>>> 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
---------------
* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
|