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VIRTUA FIGHTER 4 Evo In-game GUIDE

Discussion in 'Junky's Jungle' started by Cephiros_VII, Sep 14, 2005.

  1. Cephiros_VII

    Cephiros_VII Well-Known Member

    This is the VF4:Evo In-game Guide written down by me word-by-word (3 minor bugs were corrected, probably some new bugs added /versus/images/graemlins/smile.gif ) I hope that this can be interesting for people who have japanese copy of VF4evo.

    ===== Numbers =====

    1-frame delay - When using dash [6][6], crouching dash [3][3], back dash [4][4] or crouching back dash [1][1], if you enter the dash command and then enter an attack command, there will be a delay of one frame even if you buffer the command. This is called 1-frame delay. But by entering the directional button portion of the attack command in the first half of the buffer period (when only directional buttons are recognized), you can avoid this delay, and launch your attack as quickly as possible.

    1P / 2P - Indicates which side you start on. Player 1 (1P) starts on the left, and Player 2 (2P) starts on the right.

    ===== A =====

    Advantageous - Describes a situation in which you can move before your opponent can. This usually happens after one character block an attack, or is hit by an attack.

    ARM - Abbreviation for All-Range Movement. By holding down the directional buttons while walking, you can walk in any direction you want.

    Attack atribute - Categories that describes the properties of attack, such as high or mid.

    Attack potential - Describes the part of the move that can do damage to an opponent if it hits. The opposite of this is damage potential, which is the window where your opponent can take damage.

    Attacking a recovering opponent - Timing an attack to hit an opponent as they are recovering from a fall.

    Attacking a rising opponent - Timing an attack to hit an opponent as they are getting up after a fall.

    ===== B =====

    Back attack - An attack performed while facing away from your opponent.

    Back dash - A quick backward movement performed by entering [4][4]. It's useful for quickly backing away from an opponent.

    Back reversal - Used in command lists. Indicates a move that can reverse an opponent's attack that uses his or her back, if used with the right timing.

    Back side - Usually used to indicate the direction of an evade. The side of the back foot is called the back side.

    Back throw - A throw performed while your opponent is facing away from you.

    Beatdown - A hit effect seen with moves such as Lau's [4][6][P]. The opponent is slammed into the ground and cannot recover from the fall, giving you an opportunity to follow up with a down attack. Also, a variety of moves result in beatdowns when used against a floating opponent. It is possible to recover from the fall in this case, but the timing is very difficult to get.

    Bokutai - A special move shared by Pai and Lei Fei. Moves listed as 'from Bokutai' in command list must be performed during this motion.

    Bounce - Describes the state immediately following a knockdown. Most low attacks, and other striking attacks that start from a low posture can still hit during a bounce.

    Bounce combo - A striking attack combo that hits an opponent when they bounce after being knocked down.

    Buffered crouch - Moves such as [2_][6][P] and [2_][3][P] can normally only be done from a crouching position. But because the crouching dash command can replace the [2_] part, you can use it to perform the move from a standing position. For example, [2_][3][P] can be entered as [3][3][3][P]. This is called a buffered crouch.

    Buffered stand - After you perform an attack that leaves you in a crouching position, you can enter the dash (or back dash) command while you are recovering to put yourself in a standing position as soon as you can move again. This is called a buffered stand.

    Buffering - Performing one attack, then entering the command for the next one before the first attack is finished is called buffering. This allows you to perform moves quickly and smoothly.

    ===== C =====

    Cancel - Pressing [G] during certain actions will stop the action. Some striking attacks can also be cancelled.

    Catch - Wolf's [6][P]+[G] grab. Also refers to the state immediately following the grab, in which Wolf has a grip on his opponent. Movies listed as 'from Catch' in command list must be performed from this position.

    Catch throw - Unlike normal throws, catch throws can grab an opponent who is beginning a striking attack.

    Change - Wolf's [6][P]+[G] move from the Catch position. Also refers to the state immediately following the move, in which Wolf has a grip on his opponent from behind. Movies listed as 'from Change' in command list must be performed from this position.

