VF3 [ print friendly ] [ command view ] Virtua Fighter 3 Systems FAQ
by Matsumo (ma2@highway.or.jp) and SEGA AM2
trans. Jirawat Uttayaya (jirawat@phys.ufl.edu)
compiled by and edited for VF3tb by Rich Williams
Disclaimer: This information is copyrighted by AM2 and SEGA. May not be
used or published without permission. Translation is
copyrighted by [Jirawat Uttayaya].
Table of Contents
I. Damage System
II. Reverse System
III. Stun Formulae
IV. No Throwing
V. Ground Attack
VI. Move Cancel Mechanics
VII. Move Priority
VIII. Character Data
IX. Throw Escape Followups
X. Dodging Rising Attacks
I. DAMAGE SYSTEM
Final_Damage = (Counter * Opp_Dam) + (Mov_Dam * State * Air_Combo * Air_Rep)
Upper Bound: Final_Damage <= 1.5 * Mov_Dam
Counter: Your move hits when your opponent is doing a move.
= 1/2 If your move hits during the opponent's execution
or detection time
= 1/4 If your move hits during the opponent's rigour time
= 1 A normal hit
Opp_Dam: The damage of your opponent's move
Mov_Dam: The damage of your move
State: The circumstance of the hit
= 1/2 Your move hits the opponent's fingers or toes
while the opponent's move is in execution or
detection time.
= 3/4 a) Air combo with a canned combo, ie. PPP, d+K
b) The opponent is falling to the ground and your
attack is not a ground attack.
c) A pounce which does not hit the thighs, torso,
shoulder, or head.
= 9/8 Your opponent is crouching and not guarding or doing
an attack. Your attack is a mid level or air attack
and is not part of a canned combo.
= 5/4 a) Your opponent is not guarding and your attack is
not part of a canned combo and does not hit the
legs, arms, or shoulders.
b) Your opponent is in the middle of dodging. Excludes
canned combos.
= 1 A normal hit.
Air_Combo: Your opponent is in the air and you hit him with a canned
combo.
= 3/4 Four hits or less
= 1/2 Five or more hits
= 1 A normal move
Air_Rep: Repetition of moves in floating canned combos
= 3/4 The move is the same as the one before it, ie. PPP
= 1 Normal move
II. REVERSAL DAMAGE
Final_Damage = Rev_Dam + (1/2 * Opp_Dam)
Rev_Dam: The original damage of the reverse.
Opp_Dam: The damage of the opponent's move reversed.
Reverse Damage Bug or Undocumented Feature?
If Kage, Pai, or Wolf reverse an opponent's attack at the final frame
of detection time and the opponent is less than 1.4 m away, then the
damage is increased by,
Final_Damage = Rev_Dam + 1/2 * [Rev_Dam + (1/2 * Opp_Dam)]
III. STUN FORMULAE
When your attack connects your opponent, whether he is guarding or not,
there is a certain amount of frames, called stun, in which the CPU
will not accept any input from your opponent.
Opponent Guards: Guard_Stun = (2/3 * Final_Damage) + 6 Maximum 24 frames
Opponent is Hit: Hit_Stun = (4/5 * Final_Damage) + 6
Opponent is Counter Hit: Counter_Stun = (4/5 * Final_Damage) + 6
IV. NO THROWING
After you hit an opponent with an attack, there is a period of frames
where both players can not throw each other.
Guard: Guard_Stun + 8 Maximum 30 frames
Hit: Hit_Stun + 9 Maximum 30
Counter: Counter_Stun - 1 Maximum 30
After rising up: 6 frames of No Throw
V. GROUND ATTACKS
When a pounce or ground attack hits a fallen opponent, the damage is
Ground_Damage = Final_Damage - 14 Minimum is 0
However certain attacks, eg. Lion's u/f+K, will hit an opponent on the
ground while not being classified as a ground attack. For these moves
the damage is
Ground_Damage = Final Damage - 22 Minimum is 0
VI. DAMAGE ROUNDING
If the coefficient is 3/4, round up the resultant fraction. For any
other coefficient, ignore the fraction.
Example: 30 * 3/4 = 22.5 --> 23
30 * 5/4 = 37.5 --> 37
VI. Move Cancel Mechanics
By pressing G, you can cancel the execution of some attacks. The
numbers of this phenomenon is:
Cancel(X, Y, Z)
X: The threshold when you can not G-cancel a move anymore. Thus from
1 to X-1 frames you can cancel the move.
