24 16 -18 / D / D can also be done from other PPx variants > combo kickflip P,P,P,b / ub+K M / SM 28 16 -29 / D / D can also be done from other PPx variants > combo rising kick P,P,P,u+K M / - 24 15 -34 can also be done from other PPx variants > double punch-snap kick P,P,K H / HK 20 14 -6 / D / D > punch-high kick P,K H / HK 20 12 -4 / +2 / D G-cancel, evade to opponent's back > punch-sidekick P,d+K M / SK 19 12 -6 / -1 / +5 crouch stagger > squat straight d+P L* / LP 9 12 -4 / +3 / +5 > rising elbow f+P M / EL 16 14 -6 / -4 / +4 crouch stagger > double joint butt f+P,K M* / KN 25 14 -21 / D / D > elbow-side chop f+P,df+P H / HP 12 15 -3 / 0 / +5 sober -1 DP, evade to opponent's back > snap side chop df+P H / HP 12 12 0 / +3 / +5 sober -2 DP, evade to opponent's back > setup combination df+P,K H* / HK 20 19 +4 / +4 / +6 to FL stance > vertical hook kick #1 K H / HK 25 14 -8 / D / D G-cancel, evade to opponent's back > vertical hook kick #2 F+K H / HK 25 14 -2 / D / D G-cancel, evade to opponent's back > high kick-straight K,P H / HP 8 20 -2 / -1 / +2 > double last kick K,K H / HK 15 17 -14 / D / D evade to opponent's front > jack knife kick d+K M / MK 20 15 -8 / -7 / D > jack knife-side kick d+K,K M / SK 20 18 -14 / -2 / +5 crouch stagger > knee kick FS,f+K M / KN 30 17 -12 / D / D > double step knee FS,f+K,df+K M / KN 35 50 -14 / D / D > dash knee f,f+K M / KN 30 17 -8 / D / D > switch kick FS,b+K M / SK 15 15 +4 / +6 / +11 crouch stagger, to FL stance > full spin heel kick u+K or uf+K M / - 25 20 -11 / D / D > middle kick df+K M / SK 10 16 -14 / -9 / -6 > illusion kick df+K,K H / HK 14 9 -18 / -14 / -8 > mirage kick df+K,K,K H / HK 20 16 -15 / D / D > illusion jack knife df+K,K,f+K M / MK 21 28 -17 / D / D > illusion low kick df+K,K,b+K L / LK 21 22 -21 / D / D recovers high > dragon smash cannon db+K M / MK 30 16 -16 / D / D > kickflip ub+K M / SM 38 14 -31 / D / D > low kick D+K L / LK 12 16 -14 / -7 / -2 evade to opponent's back > double low kick D+K,K L / LK 10 19 -14 / -6 / -6 evade to opponent's back > rising knee FC,f+K M / KN 30 16 -15 / D / D > double rising knee FC,f+K,K M / KN 19 20 -14 / D / D > rising knee-landing knee FC,f+K,pause,K M / KN 28 8 -17 / D / D > hide side kick P+K M / SK 20 27 +2 / +4 / +8 crouch stagger, sabaki vs. HP/HK/HE/MP/EL/MK/SK, to FL stance > toe kick d+P+K M / MK 15 18 -7 / -7 / -2 > toe kick-jack knife d+P+K,K M / MK 20 17 -14 / D / D > double rise kick b+P+K MM / SKSK 10+17 21,28 +4 / +8 / +10 crouch stagger, to FL stance > spin kick (near) K+G M / MCR 20~30 22 -11 / D / D more damage if executed further, cannot be evaded > spin kick (far) K+G M / MCR 20~30 22 -10 / D / D more damage if executed further, cannot be evaded > crush tornado WS+K+G H / - 30~42 43 -3 / D / D charge > crush tornado (fully charged) WS+K+G H / - 42 63 - / D / D high guard stagger, sober -2 DP > running knee (near) run,K+G M / KN 20~28 19 -15 / D / D more damage if executed closer > running knee (far) run,K+G M / KN 20~28 19 -18 / D / D more damage if executed closer > leg slicer d+K+G L / LK 20 21 -15 / -6 / KD foot crumble on MC > step round kick f+K+G M / SK 25 28 0 / D / D evade to opponent's back > spin edge kick b+K+G M / MK 25 16 -10 / D / D sober -1 DP, flop, slam on float > round kick u+K+G M / SK 25 20 -4 / D / D evade to opponent's back > low spin kick df+K+G L / LK 20 24 -18 / D / D cannot be evaded > side hook kick db+K+G M / MK 22 16 -5 / -4 / +5 sober -1 DP, force crouch, slam on float > tornado kick (near) uf+K+G H* / HCR 20~30 28 -1 / D / D sober -2 DP, more damage if executed further, evade to opponent's back > tornado kick (far) uf+K+G H* / HCR 20~30 28 +4 / D / D sober -2 DP, more damage if executed further, evade to opponent's back > spin heel sword ub+K+G M / MK 30 20 -6 / D / D flop, slam on float > right side kick d,P+K+G M / SK 25 23 -14 / +3 / +5 cannot be evaded > left side kick u,P+K+G M / SK 25 23 -14 / +3 / +5 cannot be evaded > moonsault uf+P - / - - 43 - / - / - > heel kick moonsault u+K,P / uf+K,P - / - - 35 - / - / - Flamingo Stance Attacks ----------------------- > flamingo cancel [FL] G - / - - 15 - / - / - exits FL stance > back roll escape [FL] b - / - - - - / - / - exits FL stance > step-in menace [FL] f - / - - - - / - / - > cut-in punch [FL] P H / HP 8 10 +1 / +4 / +7 exits FL stance, continue with Px sequence > cut-in chop [FL] df+P H / HP 10 12 0 / +3 / +5 sober -2 DP, exits FL stance, continue with df+Px sequence > moonsault [FL] uf+P - / - - 43 - / - / - > right high kick [FL] K H* / HK 12 14 +3 / +7 / +12 evade to opponent's front > round-trip kick [FL] K,K H / HK 10 18 0 / +4 / +7 evade to opponent's back > side kick combination [FL] K,K,K M / MK 17 21 -8 / +1 / +6 evade to opponent's front > low cut combination [FL] K,K,d+K L / LK 13 18 -11 / -2 / +4 recovers high, evade to opponent's back > cannon combination [FL] K,K,K+G M / MK 17 23 -8 / D / D > crush low [FL] d+K L / LK 15 17 -6 / -4 / 0 recovers high > = hand hold neck cut #1 P+G Hit 30 - - / - / - = link, exits FL stance, inescapable > = hand hold neck cut #2 P+G side-Hit 30 - - / - / - = link, exits FL stancev, inescapable > = hand hold neck cut #3 P+G back-Hit 35 - - / - / - = link, exits FL stance, inescapable > guard crush sword [FL] f+K H / HK 25 24 - / +8 / +17 guard stagger > cut-in middle [FL] df+K M / SK 17 18 -4 / 0 / +2 crouch stagger > kickflip [FL] u+K M / SM 30 14 -31 / D / D exits FL stance > fake [FL] P+K - / - - - - / +37~+56 / - sabaki vs. LP > side neck cut sword #1 [FL] d+P+K M / MK 23 39 -18 / +14 / +16 cannot be evaded > side neck cut sword #2 [FL] u+P+K M / MK 23 36 -17 / +12 / +14 cannot be evaded > heel sword [FL] K+G M / MK 20 37 +2 / +3 / D sober -1 DP, exits FL stance > = neck cut slash #1 f+P+G Hit 40 - - / - / - = link, exits FL stance, inescapable > = neck cut slash #2 f+P+G side-Hit 40 - - / - / - = link, exits FL stance, inescapable > = neck cut slash #1 f+P+G back-Hit 40 - - / - / - = link, exits FL stance, inescapable > low spin kick [FL] d+K+G L / LK 20 27 -11 / D / D recovers high, cannot be evaded > heel sword slash [FL] f+K+G M / MK 30 32 +2 / D / D exits FL stance, flop, slam on float Throws ------ > suplex P+G Ht 50 8 -8 / - / - P+G to escape > shell break elbow #1 P+G right-side-Ht 40 8 -6 / - / - recovers in open stance after escape, P+G to escape > shell break elbow #2 P+G left-side-Ht 40 8 -6 / - / - recovers in closed stance after escape, P+G to escape > back drop P+G back-Ht 50 8 - / - / - inescapable > lightning knee smash b+P+G Ht 43 8 -6 / - / - b+P+G to escape > quadruple knee bash b+P+G wall-Ht 70 8 -6 / - / - opponent's back to wall, b+P+G to escape > rolling face crush uf+P+G catch-Ht 45 18 - / - / - inescapable > neck breaker drop f,f+P+G Ht 40 8 - / - / - recovers on ground if escaped, f+P+G to escape > leg hold throw b,f+P+G Ht 55 8 -8 / - / - f+P+G to escape > fallen angel throw f,db+P+G Ht 45 8 -6 / - / - db+P+G to escape > leg hook throw [FL] P+G catch-Ht 45 19 - / - / - exits FL stance, P+G to escape > gatling kick beat #1 [FL] u,b,d,f+P+G catch-Ht 60 20 - / - / - sober -2 DP, exits FL stance, inescapable > gatling kick beat #2 [FL] d,b,u,f+P+G catch-Ht 60 20 - / - / - sober -2 DP, exits FL stance, inescapable > back drop P+K+G back-Lt 60 8 - / - / - inescapable Hopping Attacks --------------- > elbow asc,P M / MP 25 34 -11 / D / D slam on float > step straight mid,P M / MP 25 26 -9 / D / D > step hook kick mid,K M / - 20 10 -6 / +5 / D > step heel kick desc,K M / - 20 10 -10 / +3 / D Ground Attacks -------------- > soccer ball kick df+K G / GK 13 18 - / - / - > jumping knee stomp u+P G / - 25 33 - / - / - Back-Turned Attacks ------------------- > TT turn knuckle [BT] P H / HP 10 10 -3 / +1 / +5 continue with Px sequence > TT turn low straight [BT] d+P L / LP 14 13 -4 / 0 / +5 > TT turn kick [BT] K H / HK 30 10 +3 / D / D evade to opponent's back > TT turn low spin kick [BT] d+K L / LK 20 17 -14 / D / D cannot be evaded > TT dragon kick [BT] f+K H / HK 25 16 0 / D / D cannot be evaded > TT mule kick [BT] df+K M / MK 25 18 -3 / D / D > TT moonsault [BT] uf+P - / - - 43 - / - / - Turn-Away Attacks ----------------- > TA back knuckle b,b+P H / HP 14 10 -1 / +3 / +8 > TA backspin kick b,b+K H / HK 25 19 -2 / +6 / D evade to opponent's front > TA spin turn kick FC,b+K H / HK 15 12 -7 / -4 / +1 sober -1 DP, evade to opponent's back > TA double spin kick FC,b+K,K H / HK 15 18 -8 / -4 / 0 sober -1 DP, evade to opponent's back Wall Attacks ------------ > react round kick f+P+K+G M / - 30 42 - / D / D guard stagger > wall back roll uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... M / MCR 20 27 -6 / +3 / +5 cannot be evaded > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6 / +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / - 20 34 -10 / 0 / 0 > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 cannot be evaded > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... M / - 20 34 -10 / 0 / 0 > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=- k) Shun-Di =-=-=-=-=- introduced in: Virtua Fighter 2 country: China sex: male blood type: 0 job: herbal doctor hobby: drinking stature: 164cm weight: 63kg B/W/H (in cm): 88/86/89 fighting style: drunken kung-fu stage info: * Cave * 12m x 12m * unbreakable high walls outfit #1: yellow/green top with ornaments, blue pants, red belt outfit #2: all-blue outfit with yellow belt After the 3rd world tournament, Shun was still unsuccessful in finding his student. One day, he received a letter from his student, informing him of his intention to escape from J6 but was recaptured eventually. Not wanting to react rashly, he waited for the next letter but it never arrived. He decides to join the 4th tournament hoping to find more information about his missing student. Special Moves ------------- > punch P H / HP 10 12 -1 / +3 / +7 > double punch P,P H / HP 12 10 -4 / 0 / +5 > double punch-uppercut P,P,P M* / MP 15 19 -11 / D / D > double punch-spinning low kick P,P,d+K L / LK 10 19 -24 / -20 / -16 requires 6 DP, recovers high, evade to opponent's back > double punch-spinning low kick-fall P,P,d+K,G - / - - - - / - / - requires 6 DP, sacrifice 1 DP, recovers on ground > double punch-spinning low kick-high kick P,P,d+K,K H / HK 15 11 -13 / D / D requires 6 DP > double punch-spinning low kick-high kick-fall P,P,d+K,K,G - / - - - - / - / - requires 6 DP, sacrifice 1 DP, recovers on ground > punch-heelkick P,K H / HK 20 13 -9 / -2 / D evade to opponent's front > low punch d+P or D+P L* / LP 8 12 -5 / +2 / +4 > chouwan uppercut d,df,f+P M* / MP 23 15 -2 / D / D > chouwan uppercut-backfist d,df,f+P,P H / HP 15 15 -6 / -6 / -1 requires 6 DP, evade to opponent's front > knuckle f+P H / HP 15 12 -5 / -3 / -2 sober -1 DP, evade to opponent's front > knuckle-hip check f+P,K M* / - 25 20 -13 / D / D sober -1 DP > double knuckle f+P,P M / EL 10 16 -10 / -7 / -2 sober -1 DP > double knuckle-hip check f+P,P,K M* / - 25 20 -13 / D / D sober -1 DP > double knuckle-backfist f+P,P,P H / HP 10 18 -11 / -7 / -2 sober -1 DP > double knuckle-backfist-hip check f+P,P,P,K M* / - 25 20 -13 / D / D -1 DP > backfist b+P H / HP 24 17 -2 / +1 / +9 turns opponent around > straight punch b,f+P H / HP 8 11 -5 / -3 / +3 > double straight punch b,f+P,P H / HP 10 7 -13 / -9 / -5 > triple straight punch b,f+P,P,P H / HP 14 9 -6 / -4 / +3 > lunging uppercut b,df+P M / MP 23 16 -13 / D / D > uppercut FS,df+P M / MP 17 15 -5 / -1 / +6 > uppercut-thrust punch FS,df+P,P H / HP 12 16 -13 / -10 / -5 requires 8 DP > uppercut-thrust punch-toekick FS,df+P,P,K M / SK 23 24 - / D / D requires 8 DP, sacrifice 1 DP, recovers on ground, guard stagger, stumble > uppercut-thrust punch-toekick-handstand FS,df+P,P,K,P+K+G - / - - - -10 / -4 / - to HS position > uppercut-thrust punch-toekick-handstand (delay) FS,df+P,P,K,P+K+G - / - - - -34 / -28 / - to HS position > lunging punch FC,df+P M / MP 25 16 -13 / D / KD stomach crumble on MC > backpush #1 db+P L* / LP 15 16 -10 / -10 / -5 > backpush #2 DB+P L* / LP 20 14 -9 / -8 / D > backpush-sweep db+P,K / DB+P,K L / SW 15 29 -24 / D / D cannot be evaded > forward corkscrew punch uf+P M / MP 30 24 -15 / D / D evade to opponent's front > falling double fist ub+P M / - 25 53 - / D / D sacrifice 1 DP, recovers on ground > high kick (-> DR stance) K H / HK 25 14 -11 / D / D hold K for DR stance, evade to opponent's back > high kick-jumping kick (-> DR stance) K,K H* / HK 20 13 -10 / D / D hold K for DR stance, evade to opponent's back > high kick-jumping kick-backfist K,K,P H / HP 10 18 -2 / 0 / +4 evade to opponent's back > high kick-jumping kick-low backfist K,K,d+P L / LP 10 19 -15 / -11 / -7 evade to opponent's back > high kick-jumping kick-low backfist-mule kick K,K,d+P,K M* / - 20 14 -10 / D / D requires 16 DP > low kick d+K L / LK 10 14 -16 / -10 / -6 > crane kick f+K M / MK 21 21 +6 / +10 / D to DR stance > cartwheel f,f+K M / - 21 18 -12 / D / D > falling kick b+K M / SK 24 17 - / D / D sacrifice 1 DP, recovers on ground > mule kick #1 u+K M / - 20 17 -13 / D / D flop > side kick df+K M / SK 21 17 -6 / -1 / +7 crouch stagger > spinning low kick db+K L / LK 10 17 -21 / -17 / -13 recovers high, evade to opponent's back > spinning low kick-fall db+K,G - / - - - - / - / - sacrifice 1 DP, recovers on ground > spinning low kick-high kick db+K,K H / HK 15 11 -13 / D / D > spinning low kick-high kick-fall db+K,K,G - / - - - - / - / - sacrifice 1 DP, recovers on ground > sacrifice drop kick ub+K M / - 25 20 - / D / D sacrifice 1 DP, recovers on ground > flipover kick uf+K M / - 25 32 - / D / D sacrifice 1 DP, recovers on ground > thrust punch P+K M / MP 12 15 -6 / -3 / -4 > thrust punch-sacrifice toe kick P+K,K M / SK 23 24 - / D / D sacrifice 1 DP, recovers on ground > thrust punch-sacrifice toe kick-handstand P+K,K,P+K+G - / - - - -10 / -4 / - sacrifice 1 DP, recovers on ground > thrust punch-sacrifice toe kick-handstand (delay) P+K,K,P+K+G - / - - - -34 / -28 / - sacrifice 1 DP, recovers on ground > double-fisted strike f+P+K M / - 25 32 -9 / D / D drink +3 DP, evade to opponent's front > drunken crash f,f+P+K M / - 28 19 - / D / D requires 8 DP, sacrifice 1 DP, sober -1 DP, high guard stagger > lunging elbow df+P+K M / EL 25~38 23 -6 / +1 / +5 charge > lunging elbow (fully charged) df+P+K M / EL 38 50 - / D / D high guard stagger > evading poke db+P+K HM / -MP 10+10 53,62 -6 / +4 / D sober -2 DP, sabaki vs. HP/HK/HE/MP/EL/MK/SK/KN > evading poke-chop db+P+K,P M / MP 10 14 -6 / D / D sober -2 DP, flop, evade to opponent's back > hopping spin kick (-> DR stance) K+G M / MK 25 17 -11 / -1 / +1 hold K+G for DR stance, evade to opponent's front > hopping spin kick-push K+G,P M / - 19 45 -3 / D / D sober -1 DP, stagger on hit > 1 drunken sweep d+K+G L / SW 10 24 -21 / D / D requires 1 DP, evade to opponent's front > 2 drunken sweeps d+K+G,K L / SW 10 23 -19 / D / D requires 6 DP, evade to opponent's front > 3 drunken sweeps d+K+G,K,K L / SW 10 20 -21 / D / D requires 7 DP, evade to opponent's front > slow sweep (near) FC,df+K+G L / LK 20~30 25 -25 / D / D more damage if executed further, cannot be evaded > slow sweep (far) FC,df+K+G L / LK 20~30 25 -22 / D / D more damage if executed further, cannot be evaded > scorpion kick f+K+G M / - 20 22 -10 / D / D > retreating hop kicks (-> DR stance) b+K+G M / SK 20+10 15,19 -40 / D / D hold K+G for DR stance > mule kick #2 u+K+G M / - 20 17 -13 / D / D flop > falling double kick db+K+G HH / HKHK 15+10 15,25 - / D / D sacrifice 1 DP, recovers on ground > dodging cartwheel #1 d,P+K+G M / - 20+10 20,31 -14 / D / KD slam on MC > dodging cartwheel #2 u,P+K+G M / - 20+10 20,31 -14 / D / KD slam on MC > drink P+K+G - / - - - - / - / - drink +1 DP > drunken walk right d+P+K+G - / - - - - / - / - recovers in TA > drunken walk left u+P+K+G - / - - - - / - / - recovers in TA > backward dodge b+P+K+G - / - - - - / - / - > forward evade #1 df+P+K+G - / - - - - / - / - > forward evade #2 uf+P+K+G - / - - - - / - / - > backward evade #1 db+P+K+G - / - - - - / - / - > backward evade #2 ub+P+K+G - / - - - - / - / - > sit down d+P+K - / - - - - / - / - to ST position > handstand #1 u+P+K - / - - - - / - / - to HS position > handstand #2 f,df,d,db,b - / - - - - / - / - to HS position > lie down b,db,d,df,f - / - - - - / - / - to LD position Drunken Walk & Evasion Attacks ------------------------------ > drunken elbow #1 d+P+K+G,P M / MP 14 23 -6 / 0 / +5 crouch stagger > drunken elbow combo #1 d+P+K+G,P M / MP 20 20 -33 / D / D flop, to DR stance > drunken elbow #2 u+P+K+G,P M / MP 14 23 -6 / 0 / +5 crouch stagger > drunken elbow combo #2 u+P+K+G,P M / MP 20 20 -32 / D / D flop, to DR stance > backward shuffle swipe b+P+K+G H / HP 15 10 +2 / +2 / +7 > evading swipe #1 db+P+K+G,P H / HP 17 11 -1 / +2 / +4 cannot be evaded > evading double fist #1 db+P+K+G,P+K H / - 30 19 -5 / D / D > evading swipe #2 ub+P+K+G,P H / HP 17 11 -1 / +2 / +4 cannot be evaded > evading double fist #2 ub+P+K+G,P+K H / - 30 19 -5 / D / D Sitting Position Attacks ------------------------ > stand up [ST] G / f / u - / - - - - / - / - exits ST position > lie down [ST] d,d - / - - - - / - / - to LD position > flipover kick [ST] K M / - 20 22 -18 / D / D exits ST position > low kick [ST] d+K L / LK 24 24 -16 / KD / KD foot crumble, exits ST position > drink [ST] P+K+G - / - - - - / - / - +3 DP, exits ST position Handstand Position