    Charge (Charge attack) - Move that have 'charges' after the command can be charged up by pressing and holding the buttons. The move will be slower to activate, but there are various benefits, such as increased damage, different hit effects and guard breaks. Moves that can be charged are simply called charge moves.

    Choukarou - One of Shun's special stances. Movies listed as 'from Choukarou' in command list must be performed from this stance.

    Closed foot position - Describes the relative positions of your feet and your opponent's feet. In this case, both characters have the same foot forward so the foot positions are parallel to each other.

    Combo - A chain of guaranteed hits that you can land after you have rendered your opponent vulnerable (such as hitting them high into the air).

    Continuous guard - Describes a situation in which after you guard to block the first strike of series, you have no choice but to continue guarding for the second strike. This occurs when attacks follow each other very quickly.

    Continuous hits - Describes a situation in which if the first attack hits, the following attack is also guaranteed to hit.

    Counter hit - If a striking attack hits your opponent just as they are beginning an attack of their own, it becomes a counter hit. There is a slight yellow flash to indicate the counter, and the hit does more damage then usual. Many attacks also have different effects when they counter hit.

    Counterattack - After you block an opponent's attack, you can respond with an attack of your own. Certain attacks in this situation are guarenteed to hit, including throws, which can only be avoided with throw escapes.

    CPU - The character controlled by the computer.

    Crouching - Describes a character in a low stance. You can crouch down to avoid high striking attacks and high throws, buy you remain vulnerable to mid or low striking attacks, and low throws.

    Crouching back dash - A short backwards dash performed by entering [1][1]. Because you are crouching as you back up, you can avoid high attacks as you back away.

    Crouching dash - A short low dash performed by entering [3][3]. Because you are crouching during the dash, you can avoid high attacks as you close in.

    ===== D =====

    Damage - The amount of health depleted when an attack hits. Used to indicate how powerful an attack is.

    Damage adjustment - In this game, the amount of damage inflicted by attacks is adjusted depending on the circumstances. The amount of damage added or subtracted is called damage adjustment.

    Dash - A short quick forward motion performed by entering [6][6]. It's useful for quickly closing in on an opponent.

    Defenseless - Describes a state in which you are not guarding, and there is on input on the directional buttons.

    Defensive - Refers to Defensive Style, one of Vanessa's stances. Commands listed as 'from Defensive Style' must be entered while Vanessa is in this stance.

    Deflecting - Describes a move that deflects an opponent's attack, and renders them immobile for a short period of time.

    Delay - Some attack series allow you to alter the timing of your moves by pausing slightly when you input the commands, to catch your opponent off guard. This can also be done for rising attacks by pressing [K] after you begin to move.

    Disadvantageous - Describes a situation in which your opponent can move before you can. This usually happens after one character blocks an attack, or is hit by an attack.

    Distance - The amount of space between the two characters.

    Dokuritsu Shiki - One of Lei Fei's special stances. Moves listed as 'from Dokuritsu Shiki' in command list must be performed from this stance.

    Double foot reversal - Used in command lists. Indicates a move that can reverse an opponent's double foot attack or jumping attack, if used with the right timing.

    Double hand reversal - Used in command lists. Indicates a move that can reverse an opponent's double hand attack, if used with the right timing.

    Down - Describes a character who has been knocked down to the ground by a striking attack.

    Down attack - A follow-up attack that can be performed only when your opponent is down on the ground.

    Down throw - A follow-up throw that can be performed only when your opponent is down on the ground.

    Drink steal - Describes moves that can reduce the number of drinks that Shun or Dural have.

    Drinks - Shun and Dural have the ability to take drinks after certain moves. This will increase the number of drinks on their drink counter. With more drinks, moves will do more damage, and in Shun's case, certain new moves become available.

    Duration - The period of time that a move has attack potential.

    ===== E =====

    Elbow - A striking attack using the elbow. This is sometimes used to represent a whole category of mid attacks that have similar execution speeds to Kage's [6][P] and Lau's [6][P] attacks.

    Elbow reversal - Used in command lists. Indicates a move that can reverse an opponent's elbow attack, if used with the right timing.

