===========================================
SEGA VIRTUA FIGHTER 4
GENERAL GUIDE / MOVELIST
by Wojciech Dworak <saiyan@MailAndNews>
version 0.31 [last updated 20/08/2001]
===========================================

DISCLAIMER
----------
This FAQ is for private and personal use only. It can only be reproduced or
placed on a web page or site as long as it is unaltered, with this disclaimer
and the copyright notice appearing in full, and with permission granted by the
author. Any information used from this document, quoted or no, should have this
author's name somewhere clearly as acknowledgement. With the above in mind,
feel free to distribute between members of VF community, but this FAQ is not to
be used for profitable or promotional purposes; this includes being used by
publishers of magazines, guides, books, etc. or being incorporated into
magazines, etc. in any way.

Copyright Wojciech Dworak, 2001; all rights reserved.

Other authors' material used by permission, noted where applicable.

To view this document, use a fixed-width font (like Courier), otherwise it
will look crappy.




========
CONTENTS
========

  0. INTRODUCTION

  I. GENERAL NOTATION

 II. THE SYSTEM
     a) Arcade Layout
     b) General Movement
     c) Stances
     d) Executing Moves
     e) Throwing
     f) Staggers & Stuns
     g) Counters
     h) Reversals
     i) Getting Up
     j) Fighting Environment
     k) Character Data

III. CHARACTER MOVELISTS
     a) Akira Yuki
     b) Aoi Umenokouji
     c) Jacky Bryant
     d) Jeffry McWild
     e) Kage-Maru
     f) Lau Chan
     g) Lei-Fei
     h) Lion Rafale
     i) Pai Chan
     j) Sarah Bryant
     k) Shun-Di
     l) Vanessa Lewis
     m) Wolf Hawkfield

 IV. APPENDICES
     a) Arcade Hardware Specification
     b) VF.Net

  V. CREDITS & KUDOS





===============
0. INTRODUCTION
===============
The information here applies to arcade version of Virtua Fighter 4. If you
played the beta-test version, keep in mind tha several things were removed,
corrected and modified in final game (stuff like motions, hit properties, etc.)
Always keep that in mind :)

Officially, Virtua Fighter 4 is sequel to VF2, not VF3tb, hence perfect squared
arenas without slopes. Taka-Arashi is gone (the reason being him not too overly
popular among players) but two new characters were added, named Lei-Fei and
Vanessa Lewis. Dural is still there as main boss.

I'll update the movelist as soon as new info, such as damage/frames etc., is
published in Japan. Comments, corrections and suggestions are always welcome.





===================
I. GENERAL NOTATION
===================
As used in the movelists and throughout the whole document.


motions
-------
P,K,G          press punch, kick and guard buttons, respectively
f,b,u,d        input forward, back, up or down on the stick, respectively
df...          denotes diagonals (corner inputs)
F,DB...        hold the motion if capitalized
FC             must be executed from crouching position
FS             execute from standing position only
+              commands have to be executed simultaneously
,              move separator
,,             denotes a slight pause between motions
~              execute commands immediately one right after another
n              return the stick to neutral
/              usually denotes options


hit level
---------
H,M,L,L*,G      hit levels: high, mid, low, special low, ground, respectively;
Ht,Lt           high throw, low throw
side-/back-     execute while facing opponent's side/back respectively
wall-           denotes a special throw executed near the wall, check the
                movelist for positioning notes


notes
-----
+x DP           Shun gains x drinking points after connecting the move

charge          hold the last button press to perform a charged version of the
                attack - it will crush opponent's guard

G-cancel        move can be guard-cancelled while in execution

ground          the character is on the ground after executing the move

LFF/RFF         opponent's left foot forward / right foot forward

= link          2nd element of multi sequence

== link         3rd element of multi sequence

new move        technique not present in prior editions of Virtua Fighter
                (moves with changed motions for VF4 aren't noted yet)

requires x DP   notation exclusive to Shun; he must have x drinking points in
                order for the move to come out at all - check his movelist for
                way of gaining drinking points

tsukame         denotes a so-called "stumbling throw" - they usually do little
                or no damage, punishment depends on your follow-up (sets your
                opponent up instead of damaging him/her directly)

xx stance       character enters a special stance after executing the move
                (refer to Stances section for details)





==============
II. THE SYSTEM
==============
Virtua Fighter 4 gameplay system and other important details.


