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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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