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Virtua Fighter 3: Lau FAQ v0.9
==============================
by Lars Holst Soerensen 
(larshs@vfhome.com or larshs@vnet.ibm.com)
11th February 1997

Copyright 1997.

No part of this FAQ may be reproduced for sale, compilation, or any other
form of commercial/non-personal distribution without express permission
from the author. Reproduction of this FAQ in any form by game magazines
is a direct violation of the applicable copyright laws. Copies of this
FAQ and the information within may be freely distributed throughout the
VF community or to would-be players of this great game.

+-------------------+
| TABLE OF CONTENTS |
+-------------------+

 1.0 Introduction
 2.0 The story so far
 3.0 Playing Lau
 4.0 Movelist 
 5.0 Move uses/describtion
 6.0 Flowcharts
 7.0 Advanced Strategies and Tactics
 8.0 Character specific strategies
     8.1 Akira
     8.2 Kage
     8.3 Sarah
     8.4 Jacky
     8.5 Jeffry
     8.6 Wolf
     8.7 Pai
     8.8 Shun
     8.9 Lion
     8.10 Taka
     8.11 Aoi
     8.12 Lau
 9.0 Credits


+------------------+
| 1.0 Introduction |
+------------------+

(will be added later)


+----------------------+
| 2.0 The story so far |
+----------------------+

Before VF1   A leading Chinese chef, he is also a master of the legendary 
             Koen-ken martial art. A quiet man, he nevertheless has the 
             air of resourcefulness and skill seen only in those skilled 
             in the art of Koen-ken. His cold appearance belies a gentle 
             nature. He achieved one of his life's ambitions when he was 
             awarded the Grand Prix at the world's most renowned 
             competition for Chinese chefs. Now, he is ready to fulfill 
             his next ambition. He is resolved to enter the World Fighting 
             Tournament and achieve his ultimate goal. 

Before VF2   He is came from Northern China, Shandong Province. He was the 
             strongest fighter and winner of the last Tournament. This made 
             him happy as his martial arts school was looking for successor 
             and the requirement was for him to win the Tournament. After 
             the First Tournament, he retreated to the mountains to train 
             and develop new techniques to improve his ultimate art. He is 
             taking part in the Second World Fighting Tournament using 
             advanced Koen-ken techniques.

Before VF3   Shortly after losing the 2nd tournament to Akira by only the 
             tiniest of margins, Lau received word that his restaurant was 
             in a dire financial situation. For a while, Lau returned to 
             its kitchen in an attempt to revive his once famous restaurant. 
             When he received an invitation to the 3rd tournament, Lau left 
             the kitchen in the hands of his best apprentice, and began the 
             preparations for his journey. They say a thin smile appeared 
             on his lips...


+-----------------+
| 3.0 Playing Lau |
+-----------------+

(will be added later)


+--------------+
| 4.0 Movelist |
+--------------+

     Guard half attacks like P,P,P,d+K are not verified and the Gu
     could be mistaken.