    Evade - By pressing [8] or [2] then quickly letting go, you can evade. [2] moves you toward the front of the screen, and [8] moves you toward the back of the screen.

    Evading throw escape - An advanced throw escape. By entering an evade command, immediately followed by a throw escape, you can evade a striking attack while being ready for a throw at the same time.

    Exact recovery - When getting knocked down by an attack, if you recover from the fall at the exact instant you hit the ground, you can recover more quickly then the standard recovery. Also, with certain throws or reversals, you can use exact recovery to avoid taking damage when falling to the ground.

    Execution - The time from the entering of the attack command to the point just before it has the potential to do damage.

    ===== F =====

    Face down - Describes how a character is lying on the ground after being knocked down--in this case, face down on the ground.

    Face up - Describes how a character is lying on the ground after being knocked down--in this case, on his or her back, and facing up.

    Facing away - Describes a character standing with his or her back turned to the opponent.

    Failed evade - An evade that does not meet the conditions for a successful evade turns into a failed evade, which is neighter fast nor invulnerable.

    Fastest timing - Describes several situations in which you move as quickly as possible--by completing a delayable series with no delays, or by attacking the moment your recovery ends, for example.

    Feet toward opponent - Describes how a character is lying on the ground after being knocked down--in this case, with the opponent standing near his or her feet.

    Flamingo - Sarah's special stance. Movies listed as 'from Flamingo' in command list must be performed from this stance.

    Floater move - A move that allows you to hit your opponent high into the air.

    Follow-up - Inflicting additional damage on a floating opponent with a combo or on a downed opponent with a down attack.

    Foot position - Describes how a character is standing. Specifically, it describes which foot is in front when standing still, as well as the relationship with the opponent's foot position.

    Forced choice - In a situation where you can move before your opponent can, you can threaten them with two different potential attacks, such as a mid attack or a high throw. These are difficult to defend against at the same time, and the opponent is forced to choose how to respond. This is one of the fundamentals of attacking in this game.

    Frame - The smallest unit of graphics display. In this game, a frame is displayed for 1/60 of one second, so frames are used as a unit of time for move executions and recovery.

    From X - Used in command lists. Indicates a move performed from a certain state, such as running, evading, or special stances.

    Front site - Usually used to indicate the direction of an evade. The side of the leading foot is called the front side.

    Full spinning move - A striking attack which cannot be avoided by evading in eighter direction.

    ===== G =====

    Getting up - Getting up off the ground after getting knocked down.

    Getting up (back roll) - One way of getting up after a knockdown. You can hold [4] and press [G] while you are down to roll away from your opponent while getting up.

    Getting up (in place) - One way of getting up after a knockdown. You can press [G] or [P] while you are down to simply stand up. This will also happen (with a longer delay) if you don't enter anything.

    Getting up (side-roll) - One way of getting up after a knockdown. You can hold [2]_[8] and press [G] while you are down to roll to the side wile getting up.

    Grab - The state in which Goh has a grip on his opponent, such as after [P]+[K][P]+[G]. Moves listed as 'from Grab' in command list must be performed from this state.

    Grabbing motion - The first part of a throw, in which you attempt to grab your opponent. If this grabbing motion makes contact with your opponent, the actual throwing motion begins.

    Guarantee - Indicates a situation in which an attack cannot be blocked or evaded, and therefore is guaranteed to hit.

    Guaranteed throw move - A situation in which you are guaranteed to get a throw, usually after blocking a powerful attack. In Quest mode, some quest odrers require you to throw your opponent from a guaranteddd throw situation. In this case, you must guard to block the guaranteed throw move, then counterattack with a high or low throw.

    Guard break move - A move that causes a guarding opponent to stagger. Charging moves, when fully charged, have this effect.

    Guarding throw escape - An advanced throw escape. By entering a throw escape command during the recovery time, then pressing and holding [G], you can have both commands active to block a striking attack, or escape a throw. But in most cases, you can only escape throws performed while you are still recovering.

