=========================================== SEGA VIRTUA FIGHTER 3tb GUIDE TO KNOWN VF3ob - VF3tb CHANGES by Rich Williams version 1.10 [last updated 8/24/02] =========================================== 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. INTRO ===== This is an attempt to list as many of the known changes from VF3ob (Rev C) to VF3tb. Most of the changes noted are purely factual and will not list what can now or can no longer be done by specific characters (i.e. "recovery extended" - I do not list who can now mC who with what, and so on). I am also not certain if some of the general changes affect certain character specific situations or if they were specifically altered; i.e. were Kage's P+G and b,d+P+G throws extended in recovery or can opponents now avoid his df+K because they rise faster in general? And so on. GENERAL ======= Rising system altered: >> characters rise faster >> more uramawari setups possible >> recovery extended for all low rising attacks, are now 11 frame elbow and low throw counterable if blocked >> forward and backward rolls far less vulnerable to certain mid level attacks (elbows and sidekicks) Float mechanics altered: >> characters generally float higher and farther away >> many more OTB combos possible and/or more reliable (i.e. Taka and Lion's low kicks) Stages altered: >> Jacky and Sarah's stages expanded in size. >> Background sprite backdrops, color tables, and lighting and fog effects altered and switched around for stages. Pai's Dural and Lau's Dural stage are completely different Move/throw mechanics altered: >> Taka now follows the same hitstun and knockdown formula as all the other characters >> "ticking" formula altered >> all wall throws except Aoi's db+P+G made escapable >> high attacks have less likelihood of interrupting certain low sweeping attacks Other: >> new attract mode >> versus records diagram altered; "Debu" changed to Taka >> sound priority option included. BGM set as default >> "tournament mode" options increased AKIRA ===== New throw: >> f,b+P+G d+P+G altered: >> damage reduced from 20 points to 5 points >> "stagger" situations changed f+P+G altered: >> reduced from 20 points to 5 points >> "stagger" situations changed f,f+P altered: >> recovery time extended >> different sound effects f,f,f+P altered: >> different sound effects b,f,f+P+K bodycheck altered: >> will not stagger crouching defenders >> will always knock down >> he cannot be thrown out of it during execution time; however he can still be thrown out of the bodcheck in his DLC combo. >> different sound effects FC,f+P altered: >> recovery time extended >> will not stagger crouching defenders >> will knock down at close range >> will not knock down at further distance >> different sound effects FC,f+P+K altered: >> recovery time extended >> different sound effects DLC bodycheck altered: >> damage changed from 20 - 70 range variable damage to 30 points set >> different sound effects P,P altered: >> recovery time extended df+P+G throw escape situation changed: >> Akira can be attacked out of guaranteed throw db,f+P+G throw escape situation changed: >> Akira can be attacked out of guaranteed throw db+P+G altered: >> opponent rigour time reduced b,df+P+G altered: >> opponent rigour time reduced b,f+P+K+E altered: >> is classified as HP reversible P+K+G,b,df+P+G,f+P altered: >> opponent can escape RBC segment with df+P+G Low rising attacks altered: >> all will track the opponent db,f+P+G throw against Taka altered: >> damage reduced from 65 points to 55 points b,f+P+G throw against Taka altered: >> damage reduced from 60 points to 55 points AOI === f+P+K,P altered: >> recovery time extended f+P,P altered: >> recovery time extended P,P,P,K altered: >> recovery time extended b+P inashi altered: >> opponent rigour time extended Ground throws altered: >> incorrect ground throw animations (i.e. after FC,f+P+G and 3 dan throw) corrected JACKY ===== f+P altered: >> recovery time extended P,P,f+P altered: >> execution time extended >> recovery time extended db+K altered: >> recovery time extended >> damage reduced from 15 points to 12 points db+K,K altered: >> recovery time extended >> damage reduced from 19 points to 15 points b+P altered: >> recovery time extended u+P and d,U+P pounces altered: >> slightly shorter range ub+K altered: >> damage increased from 50 points to 60 points db+P+K altered: >> recovery time extended df+P,P,P(,P) altered: >> fourth P continuation removed >> third and final P will knock down if it connects df+K ground soccer ball kick altered: >> damage reduced