     Command       Lev  Rev  Dam  Ex-Co-Ri   Gu  Hit  Cou   Misc

     P             H    HiP  12    9-2-12    -1  -2    -7
     P,b+P         M    HiP  24   15-3-27     7   4    -5   Cr. Guard Up
                                                            Turn-Around
     P,b+P,b+P     M    ---  28!  28-2-33    10   6    -5
     P,P           H    HiP  12    8-2-16     3   2    -3
     P,P,P         H    HiP  14   10-2-19     6   3    -2
     P,K           H    HiK  29   14-2-27     8& -1   -12
     P,P,K         H    HiK  30!  15-3-25    11& -3   -15
     P,P,P,K       H    HSp  50!  17-5-35    15  -7   -27
     P,P,P,d+K     L    LSp  40!  17-5-35    15   1   -15
     P,P,P,u/b+K  Air   Som  26!  10-3-41    21  17     6
     d/f+P
      < 1.4        M    HiP  17   13-1-22    6    3    -4   Cr. Guard Up
      > 1.4        M    HiP  15   17-1-23    7    5     0   Cr. Guard Up
     d/f+P,P       H    HiP  10    9-1-23   11    9     5
     d/f+P,P,P     H    HiP  14   10-2-21    8    5     0
     d/f+P,P,K     H    HiK  20   14-2-27    7&   4&    0&
     d/f,d/f+P     M    HiP  15   17-1-23    4   -3&   -8   Stagger   
     d/f,d/f+P,P   H    HiP  16    9-1-13   -3   -5   -12
     D_, d/f+P    
      < 1.7        M    HiP  22   13-3-23    5    2    -7   Cr. Guard Up  
      > 1.7        M    HiP  20   13-3-23    7    3    -5   Cr. Guard Up
      Float        M    HiP  20   13-3-23    7    3    -5   Cr. Guard Up
     D_, d/f+P,P   
      < 1.7        H    HiP  12   13-1-14    0    7&   -6
      > 1.7        H    HiP  12   13-1-14    0    7&   -6
     D_, d/f+P,d/f+P+K
                   M    HiP  22!  23-4-28   13&   8    -1
     b,f,f+P       M    ---  35!  15-2-42   19    9    -4
     b,f+P         H    HiP  24!  12-2-27    6    3    -6   Dr(2)
     f+P           M    Elb  19   11-2-25    8    5    -2   Stagger
     f+P,b,f+P     H    HiP  20   21-2-20    3   -1    -9   Dr(1)
     b,b+P         M    HiP  30!  21-5-29   15    3    -9   Cr.Guard Up
                                                            Turn-Around
     b,b+P,K+G     M    HSp  40!  33-4-28    7   -7   -23
     b,b+P,d+K    VL    LoK  30!  18-2-31    8    2   -10
     b,b+P,d+P     M    HiP  18   27-1-19    1   -1    -8   Cr. Guard Up
     d+P
      Standing     L    LoP  11   16-1-14    2    0    -4
      Crouch       L    LoP   9   10-1-14    2    1&   -2&
      Enemy Down   L    LoP   9   10-1-14    2    1&   -2&
     u+P         Air    ---  15   21-3-22   18&   6     1
     K             H    HiK  25!  14-2-23    2   -2   -11   Cancel(12,4,5)
     f,f+K         H    HiK  25!  14-2-25    4    0    -9   Cancel(12,4,5)
     K,K           H    HSp  30!  22-3-31    9    3    -9
      Delay        H    HSp 20-30! 16-4-31  10    4    -8
     d+K           L    LoK  15   14-1-27   11    9     4
     d+K,K         H    HiK  19!  16-2-30   13   10     3
     d+K,d+K       L    LoK  19   19-2-28   11    6&    0&
     d+K,d+K
      N.d+K        L    LoK  10   18-3-30   20   18    14
     d+K,d+K
      N.d+K,d+K+G  L    LSp  12!  18-5-38   28   27    22
     
     
+---------------------------+
| 5.0 Move uses/describtion |
+---------------------------+

In this section I will go through all the moves, and comment on the uses 
of each one. In most cases I will make list of good follow-ups, since 
following up or "rushing" is a very important part of playing with Lau.


P,G       The single punch plays a very important part in VF3, and Lau's is 
          no different. The main purpose of the PG is to interupt whatever 
          you opponent is throwing at you, and this way regain the 
          initiative. It's also a way to keep the pressure on you opponent.
   
   Follow-ups:
  
   The "normal" follow-up to a PG interupt is to throw. This works 
   especially well if you can catch your opponent by surprise with the PG
   interupt. If you are playing against an experienced player, he might
   expect/predict the interupt and try to escape the coming throw. A throw
   is still a good option in this case since you can vary your throw to
   make if difficult for him to guess which throw to escape. However, there
   are other options which you might wanna consider, and which often can 
   give more damage than a throw. These options are, in order from most 
   damaging to safest.

   K+G - If you are able to connect with the K+G you can follow-up with a 
         b,b+P of the bounce and continue with a d+PPPsweep float. The 
         complete combo will look like this,

           K+G, b,b+P, d+P,P,P,d+K    "huge damage AND style"

         The downside to this follow-up is of course the possibility that
         your opponent might block or crouch under it, making you open for
         what probably will be a huge punishment :)

   d/f+P+K - This option is good because it dodges high punches and it 
             can usually be followed by a PPPsweep for good damage.

   b,b+P - An added d+P makes this a very safe option (the b,b+P,d+P is
           uncounterable when blocked). But not only is it safe, but also 
           very damaging when it floats your opponent (b,b+P,d+PPPsweep).

   f,d+K - This, although low damaging, option is good if you expect your 
           opponent to either try escaping your throw or keep blocking 
           standing. And even should your opponent manage to block this,
           he'll have a hard time countering it.

   d/f+K - The sidekick is another good option, especially if your opponent 
           tried to crouch in which case you'll get a sidekick stagger which
           leads to a good float opportunity (more on this under the 
           sidekick description).

   f+P,b,f+P - Since the elbow,palm is your primary "rush" starter, you 
               should use this if you want to initiate a "rush" after the 
               PG.