Z: At what frame of animation the move actually cancels.
Case A: You pressed G at a frame less than Z.
Then the move stops execution at Z+1
Case B: You pressed G at a frame greater than or
equal to Z.
Then the move stops execution at the next
frame after you pressed G.
Y: Determines your rigour time.
Rigour = (Frame the move stops execution) - Y + 2
NB: The +2 at the end of the rigour time formula only shows
up at Rev. C and above.
Some G-cancel stats:
Kage: PK Cancel(10, 1, 6)
d/b+P, K Cancel(10, 1, 9)
K Cancel(12, 4, 5)
Aoi: f, f+P Cancel(16, 5, 15)
f+P+K, P Cancel(20, 1, 19)
P, P, f+P Cancel(18, 8, 17)
VII. Move Priority
When two moves hit at the same time, which move wins?
Move Hit Priority
1. Rising Attacks always has first priority
2. The attack with the greater damage wins
3. If same damage, then air attacks wins
4. If the difference between the opponents' life bar is 50 or over,
then the player with the smaller life bar has priority.
5. The move with the quicker detection, then execution time hits.
6. If it's still a tie, then both players get knocked down.
VIII. VF3 Character Data
Weight High Low Back Ground Big Small
(kg) Throw Throw Throw Attack Jump Jump
Taka 230.0 1.50 1.5 1.4 2.5 44 23
Dural 200.0 1.40 1.5 1.3 3.0 58 32
Jeffry 111.0 1.50 1.5 1.4 2.5 48 32
Wolf 101.0 1.50 1.5 1.4 2.5 48 32
Akira 79.0 1.40 1.5 1.3 3.0 52 32
Jacky 75.0 1.40 1.5 1.3 3.0 52 32
Kage 66.0 1.40 1.5 1.3 5.0 80 32
Lau 65.0 1.40 1.5 1.3 3.0 52 32
Shun 63.0 1.40 1.5 1.3 3.0 52 32
Lion 61.0 1.40 1.5 1.3 3.0 58 32
Sarah 55.0 1.40 1.5 1.3 3.5 55 32
Pai 48.0 1.40 1.5 1.3 3.0 58 32
All throw and ground attack distances are in meters. Throw distances are
measured from hip to hip. These throw distances do not apply to catch throws.
Obviously if the character does not have a low throw, the data does not apply.
It's not known what units the jumps are measured in.
IX. Throw Followups
What to do after Escaping a Throw.
Equal Throw Opportunity:
After the throw escape, both players are within the 1.4m throw range
and recover from rigour at the same time. No advantage to either player.
Defender Advantage Throw Opportunity:
After the throw escape, both players are within the 1.4m throw range
but the player who escaped the throw recovers from rigour quicker.
Defender Advantage Attack Opportunity:
After the throw escape, both players are not within the 1.4m throw range.
The throw escapee recovers from rigour faster and can initiate an
attack first.
Aggressor Advantage Attack Opportunity
After the throw escape, both players are not within the 1.4m throw range.
The throw initiator recovers from rigour faster and can initiate an
attack first.
Aggressor Advantage Throw Opportunity
After the throw escape, both players are within the 1.4m throw range.
The throw initiator recovers from rigour first and can initiate a throw.
Side Throw:
The throw escapee gets a nearly guaranteed side throw. Just wail on the
P+G buttons.
AKIRA
Throw Reversed by Follow-up
-------------------------------------------------
db,f+P+G f+P+G Agg. Adv Throw Opp. (strike attacks from
opponent can stop throw)
df+P+G df+P+G Agg. Adv Throw Opp. (strike attacks from
opponent can stop throw)
db+P+G db+P+G Defender Adv. Attack Opp.
b,f+P+G f+P+G Def. Adv Back Throw
PAI
Throw Reversed by Follow-up
-------------------------------------------------
b,f+P+G f+P+G Agg. Adv Throw Opp. (strike attacks from
opponent can stop throw)
f+P+G f+P+G Side Throw
df+P+G df+P+G Side Throw
LAU
Throw Reversed by Follow-up
-------------------------------------------------
b,d+P+G d+P+G Side Throw
f+P+G f+P+G Side Throw
df,df+P+G df+P+G Agg. Adv Throw Opp. (Jeff, Wolf and Taka ONLY)
WOLF
Throw Reversed by Follow-up
------------------------------------------------
P+G P+G Def. Adv Back Throw (forward dash must be
buffered in)
df,df+P+G df+P+G Def. Adv Back Throw
After the Catch (f+P+G)
f+P+G f+P+G Agg. Adv Throw Opp. (strike attacks from
opponent can stop throw)
f+P+G f+P+G Equal Throw Opp
b+P+G b+P+G Equal Throw Opp.
