VIRTUA FIGHTER 4 Evo In-game GUIDE
Posted by Cephiros_VII on 15/09/2005

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 ) I hope that this can be interesting for people who have japanese copy of VF4evo.

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1-frame delay

When using dash ff, crouching dash dfdf, back dash bb or crouching back dash dbdb, 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

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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

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Back attack

An attack performed while facing away from your opponent.

Back dash

A quick backward movement performed by entering bb. 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 bfP. 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 DfP and DdfP can normally only be done from a crouching position. But because the crouching dash command can replace the D part, you can use it to perform the move from a standing position. For example, DdfP can be entered as dfdfdfP. 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

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Cancel

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

Catch

Wolf's fP+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 fP+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. Moves 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 dbdb. 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 dfdf. Because you are crouching during the dash, you can avoid high attacks as you close in.

D

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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 ff. 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.

to be continued?

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