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echo: arcade_games
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from: MARC BIGRAS
date: 1996-11-19 23:56:00
subject: Virtua Fighter 3 [16/19

 >>> Part 16 of 19...
        b,b/d,d,d/f,f+P+G  or  f,f/d,d,d/b,b+P+G 
        f, d+P+G
        u, d+P+G
    Style B
        b,b/d,d,d/f,f+P+G  or  f,f/d,d,d/b,b+P+G
        b, u+P+G
        d, u+P+G
l)Takaarashi
Outfit 1: Blue sumo diaper-thing
Outfit 2: Larger blue and white sumo diaper-thing, with a blue sash.
Moves:
MOVE NAME                       MOVE MOTION              LEVEL
___------------------------------------------------------------
Stretching Hands               P,P,P,P,P,P               H
Striking Hand                  f, f+P                    H 
Many-Handed Thrust             f, f+P, P, P              H
Victorious High Strike         D/F+P+K                   M
Demon Smiling in Victory       d/f+P+K                   M
Elbow                          f+P                       M
Elbow Smash                    f+P, P                    M
Smashing Fist                  P+K                       M
Force Blow                     D_, f+P                   M
Taka's Talon                   D_, b, f+P                M
Close Strike                   b+P+K                     M
The Pillar Slicing Through
   Water                       d/b+P+K                   M
Opening Sweep                  d+P+K                     L
Demon Murder                   d/f+P                     M
Murderous Crush                d/f, d/f+P                M
Flaming Ryu                    b, f+P                    M         
Hitting the Bell               b+P                       M
Thunder Thighs                 f+K                       M
Groin Kick                     b+K                       M
THROW NAME                      THROW MOTION              LEVEL
___------------------------------------------------------------
High Hand Throw                 P+G                       H
Inverted Fall                   f, f+P+G                  H
Hanging Outside                 d/f+P+G                   H
Sword Slash                     D_, b+P+G                 
Four Right                      f+P+G
  Paddle Throw                   f+P+G (Throw combo after "Four Right)
  No Competition                 b+P+G (Throw combo after "Four Right)
Grasping Throw                  d/f+P+K+G                 L
Hanging Drop                    P+G                       Back Throw
SPECIAL MOVES
Cat's Trick                     P+K+G                     M
m)Dural
Outfit 1: T1000-ish liquid metal, silver.
Outfit 2: T1000-ish liquid metal, gold. (BIG FREAKING SUPRISE!)
Moves: ? (Unknown if she is playable)
III) Stages (no particular order)
        * some stages will have ring outs, others will not(walls).
        * some stages will have uneven ground. This means that there will
be hills and bumps, which will effect attacks. For instance, if player "A"
is on a small mound, and player "B" is below him/her A's high attack could
totally miss B, and B's low attack could hit the ground, and miss A. But 
A's low and mid-level attacks could hit B, and B's mid and high-level 
attacks could hit A. Confused yet? ;)
        * apparently, some stages (Pai's) will have obstacles in them. Upon
viewing a picture of Pai's stage, I noticed that there was a pillar right
smack-dab in the middle of the fighting area. This is where that "E" button
may come in handy.
Skyscraper Stage:
        The main characteristic of this stage is the feeling of great 
eight. The glass like floor and the perfectly scaled vanishing points really 
give you that vertigo feeling. Various scaled buildings both near and far 
give the impression of large open empty nothingness. And as one who used to 
work at the top of high buildings I can say that it's incredibly realistic. 
These two features counter the otherwise typically flat, square fighting 
rea.
Although the fighting area is bounded on 2 sides with side railings the 
other two are unprotected and if a character rings out here the camera pans
out as far as possible and as fast as possible leaving the remaining 
character much smaller on the screen while the other plummets to his/her 
death. This is furthest pan-out I've seen for VF3 and although the speed is 
lightning fast the buildings' scaling is beautifully smooth. The attention 
to detail for the scenery is incredible. The distant buildings just have 
yellow squares for windows, the slightly closer ones have some sort of shape 
to them but you can't quite make out what it is, however the nearest ones 
are very clear and you can see desk lights, furniture and other office 
equipment inside. It's difficult to tell because of the blur but it 
sometimes looks like people are occasionally moving behind the windows.
South Sea Island Stage:
        This has to be the best stage of all. There are so many things 
moving around you it feels like the whole stage is alive. In general, you're 
on a tiny sand bar just a few meters or so away from a small island or 
peninsular. There are a few clouds in the sky but the sun is shining 
brightly and it's light sparkles on the sea surface with gently undulating 
aves. Because the sand bar is NOT flat but curved in an egg-like 
hemispherical curve s the sea's current washes up/down against the tiny sand 
bar the sea level rises/lowers and the playing area slowly gets 
smaller/larger with the current. The ripple of the water rolling across the 
sand is perfect and as the water subsides it leaves a little ring of lightly 
darker wet sand. But in the hot sun this quickly dries so it gradually fades 
back to a light yellow again until the water comes back. Around the fighting 
area are a number of seagulls, sometimes a few, sometimes a lot. They 
usually swoop and soar in the sky but occasionally dive into the water to 
catch fish. The motion of the birds is very accurate with their wings 
folding back as they dive but with the birds flapping like mad to get 
airborne again. Those lazing around hover in the air, their wings stretched 
ut wide to catch the hot air current. And they're not only in the distance 
they fly towards and away from the camera a little as well. But it's not 
just a pretty picture, your characters can interact with scenery. As you 
walk a little bit of sand is kicked up and falling on the floor send sand 
scattering as well. Also your fighting area is not limited to the dry sand 
rea you can go splashing into the water and if you are knocked over you send 
water flying. If you stand on the edge not moving the sea comes in around 
 >>> Continued to next message...
___ Blue Wave/DOS v2.30 [NR]
--- Maximus 3.01
---------------
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