=========================================== SEGA VIRTUA FIGHTER 2.0 CODES, TRICKS, BUGS and EASTER EGGS by Rich Williams version 1.01 [last updated 8/31/02] =========================================== 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. CODES, TRICKS, BUGS and EASTER EGGS =================================== * What Version Am I Playing?: The earlier of the two VF2.0 releases lists Lau's birthday as 10.21.40 and his blood type as B. The later, corrected, version has it listed as 10.2.40 and type AB. The earlier version is buggier and more prone to graphical failures. Look for hair and body parts to detach from the body and float around the screen on buggy boards. * View The Credits: To view the credits during attract mode hold any start button down. Not possible if machine is set to free play. * Choose Your Outfit: Hold up on the joystick when you select your character to change their outfit. * Four Victory Stances: Each character has up to four victory stances and/or taunts. With the exception of the "EXCELLENT!!" victory taunt, you can select any of the other three you prefer by pressing and holding either G, P, or K. * Replay Cancel: Press the start button to cancel the end of match replays. * Slow motion replay: Press P+K+G before the replay. Will work only once per match. You cannot cancel slo-mo replays. Depending on the version, you get extra slo-mo replays every 4 consecutive wins, or if you insert extra credits. * Open Ranking Mode: Only possible if the machine is set to allow it (it will say if it is during advertise mode). Press P+K+G and start to begin. * Open Expert Mode: During the character select screen, tap u,u,d,d,l,l,r,r. You'll hear a "Yahoo!". Select your character and begin. * VF1 Music: In the momentary silence before the first set of every round begins, you can hold down the Player 1 start button to play a remixed version of the music played in Jacky's VF1 stage. Hold down the Player 2 start button for a remixed version of the music in Sarah's VF1 stage. * Ending Credit Replays: Pressing the 1P Guard button decreases the length of the afterimages, while pressing the 2P Guard button increases them. You can also tap the joystick up or down for the same results, respectively. Does not work on all machines. * See Kage's Face: If Kage achieves 20 consecutive victories, Kage's face mask will come off if he gets knocked down. After this is accomplished, it will stay that way until the machine is turned off. * Fun With Lau's Hair: During Lau vs Lau matches in vs mode, the winners hair will get longer and longer and the losers hair will get shorter and shorter. * Deficient Characters: 2P (purple) Lau cannot float as well as 1P (green) Lau. And 2P (jungle) Jeffry's pounces are shorter in range than 1P (sweatpants) Jeffry's. The backstory behind this is quite interesting. These are not bugs. These were intended differences. In earlier versions of VF2, all of the characters were to differ in one way or another, depending on which outfit they were in. Here's a list: Jeffry: 1P outfit Jeff has greater pounce range. Kage: something involving his f,f+K+G and f,f+P+K+G moves. Lau: 1P outfit Lau has better floating ability. Lion: d+K low kick - 1P outfit Lion would always knock down on 1st hit. Pai: df+P chop - 1P outfit Pai would stagger with her df+P even on regular (standing) hit, apparently similar to Jacky's df+P. Sarah: differences in f+K knee being counterable - 1P outfit PK counterable, 2P outfit throw counterable. Shun: something involving his sidekick stagger. All but the Lau and Jeffry items were eliminated. Why they were left in is unknown - oversight or intentional? * Knock The Lamps Over: In Kage's stage, when Wolf stands at one corner of the ring, he can use his Giant Swing (HCF+P) to throw his enemy into the torch in the background. The lighting in the stage will then dim. Kage can also use a TFT combo to knock an opponent into the torch. * Fun With Kage: On machines that allow the infinate shinsodan, after the match is called ("KO!", etc) you can multiple shinso roll yourself outside of the ring and beyond. You can roll into the water in Shun's stage, and you can roll into and beyond the fence in Wolf's stage. Experiment, have fun. * Phonetical Joke: For those that can read Japanese. The characters on the pillars of Kage's stage are Japanese kanji. They are nonsense by themselves, but if phonetically interpreted, reveal interesting puns. The left pillar characters are Saya (scabbard), en (circle), and dou (magnificent); the right pillar characters, Sou (grass), sei (clear up), and ji (Buddhist temple). So the left pillar says "sayaendou" (peas), and the right, "souseiji" (sausage). * The Writing Is On The Wall: The writing on the wall of Lion's stage is in the Cantonese dialect of Chinese. The words read "Kut Dau Sing Fu": "Kut Dau" means duel, usually to the death; "Sing" means win, and "Fu" means lose. * Insult to Injury: Will work only on a TO victory. Hit your opponent with a non-knockdown move (low punch, low kick or high punch, etc) the moment after the round is called and right before the victory taunt begins to run. If timed right, your opponent will be frozen in mid-hit animation. * Freeze!: Will work only on a TO victory. Tap K,G before your taunt sequence begins. If timed right, you may be frozen in mid taunt animation. * Falling Coconuts: In Jeffry's stage - if you execute a throw where the opponent lands heavily, or execute certain dashing moves with Akira, then coconuts will fall from the palm trees in the background. * Screw You, Akira: You can throw Akira out of his bodycheck during the execution phase of the animation (not during the collision or recovery