Attacks -------------------------- > back to standing position [HS] G - / - - - - / - / - exits HS position > forward hop [HS] f - / - - - - / - / - > backward hop [HS] b - / - - - - / - / - > handstand kicks [HS] K M / - 25 11 -18 / D / D > rolling elbow smash (-> LD position) [HS] P+K M / EL 24 34 -7 / D / D G-cancel for LD position, exits HS position > flipover mule kick [HS] K+G M / - 25 34 +1 / +3 / - exits HS position Lying Down Position Attacks --------------------------- > stand up [LD] G - / - - - - / - / - exits LD position > handstand [LD] b - / - - - - / - / - to HS position > thrust kick [LD] K M / SK 17 14 -17 / -17 / -10 exits LD position, evade to opponent's front > thrust kick-punch [LD] K,P H / HP 13 12 -9 / -8 / -1 exits LD position, cannot be evaded > thrust kick-punch-falling kick [LD] K,P,K M / SK 20 17 - / D / D recovers on ground, exits LD position > thrust kick-punch-spinning low kick [LD] K,P,d+K L / LK 10 15 -22 / -19 / -15 recovers high, requires 10 DP, exits LD position, evade to opponent's front > thrust kick-punch-spinning low kick-fall [LD] K,P,d+K,G - / - - - - / - / - requires 10 DP, ground, exits LD position > thrust kick-punch-spinning low kick-high kick [LD] K,P,d+K,K H / HK 15 11 -9 / D / D requires 10 DP, exits LD position > thrust kick-punch-spinning low kick-high kick-fall [LD] K,P,d+K,K,G - / - - - - / - / - requires 10 DP, ground, exits LD position > rollover scissor kicks [LD] f+K LL / - 10+16 24,31 -40 / D / D > sweep [LD] d+K L / LK 12 14 -27 / D / D exits LD position, evade to opponent's front > drink [LD] P+K+G - / - - - - drink +3 DP Drunken Stance Attacks ---------------------- > sober up (stance cancel) [DR] G - / - - - - / - / - exits DR stance to TA > forward hop [DR] f - / - - - - / - / - > backward hop [DR] b - / - - - - / - / - > backfist [DR] P H* / HP 21 17 +1 / +1 / +9 exits DR stance, sober -2 DP, turns opponent around > kick [DR] K M / MK 21 17 0 / +8 / D crouch guard stagger > sweep [DR] K+G L / SW 10 26 -18 / D / D exits DR stance, evade to opponent's front > sit down [DR] P+K - / - - to ST position > lie down [DR] d / u - / - - - - / - / - to LD position Throws ------ > dances with punches P+G Ht 50 8 -6 / - / - drink +4 DP, P+G to escape > hip check throw #1 P+G right-side-Ht 40 8 -8 / - / - P+G to escape > hip check throw #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > tidy bowl throw P+G back-Ht 50 8 - / - / - drink +5 DP, sober -2 DP, inescapable > butt check-turning swipe [BT] P+G Ht 40 15 - / - / - QR/TR possible for -10 pts. > elbow smash b+P+G Ht 50 8 -15 / - / - b+P+G to escape > wall elbow smash b+P+G wall-Ht 60 8 -15 / - / - opponent's back to wall, +5 DP, b+P+G to escape > rollover throw df+P+G Ht 0 8 -6 / +13 / - tsukame, df+P+G to escape > switch & kick b,df+P+G Ht 10 8 -8 / +13 / - requires 6 DP, tsukame, df+P+G to escape > grab & fling d,f,u,b / u,f,d,b+P+G Ht 60 8 -6 / - / - requires 10 DP, drink +2 DP, f,b+P+G to escape > frankensteiner [HS] P+G catch-Ht 50 15 - / - / - sober -2 DP, inescapable, exits HS position > fall down throw [DR] P+G catch-Ht 50 23 - / - / - inescapable, QR/TR possible, to LD position Hopping Attacks --------------- > hopping smash asc,P M / - 25 53 - / D / D sacrifice 1 DP, recovers on ground > hopping corkscrew punch asc,uf+P M / MP 20 24 -15 / D / D evade to opponent's front > hopping punch mid,P M / MP 30 26 -5 / D / D > hopkick asc,K M / - 25 10 -7 / D / D > landing sweep mid,K L / LK 20 13 -21 / D / D recovers high, evade to opponent's front Ground Attacks -------------- > spinning elbow drop df+P G / - 12 19 - / - / - > somersault smash u+P G / - 25 38 - / - / - > rolling elbow drop uf+P G / - 20 55 - / - / - recovers on ground > falling double fist ub+P G / - 20 46 - / - / - recovers on ground Back-Turned Attacks ------------------- > rolling retreat [BT] f - / - - - - / - / - > TT punch [BT] P H / HP 12 11 -7 / -4 / +1 continue with Px sequence > thrust kick [BT] P+K M / SK 12 13 -9 / -4 / -2 -1 DP > TT thrust kick-head strike [BT] P+K,K M / - 20 34 - / D / D sacrifice 1 DP, recovers on ground > TT kick [BT] K H / HK 30 15 -8 / D / D cannot be evaded > TT low backfist [BT] d+P L / LP 14 16 -19 / -15 / -8 recovers high > TT low kick [BT] d+K L / LK 25 19 -12 / -3 / D > l-shaped attack [BT] P+K+G MH / MPHP 10+8 14,36 -8 / -2 / D > l-shaped attack combo [BT] P+K+G,P H / HP 8 16 -9 / -5 / 0 > TT l-shaped attack rush [BT] P+K+G,P,P M / - 10 19 -59 / -53 / -49 > = auto throw [BT] n Hit 35 - - / - / - = link on MC, requires 10 DP, inescapable Turn-Away Attacks ----------------- > TA punch b,b+P H / HP 12 14 -11 / -8 / -3 evade to opponent's back > TA kick b,b+K H / HCR 25 20 -9 / D / D cannot be evaded Rising Attacks -------------- > face down, feet towards K,K,K... M / - 20 29 -10 / D / D > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6 / +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / - 20 24 -10 / D / D cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +3 / +5 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 cannot be evaded > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / LK 20 33 -12 / 0 / 0 evade to opponent's back > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-=-=-=- l) Vanessa Lewis =-=-=-=-=-=-=-=- introduced in: Virtua Fighter 4 country: unknown sex: female blood type: AB job: security guard hobby: singing stature: 175cm weight: 55kg B/W/H (in cm): 93/57/93 fighting style: vale tudo stage info: * Harbor * 10m x 10m * unbreakable high walls outfit #1: black shorts and bra, high boots, black wrist guards outfit #2: military type black t-shirt and navy pants When she was still a child, J6 Special Forces killed Vanessa's parents. She was captured by them and was trained to be a part of J6's special forces. However, in an unexpected twist, a man called Lewis who was a member of the Bryant's special forces rescued Vanessa. Vanessa grew close to Lewis. However, their time together was brief, as suddenly a member of J6's special forces murdered Lewis. One day, she hears of J6's intention to capture Sarah in the 4th tournament. Vanessa decides to join the 4th tournament not only as Sarah's bodyguard, but to find Lewis's murderer as well. Defensive Style Attacks ----------------------- > jab P H / HP 10 14 +1 / +5 / +8 > one-two P,P H / HP 10 11 -5 / -3 / -1 > one-two-low P,P,K L / LK 17 18 -14 / -6 / -4 > shadow combination P,P,P M / MP 17 20 -8 / +3 / +5 > shadow combo-high kick P,P,P,K H / HK 20 17 -13 / D / D evade to opponent's front > feint body P,df+P M / MP 17 15 -8 / +2 / KD sober -1 DP, stomach crumble on MC > dashing uppercut WS+P M / MP 18 13 -4 / +2 / D stumble on MC > leg guard crush d+P or D+P L* / LP 9 12 -4 / +3 / +5 > back knuckle f+P M / EL 15 16 -9 / -5 / 0 evade to opponent's front > back knuckle high f+P,K H / HK 21 11 -13 / -3 / 0 evade to opponent's front > back knuckle stream f+P,K,K M / MK 24 20 -13 / +4 / +7 > back knuckle-toe kick f+P,df+K M / MK 23 15 -10 / -2 / +2 > = front sleeper f+P+G Hit 10+10+10+10 0 - / - / - = link on MC, struggle for less damage, inescapable > ducking body blow f,f+P M / MP 18 16 -8 / -3 / 0 evade to opponent's back > ducking body smash f,f+P,P M / MP 18 13 -10 / 0 / 0 > heavy impact b+P M / MP 28 29 +5 / +9 / +20 sober -1 DP > cut uppercut df+P H / HP 8 10 0 / +2 / +2 > intruder combo df+P,P M / MP 15 16 -9 / -2 / 0 > defensive elbow db+P M / EL 22 18 -4 / +2 / +2 sabaki vs. LP/LK/SW > front kick K M / MK 17 17 -6 / +2 / +4 > switch left slicer K,u+K H / HK 20 23 -13 / -12 / 0 evade to opponent's front > switch right slicer K,d+K H / HK 20 23 -13 / -5 / 0 evade to opponent's back > half moon kick WS+K M / MK 20 18 -7 / +1 / D evade to opponent's front > stopping low d+K L / LK 13 17 -14 / -6 / 0 > stopping low combo d+K,P H / HP 10 23 -13 / -1 / +3 > stopping low smash d+K,P,P H / HP 10 13 +2 / D / D evade to opponent's back > sit down low kick D+K L / LK 17 16 -14 / -6 / 0 evade to opponent's back > cut-in knee kick f+K M / KN 18 15 -4 / +1 / +5 > = front sleeper f+P+G Hit 10+10+10+10 - - / - / - = link on MC, struggle for less damage, inescapable > shadow slicer f,f+K M / MK 25 21 -7 / D / D cannot be evaded > counter strike b+K M / MK 26 19 -11 / D / D > parrying high kick b,f+K H / HK 20 23 -15 / -1 / D sabaki vs. HP/MP/EL/HK/KN > parrying combination b,f+K,P H* / HP 15 18 +2 / +2 / +6 sober -1 DP, evade to opponent's back > right angle toe kick u+K M / MK 25 19 -5 / +2 / D > bone crush middle df+K M / MK 23~30 16 -3 / 0 / +3 charge > bone crush middle (fully charged) df+K M / MK 30 37 - / D / D guard stagger > heavy hook P+K M / MP 25 18 -4 / +3 / +7 evade to opponent's back > heavy hook combo P+K,P H* / HP 12 22 +2 / +5 / +8 sober -1 DP, evade to opponent's back > bomber strike d+P+K M / MP 30 32 +4 / +6 / +7 sober -1 DP > lightning lancer takedown f,f+P+K catch-Ht 35 40 - / - / - inescapable > = pass guard knuckle P Hit 25 - - / - / - = link, guard possible > lightning smash b,f+P+K M / MP 30 33 -13 / D / D evade to opponent's front > lightning combination b,f+P+K,P M / MP 18 14 -14 / D / D evade to opponent's back > cut-in b,df+P+K - / - 0 0 - / +29~+37 / - sabaki vs. LP/LK, recovers low > high angle fist drop df+P+K M / MP 23 17 -4 / +3 / +6 sober -1 DP, evade to opponent's back > guard crush combo K+G H / - 35 39 - / D / D sober -2 DP, guard stagger > low spin slicer d+K+G L / SW 24 20 -18 / -5 / 0 cannot be evaded > heel kick f+K+G M / MK 25 24 -14 / D / D sober -1 DP > leg cut low f,f+K+G M / LK 17 39 -4 / -3 / +4 > = takedown f+P+G Hit 37 - - / - / - = link, inescapable > back charge kick b,b+K+G M / MK 24~45 47 -6 / KD / KD charge, stomach crumble > back charge kick (fully charged) b,b+K+G M / MK 45 71 - / KD / KD guard stagger, stomach crumble > step out b,b+K+G,hold K,G - / - - - - / - / - > step in b,b+K+G,G - / - - - - / - / - input before hit > leg bomber db+K+G M / MK 30 28 -7 / D / D > stomach crush df+K+G M / MK 20 19 -7 / -3 / +1 > = front sleeper f+P+G Hit 10+10+10+10 - - / - / - = link, struggle for less damage, inescapable > intruder hook G,u+P M / MP 20 22 -9 / -1 / KD stomach crumble on MC, evade to opponent's back > intercept body blow G,d+P M / MP 20 20 -11 / 0 / KD stomach crumble on MC, evade to opponent's front > grinding slicer G,uf+P M / MP 19 36 -10 / -3 / -1 head crumble, cannot be evaded > grinding back knuckle G,df+P M / MP 19 41 -8 / +2 / +4 head crumble, cannot be evaded > grinding middle G,ub+K M / MK 19 27 -15 / -13 / -9 cannot be evaded > = hold f+P+G Hit 0 - - / - / - = link on MC, tsukame, inescapable > grinding toe G,db+K M / MK 19 29 -7 / -4 / D cannot be evaded > = hold f+P+G Hit 0 - - / - / - = link on MC, tsukame, inescapable > barrier kick #1 d,P+K+G M / MK 25 21 -14 / +2 / +4 cannot be evaded > barrier kick #2 u,P+K+G M / MK 20 21 -14 / +2 / +4 cannot be evaded > switch to muay thai stance P+K+G - / - - - - / - / - MT stance Muay Thai Stance Attacks ------------------------ > switch to regular stance [MT] P+K+G - / - - - - / - / - > flicker jab [MT] P H / HP 10 13 0 / +3 / +6 > flicker combination [MT] P,P H / HP 9 9 -7 / -4 / -1 > flicker combo strike [MT] P,P,P H / HP 9 9 -8 / -5 / -2 > defensive elbow [MT] d+P or D+P M / EL 22 18 -5 / +1 / +4 sabaki vs. LP/LK/SW > elbow [MT] f+P M / EL 13 14 -6 / -3 / +2 > double elbow [MT] f+P,P M / EL 13 11 -8 / -4 / 0 > elbow storm [MT] f+P,P,K M / KN 18 13 -10 / +1 / +5 > heavy straight [MT] b,f+P H / HP 10 16 -4 / -2 / +1 sober -1 DP > body straight [MT] b,f+P,P H / HP 10 12 -8 / -5 / -2 sober -1 DP, evade to opponent's front > chopping right [MT] b,f+P,P,P M / MP 15 13 -9 / -2 / 0 sober -1 DP > assault combination [MT] b,f+P,P,P,K M / KN 18 15 -10 / +2 / +6 > uppercut [MT] df+P M / MP 20 19 -7 / +2 / D > uppercut-heel sword [MT] df+P,K M / MK 23 25 -13 / -2 / +2 slam > stopping knee [MT] K M / MK 18 16 -2 / +4 / +6 > stopping high kick [MT] K,K H / HK 12 21 -6 / +1 / +2 evade to opponent's back > stopping high combo [MT] K,K,P H / HP 10 23 -3 / 0 / +3 > smash out [MT] K,K,P,P H / HP 10 13 +2 / D / D evade to opponent's back > stopping knee bomber [MT] K,K,P,K M / KN 18 14 -8 / +2 / +4 > half moon kick [MT] WS+K M / MK 20 18 -7 / +1 / D evade to opponent's front > stopping low [MT] d+K L / LK 13 17 -14 / -6 / -1 > stopping low combo [MT] d+K,P H / HP 10 23 -3 / +1 / +3 > stopping low smash [MT] d+K,P,P H / HP 10 13 +5 / D / D sober -1 DP, evade to opponent's back > stopping low knee bomber [MT] d+K,P,K M / KN 15 14 -10 / -1 / +4 > low kick [MT] D+K L / LK 20 16 -9 / -6 / -1 evade to opponent's back > knee kick [MT] f+K M / KN 20 18 -6 / -1 / D > double knee kick [MT] f+K,K M / KN 15 27 -8 / 0 / +3 > knee kick combination [MT] f+K,K,P M / MP 18 29 -15 / D / D > step-in knee [MT] f,f+K M / KN 18 17 -6 / 0 / 3 > step-in knee-high kick [MT] f,f+K,K H / HK 22 21 -14 / D / D evade to opponent's front > step-in knee-low kick [MT] f,f+K,d+K L* / LK 15 21 -16 / -7 / -3 evade to opponent's front > step-in knee combination [MT] f,f+K,d+K,K H / HK 25 20 -15 / D / D evade to opponent's front > slicer high [MT] b,f+K H / HK 20 21 -3 / 0 / +2 evade to opponent's back > slicer hurricane [MT] b,f+K,K H / HK 25 17 -17 / -3 / -1 > short jump middle [MT] df+K M / MK 23 16 -5 / 0 / +5 evade to opponent's back > heavy hook [MT] P+K M / MP 25 18 -4 / +3 / +7 evade to opponent's back > heavy hook-knuckle [MT] P+K,P H* / HP 12 22 -1 / +2 / +5 sober -1 DP, evade to opponent's back > heavy hook combination [MT] P+K,P,K M / KN 15 14 -10 / +4 / +7 > lightning elbow [MT] f+P+K H* / HE 20 14 -6 / D / D sober -2 DP > step-in back knuckle [MT] f,f+P+K M / EL 18 23 -5 / 0 / +5 evade to opponent's front > heavy hook combination [MT] f,f+P+K,P H / HP 16 24 -9 / -1 / +1 evade to opponent's back > heavy hook tornado [MT] f,f+P+K,P,P M / MP 20 14 -16 / -6 / D evade to opponent's front > high angle fist drop [MT] df+P+K M / MP 20 17 -4 / +1 / +6 evade to opponent's back > guard crush tornado [MT] K+G H* / - 35 39 - / D / D sober -2 DP, guard stagger > low spin slicer [MT] d+K+G L / SW 24 20 -18 / -5 / 0 cannot be evaded > heel kick [MT] f+K+G M / MK 25 24 -6 / D / D sober -1 DP > neck slicer [MT] f,f+K+G H* / HK 22 19 0 / D / D sober -2 DP > back charge kick [MT] b,b+K+G M / MK 24~38 47 -16 / D / D charge, stomach crumble > back charge kick (fully charged) [MT] b,b+K+G M / MK 38 71 - / D / D guard stagger, stomach crumble > step out [MT] b,b+K+G,hold K,G - / - - - - / - / - > step in [MT] b,b+K+G,G - / - - - - / - / - input before hit > leg bomber [MT] db+K+G M / MK 30 28 -7 / D / D > intruder hook [MT] G,u+P M / MP 20 22 -10 / +1 / KD stomach crumble on MC, evade to opponent's back > intercept body blow [MT] G,d+P M / MP 20 20 -11 / D / KD stomach crumble on MC, evade to opponent's front Throws ------ > canyon dive P+G Ht 40 8 -6 / - / - P+G to escape > takedown blow #1 P+G right-side-Ht 40 8 -6 / - / - P+G to escape > takedown blow #2 P+G left-side-Ht 40 8 -6 / - / - P+G to escape > replacement throw db+P+G Ht 0 8 -6 / - / - tsukame, db+P+G to escape > wall replacement throw db+P+G Ht 30 8 -6 / - / - Vanessa's back to wall, tsukame, db+P+G to escape > elbow rush f+P+G Ht 43 8 0 / - / - sober -1 DP, f+P+G to escape > arm crush throw df,df+P+G Ht 58 8 -6 / - / - df+P+G to escape > army combination b,db,d,df,f+P+G Ht 60 8 -9 / - / - f+P+G to escape > hell's gate f,d+P+G Ht 53 8 0 / - / - d+P+G to escape > heaven's gate d,f,u,b / u,f,d,b+P+G Ht 58 8 -6 / - / - b+P+G to escape > leg breaker d,b,u,f / u,b,d,f+P+G Ht 70 8 -6 / - / - f+P+G to escape > wall kiss f,f+P+G wall-Ht 30 8 -6 / - / - opponent's back to wall, f+P+G to escape > = stomach crusher b+P+G Ht 40 - -6 / - / - = link, b+P+G to escape > = judgement guilty f+P+G Ht 45 - -25 / - / - = link, f+P+G to escape > head divider P+G left-side-Ht 40 8 -6 / - / - P+G to escape > rock crush throw P+G back-Ht 60 8 0 / - / - inescapable > rib crush body d+P+K+G Lt 50 13 - / - / - d+P+K+G to escape > rib crush knee df+P+K+G Lt 55 13 - / - / - df+P+K+G to escape > elbow slash [MT] P+G Ht 30 8 -2 / - / - sober -1 DP, P+G to escape > chinhook strike [MT] P+G side-Ht 40 8 -10 / - / - P+G to escape > triple heavy smash [MT] f+P+G Ht 45 8 -2 / - / - sober -1 DP, f+P+G to escape > double knee strike [MT] df+P+G Ht 50 8 -2 / - / - df+P+G to escape Reversals/Inashi ---------------- > right hand hold n rev-H 0 - - / - / - vs. right HP/MP, struggle to escape > = hold high kick K H / - 20 - -20 / - / - = link, G to guard > = hold low kick d+K L / - 20 - 0 / - / - = link, d+G to guard > = arm break P+G Hit 30 - 0 / - / - = link > left hand hold n rev-H 0 - - / - / - vs. left HP/MP, struggle to escape > = hold toe kick K H / - 20 - 0 / - / - = link, G to guard > = hold shin kick d+K L / - 20 - 0 / - / - = link, d+G to guard > = arrest hold knee P+G Hit 30 - +10 / +45 / - = link > high reversal #1 b+P+K rev-H 50 1 - / - / - vs. HP > high reversal #2 b+P+K rev-H 35 1 - / - / - vs. HK > mid reversal #1 db+P+K rev-M 50 1 - / - / - vs. MP > mid reversal #2 db+P+K rev-M 35 1 - / - / - vs. MK > mid reversal #3 db+P+K rev-M 30 1 - / - / - vs. SK Hopping Attacks --------------- > double knuckle asc,P M / MP 25 34 -11 / D / D > hopping elbow [MT] asc,P M / EL 25 34 -11 / D / D > step straight mid,P M / MP 25 26 -9 / D / D > step hook kick mid,K M / MK 25 10 -6 / D / D > step heel kick desc,K M / MK 20 10 -11 / -7 / 0 Ground Attacks -------------- All ground