=-=-=-=-=-=-=-=-
a) Arcade Layout
=-=-=-=-=-=-=-=-
Japanese sticks are usually square- or octagon-based, while the European
and US ones may also be circle-based. The button layout maybe be reversed for
your machine, especially for 2P side, making it "PKG" instead of "GPK".

 ub  u  uf       [Start]
  \  |  /
   \ | /
b -- n -- f        [P]  [K]
   / | \       [G]
  /  |  \
 db  d  df

ub : up-back          u : up           G : guard
uf : up-forward       d : down         P : punch
db : down-back        f : forward      K : kick
df : down-forward     b : back

Reverse the directions for right side of the machine.

Character select screen:

        | Akira |  Pai  | Lau  | Wolf | Jeffry | Kage |
Vanessa | Sarah | Jacky | Shun | Lion |  Aoi   | Lei  |

Press G to select your character; Start+G to select alternate outfit - if your
opponent has already chosen that outfit, you're left with the other one. The
is no time limit for choosing your character.

In Japan, there's a service called VF.net - it makes use of special magnetic
cards which are inserted into the machine every time you play; they record
you ring name, number of matches, and wins/loss ratio. You can access your
rankings through internet and cell phone, as well as general rankings of
all VF.net players. Too bad the system won't make it to the West ;)


=-=-=-=-=-=-=-=-=-=
b) General Movement
=-=-=-=-=-=-=-=-=-=
- step forward/backward: f / b
- inch forward/backward: F / B
- dash forward/backward: f,f / b,b
- crouch dash forward: df,DF / df,d,DF / FC,DF
- crouch dash backward: db,DB / db,d,DB / FC,DB
- run: f,F
- hop: u,hold P / u,hold K (uf / ub) - high/long jumps from VF1/2/3 are gone.
- dodge into screen: ub / u / uf
- dodge out of screen: db / d / df
- back-turned dash: press & hold G, b,b, release G
- instant stand: buffer f,f / b,b

Dodges have more distance if executed simultaneously with opponent's attack.
There are also special moves like evades, somersaults etc. - covered in details
in movelist section. Movement tidbits:
- a character is considered a standing non-defender during dashes, runs and
  dodges, and a crouching non-defender during crouch dashes;
- dashes and runs can be cancelled by any button/stick input;
- dodges can be cancelled by crouch dashes or special evade moves;

A note on hopping attacks... In the movelists, for your convenience I have
listed attacks that make use of hands as u+P and the ones with kicks as u+K.
But keep in mind you can use EITHER P or K!

All you can do while back-turned is walk (inch) away from opponent by pressing
forward on the stick. Also, pushing b / db / ub makes you turn around to
opponent, and so does G. Therefore, executing moves like Kage's backturned ub+K
or back-turned dash requires a you to enter the motions the moment you've
turned away - otherwise, no move will come out (you'll just turn towards your
opponent, rather slowly.)


=-=-=-=-=-
c) Stances
=-=-=-=-=-
Characters' feet alignment in relation to each other. There are two types of
regular stance:

   closed stance:                open stance:

Player 1    Player 2         Player 1    Player 2
--------    --------         --------    --------
left        right            left           right
   right        left            right    left

With 'left' and 'right' denoting respectful limbs. If a character gets knocked
down, he/she retains the last stance.

Some characters possess unique stances and move systems:
- Aoi: yin-yang stance (YY),
- Jacky: shuffle step (SH),
- Jeffry: counter stance (CT),
- Kage: falling leaf stance (LF),
- Lei: independent system (IN),
       miss/defeat system (MD),
       evade system (EV),
       tiger stance (TG)
- Pai: circular evade stance (CE),
       sway step (SW),
- Sarah: flamingo stance (FL),
- Shun: drunken stance (DR),
        handstand position (HS),
        lying position (LD),
        sitting position (ST),
- Vanessa: attack stance (AT),
           intercept stance (IC).


