>>> Part 2 of 19...
all throws vs. crouching opponents end in (P+K+G). Does this mean that every
high throw is escapable? We are yet to see.
* Pouncing: to pounce on a downed enemy you now must do (d,u+P).
* Dashing: dashing can be accomplished by two procedures. The first
is the same as in VF2, f,F. The new method is F+E. Forward can be exchanged
for backward in both examples.
* New animation: missed throw and missed reversal animation. No
more cheesy "auto-select" crap.
d)general moves
E or u+E Dodge into screen
d+E Dodge out of screen
F or B Step forward or backward
D/F or D/B Crouch Step
f, f or f+E Forward Dash
b, b or b+E Back Dash
f, F or F+E Run
d/b, d/b Dash from Crouch (Not crouch dash)
d, u Small Jump
d, U Big Jump
d, u+P Small Pounce
d, U+P Big Pounce
II)Characters
"?" indicates unknown. Use key to help read this part.
KEY:
Outfit 1: Player 1 costume.
Outfit 2: Player 2 costume.
Moves: A list of that character's moves, duh. ;)
a)Akira
Outfit 1: Dark Blue Gi, same as VF2
Outfit 2: Black Gi, Similar to VF1
Moves:
MOVE NAME MOVE MOTION LEVEL
___------------------------------------------------------------
Punch-Kick Combo P, K HH
(kansuitai)
This combo doesn't knock down anymore, it just pushes
the opponent back.
Going to Open P, P HM
The Eight Gates
(Hachimonkaida)
Knocks down on counter.
Elbow f+P M*
(jouho-chouchuu)
Good old VF2 elbow. I think it still retains the
stance dependency from VF2: closed stance-high and
open stance-mid. Knocks down on counter.
Dashing Elbow f, f+P M
(rimon-chouchuu)
You know it, you love it. I heard in the beta version
the dashing elbow recovery time was increased. But in the
beta version this move was f+P. The Japanese name of this
move translates to "High Elbow Advancing through the Entry".
Knocks down on counter.
Super Dashing Elbow f, f, f+P M
(yakuho-chouchuu)
Changes stance, just like VF2. Air combo possible
if this move floats, again like in VF2.
Walking Shocker b, f+P H
(jouho-joujou)
Akira pushes out his palm in front of him from a standing
position. Effective against a drunken Shun getting up
from the ground.
Single Jump Kick f, f+K M
(migitankyaku)
Double Jump Kick f, f+K, K M
(renkantai)
It's both the same as VF2.
Single Palm D_, f+P M
(moukokouhazan)
This move is reversed high. If AKira performs this move
close to a defending opponent, the opponent will have a
difficult time retaliating effectively.
Double Palm D_, b, f+P M
(byakkosoushoda)
Except for Taka, knocks down opponent if hits.
Afterimages produced. Good possibility Akira
may be thrown if the move is guarded against.
Timing might be different than from VF2.
Rising Gun d/f, d/f+P M
(youhou)
Now improved with afterimages. If by some ungodly
miracle you actually hit someone with this, go for
your favourite air combo.
Body Check b, f, f+P+K M
(tetsuzankou)
Huge damage but Akira gets smacked if the opponent
blocks it.
Seeking to Collaspe from Below d/f+P+K L
(soukahousui)
Akira takes a move from Jerky's playbook by mimicing
Jerky's patented low backfist. Akira hits the opponent
in the knees. Slow to execute; knocks down on counter.
Akira remains crouching afterwards.
Crumbling the High Mountain b, f+P+K M
(chouzanhousui)
Produces afterimage on execution. (Joyous). Hits mid
against a forward opponent but hits high against a turned
arounded opponent. Big damage but slow execution time.
Counterattack by opponent is unlikely if he blocks the
move. Go see this move at
http://www.justnet.or.jp/enterta/wvf/waza/w_001.htm
>>> Continued to next message...
___ Blue Wave/DOS v2.30 [NR]
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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