    Gut collapse - A hit effect seen when Akira's [6][6][6][P] counter hits. Your opponent hunches over and collapses, and they cannot recover from the fall, so it's a good opportunity for a follow-up attack.

    ===== H =====

    Hai Shiki - One of Lei Fei's special stances. Movies listed as 'from Hai Shiki' in command list must be performed from this stance.

    Half spinning move - A striking attack which can be avoided by evading in one direction, but not the other.

    Head collapse - A hit effect seen when Akira's [2][1][4][P] hits. Your opponent collapses after they get hit in the head, and they cannot recover from fall, so it's a good opportunity for a follow-up attack.

    Head reversal - Used in command lists. Indicates a move that can reverse an opponent's head attack, if used with the right timing.

    Head toward opponent - Describes how a character is lying on the ground after being knocked down--in this case, with the opponent standing near his or her head.

    Heavy down attack - A down attack performed by entering [8][P]. They are relatively slow, but do more damage then light down attacks.

    Heavyweight - A group of characters who are relatively heavy, and thus less vulnerable to midair combos. This includes Wolf and Jeffry.

    High - Describes moves that can be blocked high, and will not hit a crouching opponent.

    High guard - Guarding by standing, and pressing [G]. This will allow you to block high and mid attacks, but you will take damege from most low attacks.

    High throw - A move that can throw a standing opponent.

    Hit - Describes an attack that makes contact with your opponent.

    Hit effect - Describes the effect of a successful attack. There are tree major types--jolts, staggers and knockdowns.

    Hit-throw - Certain striking attacks that can chain into a throw when they hit, or are blocked. The resulting throws are called hit-throw.

    ===== I =====

    In-place recovery - A type of recovery. You can enter [P]+[K]+[G] to quickly recover from a fall in the spot you landed.

    Interrupt - To break into an opponent's attack and stop it with an attack of your own.

    Invulnerability - Describes a state in which you cannot take any damage. A successful evade is one such situation.

    ===== J =====

    Jaw collapse - A hit effect seen when Vanessa's [K] (from Offensive stance, while rising from crouch) and Goh's [6][K] counter hit. It forces your opponent into a crouching position, and prevents them from moving for a set time.

    Jolt - A type of hit effect, along with knockdown and stagger. Describes the momentary inability to move after being hit by an attack.

    Jumonji Kamae - Kage's Hagakure-ryu You Jumonji Kamae stance.

    Jumping/Before landing - Used in command lists. Indicates a move performed while jumping, right before landing on the ground.

    Jumping/In midair - Used in command lists. Indicates a move performed while jumping, at the top of the jump.

    Jumping/While rising - Used in command lists. Indicates a move performed while jumping, at the very beginning of the jump. This can be done by jumping with the directional buttons, and entering the command at the same time.

    ===== K =====

    Knee - A striking attack using the knee. This is sometimes used to represent a whole category of mid attacks that have similar execution speeds to Jeffry's [6][K] knee attack.

    Knee reversal - Used in command lists. Indicates a move that can reverse an opponent's knee attack, if used with the right timing.

    Kokei - Lau's special stance. Movies listed as 'from Kokei' in command list must be performed from this stance.

    Koko Shiki - One of Lei Fei's special stances. Movies listed as 'from Koko Shiki' in command list must be performed from this stance.

    Kouten - One of Kage's special movies. Movies listed as 'from Kouten' in command list must be performed during this motion.

    [K] reversal - Used in command lists. Indicates a move that can reverse an opponent's kicking attack, if used with the right timing.

    ===== L =====

    Leg collapse - A hit effect seen when Akira's [3][P]+[K] counter hits. The legs are hit out from under your opponent, and they cannot recover from the fall, so it's a good opportunity for a follow-up attack.

    Light down attack - A down attack performed by entering [3][P] or [3][K]. Compared to heavy down attacks, light down attacks are quicker, but do less damage.

    Lightweight - A group of characters who are relatively light, and are more vulnerable to midair combos. This includes Aoi, Pai, Sarah and Vanessa.

    Linear attack - Describes a straight-on striking attack that has no spinning properties.