=-=-=-=-=-=-=-=-=-
d) Executing Moves
=-=-=-=-=-=-=-=-=-
To execute a move, input the correct motions on your controls ;) You cannot
execute anything while holding guard, but you can buffer some motions in. Rules
of buffering:
- you cannot buffer multi-hitting move sequences, like PPK;
- you can buffer moves with complex motions by leaving the last motion out, eg.
  press G, b,f, release G, f+P+K for Jeffry's baseball swing;
Same rules apply to buffering while in recovery phase of a move, or in stun.

Phases of a VF move:
- initiation (ini): input motions, nothing comes out on the screen yet - this
  is a fairly abstract phase;
- execution (ex): after the motions are entered, a move takes some time before
  it collides with opponent, this is called execution phase. It determines the
  move's attack speed;
- collision/coverage (co): polygon collision detection takes place here, apply
  damage (there are exceptions to that, read on);
- recovery (re): after the collision phase ends, the character can't just snap
  back into ready state; it takes a number of frames to reach it. The recovery
  time determines the rest of move's properties, like counterability, etc.;
You might as well omit the first phase. Only the three main ones, ex-co-re are
anywhere near important. Damage is usually applied in the moment of move's
collision detection. In case of some arts, damage isn't dealt until character's
body hits the ground, wall or area outside the ring.

There are 5 hit levels in the game: high (H), mid (M), low (L), special low
(L*) and ground (G). You cannot execute ground-type attacks if your opponent
isn't lying down, stumbling or in recovery phase of a sacrifice move (like
Shun's db+K,G). Special low moves hit l-level but can be blocked while standing
(new feature to VF4). Ground attacks tend to hit low floating opponents.
Characters' behaviour due to position and G input:
- standing, non-guarding: H/M/L/L* hits normally, subject to high throws;
- crouching, non-guarding: high moves miss, mid moves hit normally (some of
  them stagger or knock down, low and special low moves hit normally, character
  is subject to low throws;
- standing, guarding: H/M/L* moves are blocked, low moves hit normally, subject
  to high throws;
- crouching, guarding: high moves miss, mid moves stagger or knock down, low
  and special low moves are blocked, subject to low throws;
- bouncing on the ground: high moves miss, some M/L/L* hit on the bounce, you
  cannot be thrown;
- lying down: H/M/L/L* moves miss, ground moves hit, subject to ground throws;
To block moves, just hold G (press/hold d+G to block low-level moves). Also,
pressing guard on itself makes your character align to opponent.


=-=-=-=-=-=
e) Throwing
=-=-=-=-=-=
To throw, you must be close to your opponent. If you enter the throw motions
while not in range (or eg. opponent crouched under your high throw), you get
a whiffed throw animation. Throwing is usually easier in closed stance.

Types of throwing techniques:
- High throws (Ht): requires opponent to be standing; all high throws end with
  P+G and are escapable, including side-, back- and wall- throws.
- Low throws (Lt): requires opponent to be crouching; all low throws (Lt) end
  with P+K+G and are escapable, including side- and back- throws.
- Ground throw (Gt): requires opponent to be on ground or stumbling; ground
  throws end with P+G and are escapable.
- Hit throws (Hit): those arts are executed after connecting a special attack
  on your opponent; all hits throws are high throws but are inescapable.
Special Shun note: he cannot be high thrown while in handstand (HS) position,
low thrown while sitting down (ST), and neither ground thrown in lying down
(LD) position.

Additional throw properties:
- side: you must be at opponent's side, more than 30 degrees of axis exactly;
- back: you must be at opponent's back;
- catch: throws with longer execution time and unique whiff animation;
- wall: you must be within +/- 30 degrees to wall in order for the throw to
  come out (positioning requirements vary, refer to movelist for details);

You cannot throw when:
- opponent is being floated (juggled);
- opponent is executing a move (there are exceptions to this rule, as some
  throws are capable of interrupting moves - check the character movelists for
  details);
- opponent is hopping;
- opponent is staggered (though you can throw just as stagger animation ends);
- opponent stumbles (after stumbling throws, hitting a wall, stepping on ring
  edge etc.);
If opponent is back-turned, crouching or not, he/she can't be thrown by normal
means, even by stuff like surprise exchange type throws or Pai's f+P+K+G
(croucher cartwheel). Only usual back throws and low back throws come into
effect. The only exception is Kage's f+P+G throw, which works regardless of
position.