from 15 points to 13 points P+G back throw altered: >> damage reduced from 60 points to 50 points JEFFRY ====== New moves/move animations altered: >> b,f,f+P+K >> b,df+P+K,b+P+G hit throw >> b,df+P+K,d+P+G animation changed, made escapable P+G back throw altered: >> damage reduced from 80 points to 75 points f+P+K altered: >> recovery time extended b,df+P,P altered: >> recovery time extended df+P,P,P altered: >> different sound effects df,df+P altered: >> damage reduced from 32 to 30 points >> recovery time reduced >> different sound effects f+K altered: >> recovery time extended >> reduced from 32 points to 28 points >> different sound effects db+P+G throw altered: >> opponent now has less rigour time df,df+P+G, d+P+G sequence altered: >> made more reliable b+P+G, d+P+G sequence altered: >> made far more reliable Side throw b,f|f,b+P+G,d+P+G sequence altered: >> made much less reliable Side throw P+G,d+P+G sequence altered: >> made much less reliable b,f,f+P+G throw escape situation altered: >> Jeff can stop opponent from throwing by strike attacking P+G back throw altered: >> damage reduced from 80 points to 75 points >> against Taka, damage reduced from 100 points to 80 points P+K+G low back throw against Taka altered: >> damage reduced from 100 points to 80 points P+G throw against Taka altered: >> damage reduced from 70 points to 60 points df,df+P+G throw against Taka altered: >> damage reduced from 90 points to 85 points b+P+G throw against Taka altered: >> damage reduced from 75 points to 65 points b,f,f+P+G throw against Taka altered: >> damage reduced from 80 points to 75 points Missed pounce recovery altered: >> The computer will only accept input to reduce rigour time after a missed u+P pounce much farther into the animation KAGE ==== New izuna drop animation (same damage) for Taka: >> b+P+G,u+P+G Throw input altered: >> OB b+P+G,u+P+G Taka izuna drop animation changed to b+P+G,d+P+G d+K+G altered: >> recovery time extended Run+K altered: >> you must run for a slightly longer time for the run+K running slide to execute b+P+G throw escape situation altered: >> Taka can side throw Kage P+K+G low back throw altered: >> damage increased from 50 points to 60 points P+G throw against Taka altered: >> damage reduced from 60 points to 45 points P+G back throw against Taka altered: >> damage reduced from 60 points to 45 points df+P+G throw against Taka altered: >> damage reduced from 45 points to 40 points >> Taka can throw Kage after escaping df+P+G LAU === P+G throw escape situation changed: >> Lau can be thrown by Taka df,df+P+G throw escape situation changed: >> Lau can be thrown by everyone f,d+K altered: >> given stop animation and extended recovery time P,P,P (and all variants thereof) altered: >> recovery time extended DF+P,P,P,P altered: >> will now connect in full if DF+P connects in any manner df+P,df+P+K altered: >> df+P+K will only connect along with df+P if df+P MC's P+G throw against Taka altered: >> damage reduced from 50 points to 45 points b,f+P+G throw against Taka altered: >> damage reduced from 70 points to 50 points df,df+P+G throw against Taka altered: >> damage reduced from 75 points to the standard 65 points b+P+G throw against Taka altered: >> damage reduced from 50 points to 45 points f+P+G throw against Taka altered >> damage increased from 50 points to 60 points LION ==== New canned move: >> P,P,f+P+E FC,f+P altered: >> recovery time extended f+P altered: >> recovery time extended d+P+E altered: >> collision detection greatly expanded f,f+K,K altered: >> second K can now be delayed P+G throw altered: >> damage increased from 40 points to 50 points P+G side throw altered: >> damage reduced from 50 points to 40 points b,f+P+G wall throw altered: >> damage increased from 50 points to 70 points uf+P+G wall throw altered: >> damage increased from 50 points to 60 points PAI === f+P+K inashi altered: >> recovery cannot be cancelled with another inashi >> Pai can be thrown out of inashi b,f+P+G throw escape situation altered: >> Pai can be attacked out of guaranteed throw f,f+P+G throw escape situation altered: >> opponent cannot side throw Pai f+P+G throw against Taka altered: >> damage reduced from 50 points to 45 points SARAH ===== f+P,K altered: >> recovery time extended d+K altered: >> recovery time extended u|uf+K altered: >> recovery time extended K+G altered: >> recovery time extended FC,db+K altered: >> recovery time extended FC,db+K,K altered: >> recovery time extended df+K,K,K altered: >> recovery time extended; pushes opponent farther back, less likely to connect