    Long-range - Describes the distance between you and your opponent. In this case, the distance is so far that most attacks cannot reach.

    Low - Describes moves that can be blocked low, and cannot be blocked high.

    Low guard - Guarding by crouching, and pressing [G]. This will allow you to block low attacks, but you will still take damage from mid attacks.

    Low throw - A move that can throw a crouching opponent.

    ===== M =====

    Medium weight - A group of characters with relatively normal weight, and have averange vulnerability to midair combos. This includes Goh, Brad, Lei Fei, Kage, Shun, Lion, Lau, Jacky and Akira.

    Meishouho - One of Pai's special movies. Movies listed as 'from Meishouho' in command list must be performed during this motion.

    Mid - Describes an attack that can be blocked high, but cannot be blocked low.

    Midair combo - After an opponent has been hit high into the air, with a striking attack, they are vulnerable until they hit the ground. During this time you can follow up with additional striking attacks for a midair combo.

    Mid-range - Describes the distance between you and your opponent. In this case, the distance is just enough for side kicks or other long attacks to reach.

    Multiple thow escape - An advanced throw escape. By entering multiple throw escape commands quickly, you can escape from a variety of throws.

    ===== N =====

    Nehan Shiki - One of Lei Fei's special stances. Movies listed as 'from Nehan Shiki' in command list must be performed from this stance.

    Neutral - Describes a state in which there is no input on the directional buttons.

    Normal hit - Describes a standard hit, resulting from a striking attack on an opponent who is not doing anything. Hits during a failed evade, a dash, or back dash are also normal hits.

    Normal stance - A standing position with the right foot forward.

    ===== O =====

    Offensive - Refers to Offensive Style, one of Vanessa's stances. Commands listed as 'from Offensive stance' must be entered while Vanessa is in this stance.

    Offshoot move - Describes a move that follows another one, such as in an attack series or throw combo.

    On opponent's left/right - Used in command lists. Indicates a move performed when you are facing one of your opponent's sides. Depending on the move, you will need to be on your opponent's left side, right side, or for some moves, on either side.

    One command - A command that can be entered in one step (no more then one direction, and only one set of buttons), such as [K] or [6][P]+[G].

    Open foot position - Describes the relative positions of your feet and your opponent's feet. In this case, one character has the right foot forward, and the other has the left foot forward.

    Opponent behind - Used in command lists. Indicates a move performed while your opponent is behind you.

    Opponent crouching - Used in command lists. Indicates a move performed when your opponent is crouching.

    Opponent down - Used in command lists. Indicates a move performed when your opponent has been knoced down.

    Opponent facing away - Used in command lists. Indicates a move performed when your opponent is turned around, and facing away from you.

    Opponent's back to wall - Used in command lists. Indicates a move performed when your opponent is standing with his or her back to the wall.

    Oushin - One of Shun's special stances. Movies listed as 'from Oushin' in command list must be performed from this stance.

    ===== P =====

    Parrying - Certain moves, such as Aoi's Tenchi In'you stance, have the ability to parry your opponent's attacks. The moves will vary depending on the opponent's attack.

    [P] reversal - Used in command lists. Indicates a move that can reverse an opponent's punching attack, if used with the right timing.

    ===== R =====

    Reach - The distance a move can travel. If you use an attack with a longer reach, you can hit your opponent from further away.

    Recovering - Pressing the directional buttons ans other buttons rapidly will shorten the amount of time you cannot move after you have been knocked down, or while you are staggering.

    Recovering from a fall - You can recover from a fall by pressing [P]+[K]+[G] or [2]_[8][P]+[K]+[G] when you land on the ground, to avoid getting downed. The former is called in-place recovery, and the latter is called a side-roll recovery.

    Recovery - The brief period of time after you perform an attack, or after you get hit by an attack, during which you cannot move.

    Recovery counter hit - If a striking attack hits your opponent just are they are ending their own attack, it becomes a recovery counter hit. The damage is increased slightly, and some moves have different effects. Keep in mind that if you land a hit at the very end of the recovery period, it will not be counted as a recovery counter hit.