   P,G - Another PG is probably your safest option, and should be used if 
         you don't feel like risking too much, and just want to keep the 
         initiative.

d/f+PPP    The d/f+PPP is great for when you play against those pesky low kicking 
   players who do nothing but look for that MC low kick to get a throw off.
   The d/f+P hits mid and forces crouchers up to block the following punches.
   This is a great weapon against low kicks and sweeps AND you'll retain the	
   initiative after any of the punches, so it's a good basic pressuring move	
   that offers you a wealth of good options at the end.

   Follow-ups:

   [d/f+PPP]d+K and - These are good basic options that will give you a lot
   [d/f+PPP]u/b+K     of mileage if you mix them up. Add some delays here 
                      and there and they become even better. However, both
                      of these are fairly easy to punish when blocked, so 
                      don't overuse them. One reason why these works better
                      than one should expect is because good players often
                      won't expect you to use them, simply do to the fact 
                      that they are so easy to counter when blocked.

   b,f,f+P - Another fairly good option that hits mid, and dodges some high 
             attacks and the build-in delay fits well after the d/f+PPP.

   f,d+K - Well, the f,d+K is a good option after almost any move, and this
           is no exception.

   d/f+K - Good safe follow-up, and chance of a sidekick stagger is good 
           because your opponent will have to watch out for the built-in
           sweep, the f,d+K, and throws.


   Throw - Fairly good option when your opponent is wary of the build-in
           kickflip and sidekick stagger. (The throw becomes an even better
           option is you only do d/f+PP).

   E, throw - Good option if you expect your opponent to do a P,G.
   E, b,b+P - Good option if you expect your opponent to do a P,G.

   E, f,d+K - Good option if you expect your opponent to do a P,G.


d/f,d/f+PPP - "Closing the gap"

   The d/f,d/f+P basically work like the d/f+P in terms of follow-up options.
   However, it also works if you just to the d/f,d/f+P and then the 
   follow-up. The main difference between the two is the huge reach of the
   d/f,d/f+P, so the main use of this is to close the distance between you
   and your opponent, so that you, Lau, can get in close where Lau is 
   strongest.

   Follow-ups: same as for d/f+PPP


elbow,palm - "The rush starter"
(f+P,b,f+P)

   This is IMO one of the three most (if not THE most) important moves that 
   Lau has. This is your main "rush" starting move. Why? Because of the 
   incredible fast recovery (20 frames), and because the opening move is a
   simple, fast, and easy to hit with, elbow! Due to this fast recovery Lau
   retains the initiative even when blocked and that's what makes it such 
   a great move. And the follow-ups.... too many to list! You can basically
   tag on whatever you feel like, some options are of course better than 
   others. Here's a list of those that should use most frequently.

   Follow-ups: 

   d/f+K - This is my favorite follow-up, because I'm a sucker for sidekick
           staggers :) (And it seems that the chance is bigger than normal 
           in this case).

   elbow,palm - Yes, another elbow,palm is also a good option if your 
                opponent likes to crouch after the first. The only reason 
                why I ever use this over the sidekick is the slightly faster
                execution time of the elbow (11 frames compared to the 
	                sidekicks 14 frames). 

   f,d+K - Another very good option since it dodges any high and many mid
           level attacks, so this works like a charm if your tried to P,G
           interupt you.

   b,f,f+P - This will often catch opponents who either P,G or keep blocking
             high in anticipation of what you do. The b,f,f+P will the P,G
             and it's build-in delay is just slow enough for the waiting 
             opponent to start something which you then interupt.

   Throw - This becomes a very good option once you have your opponent so
           scared of the other follow-ups that all he can think of is 
           standing there holding defense :) (this is usually refered to 
           as getting the opponent into "brain-freeze") I prefer to do the 
           d/f,d/f+P+G throw in this situation because of the slightly 
           longer range it has with the build-in crouch dash.

