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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.
1-frame delay
When using dash
1P / 2P Indicates which side you start on. Player 1 (1P) starts on the left, and Player 2 (2P) starts on the right.
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.
Back attackAn attack performed while facing away from your opponent.
Back dashA quick backward movement performed by entering![]() ![]()
Back reversalUsed 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 sideUsually used to indicate the direction of an evade. The side of the back foot is called the back side.
Back throwA throw performed while your opponent is facing away from you.
BeatdownA hit effect seen with moves such as Lau's![]() ![]() ![]()
BokutaiA special move shared by Pai and Lei Fei. Moves listed as 'from Bokutai' in command list must be performed during this motion.
BounceDescribes 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 comboA striking attack combo that hits an opponent when they bounce after being knocked down.
Buffered crouchMoves such as![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Buffered standAfter 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.
BufferingPerforming 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.
CancelPressing![]()
CatchWolf's![]() ![]() ![]()
Catch throwUnlike normal throws, catch throws can grab an opponent who is beginning a striking attack.
ChangeWolf's![]() ![]() ![]()
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.
ChoukarouOne of Shun's special stances. Moves listed as 'from Choukarou' in command list must be performed from this stance.
Closed foot positionDescribes 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.
ComboA chain of guaranteed hits that you can land after you have rendered your opponent vulnerable (such as hitting them high into the air).
Continuous guardDescribes 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 hitsDescribes a situation in which if the first attack hits, the following attack is also guaranteed to hit.
Counter hitIf 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.
CounterattackAfter 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.
CPUThe character controlled by the computer.
CrouchingDescribes 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 dashA short backwards dash performed by entering![]() ![]()
Crouching dashA short low dash performed by entering![]() ![]()
DamageThe amount of health depleted when an attack hits. Used to indicate how powerful an attack is.
Damage adjustmentIn 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.
DashA short quick forward motion performed by entering![]() ![]()
DefenselessDescribes a state in which you are not guarding, and there is on input on the directional buttons.
DefensiveRefers to Defensive Style, one of Vanessa's stances. Commands listed as 'from Defensive Style' must be entered while Vanessa is in this stance.
DeflectingDescribes a move that deflects an opponent's attack, and renders them immobile for a short period of time.
DelaySome 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![]()
DisadvantageousDescribes 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.
DistanceThe amount of space between the two characters.
Dokuritsu ShikiOne of Lei Fei's special stances. Moves listed as 'from Dokuritsu Shiki' in command list must be performed from this stance.
Double foot reversalUsed 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 reversalUsed in command lists. Indicates a move that can reverse an opponent's double hand attack, if used with the right timing.
DownDescribes a character who has been knocked down to the ground by a striking attack.
Down attackA follow-up attack that can be performed only when your opponent is down on the ground.
Down throwA follow-up throw that can be performed only when your opponent is down on the ground.
Drink stealDescribes moves that can reduce the number of drinks that Shun or Dural have.
DrinksShun 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.
DurationThe period of time that a move has attack potential.
to be continued? |
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