=================================================== 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