VF3 / Kage [ print friendly ] [ command view ] Xref: world rec.games.video.arcade:147995
From: jirawat@hep01.phys.ufl.edu (Jirawat Uttayaya)
Newsgroups: rec.games.video.arcade
Subject: VF3: By the Numbers - Index
Date: 28 Feb 1997 06:45:04 GMT
Organization: Department of Physics, University of Florida
Lines: 95
Message-ID: <5f5utg$9jo@nostromo.clas.ufl.edu>
NNTP-Posting-Host: osf1.phys.ufl.edu
By the Numbers: Index
by Matsumo (ma2@highway.or.jp) and SEGA AM2
http://home.highway.or.jp/ma2/kage_norm.html
translated by: Jirawat Uttayaya (jirawat@phys.ufl.edu)
Reverse Types:
HiP: High Punch Reverse
HiK: High Kick Reverse
MiK: Mid-Kick Reverse
LoP: Low Punch Reverse
LoK: Low Kick Reverse
Elb: Elbow Reverse
Kne: Knee Reverse
HSp: High Spin Kick Reverse
LSp: Low Spin Kick Reverse
Som: Flipkick Reverse
Damage: Damage listed is base damage. The actual damage inflicted is
base on the formula and situation. An ! by the number means
the move always knocks down the opponent when it successfully
hits.
Ex: Execution time. How long, in frames, it takes for the move to
appear.
Co: Connect time. The number of frames the move will cause damage.
Ri: Rigour time. The amount of time after the move when the CPU will
not accept your input.
Gu: Block Stun difference. If your opponent blocks the move, this is
the difference between your rigour time plus connect time and the
opponent's rigour time. The larger the Gu, the worse for you.
Hit: Hit Stun difference. Normal hits only.
Cou: Major Counter Stun difference. (1.5x Damage)
Stun difference numbers marked with an & means they have been
tinkered by AM2 and does not follow the general stun formulae.
Revision D numbers. Numbers also do not apply to Taka or to
opponent's on the ground.
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 hte end of the rigour time formula only shows
up at Rev. C and above.
Dr(n): Takes off n number of drunk points if connects against Shun.
Sincerely,
Jirawat Uttayaya
Peaking Duck
http://www.phys.ufl.edy/~jirawat/VF3
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