attacks can be performed from any stance. > soccer ball kick df+K G / GK 13 18 - / - / - > rolling leg drop u+P G / - 25 42 - / - / - > knee stomp [MT] u+P G / - 25 33 - / - / - Back-Turned Attacks ------------------- > TT back slash #1 [BT] P H / HP 12 12 -2 / +2 / +6 evade to opponent's front > TT turn straight #1 [BT] d+P H / HP 12 14 -12 / -9 / -4 > TT half moon turn kick #1 [BT] K H / HK 20 19 -7 / D / D > TT stepping far kick #1 [BT] d+K M / MK 14 17 -13 / -9 / -4 > TT face crush blow #1 [BT] P+K H / HE 19 17 0 / +4 / +8 head crumble > TT low spin slicer #1 [BT] d+K+G L / SW 20 21 -15 / D / D cannot be evaded > TT back slash #2 [BT,MT] P H / HP 12 12 -14 / -11 / +6 evade to opponent's front > TT turn straight #2 [BT,MT] d+P H / HP 12 14 -12 / -9 / -4 evade to opponent's front > TT half moon turn kick [BT,MT] K H / HK 20 19 -7 / D / D > TT stepping far kick [BT,MT] d+K M / MK 14 17 -13 / -9 / -4 > TT face crush blow [BT,MT] P+K H / HE 19 17 -6 / -5 / +2 head crumble > TT low spin slicer [BT,MT] d+K+G L / SW 20 21 -15 / D / D cannot be evaded Turn-Away Attacks ----------------- TA attacks can be performed from any stance. > TA switch back middle b+K+G M / MK 20 20 -6 / +3 / D Wall Attacks ------------ > react round kick f+P+K+G M / - 30 42 - / - / - guard stagger > wall back roll uf+P+K+G - / - - - - / - / - Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 evade to opponent's back > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 evade to opponent's back > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6 / +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / SW 20 29 -6 / +1 / +3 cannot be evaded > face down, feet towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / SW 20 33 -6 / 0 / +2 cannot be evaded > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded =-=-=-=-=-=-=-=-= m) Wolf Hawkfield =-=-=-=-=-=-=-=-= introduced in: Virtua Fighter 1 country: Canada sex: male blood type: 0 job: wrestler hobby: karaoke stature: 181cm weight: 101kg B/W/H (in cm): 123/93/98 fighting style: professional wrestling stage info: * Arena * 10m x 10m * unbreakable high walls outfit #1: dark blue shorts, joint protectors in same color outfit #2: brown pants with green loincloth, native american style After the end of the second tournament, Wolf had the same recurring nightmare about the world being in danger. This dream was the sole reason for him joining the third tournament. However, since he was defeated in the third tournament, he decided to ignore the dream and went back home. Back there, Wolf entered in countless underground tournaments and dominated. However, the same dream still haunts him. When he hears of the 4th world tournament, he decides to join the tournament again in order to search for the reason behind the endless dream. Will he find an answer in the tournament? Special Moves ------------- > straight hammer P H / HP 14 13 +2 / +6 / +11 > jab-straight P,P H / HP 14 9 -6 / -4 / +3 > 1-2-uppercut P,P,P M* / MP 19 18 -10 / -7 / 0 > elbow smash P,P,f+P H / HP 16 12 -11 / -8 / +1 > combo elbow butt P,P,f+P,b+P H / HP 20 15 -10 / D / D flop, sober -1 DP > double punch-elbow-double-arm-suplex P,P,f+P,db+P+K+G Lt 60 8 0 / - / - db+P+K+G to escape > hammer-kick P,K H / HK 20 12 -4 / +2 / - G-cancel, evade to opponent's back > low hammer d+P or D+P L* / LP 9 12 -4 / +3 / +5 > body blow f+P M / MP 18 16 -10 / -4 / +3 stomach crumble on stagger hit > dragon fish blow f+P,P M / MP 20 24 -18 / KD / KD sober -1 DP, slam on air hit > axe lariat f,f+P H / - 35 28 - / D / D unblockable, flop, evade to opponent's front > screw hook f,df,d,db,b+P M / MP 20 14 -10 / -9 / D crouch stagger, evade to opponent's front > screw lariat f,df,d,db,b+P,P H / HP 20 23 -6 / D / D evade to opponent's front > elbow butt b+P H / HP 20 15 -4 / D / D sober -1 DP, flop, slam on float > shoulder attack b,f+P M / - 29~53 28 -11 / D / D charge > shoulder attack (fully charged) b,f+P M / - 53 49 - / D / D high guard stagger > shoulder ram feint b,f+P,d - / - - - - / - / - recovers low > arrow knuckle real b,df+P M / MP 35 42 - / KD / KD sober -2 DP, high guard stagger, head crumble > arrow knuckle FS,df+P M / MP 20 15 -6 / 0 / +3 sober -1 DP, force crouch > vertical uppercut (near) FC,df+P M / MP 22 17 -6 / +1 / D stumble on MC > vertical uppercut (far) FC,df+P M / MP 22 16 -5 / +3 / D > reverse sledgehammer FC,df,f+P M / - 30 14 -15 / D / D > comet hook db+P M / EL 19 17 -4 / 0 / +8 crouch stagger > tomahawk chop uf+P M / - 15 18 -4 / 0 / +2 sober -1 DP, slam on air hit > = flying meyer f+P+G Hit 40 - - / - / - = link, inescapable > high kick #1 K H / HK 30 16 -6 / D / D G-cancel, evade to opponent's back > high kick #2 F+K H / HK 30 16 -1 / D / D G-cancel, evade to opponent's back > double high kick K,K H / HK 20 21 -6 / D / D evade to opponent's front > low smash d+K L / LK 17 16 -14 / -6 / 0 evade to opponent's back > knee blast f+K M / KN 30 17 -12 / D / D > low drop kick f,d+K L* / LK 20 16 -26 / D / KD foot crumble on MC > face-lift kick df+K M / SK 28 19 -10 / D / D evade to opponent's back > drop kick uf+K H / - 30 23 - / D / D recovers on ground on guard > level back crush P+K H / HP 30 10 -2 / +3 / +7 charge, sober -1 DP > level back crush (fully charged) P+K H / HP 30 10 - / +3 / +7 guard stagger, sober -1 DP > running shoulder ram (near) run,P+K M* / - 35 20 -11 / D / D damage varies with distance > running shoulder ram (far) run,P+K M* / - 35 20 -10 / D / D damage varies with distance > tomahawk flash f+P+K H* / HP 20 15 -2 / +3 / +5 sober -2 DP, force crouch, slam on float > short shoulder b,f+P+K M / - 30 20 -12 / D / D > grizzly lariat FS,df+P+K L / LP 20 20 -27 / D / D evade to opponent's front > neck cut kick K+G H / - 30 20 - D / D sober -2 DP, side knockdown, recovers on ground, evade to opponent's front > ballet kick f+K+G M / MK 30 26 - / D / D stumble on hit, evade to opponent's back > flying knee kick f,f+K+G H / - 35 23 -37 / D / D cannot be evaded > heavy toe kick b+K+G M / SK 17 17 -13 / -8 / -5 > = stunner P+G Hit 45 - - / - / - = link, recovers on ground, inescapable > heavy toe kick-side kick b+K+G,K M / SK 17 16 -14 / -6 / -5 > front roll kick b,f+K+G M / - 18 29 - / D / D slam on air hit, recovers on ground > missile kick uf+K+G H / - 35 33 - / D / D guard stagger, recovers on ground > jumping lariat run,P+K+G H / - 35 38 - / D / D unblockable, flop, recovers on ground > side step catch #1 d,P+K+G catch-Ht 40~70 29 -1 / D / D > side step catch #2 u,P+K+G catch-Ht 40~70 29 -1 / D / D Throws ------ > face crash chop P+G Ht 40 8 -6 / D / D wall stagger, P+G to escape > sliding leg scissors #1 P+G right-side-Ht 50 8 -13 / D / D P+G to escape > sliding leg scissors #2 P+G right-side-Ht 50 8 -8 / D / D P+G to escape > german suplex P+G back-Ht 70 8 - / - / - P+G to escape > brain buster b+P+G Ht 60 8 -8 / D / D b+P+G to escape > body slam df+P+G Ht 50 8 - / - / - recovers on ground if escaped, df+P+G to escape > wall body slam df+P+G wall-Ht 70 8 - / - / - opponent's back to wall, recovers on ground if escaped, df+P+G to escape > frankensteiner #1 uf+P+G catch-Ht 60 20 - / - / - inescapable, recovers on ground on miss > frankensteiner #2 uf+P+G back-catch-Ht 60 20 - / - / - inescapable, recovers on ground on miss > arm whip f,f+P+G catch-Ht 50 19 - / - / - inescapable > steiner screwdriver df,df+P+G Ht 70 8 -8 / - / - df+P+G to escape > = jackhammer P+G Hit 70 - - / - / - = link, steiner screwdriver doesn't do its damage, inescapable > giant swing #1 b,db,d,df,f+P+G Ht 80 11 0 / - / - sober -3 DP, QR/TR possible for -20 pts, f+P+G to escape > giant swing #2 b,db,d,df,f+P+G Ht 100 8 +13 / - / - must be input in 5 frames, QR/TR possible for -20 pts, f+P+G to escape > wrist lock throw f,df,d,db,b+P+G Ht 70 8 -6 / - / - sober -2 DP, QR/TR possible for -20 pts, b+P+G to escape > = pendulum lariat P+G Ht 50 0 - / - / - = link, wrist lock throw doesn't do its damage, P+G to escape > ks u,b,d,f / d,b,u,f+P+G Ht 80 8 0 / - / - QR/TR possible, f+P+G to escape > catch f+P+G catch-Ht 0 tsukame, inescapable > = sander fire powerbomb P+G Ht 60 - -1 / - / - = link, P+G to escape > = push df+P+G Ht 65 - +20 / - / - = link, df+P+G to escape > = front neck chancery db+P+G Ht 60 - -1 / - / - = link, db+P+G to escape > = slingshot front suplex b+P+G Ht 60 - -1 / - / - = link, QR/TR possible, b+P+G to escape > = change f+P+G Ht 0 - -1 / - / - = link, tsukame, f+P+G to escape > == german suplex P+G Ht 60 - 0 / - / - == link, P+G to escape > == push f+P+G Ht 0 - 0 / - / - == link, tsukame, f+P+G to escape > == calf branding df+P+G Ht 65 - 0 / - / - == link, df+P+G to escape > == tiger suplex b+P+G Ht 70 - 0 / - / - == link, b+P+G