Throws can be escaped by entering the last motions of the technique within 10
frames of opponent's input. Therefore, to escape:
* regular, simple-input P+G = enter P+G;
* so-called complex throws, with x+P+G input (all throws besides "pure" P+G
  fall into that category), enter the last motion of the throw; that would be
  f+P+G for: f+P+G / b,f+P+G / b,db,d,df,f+P+G etc.
The situation after a throw escape is usually advantageous to the escapee.


=-=-=-=-=-=-=-=-=-=
f) Staggers & Stuns
=-=-=-=-=-=-=-=-=-=
When a character is hit, he/she enters the phase knows as "stun". Generally
stuns have no distinctive animation, characters pretty much freeze in place for
a short time. You cannot struggle out of stun - you have to wait until it ends.
Stuns are also very dangerous, mainly making you subject to throws and
generally throwing you off your rhythm. You may buffer any moves freely while
stunned, as general rules allow. Some moves that normally knock down, just stun
after hitting a back- or side-facing opponent.

If you hit your opponent with a mid-level move and it doesn't knock you down
nor stun the usual way, the character enters a stagger animation - it looks
like the character is about to slip and fall down. During stagger, a character
is considered 'standing non-defender' (check the "Executing Moves" section
for details). You can struggle out of stagger (and therefore reduce the period
of defenselesness) by wiggling the stick and pressing buttons in rapid motion.
If there's a possibilty of struggle, a small animated stick appears in the
upper-corner of the screen (on the side of character capable of doing so).

Tidbits:
- not all mid-level moves stagger;
- you cannot be thrown during stagger itself, though the character is subject
  to high throws just as the stagger ends;
- you cannot buffer anything as all joystick and button inputs count towards
  shortening stagger time (all you do is struggling);


=-=-=-=-=-=
g) Counters
=-=-=-=-=-=
There are two types of counters (don't mistake them with reversals, discussed
in the next section):
- major counter (abbr. MC): hitting an opponent while he's in the execution
  phase of a move. Generally, you cannot throw as MC (but check the throwing
  section). Major counters are represented by small yellow flashes on game
  screen in the place of hit.
- minor counter (abbr. mC): hitting an opponent while he's in the recovery
  phase of a move or inside whiffed throw/reversal animation. You can throw as
  mC, it's even encouraged.
Move damage increases with counter hits, the exact value isn't known yet.


=-=-=-=-=-=-
h) Reversals
=-=-=-=-=-=-
Techniques that come into effect when opponent is executing a move. As a result
you block/sweep away the opponent's attack with a technique of your own, either
directly damaging him or shoving his attack aside (in which case you have frame
advantage). If you miss a reversal, you get a whiffed animation, similar to
that of throws. There's a special kind of reversal, available only to handful
of characters - it's called an inashi. It doesn't damage the opponent directly,
just sets him/her up for further punishment. Also, in VF4, a completely new
type of reversal has been introduced. Just like the inashi, it doesn't do any
damage, just sweeps the opponent's attack aside (Akira, Lion and Sarah only...
let's call them 'parries' for now.)

Tidbits:
- there are four levels of reversals, corresponding to attack levels;
- you can only reverse strike attacks;
- moves that hit with two limbs or parts of the body other than limbs (eg. head
  or butt ;) generally cannot be reversed;


=-=-=-=-=-=-=
i) Getting Up
=-=-=-=-=-=-=
After being knocked down, there are several ways of getting up:
- tapping P,P,P... will make you stand in place;
- tapping u,u,u and P,P,P... makes you do a handspring (kip up);
- tapping u,u,u and G,G,G... makes you roll out of screen;
- tapping d,d,d and G,G,G... makes you roll into screen;
- tap b,b,b and G,G,G for backward roll;
- tap f,f,f and G,G,G for forward roll (in opponent's direction);
Tapping P,P,P with other motions will make the roll faster; if you add K, the
character will execute the appropriate rising attack (can be delayed after
a roll).