   E +  - This is very good against players who loves that P,G interupt :)
          After the dodge you against have a number of options, here's a 
          small list,

          -> elbow,palm
          -> b,f+P
          -> b,f,f+P
          -> throw
          -> d/f+P+K
          -> b,b+P
          -> f,d+K

   P,b+P - I haven't really experimented enough with this option to really 
           tell now good it is. But if you like "blind fighting" chances 
           are you'll like this option. After the P,b+P you have four good
           option. One is a dodge which works well against the type of
           player who jumps at the sight of your exposed back :) Two is a
           d+K TT sweep which is ok IF they don't block it :) Three is a 
           u+K+G, which is very safe since it's uncounterable when blocked
           and close to impossible to punish even when it misses. Finally 
           there's the d+P into a PPP style combo.

   P,G - The P,G is very safe and it will interupt just about anything your
         opponent might try.

   d/f+P - Another really great option that will interupt most of what the
           opponent will try. This is actually a better option than the P,G
           above, because this also interupts low kicks and sweeps, and the 
           P,G doesn't.
	
	
Sidekick - "Getting those dreaded staggers"
(d/f+K)
	  
   The sidekick has gotten very important in VF3, mainly because elbow 
   stagger isn't near as strong in VF3 as they were in VF2. Meaning, that 
   an elbow stagger doesn't amount to much in terms of floats, but the 
   sidekick stagger does! Here's a couple of good sidekick stagger 
   combos/floats.

     - sidekick(stagger), elbow,palm, d+K, ground stomp   (my favorite :)
     - (deep)sidekick(stagger), d/f+PPPsweep
     - sidekick(stagger), K,K

   This is your stable sidekick stagger follow-ups. But I'm sure even bigger
   floats are possible. Another viable option after a sidekick stagger is
   of course to throw.

d/f+K,f+P,b,f+P

   The first two parts are quite safe to use. If you hit (or stagger) 
   someone with the sidekick they can't crouch in time for the f+P. However
   they CAN crouch the third part of the combo even if the first two hits.
   This doesn't mean that you should never do the thrid parrt. Because it
   is in fact very good IF your opponent block it. This is due to the 
   insanely fast recovery of the b,f+P (19 frames). Many opponents 
   mistakenly thinks it recovers slower and will often try to throw you, 
   which is not possible it you buffer in a throw for yourself. the b,f+P+G
   works particulary well for some reason. It's often a good idea to buffer 
   in the throw even if your opponent doesn't try to throw you, more often 
   than not you'll catch your opponent with the throw anyway.


UpKnP (D/F+P,P)



d/f+P+K - "Dealing with P,G maniacs"

   The main use of the d/f+P+K is (IMO) as a weapon against players who 
   use a lot of P,G's. The reason for this is because the d/f+P+K dodges
   high punches. 


b,b+P,d+P

   This is a truely great move. Like the d/f+P+K, this move is somewhat good 
   at stuffing high punches. This is not the main use though. Because of its 
   ability to inflict high damage at a very low risk (it's uncounterable 
   when blocked), you can really use this quite a lot and in all kinds of 
   different situations. I mean, if you connect with just one of these 
   babies you can take about 50% damage against anyone (with the 
   b,b+P,d+PPPsweep), and this often means that you'll win that round.


K+G - "Damage and Style"

   This is not a move that you want to overuse, in fact it should be used 
   with extreme caution and only in the right situations. The only reason
   for using it at all is the fact that you can make one highly damaging 
   combo when it connects, the being this beauty,

      K+G, b,b+P,d+PPPsweep

   The b,b+P hits off the bounce of the K+G, and it's a most gratifying
   and not to mention humiliating combo :) These is basically two situations
   in which you can use the K+G.

    1) When you have put some distance between you and your opponent, and 
       you see your opp. come running in for a throw.

    2) After a dodge. This is the best way to setup the K+G (IMO). You 
       do a dodge and immidiately input the K+G. If you're lucky enough to 
       dodge a slow recovery move, you'll be awarded by the sweatest combo 
       there is :)


u/f+P - "Death from above"

   A standalone u/f+P is good for okizeme against low rising attacks. And 
   after a blocked u/f+P a kickflip is a very good option because many 
   players will try to attack or throw and the kickflip will interupt =all=
   of these attempts. When the u/f+P hit you have one of two options. First
   is the before mentioned kickflip which is capable of hitting off the 
   bounce of the u/f+P. And the second more damaging option, is a 
   b,b+P,d+PPPsweep combo! Yes, the b,b+P can hit off the bounce too, 
   although the timing is somewhat difficult.