    Reject Wall - One of Wolf's special moves ([P]+[K]+[G]), with reversal-like properties. Wolf also has certain moves that can be entered after he successfully stops an enemy striking attack with [P]+[K]+[G].

    Reversal - A move that allows you to catch or deflect your opponent's attack, and counterattack. If your opponent performs a reversible move ehile your reversal command is active, you will successfully perform a reversal.

    Reversal attribute - Every move in the game has a reversal attribute that determines how it is affectes by reversals. Most moves are sorted into categories such as punches, kicks, side kicks, etc. In the command lists punches are listed as [P], kicks are listed as [K], and somersoult kicks are listed as somersoults.

    Reversal combo - A series of moves that can chain after a reversal.

    Reversal throw escape - An advanced throw escape. By entering a reversal command immediately followed by a throw escape command, you can have both commands active to reverse your opponent's striking attack or throw.

    Reverse stance - A standing position with the left foot forward.

    Rising attack - After you have been knoced down, you can press [K] or [2][K] to attack while getting up. The former is a mid rising attack, and the latter is a low rising attack.

    Running - When you are far from your opponent, you can enter [6][6_] to run, it's useful for getting in close quickly.

    ===== S =====

    Series - Two or more attacks that can be done one after the other. Usually refers to attacks that won't necessarily continue to hit if the first one hits.

    Series move - An attack that combines two or more moves, such as Akira's [K]+[G][P] or Jacky's [6][P][K]. Depending on the move, the attacks may not necessarily continue to hit if the first strike hits.

    Short-range - Describes the distance between you and your opponent. In this case, the opponent is close enough to perform throws, and close striking attacks such as [2][P].

    Shoulder reversal - Used in command lists. Indicates a move that can reverse an opponent's shoulder attack, if used with the right timing.

    Side kick - A kicking attack aimed at the opponent's gut. This is sometimes used to represent a whole category of mid attacks that have similar execution speeds to most characters' [3][K].

    Side kick reversal - Used in command lists. Indicates a move that can reverse an opponent's side kick attack, if used with the right timing.

    Side throw - A throw performed when you are facing one of your opponent's sides.

    Side-roll recovery - A type of recovery. You can recover from a fall by entering [2]_[8][P]+[K]+[G], and depending on the direction you entered, you will recover while rolling toward or away from the screen.

    Slide Shuffle - One of Jacky's special movies. Movies listed as 'from Slide Shuffle' in command list must be performed during this motion.

    Slipping Left - One of Brad's special movies. Movies listed as 'from Slipping Left' in command list must be performed during this motion.

    Slipping Right - One of Brad's special movies. Movies listed as 'from Slipping Right' in command list must be performed during this motion.

    Somersoult reversal - Used in command lists. Indicates a move that can reverse an opponent's somersoult kick, if used with the right timing.

    Special high - Most high attacks do not hit crouching opponents, which makes them very vulnerable to being stopped by low attacks. Special high attacks, however, can hit opponents who are performing a low attack, or an attack that begins from a lower position.

    Special low - A low attack that can be blocked with a high guard.

    Special mid - A mid attack that can be blocked from a crouching position, but disrupts the low guard.

    Special move - A move that has no attack potential. Most of these special moves allow for movement, or changing stances.

    Special stance - A different fighting stance from the normal position. Most of the special stances don't allow you to guard, but do allow you to perform attacks that can only be done from these stances.

    Spin kick reversal - Used in command lists. Indicates a move that can reverse an opponent's spin kick attack, if used with the right timing.

    Spinning direction - Certain striking attacks cannot be evaded in one or both directions. Half-spinning attacks can be avoided by evading away from the spinning direction, but full spinning attacks cannot be evaded.

    Stagger - A type of hit effect, along with knockdown and jolt. When your character staggers, a joystick icon will appear on the screen. You can recover from the stagger to shorten the duration of the effect.

    Stagger throw - A type of throw that staggers the opponent, instead of throwing them to the ground.

    Standard stance - The beginning fighting stance, with no special stances active.

    Standing - Describes a character standing up, as opposed to crouching. High throws will work on standing opponents, buy low thrown will not. (There are certain exceptions, such as hit-throws under limited conditions).