in full TT d+K altered: >> stop animation will now always occur if blocked u+P and d,U+P pounces altered: >> much shorter range b+P+G throw altered: >> opponents rise much faster P+G throw altered: >> escape situation altered, opponent can no longer side throw Sarah >> against Taka, damage reduced from 60 points to 45 points P+G back throw altered: >> damage reduced from 70 points to 50 points >> against Taka, damage reduced from 70 points to 45 uf+P+G catch throw altered: >> damage reduced from 70 points to 60 points SHUN ==== DP system altered: >> sober points taken off go by scale system; the more he has, the more get taken off >> how many DP's Shun starts with in TB mode now depends on how many match points there are All sacrifice (fall down) moves altered: >> much easier for opponent to throw or strike Shun out of falldown animations b+P+G throw against Taka altered: >> damage reduced from 60 points to 55 points TAKA ==== New moves: >> d,U+P horrific sumo ass bomb pounce >> can hop >> ub|u|uf+P hopping smash >> (d)ub|u|uf,P hopping punch >> ub|u|uf+K hopping kick FC|d+P altered: >> low punch reduced from 14 points in damage to 10 points df,df+P altered: >> reduced from 32 points to 30 points >> recovery time reduced >> different sound effects FC,df+P+K altered: >> recovery time extended b,f+P altered: >> reduced from 20~80 points to 20~70 points FC b,f+P altered: >> reduced from 20~80 points to 20~70 points FC,f+P altered: >> recovery time extended >> will always knock down >> different sound effects P,Pf+P altered: >> will always knock down >> different sound effects f+P+K,P,P altered: >> recovery time extended run+P+K altered: >> recovery time extended b+K altered: >> ground hit damage reduced from 32 points to 18 points df+K ground kick altered: >> damage reduced from 20 points to 15 points f+P,f,b+P+G hit throw altered: >> damage increased from 60 points in damage to 80 points >> against Taka, damage increased from 60 points to 70 points b,f+P+G catch throw altered: >> no longer has any priority over strike attacks df+P+G throw altered: >> damage increased from 45 points to 60 points >> against Taka, damage increased from 45 points to 55 points db+P+G throw altered: >> against Taka, damage reduced from 65 points to 55 points df+P+G throw altered: >> damage increased from 45 points to 60 points >> against Taka, damage increased from 45 points to 55 points HCF+P+G throw altered: >> against Taka, damage reduced from 90 points to 80 points >> recovery time extended FC,b+P+G altered: >> on Jeff, Wolf, and Dural, damage increased from 50 points to 70 points >> against Taka, damage reduced from 70 points to 65 points P+G side throw altered: >> damage reduced from 60 points to 50 points P+G back throw altered: >> damage increased from 65 points to 70 points >> against Taka, damage reduced from 90 points to 70 points f+P+G,P+G throw against Taka altered: >> damage reduced from 65 points to 60 points b,f+P+G,P+G throw altered: >> damage reduced from 65 points to 60 points b,f+P+G,d+P+G throw altered: >> damage reduced from 75 points to 70 points b,f+P+G,db+P+G throw altered: >> damage reduced from 75 points to 60 points WOLF ==== d+K altered: >> different animation (longer recovery) d+K+G animation altered: >> d+K+G gives OB d+K in appearance and range; frame stats identical to TB d+K f+K altered: >> recovery time extended b,f+P+K altered: >> recovery time extended b+P and P,P,f+P,b+P altered: >> results in "butt flop" animation if it hits HCB+PP altered: >> can be delayed db+P+K+G,d+P+G sequence altered: >> made far more reliable d+P+K+G,d+P+G sequence altered: >> made more reliable f,f+P+G catch throw altered: >> damage reduced to 60 points to 50 points f+P+G,f+P+G,P+G multithrow altered: >> damage reduced from 70 points to 60 points f+P+G,f+P+G escape situation altered: >> Wolf can be attacked out of his still guaranteed throw P+G throw escape situation altered: >> opponent cannot buffer in a back throw automatically. Opponent must buffer in a forward dash to back throw Wolf HCF+P+G giant swing altered: >> recovery time extended; all pounces avoidable >> d+P+G pickup is easily avoidable, except on Shun's stage uf+P+G catch throw altered: >> Wolf can be thrown during its execution time f+P+G, f+P+G followups altered: >> throws can be escaped P+G throw against Taka altered: >> damage reduced from 70 points to 65 points df+P+G throw against Taka altered: >> damage reduced from 65 points to 55 points df,df+P+G throw against Taka altered: >> damage reduced from 95 points to 90 points [end of file]