phase, however), from anywhere in the ring. * Infinite Range Powerbomb: Jeffry can powerbomb (df+P+K+G) a sitting (d,d) Shun anywhere in the ring, no matter the range. Can be performed even if Shun has his back to Jeffry; Jeffry will materialize facing Shun. This may crash the game depending on the version. * Tiny VF Characters: If you play the CPU through in a fast enough time to be able to enter your initials, you'll enter a utterly massive ring with letters and numbers. For some fun, don't key in your initials but instead, either turn around and run away or jump over the letter and run away as far as you can. The camera will scroll way, way out and your character will only be a few tiny pixels in size (if you run too far out you will become stuck). Run back and forth, or make the screen shake with Akira's dashing moves. Have fun. * Float Change: Wolf's giant swing - the closer to the ring edge you are, the lower the thrown character's body flight will be; change of float height happens usually when you're very close to ring edge, the extreme situation being the ring-out "solo swing" (see below). * One Person Throw: If your opponent is standing at the edge of the ring and you throw him, sometimes he will fall out of the ring before the throw completes. If this happens you will finish the throw motion alone. * Sky Throw: Just before time out, have the character with the lower energy do a big jump. Right after the announcer says "Time Over", the other character can throw the opponent in the air. * Floating Victory Stance: Just before the replay, twirl your joystick round and round. Your victory stance should be in the air afterwards. * Death Floats: KO'ing your opponent with a strike attack will make your opponent lighter. This can often mean a very high float, enabling you to do combos which you would otherwise be unable to do. For instance, the kitchen sink combo is possible on Lau and Kage if you KO them with ST, SJK. Experiment, have fun. * The Bird: Bring out the bird in Jacky's stage by holding down on both joysticks and pressing 1P and 2P's P+K+G and start buttons. The bird will fly off the rock in the background and hover over the head of the losing player. This will work in vs mode and against the CPU. Against the CPU, if you bring out the bird and then lose the match by RO (and if you're still standing up, and have more energy than the CPU), you can hold up on the stick and the bird will pick you up by your face and fly off with you during the "Continue?" countdown. If your path intersects with the ring you will be dropped back into it. If you have less energy than the CPU Jacky and do the same, the bird will not come out, but you will still be levitated into the air with the same animation. Against the CPU, if you bring out the bird and then lose the match by KO, hold up. When the "Continue?" countdown reaches 0, the player character stands, speaks his losing quote, and tumbles down. This is all seen from high above the ring. Against the CPU, if you bring out the bird and then lose the match by TO and hold up, the bird will not come out, but you will still be levitated into the air with the same animation Will not work in ranking mode. * Copy Taunt Trick: The loser must be standing with his/her leading foot on the very edge of the ring. When the announcer declares "Time over", the loser will stumble out of the ring as he/she starts his/her time over animation. Outside the ring, as the loser recovers his/her balance, the loser will copy the winner's animation, instead of the loser's normal time over animation. Plenty of amusing things to see. Such as if the winner is Shun, when he drinks from his wine flask, an identical wine flask will materialise in the loser's hand! * Reversal Jamming: If Akira attempts to reverse high kick or a low kick, and then either are immediately cancelled just as his reversal animation is beginning, Akira will...well, Akira will have problems. Usually, Akira will twitch for a moment, then continue with the reversal animation, sans opponent. How long Akira twitches is dependant on how long the other player holds/taps G. After the G button is released Akira will be frozen into place, and not be able to do anything at all. If the player who cancelled the kick enters a joystick motion in during the time Akira is twitching, Akira will go in the direction the stick was pointed. This means up and down, too. You can get Akira meters and meters into the air. And Akira can be thrown, while he is in the air, from the opponent on the ground. You can try this against CPU Akira and Dural. * Freeze The Replay: The timing on this one is tricky. As the end of the match is announced (KO, RO, TO or DRAW), repeatedly do cancelled high kicks (K,G). Unless you're pulling back your kick exactly when the replay begins, this won't work, but if you pull it off, you can press the start button at any time during the replay and the replay will freeze: characters frozen in mid-animation but with the camera still moving about. Interesting camera angles and positions possible. * Break The VF2 Machine: VS CPU, vs Dural. The deciding match and thus the entire round must be ended with a draw (you must be the winner of the overall round). On some versions of VF2 machines this often results in catastrophic failure. Sometimes it will crash/freeze outright, other times it will eradicate all polygons, leaving only the sprites to be displayed. Sometimes you'll have flowing afterimages during the game until it's reset. Sometimes the camera will be frozen into place or float around. Experiment, find all the wackiness. Have fun. -- Sources/Credit/Thanks: Joji Suzuki Donny Chan Jirawat Uttayaya GLC Piccolo [end of file]