to escape > low sway tackle b,b+P+G catch-Ht 0 - - / - / - tsukame, inescapable > = german suplex P+G Ht 70 - 0 / - / - = link, P+G to escape > = push f+P+G Ht 0 - 0 / - / - = link, tsukame, f+P+G to escape > = calf branding df+P+G Ht 65 - 0 / - / - = link, df+P+G to escape > = tiger suplex b+P+G Ht 70 - 0 / - / - = link, b+P+G to escape > cyclone whip #1 b,f+P+G / f,b+P+G right-side-Ht 60 8 -11 / - / - f+P+G / b+P+G to escape > cyclone whip #2 b,f+P+G / f,b+P+G left-side-Ht 60 8 -10 / - / - f+P+G / b+P+G to escape > dragon suplex d+P+G back-Ht 80 8 - / - / - inescapable > side suplex d+P+K+G Lt 50 8 -6 / - / - d+P+K+G to escape > tiger driver df+P+K+G Lt 70 8 -6 / - / - df+P+K+G to escape > big bridge bomb df,df+P+K+G Lt 60 8 -6 / - / - df+P+K+G to escape > double-arm suplex db+P+K+G Lt 60 8 -6 / - / - db+P+K+G to escape > cross arm breaker #1 db / d / df+P+K+G right-side-Lt 70 8 0 / - / - db / d / df+P+K+G to escape > cross arm breaker #2 db / d / df+P+K+G left-side-Lt 70 8 0 / - / - db / d / df+P+K+G to escape > low german suplex P+K+G back-Lt 80 8 - / - / - inescapable Reversals/Inashi ---------------- > high reversal b+P+K rev-H 40 1 - / - / - vs. HK, 20 damage to Wolf > mid reversal #1 b+P+K rev-M 40 1 - / - / - vs. MK > mid reversal #2 db+P+K rev-M 40 1 - / - / - vs. right MK, 20 damage to Wolf > mid reversal #3 db+P+K rev-M 30 1 - / - / - vs. left MK > mid reversal #4 db+P+K rev-M 40 1 - / - / - vs. right SK > mid reversal #5 db+P+K rev-M 30 1 - / - / - vs. left SK > low reversal d+P+K rev-L 30 1 - / - / - vs. left LP > low inashi d+P+K rev-L 0 1 - / +16 / - vs. right LP Hopping Attacks --------------- > hopping hammer asc,P M / - 25 34 -10 / D / D slam on air hit > rock punch mid,P M / MP 25 26 -9 / D / D > toe crush #1 asc,K M / - 25 39 -10 / D / D > toe crush #2 mid,K M / - 25 10 -6 / D / D > hammer edge desc,K M / - 25 10 -9 / -4 / D Ground Attacks -------------- > elbow drop df+P G / - 15 29 - / - / - ground > jumping elbow drop u+P G / - 25 39 - / - / - ground > front roll kick b,f+K+G G / - 18 34 - / - / - ground > somersault drop u+K G / - 16 32 - / - / - > double claw #1 d+P+G Gt 0 25 - / - / - opponent face up, tsukame > double claw #2 d+P+G Gt 0 25 - / - / - opponent face down, tsukame Back-Turned Attacks ------------------- > TT rolling hammer [BT] P H / HP 12 11 -7 / -4 / +1 continue with Px sequence > TT back kick [BT] K H / HK 30 16 0 / D / D evade to opponent's front > TT back low hammer [BT] d+P L / - 20 15 -9 / D / D evade to opponent's front > TT back drop kick [BT] d+K L / LK 20 17 -17 / KD / KD foot crumble on hit Turn-Away Attacks ----------------- > TA thrust kick df+K+G H* / - 25 28 - / D / D stumble Wall Attacks ------------ > jumping knee f+P+K+G M / - 30 52 - / KD / KD guard stagger, head crumble on hit, cannot be evaded Rising Attacks -------------- > face down, feet towards K,K,K... M / MK 20 29 -6 / +3 / +5 > face down, feet towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards (sideroll) K,K,K... M / MK 20 16 -6 / +3 / +5 > face down, feet towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, head towards K,K,K... M / MCR 20 28 -6 / +3 / +6 cannot be evaded > face down, head towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face down, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +5 evade to opponent's back > face down, head towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards K,K,K... M / MCR 20 34 -6 / +3 / +5 cannot be evaded > face up, feet towards (delay) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, feet towards (sideroll) K,K,K... M / MCR 20 16 -6 / +3 / +5 cannot be evaded > face up, feet towards (backroll) K,K,K... M / MCR 20 16 -14 / +2 / +4 cannot be evaded > face up, head towards K,K,K... M / SK 20 34 -6 / +3 / +6 evade to opponent's back > face up, head towards (delay) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face up, head towards (sideroll) K,K,K... M / SK 20 16 -6 / +3 / +6 evade to opponent's back > face up, head towards (backroll) K,K,K... M / SK 20 16 -14 / +2 / +5 evade to opponent's back > face down, feet towards D+K,K,K... L / LK 20 30 -14 / KD / KD foot crumble > face down, feet towards (delay) D+K,K,K... L / SW 20 18 +2 / -3 / -5 cannot be evaded > face down, feet towards (sideroll) D+K,K,K... L / SW 20 18 -3 / +4 / +6 cannot be evaded > face down, feet towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face down, head towards D+K,K,K... L / - 20 32 -9 / KD / KD foot crumble > face down, head towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face down, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +6 cannot be evaded > face down, head towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards D+K,K,K... L / SW 20 34 -6 / +1 / +5 cannot be evaded > face up, feet towards (delay) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, feet towards (sideroll) D+K,K,K... L / SW 20 18 -6 / +3 / +7 cannot be evaded > face up, feet towards (backroll) D+K,K,K... L / SW 20 18 -14 / -3 / +2 cannot be evaded > face up, head towards D+K,K,K... L / SW 20 34 -6 / +1 / +4 cannot be evaded > face up, head towards (delay) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded > face up, head towards (sideroll) D+K,K,K... L / SW 20 18 -6 / 0 / +3 cannot be evaded > face up, head towards (backroll) D+K,K,K... L / SW 20 18 -5 / -3 / +2 cannot be evaded ============================== IV. FREQUENTLY ASKED QUESTIONS ============================== I've decided to update the document with yet another section, which contains a list of most frequently asked questions on VFDC forum; the forum is available under http://virtuafighter.com/versus/ - make sure you read the FAQ before posting! Most things below have been driving the users and moderators crazy for months, especially the dreaded "how to do akira's knee, plz help!". =-=-=-=-=-=-=-= a) Akira's Knee =-=-=-=-=-=-=-= Most people do not understand Akira's knee concept from the movelist itself, even less can do it consistently. The K+G!G in the list should be read as: "press K and G simultaneously, release G". The trick is, G may only be held for as long as 1 frame (as you know, VF4 runs in 60 frames per second). As it's totally impossible to press a button for one frame, I suspect it's about 2~3 frames; this thing is hard to prove by practical testing. As for the method - you must SCRAP the G button, preferably with your thumb or index finger (for GPK button layout). If you PRESS it, the knee won't come out, as you will spend too much time releasing it. High, non-microswitched buttons are better for doing the knee. As for the kick part (K button part), you can press and hold it, and you will still do the knee provided the G part is done correctly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b) Wolf's Giant Swing (Fastest Input) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To execute Wolf's giant swing throw, roll the stick from back to forward, and press P+G (this is denoted as b,db,d,df,f+P+, HCF+P+G or b>f+P+G etc.). This makes Wolf dash a bit and execute the throw. However, there's a version of giant swing where the throw is executed in-place (without the dash). It requires so called "fastest input" (aka "just frame" input). Such input only allows each direction (except the last, that is f+P+G) to be held for 1 frame - if you hold any of them longer, a regular giant swing will come out. =-=-=-=-=-=-=-= c) Adding Range =-=-=-=-=-=-=-= In various combo and flowchart lists you may see things like F+P. It means "hold forward, and press P". Such method of input is usually used with punches, and it adds more range to them. However, some characters have moves like f+P - and just inputting forward will make them execute special move like elbow, not the punch. There are two methods of overcoming this limitation. First of all, you can input f (and hold it), G, P - this way the CPU will not interpret f and P as one move. In VF series there is a small frame window, in which the game logic interprets motion inputs as one sequence. It's best to provide examples to explain this feature. For instance, inputting f,f+P as fast as possible with Akira will make him execute his dashing elbow move. If you delay the 2nd forward input so it exceeds that small frame window, you will get him to do one step (as if you'd do f by itself), then the regular elbow (f+P by itself). In other words, pressing forward, pausing, and THEN pressing P will make for F+P. =-=-=-=-=-=-=-=-=-=-= d) How To See Stance? =-=-=-=-=-=-=-=-=-=-= Some combos and flowcharts in VF4 rely on closed/open stance configuration to work/connect. Therefore it's recommended that you learn to see that stance