    Starting move - The first move in an attack series or combo.

    Step Back - One of Jacky's special movies. Movies listed as 'from Step Back' in command list must be performed during this motion.

    Stopping - Aoi's ability to stop in the middle of certain moves by pressing [G]. This is a type of cancel, specific to Aoi.

    Striking attack - An attack, such as a punch or a kick, that inflicts damage when it hit an opponent. With certain exceptions, they can be blocked by guarding.

    Striking throw escape - An advanced throw escape. When your opponent has a guaranteed throw, you can buffer a striking attack, immediately followed by a throw escape. This will allow you to avoid a throw if your opponent enters the throw command, or perform a striking attack if they do not.

    Successful evade - If you ebter the evade command while your opponent is starting a striking attack, and you are not evading into a spinning attack, you will perform a successful evade--it will be quicker then normal, and you will be invulnerable for a short time.

    Sway Back - One of Brad's special movies. Movies listed as 'from Sway Back' in command list must be performed during this motion.

    ===== T =====

    Takedown - The state in which Vanessa is atop her opponent, such as after [6][6][P]+[K] (from Offensive). Movies listed as 'from Takedown' in command list must be performed from this state.

    Tenchi In'you - One of Aoi's special moves. Movies listed as 'from Tenchi In'you' in command list must be performed from during this motion.

    Tentouritsu - One of Shun's special stances. Movies listed as 'from Tentouritsu' in command list must be performed from this stance.

    Threat Stance - One of Jeffry's special moves. Movies listed as 'from Threat Stance' in command list must be performed from during this motion.

    Throw - A type of attack effective against guarding or evading opponents, but not against opponents beginning a striking attack. If the initial grabbing motion hits your opponent, the throw will begin.

    Throw combo - Describes moves that chain after throws.

    Throw escape - By quickly entering the appropriate command after your opponent begins a throw, you can escape the throw and avoid taking damage. It's possible to escape from most throws.

    Turning around - When you are standing with your back to your opponent, you can turn around by pressing [G], pressing the directional buttons toward your opponent, or performing an evade, dash, or crouching dash.

    ===== U =====

    Unblockable movie - A movie that cannot be blocked. Unlike guard break movies, unblockable movies can directly damage a guarding opponent.

    ===== V =====

    Vital point collapse - A hit effect seen when Wolf's [6][K] and Aoi's [4][3][P]+[K] counter hit. It forces your opponent into a hunched-over position and pops them into the air slightly, and is a good opportunity for a follow-up attack.

    ===== W =====

    Walking - When you enter [4_],[7_],[8_],[9_] or [6_], your character will slowly walk in that direction. There are other, faster ways of moving around which are generally more useful.

    Wall in back - Used in command lists. Indicates a move that can be used when your character is standing with his or her back to the wall.

    Wall in front - Used in command lists. Indicates a move that can be used when your character is facing the wall.

    Wall move - A striking attack or a special move that uses the wall in some way.

    Wall throw - A move that takes adventage of the wall to throw an opponent.

    Weight - Each of the characters has a set weight, which affects how high they can be hit into the air. This determines their vulnerability to midair combos.

    While rising from a crouch - Used in command lists. Indicates a move performed while rising from a crouch into standing position. From a crouch, let go of the directional buttons, then enter the attack command.

    ===== Z =====

    Zabantetsu - One of Shun's special stances. Movies listed as 'from Zanbantetsu' in command list must be performed from this stance.

    Zenten - One of Kage's special movies. Movies listed as 'from Zenten' in command list must be performed during this motion.

    [END]
     
  2. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    Very cool of you to take the time to do this. I'm sure people will benefit from it.
     
  3. Cephiros_VII

    Cephiros_VII Well-Known Member

    Yes, it took me a lot of time...
    I've made some changes so guide is now more 'readable' /versus/images/graemlins/smile.gif

    I'm going to use this guide to write the Ultimate VF Dictionary. It will be availabe on <font color="red">Pai Chan DOJO</font> in next two weeks.
     

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