u/f+K and u/f+K+G

   These two moves each has thier different strengths and weaknesses. The
   u/f+K (the most useful of the two IMO) has the ability to dodge some 
   high attacks most notably punches! It also recovers faster (21 frames)
   than the u/f+K+G (26 frames). It does however have block animation, which
   the u/f+K+G has not. This leaves you more vulnerable when it's blocked.
   The main use of these moves is to interupt an opponent who is closing 
   in, preferable to MC them for a good float opportunity. You basic float
   combos is the PPPK and the PPPsweep, but you can sometime do more 
   damaging floats such as b,b+P,d+PPPsweep. After a MC u/f+K you can also
   do this, although not very damaging, nice float combo,

      u/f+K(MC), D+K,K,D+K,K+G

   Another thing to note about the two is that a single punch after either 
   one produces what is called an "autopalm" (an autopalm is really a 
   D/F+P). This means that you can do floats like this with it,

      u/f+K(MC), P,d/f+P+K

   (the P,d/f+P+K becomes a D/F+P,d/f+P+K combo)


D+K,K,D+K,K+G

   These sweeps (or low kicks) are a good tool for making your opponent
   crouch. Since you can alternate between 1, 2, 3, or 4 sweeps you can
   keep your opponent guessing. And this will make them wary of trying to
   attack you before they are certain you won't do more sweep. Now you have 
   your opponent right where you want him.... crouching! At this point you a 
   couple of good options you might wanna try. First is the ever so good 
   sidekick, in hope of getting a sidekick stagger. Second is a heelkick, 
   which is easily done since you're already crouching from the sweep(s), so
   you just release the joystick and hit K after your last sweep. Third is 
   the elbow,palm which is good if you want to keep as much pressure on your 
   opponent as possible.


Heelkick
(D,N+K)
 
   This is IMO a very underrated move. I mean, it's (somewhat) fast in 
   execution (14 frames), it hits mid level, and it does good damage (40pts)
   and you can almost always connect with a small pounce afterwards for an 
   additional 30pts. Even though it has to be unleshed from a crouch you 
   can sorta make it come out from standing by inputting a crouch dash
   like you would with a m-UpKn.


THROWS
------

P+G (40pts)

   This is your basic throw, and probably the fastest to get off. So you 
   should use this when you don't have time to make another throw. And for 
   some reason, this is usually not the throw your opponent try to get out
   off. Damage is not too bad considering that a ground stomp (d/f+K) is
   guaranteed for an additional 13 points of damage.

f+P+G & b+P+G (50pts)

   These throw are good dash-in-and-throw throws :) Because they only 
   require one joystick movement, and this make them fast to execute.

d/f,d/f+P+G (65 pts)

   Because of the build-in crouch dash, this throw has slightly more range
   than the other throws. I don't use this throw to much, since it leaves 
   *you* open to a throw if it's reversed.

b,f+P+G (60pts)

  This is the throw that gives you the most guaranteed damage, namely 60pts 
  + 13pts for the guaranteed ground stomp for a total of 73pts. Sure there 
  are other throws where it is *possible* to get more damage from (like ST
  combos), but none of the others are *guaranteed*.

b,d+P+G (10pts) also known as Stumbling Throw, or ST for short.

   This is not a normal throw like the others, but more a way to setup 
   (float) combos. Here's a list of some of the combos which are possible
   after the ST. I'll add a (G) on the combos what are guaranteed (being 
   marked guaranteed means that these combos can't be escaped even if you
   struggle!). That doesn't however mean that you never should use any of 
   the *not* guaranteed follow-ups, cause not all players tries to struggle,
   and even though the try they might not struggle hard enough! 

   Here goes:

     - ST, b,b+P,d+P,P,P,d+K
     - ST, b,b+P,d+P,d/f+P+K, ground stomp (only against Jeff and Wolf)
     - ST, u/f+P, b,b+P,d+P,P,P,d+K
     - ST, b,b+P,d+P, D+K,K, ground stomp  (only against Jeff and Wolf)
     - ST, d/f+P+K, F+P,P,P,d+K   
     - ST, d/f+P+K, F+P,G, F+P,P,P,d+K (against light characters downhill)
     - ST, d/f+P+K, P,G, b,f,f+P
     - ST, u/f+K, D+K,K[,K], ground stomp
 (G) - ST, b,f+P, d+K, ground stomp
 (G) - ST, HCT+K+G