If you're floated and execute a proper motion just before touching the ground,
you can perform quick rises and tech rolls (fast get-up techniques):
- P+K+G for instant handspring (quick rise);
- u+P+K+G to roll into screen and d+P+K+G - out of screen (tech roll - TR);
- you cannot tech roll in opponent's direction or away from him/her;
- in case of P+K+G quick rise (QR), you're still susceptible to some ground
  attacks, particularly jumping pounces (eg. Jacky's and Sarah's ones);
- after performing a tech roll with u/d+P+K+G, you are considered a crouching
  non-defender for most of the time;
You can't tech roll / quick rise after hitting the wall hard - situation in
this case is similar to that of stumbling throw. If you hit the wall lightly
(the effect of being glued to the wall), you can QR/TR normally.


=-=-=-=-=-=-=-=-=-=-=-=
j) Fighting Environment
=-=-=-=-=-=-=-=-=-=-=-=
In Virtua Fighter 4, all stages are squared - it's up to you to decide whether
it's a step backwards from VF3 (where stages were differently shaped). Their
beautifully rendered, with environmental effects such as mist, wind etc.
Backgrounds are in full 3D. Some stages are surrounded by walls - high or low
ones; the walls are divided into sections. Short walls can be destroyed
one section at once) - if smashed, they stay that way until the end of match.

If a character is KOed by low-damaging move, he/she doesn't fall to the ground
immediately - after "KO!" is called, he/she can be hit again, floated, thrown
etc. Every character has its own RO-taunt, or rather RO-behaviour style; it's
usually rather humorous.

Beginning of round:
- the whole match is preceded by both characters doing their taunts (which can
  be cancelled to start the round more quickly);
- before "Go!" is called, you cannot buffer any moves in unlike VF3;

Means of winning the round:
- opponent's vitality bar reaches 0;
- opponent falls out of the ring (if both characters fall at the same time, the
  first one touching the round outside is the loser);
- time runs out, in which case the player with most life wins;
- if there's a draw, both adversaries are awarded a round (if they are tied at
  the end of match, a sudden death round commences - properties unknown);

End of round:
- the character is returned to the middle of the ring;
- you can choose your winning pose by pressing P, K, G or P+K+G;


=-=-=-=-=-=-=-=-=
k) Character Data
=-=-=-=-=-=-=-=-=
More data still to come!

character         height   weight

Akira Yuki        180cm     79kg
Aoi Umenokouji    162cm     47kg
Jacky Bryant      182cm     75kg
Jeffry McWild     183cm    111kg
Kage-Maru         178cm     66kg
Lau Chan          172cm     77kg
Lei-Fei           175cm     63kg
Lion Rafale       171cm     63kg
Pai Chan          166cm     49kg
Sarah Bryant      173cm     55kg
Shun-Di           164cm     63kg
Vanessa Lewis     175cm     55kg
Wolf Hawkfield    181cm    101kg

In Virtua Fighter, characters behave differently due to their weight - you can
see the difference mainly in floats; general weight classes:
* lightweight: Aoi, Pai, Sarah, Vanessa
* middleweight-: Lei, Lion, Kage
* middleweight+: Jacky, Lau, Akira
* heavyweight: Wolf, Jeffry;
The above are to just give you a general overview - every character is unique.
Also, some characters behave differently in certain situations. More to come
later on.





========================
III. CHARACTER MOVELISTS
========================
Refer to general notation section for details on how to read them. Movelist
section order:

1/ Special Moves:
Those include strikes, strings, hit throws and so on.

2/ Special Stance Techniques:
If a character possesses a special stance, all the techniques possible from
respective position are listed here. For moves allowing the character to enter
special stance, check Special Moves section.