JEFFRY
Throw Reversed by Follow-up
------------------------------------------------
b,f+P+G,f+P+G f+P+G Equal Throw Opp.
b+P+G b+P+G Def Adv Attack Adv.
db,f+P+G f+P+G Side Throw
b,f,f+P+G f+P+G Def. Adv Throw Opp. (strike attacks from
Jeffry can stop throw)
KAGE
Throw Reversed by Follow-up
------------------------------------------------
P+G P+G Def Adv Attack Opp.
b,d+P+G d+P+G Side Throw
b,f+P+G f+P+G Side Throw
SARAH
Throw Reversed by Follow-up
------------------------------------------------
P+G P+G Neutral / Side Throw (forward dash must be
buffered in)
b,f+P+G f+P+G Side Throw
JACKY
Throw Reversed by Follow-up
------------------------------------------------
df,df+P+G df+P+G Side Throw
LION
Throw Reversed by Follow-up
------------------------------------------------
P+G P+G Agg. Adv Attack Opp.
f,f+P+G f+P+G Def Adv. Throw Opp
uf+P+G uf+P+G Side Throw
b+P+G b+P+G Def. Adv Back Throw
b,f+P+G f+P+G Def. Adv Back Throw (not applicable in case
of wall throw version)
AOI
Throw Reversed by Follow-up
------------------------------------------------
P+G P+G Side Throw
db+P+G db+P+G Side Throw
X. Dodging Rising Attacks
Okiseme Topic: Dodging Rising Kicks
by Nobuhito Funakoshi <funa@virgo10.cse.kyutech.ac.jp>
translated by Jirawat Uttayaya <jirawat@phys.ufl.edu>
There are many factors involved in rising kicks.
User Defined Factors
1. Stationary Rising Kick
2. Rolling to the Side Rising Kick
3. Rolling Forward or Backward Rising Kick
Computer Factors
Prone character:
1. Face up or Face Down
2. Head towards or Head aways from the opponent
This discussion will assume the most common situation: face up and heads
away.
When your character gets knocked down, he maintains his previous stance.
The forward leg will be the kicking leg while the hind leg is the pivot.
As your character is rising to kick, the kicking leg swings behind the
pivot leg before connecting. (Fig 1)
Fig 1
<-- 0 (Kicking Foot)
| 0 (Pivot Foot)
\/
-->
To avoid a rising kick, dodge into the direction of the kicking foot
at the same time the opponent initiates his rising kick. After dodging,
do an appropiate high or low throw, sometimes a side throw in certain
situations. A quick mid attack like an elbow or knee works also.
If you use a knee, follow-up with a float combo.
Admittedly, this skill is not undifficult to acquire. You must have the
tenacity to practice the dodge, willing to take a few rising kicks along
the way. The degree of difficulty depends on two main factors: stance
and the direction of the rising roll.
Case 1: Stationary Rising Kick
A. Closed Stance
The standard situation. Follow the advice given above.
B. Open Stance
Much more difficult than dodging from closed stance. You
must immediately dodge as your opponent kicks. The window
of opportunity is much more narrow
Case 2: Rolling to the Side then Kicking
A. Rolling to the Side of the Kicking Leg
Dodgingwise, this is the same as a stationary rising kick.
Follow the appropiate advice depending on stance.
B. Rolling to the Side of the Pivot Leg
The generic advice to dodging rising kicks do not apply
in this case. Oftentimes dodging rising kick in this
situation, especially rising sweeps, is practically
impossible. The only two situations where dodging may
work is if in closed stance the opponent dodges short
and in open stance the opponent dodges long. This
will be the toughest case you will have to deal with.
Tips
O. Dodging rising kicks generally works best in closed stance.
O. Dodging rising kicks also works well when the opponent rolls
to the side of the kicking foot.
O. When trying to dodge, keep close to the prone opponent becasue
the dodge angle is large.
O. The best effect of dodging rising kicks is that it will force
the opponent to become more timid getting up. Thus you can more
easily press your advantage.
Sincerely,
Jirawat Uttayaya a.k.a. Peaking Duck
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