VF3 [ print friendly ] [ normal view ] Xref: world rec.games.video.arcade:135031
From: jirawat@hep01.phys.ufl.edu (Jirawat Uttayaya)
Newsgroups: rec.games.video.arcade
Subject: VF3: I Can Only Read About It
Date: 26 Oct 1996 00:12:40 GMT
Organization: Department of Physics, University of Florida
Lines: 193
Message-ID: <54rl1o$n0r@nostromo.clas.ufl.edu>
NNTP-Posting-Host: osf1.phys.ufl.edu
Changes from VF2 to VF3
This is a FAQ I translated from MIURA Masahiro <mmiura@ap.ilab.toshiba.co.jp>
Sure looks like the beginnings of an English VF3 FAQ, huh :-)
I. New Gameplay Aspects
A. The Escape Button
If only the E button is pressed, the character will
dodge into the screen. To dodge the character out of
the screen, move the joystick down and press the E
button. Using a combination of the E and an attack
button will generally result in the character's unique
side-stepping attacks.
B. Forward/Backwards Dash & Running
In addition to the traditional VF2 forward dash (f, f),
VF3 gameplay allows you to dash by tapping forward while
pressing the E button. Analogously, the new backward dash
is tapping back and the E button. To run forward hold the
joystick forward and press E.
C. Crouch Dash
You can still do a crouch dash with the d/f, d/f motion or
any variation of it as in VF2. Even better, the timing is
less strict in VF3. However in keeping with the new
aggressive style gameplay, VF3 does not allow backward
crouch dashes. Also I think VF3 crouch dashes must be
initiated from a standing position.
D. Jump
In order to protect against joystick malfunctions, VF3 jump
controls have been changed. Now you must tap down first before
pressing up for a hop. Tapping up, after tapping down of course,
results in a hop while holding up gives a big jump. Some jump
attacks have been changed because of this.
E. "Fuzzy Logic"
According to AM2, the CPU interpretation of input commands
has become smarter. The VF3 CPU will actually try to
second-guess your intentions. For example, in VF2 a PPPK
combo must be entered exactly as 3 punches the a kick. However
in VF3, if you barrage on the punch button then press kick, the
CPU will still give you a PPPK combo on the assumption that's
what you want. Sega calls this "AI o dounyuu", "Introduction of
AI". (What I call it is best left unsaid).
F. Homogeneous Command Structure
All high throws now end with P+G and low throws with P+K+G.
Old VF2 moves have been converted to this new system. The
Bryant's clothesline, which in VF2 was f, f+P, is now f, f+P+G
in VF3. Moves that end in P+K will always hit the opponent's
body in some way.
II. Throws.
In VF2, you could not throw if your character was more than 30
degrees off the opponent's face or back. This restriction
has been lifted in VF3 with the introduction of side throws.
As with regular frontal throws, VF3 back throws now have high
and low levels unlike in previous editions where back throws
worked whether the opponent was standing or crouching.
VF3 adds ground throws to its gameplay repertiore. Aoi's
ground throw (d/f+P+G) does damage while Wolf and Jeffry's
ground throw (d+P+G) picks the opponent up without damage.
In VF3 almost all (every?) throws can be escaped by matching
the joystick and button command of the throw. Multi-throws
can also be escaped in the middle of the throw sequence.
VF3 now has more "tsukame" throws: throws that does little
or no damage but sets up the opponent for further damage.
III. Inashi Attacks
I had trouble translating this section. Will try later.
I think what it was trying to say is that "inashi" attacks
blocks other attacks and causes the opponent to be vulnerable,
like Soul Edge's stun block. They gave Pai's f+P+K as an
example. Just another example of a reverse I think.
IV. Stages
The individual stages in VF3 significantly affects tactical
gameplay.
A. Shape
Unlike VF2, the stages are not all square.
B. Wall
Not all stages have the same number of walls. Some stages are
surrounded by walls; the island stage has no walls.
There are no regular ring-outs at the walls. Also animations
for certain moves changes near walls. For instance, when Pai
has her back to the wall, her DDT throw causes Pai to kick off
the wall.
C. Coefficient of Friction
In an attempt at greater realism, each stages' surface has a
different coefficient of friction. The desert stage, because
of the sand, has a very high (highest?) friction force. This
affects dash speed and the length traversed by an attack.
A typical example: Jeffry's PPP combo may sometimes not connect
after a minour counter float because friction opposes the forward
motion.
D. Inclines
VF3 stages are no longer wholly flat. The effects of inclines
are:
1. Easier Air Combos
Float combinations are easier to execute if you float
the opponent downward on the incline.
2. Damage Bonus on Ground Attacks
If you are on higher ground than your prone opponent,
ground attacks does more damage.
3. Pushing Down
Hitting someone on a downward slope obviously pushes
them back at a greater distance than on a flat plane.
This may influence whether certain canned combos hit
completely. The coeffecient of friction of the slope
is still a factor.
4. Level of Attacks
The levels of attacks of certain moves may change
because of the height differential.
E. Stage Select
The new challanger can select the stage.
V. New Rising Aspects
A. You can now roll forward towards the opponent.
B. Rising kicks does not knock down anymore.
C. You can delay rising kicks.
D. You can get up in a defending crouch?
VI. Guard Cancel
You can retract and cancel many more moves by pressing guard
than you could in VF2. Nearly every leg sweep and spinning
attack can be guard canceled. However the penalty for guard
canceling spinning moves is a long rigour time.
VII. Pre-Fight Setup
You have limited control of your character before the announcer
yells "Fight". While you can not move backwards or forwards,
you can stand or crouch. Shun can sit down and Jerky can
change stance.
VIII. Sundry
0 Certain moves now have afterimages
0 Activate debug mode at the start of the game by holding
all four buttons then pressing start.
0 Choose an alternate colour costume by holding start while
picking the character.
0 The computer picks your opponents at random when playing
the CPU.
0 Certain moves sober Shun
0 Holding both start buttons at the attract screen changes
the background music.
0 Replays of the last moves are letterboxed. Pressing start
cancels it and holding all four buttons prevents the cancel.
Sincerely,
Jirawat Uttayaya a.k.a. Peaking Duck
"As flies to wanton boys arewe to the gods.
They kill us for their sport."
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