3/ Throws:
All the normal throws are listed in this section - that includes regular, side-
and back- high/low throws and wall throws). For turn-towards or hit throws,
check the respective sections; they're all listed there together with strike
attacks.

4/ Reversals:
All the regular return skills, parries and inashi techniques are listed here.

5/ Hopping Attacks:
Techniques executed after a hop (u+P or u+K).

6/ Ground Attacks:
Attacks that hit grounded/knocked down opponents. Keep in mind that some of the
arts from Special Moves and Throws sections do so too.

7/ Turn-Towards Attacks:
Techniques executed while you're back-turned.

8/ Turn-Away Attacks:
Moves that make your character turn his/her back to opponent.

9/ Wall Attacks:
Kinds of attacks new and unique to VF4, those include special wall strikes and
evades.

10/ Rising Attacks:
Techniques executed from every knockdown position. Different character's rising
attacks are mostly almost identical but there are exceptions to this rule. I'll
try to list them later on, when the FAQ is more or less complete.


template:
---------
> move name
  motions               hit level (whole sequence)
  notes



=-=-=-=-=-=-=
a) Akira Yuki
=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
fighting style: eight-poles fist
nationality:    Japanese
blood type:     0
occupation:     martial arts teacher
hobby:          training
height/weight:  180cm/79kg
B/W/H:          115cm/90cm/94cm

stage info:     * Gymnasium
                * 12m x 12m
                * breakable walls


Special Moves
-------------

> punch
  P / F+P / B+P         H

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> punch-body blow
  P,P                   HM

> punch-kick
  P,K                   HH

> elbow
  FS,f+P                M

> dashing elbow
  f,f+P                 M

> super dashing elbow
  f,f,f+P               M

> single palm
  FC,f+P                M

> standing palm
  FS,b,f+P              H

> double palm
  FC,b,f+P              M

> overhead hammer
  b,df+P                M
  crouch, new move

> yoho
  df,df+P               M

> roundhouse
  K / F+K               H

> low kick
  d+K                   L

> single jumping kick
  f,f+K                 M

> double jumping kick
  f,f+K,K               MM

> side kick
  df+K                  M

> shoulder ram
  FC,f+P+K              M

> double-fisted strike
  b,f+P+K               M
  charge

> body check
  b,f,f+P+K             M

> low backfist
  df+P+K                L

> knee
  K+G,release G         M

> break guard
  d+P+G                 M
  removes opponent's guard

> break stance
  f+P+G                 H
  removes opponent's guard

> evading body check variant #1
  d,P+K+G               M
  out of screen

> evading body check variant #2
  u,P+K+G               M
  into screen

> stun palm
  P+K+G                 M

> = reverse body check
  b,df+P+G              Ht
  = link

> == double palm
  b+P or d,f+P          M
  == link

> dragon spear
  df+K+G                M

> = elbow
  f+P                   M
  = link

> == body check
  b,f,f+P+K             M
  == link


Throws
------

> reaping throw & punches
  P+G                   Ht

> elbow rush
  P+G                   side-Ht

> big finish
  P+G                   catch-back-Ht

> pull-in throw
  f,b+P+G               Ht
  interrupts moves, stumble

> pull-in throw-dodge (variant #1)
  f,b+P+G,u             Ht
  tsukame, new move

> pull-in throw-dodge (variant #2)
  f,b+P+G,d             Ht
  tsukame, new move

> pull-in throw-staggering slam
  f,b+P+G,P+K           Ht
  new move

> pull-in throw-side smash (variant #1)
  f,b+P+G,u+P+K         HtM
  new move

> pull-in throw-side smash (variant #2)
  f,b+P+G,d+P+K         HtM
  new move

> stumbling trip
  b,d+P+G               Ht
  tsukame, interrupts moves

> close-in ram
  b,f+P+G               Ht

> reverse body check
  b,df+P+G              Ht

> inverted body check
  df+P+G                Ht

> wall inverted body check
  df+P+G                wall-Ht
  Akira's back to wall