+----------------+
| 6.0 Flowcharts |
+----------------+

   P,G
   ---
   PG -> PG       -> ...
   PG -> Sidekick -> ...
   PG -> Elbow    -> ...
   PG -> d/f+P+K  -> ...
   PG -> b,b+P    -> ...
   PG -> E        -> ...
   PG -> d/f+P    -> ...
   PG -> f,d+K 
   PG -> Throw

   d/f+P (or d/f,d/f+P)
   --------------------
   d/f+P -> PP   -> d+K
   d/f+P -> PP   -> u/b+K
   d/f+P -> P[P] -> Elbow    -> ...
   d/f+P -> P[P] -> Sidekick -> ...
   d/f+P -> P[P] -> f,d+K
   d/f+P -> P[P] -> Throw

   Sidekick
   --------
   Sidekick -> f+P   -> b,f+P -> Throw
   Sidekick -> f+P   -> b,f+P -> f,d+K
   Sidekick -> f+P   -> b,f+P -> b,f,f+P
   Sidekick -> f+P   -> Elbow -> ...
   Sidekick -> f+P   -> Throw
   Sidekick -> f+P   -> f,d+K
   Sidekick -> PG    -> ...
   Sidekick -> f,d+K
   Sidekick -> E     -> ...
   Sidekick -> d/f+P -> ... 

   Elbow
   -----
   Elbow -> Palm  -> Sidekick -> ...
   Elbow -> Palm  -> Elbow    -> ...
   Elbow -> Palm  -> E        -> ...
   Elbow -> Palm  -> d/f+P    -> ...
   Elbow -> Palm  -> f,d+K    -> ...
   Elbow -> Palm  -> d/f+P+K  -> ...
   Elbow -> Palm  -> b,b+P    -> ...
   Elbow -> Palm  -> b,b+K+G  -> ...
   Elbow -> Palm  -> Throw 
   Elbow -> Palm  -> Kickflip 
   Elbow -> Palm  -> b,f,f+P
   Elbow -> Throw
   Elbow -> f,d+K
   Elbow -> PG    -> ...
   Elbow -> d/f+P -> ...

   d/f+P+K
   -------
   d/f+P+K -> Throw
   d/f+P+K -> f,d+K

   b,b+P
   -----
   b,b+P -> d+P   -> PP    -> d+K
   b,b+P -> d+P   -> PP    -> u/b+K
   b,b+P -> d+P   -> P[P]  -> Throw
   b,b+P -> d+P   -> P[P]  -> f,d+K
   b,b+P -> d+P   -> P[P]  -> Elbow  -> ...
   b,b+P -> d+P   -> f,d+K
   b,b+P -> d+P   -> Throw
   b,b+P -> d+K
   b,b+P -> u+K+G -> d+K
   b,b+P -> u+K+G -> d+P   -> ...
   b,b+P -> u+K+G -> u+K+G
   b,b+P -> E     -> ...

   E
   -
   E -> f,d+K
   E -> d/f+P   -> ...
   E -> b,b+P   -> ...
   E -> d/f+P+K -> ...
   E -> Kickflip
   E -> Elbow   -> ...
  
   UpKnP (D/F+P, P)
   ----------------
   UpKnP -> Elbow    -> ...
   UpKnP -> Sidekick -> ...
   UpKnP -> b,b+P    -> ...
   UpKnP -> b,f,f+P
   UpKnP -> f,d+K
   UpKnP -> Throw

  "..." means that you should look in another flowchart for the follow-ups.

+-------------------------------------+
| 7.0 Advanced Strategies and Tactics |
+-------------------------------------+


+-----------------------------------+
| 8.0 Character specific strategies |
+-----------------------------------+

(will be added later)


+-------------+
| 9.0 Credits |
+-------------+

This FAQ would never have been, had it not been for these people.

AM2 and SEGA              For making the best arcade game ever... VF1 :)
Gamest                    
Henry Kong & Mike Abdow   Thanks for all your help and support. And for 
                          taking the time to comment on this thing. 
                          And Henry, I *will* come around to incorporate 
                          your suggestions :)  
Colin Leong               For the use of the layout from his great VF2 Lau
                          FAQ.
Firestarter & Yupa        For (without actually knowing it) allowing me to 
                          use their movelist for this FAQ.

              
Virtua Fighter and all related material © SEGA
VFDC © 1997-2006