configuration; it will surely make you a better player. There aren't any reliable methods that would work for each and every player out there. I have some pointers that may or may not help you. * Try glancing at the stance in the exact moment of executing a juggle starter - the EXACT moment, while in execution. This way you'll know the stance, and will be able to react accordingly if your move connects or is blocked. * You can also try looking at the stance once in a while, whilst fighting. There aren't that many moves that change stance, so odds are that the stance will be the same after a few seconds. SOME odds ;) As you can see, it's not a very reliable method, but it can be helpful nonetheless. ============= V. APPENDICES ============= Basically anything that didn't fit into previous section has been placed here ;) Seriously though, this is the place for more detailed descriptions of mostly anything VF-related, advanced strategies and statistics, and so on. Read at your own risk ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Arcade Hardware Specification =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Source: http://www.segaweb.com Virtua Fighter 4 runs on Sega's NAOMI 2 board. Detailed specification follows: CPU: 200 MHz Hitachi SH-4 (SH7091) CPU Memory: 32 MBytes, 100 MHz SDRAM CPU Memory Data Path: 64-bits Memory Bandwidth: 800 MBytes/sec Geometry Co-processor: VideoLogic custom transformation & lighting (T&L) chip (Code named: ELAN) Clock Rate: 100 MHz Sustained Polygonal and Lighting Rate: 10 million polygons/sec with 6 light sources! Supported Lights: ambient, parallel, point and spot Vertex Support: combined dynamic and static model processing Geometry Memory: 32 MBytes GPU: Two PowerVR2 (CLX2) Pixel Fill-Rate: 200 MPixels/sec (400 MPixels/sec to 600 MPixels/sec due to infinite plane architecture assuming depth overdraw complexity of 2 to 3 layers) Graphics Memory: 2 x 32 MB (100 MHz SDRAM) External Data Path: 64-bits per GPU (128-bits total) Memory Bandwidth: 800 MB/sec per GPU (1.6 GB/sec total) Graphic Effects: Polygons/strips/fans engine, 16-bit and 24-bit color, multiple fog modes, super sampling for full scene anti- -aliasing, specular highlighting, texture filtering: bilinear, trilinear, anistropic, MIP mapping, bump mapping, perspective correction, 8-bit alpha blending with 256 levels of transparency, ARGB gouraud shading, general modifier volumes (GMV) for such effects as shadows, light, transpararency, etc. Sound Engine: 45 MHz Yamaha ASIC with ARM7 CPU core supporting 64 channels of 48 KHz, 16-bit sound (64 channel ADPCM) Sound Memory: 8 MB DRAM Media: ROM board, optional GD-ROM drive Display: dual monitor support Communications: RS232C serial port Game Port: JAMMA video system (JVS) Naomi 2 has a dedicated geometry coprocessor to handle transformations and lighting which is rated at 10 million polygons per second with 6 light sources. Note that the T&L processor is not limited to 6 lights, as a maximum of 16 lights per polygon can be achieved, but with a reduction in the polygon rate. The geometry chip will offload all T&L calculations previously performed by the 128-bit matrix math unit on the SH-4. The SH-4 will now be free to devote more of its resources for physics, artificial intelligence, collision detection and overall game code. The hardware T&L unit features combined dynamic and static model processing, and multiple light type support (ambient, parallel, point and spot). Almost all T&L processors on the market never state what their polygon rate is with the number of light sources present per polygon, and the reason why, is because the polygon rate goes way down with more light sources, with the current T&L processors on the market. T&L should always be rated with number of polygons with number of light sources present. Note: the lighting information for a polygon does not have to be related to a light source, as light information can also be used to make an object look more realistic. Like trying to make plastic look like plastic in a game. Dual Graphics Chips Two PowerVR2 (CLX2) GPU's with 32 MB of memory each, which is twice the amount that the PVR2 GPU had on the Naomi 1 board. Each chip renders half the screen (rectangular, stripes, and checker board options), so game textures have to be repeated in both local memory pools, but the display list (infinite plane) data covers only the area of the screen that each GPU has to render. Overall Bandwidth Hard to determine the exact overall bandwidth, as SEGA has not released the data path size for the geometry coprocessor. It most likely would be 32-bits or 64-bits in size, and we will assume 64-bits to help give us a rough ideal on the overall bandwidth. If it is only 32-bits, then the final total below would be 400 MB/sec less. Data Path Bandwidth CPU SH-4 <-> 32 MB Main Memory 64-bits x 100 MHz = 800 MB/sec "ELAN" Coprocessor <-> 32 MB Memory 64-bits x 100 MHz = 800 MB/sec 1) PVR2DC <-> 32 MB Graphics Memory 64-bits x 100 MHz = 800 MB/sec 2) PVR2DC <-> 32 MB Graphics Memory 64-bits x 100 MHz = 800 MB/sec Total: ~3.2 GigaBytes/sec Total overall bandwidth is roughly twice the bandwidth of Naomi 1. Note that the PowerVR GPU's can push the equivalent of 2 to 3 times their bandwidth as compared to a traditional renderer, so that would give the comparative overall bandwidth to be roughly 5 to 6 GigaBytes/sec. Note: I did not include the sound sytem which also has it's own local memory pool. Naomi 2 motherboard shows geometry processor (under heatsink), the SH-4 CPU (upper middle part of the board), and the two PowerVR2 (CLX2) chips (under the fans). Naomi 2 daughterboard shows two DIMM slots and can contain 256 MB of memory in these configurations: 128 MB x 2 or 256 MB x 1. This DIMM daughterboard is needed for the games that will be distributed on GD-ROM's. Sports Jam (WOW Entertainment) for the Naomi 1 is the first game to be distributed on a GD-ROM disk. Load Balancing Naomi 2 shows excellent load balancing between processors and local memory pools. The three most computational tasks for a 3D game is: * Game AI & Code * Transformation and Lighting * Rendering The Naomi 2 board has a dedicated processor and local memory pool for each of the three major tasks in a 3D game. This will help minimize processor contention for the three tasks, and allow for more efficient memory accesses. This efficient segmented memory design allows for the use of cheaper single data rate SDRAM's instead of DDR SDRAMs. At the time of this writing SDR SDRAM is much cheaper than DDR SDRAM, but soon DDR SDRAM will achieve similar pricing as volume production is ramped up. Note: The sound system also has it's own processor and memory pool, so it's tasks and resources will not interfere with the other processors. GD-ROM Distribution It was at the JAMMA Fall 2000 arcade show that SEGA showed off a new distribution method for arcade games, as both the Naomi 1 and Naomi 2 boards allow a daughter board for RAM, and both allow GD-ROM drives to be hooked up. The RAM daughter board holds the game to be played that is spooled off of the GD-ROM. This will help eliminate any load times. The Games The first games announced for Naomi 2 at the JAMMA Fall 2000 arcade show were: * Virtua Striker 3 (Amusement Vision) * Wild Riders (Wow Entertainment) * Club Kart Racing * Virtua Fighter 4 (AM2) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- b) Situation After Throw Escapes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The info here is taken from Arcadia Blue Book, and translated by SummErs (used by permission). * advantage: the escapee has enough time to force an attack/throw guessing game but neither is guaranteed. * perfect advantage: if both sides attack/throw at the same time, the escapee's attacks will win. This option guarantees a throw for the escapee if the previous throw recovers in 8 or more frames. * disadvantage: escapee is in disadvantage after escaping this throw (1 case). * counteable: a guaranteed attack for the escapee. * down: the throwing character recovers on the ground. * even: the situation is even after the TE. AKIRA YUKI: ----------- P+G perfect advantage b,d+P+G advantage b,f+P+G counterable db,f+P+G perfect advantage b,df+P+G perfect advantage df+P+G perfect advantage db+P+G counterable AOI UMENOKOUJI: --------------- P+G counterable FC,f+P+G perfect advantage f,f+P+G perfect advantage u,b,d,f+P+G perfect advantage b,db,d,df,f+P+G even b+P+G perfect advantage u,f,d,b+P+G perfect advantage f,df,d,db,b+P+G even df+P+G even db+P+G perfect advantage d+P+K+G perfect advantage db+P+K+G advantage JACKY BRYANT: ------------- P+G perfect advantage f,f+P+G