> surprise exchange
  db+P+G                Ht
  tsukame, interrupts moves

> pull-in push-out throw
  db,f+P+G              Ht


Reversals
---------

> high punch reversal (variant #1)
  b+P+K                 H
  vs. right high punches

> high punch reversal (variant #2)
  b+P+K                 H
  vs. left high punches

> mid punch reversal (variant #1)
  db+P+K                M
  vs. right punches

> mid punch reversal (variant #2)
  db+P+K                M
  vs. left punches

> high kick reversal (variant #1)
  b+P+K                 H
  vs. right kicks

> high kick reversal (variant #2)
  b+P+K                 H
  vs. left kicks

> mid kick reversal (variant #1)
  db+P+K                M
  vs. right kicks

> mid kick reversal (variant #2)
  db+P+K                M
  vs. left kicks

> elbow reversal (variant #1)
  db+P+K                M
  vs. right elbows

> elbow reversal (variant #2)
  db+P+K                M
  vs. left elbows

> knee reversal (variant #1)
  db+P+K                M
  vs. right knees

> knee reversal (variant #2)
  db+P+K                M
  vs. left knees

> somersault reversal (variant #1)
  db+P+K                M
  vs. RFF somersaults

> somersault reversal (variant #2)
  db+P+K                M
  vs. LFF somersaults

> low punch reversal (variant #1)
  d+P+K                 L
  vs. right low punches

> low punch reversal (variant #2)
  d+P+K                 L
  vs. left low punches

> low kick reversal (variant #1)
  d+P+K                 L
  vs. right low kicks

> low kick reversal (variant #2)
  d+P+K                 L
  vs. left low kicks

> parry
  b,f,f+P+K+G           ?
  new move

> parry-attack
  b,f,f+P+K+G,b,f+P     ?
  new move


Hopping Attacks
---------------

> hopping smash
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


Ground Attacks
--------------

> ground punch
  df+P                  G

> jumping stomach punch
  u+P                   G


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT smash
  d+P                   M

> TT roundhouse
  K                     H

> TT shin kick
  d+K                   L

> TT sweep
  D+K                   L


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=-=
b) Aoi Umenokouji
=-=-=-=-=-=-=-=-=
introduced in:  virtua fighter 3
fighting style: aiki-jujitsu
nationality:    Japanese
blood type:     A
occupation:     university student
hobby:          ikebana (art of flower arrangement)
height/weight:  162cm / 47kg
B/W/H:          83cm / 53cm / 86cm

stage info:     * Shrine
                * 14m x 14m
                * no walls


Special Moves
-------------

> punch
  P / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> triple punch-knee
  P,P,P,K               HHHM

> triple punch-knee -> YY stance
  P,P,P,K,P+K+G         HHHM-
  YY stance, new move

> triple punch-sweep
  P,P,P,d+K             HHHL
  G-cancel

> triple punch-sweep -> YY stance
  P,P,P,d+K,P+K+G       HHHL-
  YY stance, new move

> triple punch-chop
  P,P,f+P               HHM
  G-cancel

> triple punch-chop-elbow
  P,P,f+P,P             HHMM
  G-cancel

> double punch-kick
  P,P,K                 HHH

> punch-heelkick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> elbow
  f+P                   M