even f,b+P+G perfect advantage df+P+G down df,df+P+G advantage JEFFRY MCWILD: -------------- P+G advantage f+P+G down db,f+P+G advantage b,f+P+G perfect advantage b,f,f+P+G perfect advantage df+P+G even df,df+P+G even b,df+P+G perfect advantage d+P+G advantage db+P+G perfect advantage b+P+G perfect advantage df+P+K+G even d+P+K+G perfect advantage d,f+P+K+G advantage KAGE-MARU: ---------- P+G perfect advantage f+P+G advantage b,f+P+G perfect advantage b+P+G perfect advantage b,d+P+G advantage df+P+G perfect advantage LAU CHAN: --------- P+G perfect advantage f+P+G perfect advantage b,f+P+G perfect advantage b+P+G advantage b,d+P+G advantage df,df+P+G perfect advantage LEI-FEI: -------- P+G even f,f+P+G perfect advantage f,b+P+G perfect advantage df+P+G advantage LION: ----- P+G perfect advantage FC,f+P+G advantage f,f+P+G perfect advantage b,f+P+G even f,df,d,db,b+P+G even b+P+G counterable df+P+G advantage uf+P+G perfect advantage PAI CHAN: --------- P+G even f+P+G perfect advantage FC,f+P+G perfect advantage f,f+P+G perfect advantage b,f+P+G perfect advantage f,b+P+G perfect advantage u,f,d,b+P+G perfect advantage b,d+P+G advantage df+P+G advantage f+P+K+G advantage SARAH BRYANT: ------------- P+G counterable f,f+P+G even b,f+P+G perfect advantage f,db+P+G advantage b+P+G advantage SHUN-DI: -------- P+G advantage b+P+G even u,f,d,b+P+G even b,df+P+G advantage df+P+G even VANESSA LEWIS: -------------- db+P+G perfect advantage [DS] P+G perfect advantage [DS] df,df+P+G perfect advantage [DS] b,db,d,df,f+P+G perfect advantage [DS] f+P+G even [DS] f,f+P+G advantage [DS] u,b,d,f+P+G perfect advantage [DS] f,d+P+G even [DS] u,f,d,b+P+G perfect advantage d+P+K+G disadvantage df+P+K+G even [MT] P+G advantage [MT] f+P+G advantage [MT] df+P+G advantage WOLF HAWKFIELD: --------------- P+G perfect advantage u,b,d,f+P+G even b,db,d,df,f+P+G even f,df,d,db,b+P+G advantage b+P+G counterable df+P+G down df,df+P+G counterable d+P+K+G perfect advantage df+P+K+G even df,df+P+K+G perfect advantage db+P+K+G even =-=-=-=-=-=-=-=-=-= c) Character Voices =-=-=-=-=-=-=-=-=-= The translations were originally made by Takeshi M. (Tot), then SummErs decided to help and translated the rest and proofread the existing ones. The translations differ in quite a few aspects, so I've decided to leave both versions on. Non-English taunts are in {}s. Akira Yuki ---------- pre-fight G : "Sa, hajimeru ka!" {"Let's begin."} - SummErs {"Let's start."} P : "Yoshi! Ikuzo!" {Let's go!"} - SummErs {"OK, I will start."} - Tot K : "Honki no tatakau misetemorauze!" {Show me your true fighting skill."} - SummErs {"I will show you my true strength."} - Tot round won G : "Haa...yosha!" P : "Motto tsuyoi yatsu to tatakaitai!" {"I want to face a stronger opponent."} - SummErs {"I need to face a stronger opponent."} - Tot K : "Jyunen haiindayo!" {"You're ten years too early to challenge me!"} - SummErs {"You're ten years too early."} - Tot PK: "Jyunen haiindayo!" {"You're ten years too early to challenge me!"} - SummErs {"You're ten years too early."} - Tot PKG : "Ora, ora, ora!" Aoi Umenokouji -------------- pre-fight G : "Haa ikimase!" {"Let's begin."} - SummErs {"Hah... I will start."} - Tot P : "Aikido no shinzui, iiro shimahyo." {"I will show you the true form of Aikido."} - SummErs {"I will show you the heart of Aikido."} - Tot K : "Iza, jinjyo ni shobu desu." {"Come, fight me seriously."} - SummErs {"OK, let's fight fair..."} - Tot round won G : "Denao shite okureyasu." P : "Denao shite okureyasu." K : "Heio ni monarahen wa." PK : ? PKG : ? Jacky Bryant ------------ pre-fight G : "Come on! Let's rumble!" P : "Bring it on!" K : "I'm gonna whip you in no time!" round won G : "Nobody can stop me!" P : "Yes! I've done handcuffed lightning!" K : "Wanna fight again? You're way out of my league!" Jeffry McWild ------------- pre-fight G : "Hey! Hey! Come on!" P : "What are you doing? Get away!" K : "Woooooo!" round won G : "I'm the winner!" P : "You'll never gonna win by that strength!" K : "It seems to be I'm the winner!" PK : ? PKG : ? Kage-Maru --------- pre-fight G : "Shu! Namu..." P : "Shu! Ware ni teki nashi!" {"I am invincible"} - SummErs {"I have no enemy!"} - Tot K : "Shu! Ikuzo!" {"Let's go!"} - SummErs {"OK, I will start!"} - Tot round won G : "Shugyo ga tarin!" {"You need more training."} - Tot, SummErs P : "Ten ka mu so!" {"Under the sky... no one can beat me!"} - SummErs {"There is no one under the sky who can beat me."} - Tot K : "Ware ni teki nashi!" {"I am invincible!"} - SummErs {"No one is worthy enough to be my challenge."} - Tot PK : ? PKG : ? Lau Chan -------- pre-fight G : "Ohh ahhh!" P : "Wakaiga! Hineri tsubushite kureruwa!" {"Young one... I will crush you!" - SummErs {"You young one! I will knock you down!"} - Tot K : "Kozakashiwa!" {"You are annoying!"} - Tot round won G : "Jyakusha wa o kugure!" {"Hahaha...stay away from me!"} - Tot P : "Shugyo ga tarinwa." {"You need more training."} - Tot K : "Renshu nimo naran wa." {"Hmmm...I cannot even consider this battle a warm up."} - Tot PK : ? PKG : "Waga koenken maeni teki wa nai!" {"Koen-ken is invincible!"} - SummErs Lei-Fei ------- pre-fight G : "Hai, hai, hai!" P : "Fu, fu, hai!" K : "Anata no kungfu, misete morau!" {"Show me your kung-fu..."} - Tot/SummErs round won G : "Daga! Watashi no hou ga tsuyoi yo da!" {"You are not bad, but I am the better fighter!"} - Tot P : "Haahwaa" K : "Hahaha... katasete morata yo!" {"Hahaha... I win!"} - Tot PK : ? PKG : ? Lion Rafale ----------- pre-fight G : "Come on!" P : "The show's gonna begin right now!" K : "I don't make allowances for old men." round won G : "Why am I so great?" P : "What a knucklehead!" K : "It's a matter of course I'm gonna win!" (?) PK : ? PKG : ? Pai Chan -------- pre-fight G : "Haaaaah..." P : "Anata ga taisen yote ne. Yoroshiku ne." {"You're the one that I'm fighting against"} - SummErs {"You are the one whom I'm fighting."} - Tot K : "Unnn... sa, tatakaimashoka." {"Let's start fighting."} - Tot round won G : "Anata niwa kungfu ga tarinai wa." {"You need more kung-fu."} - Tot P : "Jyunen hayakata wa ne." {"You're ten years too early."} - Tot K : "Anatate zenzen kawate inai no ne." {"You haven't changed one bit."} - Tot PK : ? PKG : ? Sarah Bryant ------------ pre-fight G : "Come on, let's begin!" P : "So you're my opponent, won't you take it easy on me?" K : "Here I come!" round won G : "Yahoo!" P : "Even good guys blow it!" K : "Hmm, maybe I should pull back a little..." PK : ? PKG : ? Shun-Di ------- pre-fight G : ? {"OK... why don't we start fighting..."} - Tot P : "Muu... hick..." K : ? {"Come on! You young one!"} - Tot round won G : "Hahaha!" P : "Kyo hhha sake ga umaiwai." {"Sake tastes good today."} - SummErs {"The wine tastes extremely good today."} - Tot K : "Hic!" PK : ? PKG : ? Vanessa Lewis ------------- pre-fight G : "Come on!" P : "You're not a worthy opponent!" K : "Ready?" round won G : "If it's all you got, then get out of my sight!" P : "Wanna fight again?" K : "You're all talk. You can't win with that technique." PK : ? PKG : ? Wolf Hawkfield -------------- pre-fight G : "Shut up, just come on!" P : "So what?" K : "Feel the real power!" round won G : "Woooooo!" P : "Did you feel the real power? Go back to school!" K : "Let's fight again!" PK : ? PKG : ? =================== VI. CREDITS & KUDOS =================== This FAQ was written based on: * my own experience, * Arcadia VF4 Red Book, published by Enterbrain Inc. (ISBN 4-7577-0537-9), * Arcadia VF4 Blue Book * VF4 Perfect Guide (aka the Black Book), * Sega's official website (http://www.sega-am2.co.jp/vf4), * VFDC movelists translated by Myke, * daily VF4 website (http://www.joy.hi-ho.ne.jp/d13492), * VF 2000 (http://hpcgi2.nifty.com/fand/VF2000/index.cgi) - link site, * Virtua Project (http://www.virtuaproject.com), * other various japanese web sources and bulletin boards, * VFDC (virtuafighter.com) BBS posts by numerous people, * and numerous other sources. The following people helped, directly or not, in the creation of this document: * rsw - loads of info, FAQ edition while I was in my usual "I hate the whole freaking world" decline stage ;) * SummErs - Jacky details, suggestions, voice translations, proofreading, and letting me use his throw escape chart and character stories trnsltions * Nutlog - damage scaling info, * Tot - Red Book translations, voice translations, Lei details, * Myke - corrections, Kage details, translations * FeixaQ - corrections, suggestions, * Doomboy - Aoi, Pai & Sarah details, * and all VFDC -> ON-TOPIC <- posters ;) Sorry in advance to anyone I forgot to mention; feel free to remind me (or get over it). [end of file, (c) GLC, rsw]