> elbow-chop
  f+P,P                 MM
  G-cancel

> spinning elbow
  f,f+P                 M
  G-cancel

> ?
  f,b+P                 H
  new move

> ?
  b+P                   H
  new move

> double strike
  b,f+P                 M
  new move

> = throw
  P+G                   Hit
  = link, new move

> double stop
  b,df+P                M

> uppercut
  FS,df+P               M
  G-cancel

> uppercut -> YY stance
  df+P,P+K+G            M-
  YY stance, new move

> dashing elbow
  FC,df+P               M

> = throw
  b+P+G                 Hit
  = link on MC, new move

> low smash
  db+P                  L
  crouch, new move

> high kick
  K / F+K               H

> high kick-heel drop
  K,K                   HH

> standing knee
  f+K                   M

> standing knee -> YY stance
  f+K,P+K+G             M-
  YY stance, new move

> standing knee-jumping kick
  f+K,K                 MH

> low kick
  d+K                   L

> side kick
  df+K                  M

> ankle kick
  db+K                  L

> side chop
  P+K                   H

> double side chop
  P+K,P                 HH

> triple side chop
  P+K,P,P               HHH

> spinning strike
  f+P+K                 M

> spinning strike-elbow
  f+P+K,P               MM
  G-cancel

> helix
  f,f+P+K               M

> retreating chop
  b,b+P+K               H
  G-cancel

> slow double strike
  b,f+P+K               M
  new move

> phoenix palm
  df+P+K                M

> sweep
  d+K+G                 L
  G-cancel

> sweep -> YY stance
  d+K+G,P+K+G           L-
  YY stance, new move

> ?
  f+K+G                 H
  new move

> ?-elbow
  f+K+G,P               HM
  new move

> slow crescent
  b+K+G                 L
  new move

> jumping ground kick
  u+K+G                 M

> ? (variant #1)
  d,P+K+G               M
  out of screen, new move

> ? (variant #2)
  u,P+K+G               M
  into screen, new move

> yin-yang stance (YY)
  b+P+K+G               -
  YY stance, reverses H/M punch attacks automatically, new move


Throws
------

> irimi nage
  P+G                   Ht

> rotary throw
  P+G                   side-Ht

> fierce pat throw
  P+G                   back-Ht

> aiki throw
  FC,f+P+G              Ht

> ?
  f,f+P+G               Ht
  new move

> mini-tft
  b+P+G                 Ht

> second control throw
  df+P+G                Ht

> hair grab
  db+P+G                Ht

> wall hair grab
  db+P+G                wall-Ht
  Aoi's back to wall

> first dan throw (variant #1)
  f,df,d,db,b+P+G       Ht

> = second dan throw (variant #1)
  f,d+P+G               Ht
  = link

> == third dan throw (variant #1)
  d,u+P+G               Ht
  == link

> == third dan throw  (variant #2)
  u,d+P+G               Ht
  == link

> = second dan throw (variant #2)
  b,d+P+G               Ht
  = link

> == third dan throw (variant #1)
  d,u+P+G               Ht
  == link

> == third dan throw (variant #2)
  u,d+P+G               Ht
  == link

> first dan throw (variant #2)
  b,db,d,df,f+P+G       Ht

> = second dan throw (variant #1)
  f,d+P+G               Ht
  = link

> == third dan throw (variant #1)
  d,u+P+G               Ht
  == link

> == third dan throw (variant #2)
  u,d+P+G               Ht
  == link

> = second dan throw (variant #2)
  b,d+P+G               Ht
  = link

> == third dan throw (variant #1)
  d,u+P+G               Ht
  == link

> == third dan throw (variant #2)
  u,d+P+G               Ht
  == link

> low takedown
  d+P+K+G               Lt

> ?
  db+P+K+G              Lt
  new move


Reversals
---------

> high punch reversal (variant #1)
  b+P+K                 H
  vs. RFF right high punches

> high punch reversal (variant #1)
  b+P+K                 H
  vs. RFF left high punches

> high punch reversal (variant #2)
  b+P+K                 H
  vs. LFF right high punches

> high punch reversal (variant #2)
  b+P+K                 H
  vs. LFF left high punches

> high kick reversal (variant #1)
  b+P+K                 H
  vs. RFF right high kicks

> high kick reversal (variant #1)
  b+P+K                 H
  vs. RFF left high kicks

> high kick reversal (variant #2)
  b+P+K                 H
  vs. LFF right high kicks

> high kick reversal (variant #2)
  b+P+K                 H
  vs. LFF left high kicks

> back-/side-turned high punch reversal (variant #1)
  b+P+K                 H
  vs. high punches

> back-/side-turned high kick reversal (variant #2)
  b+P+K                 H
  vs. high kicks

> mid punch reversal (variant #1)
  db+P+K                M
  vs. right mid punches

> mid punch reversal (variant #2)
  db+P+K                M
  vs. left mid punches

> mid kick reversal (variant #1)
  db+P+K                M
  vs. right mid kicks

> mid kick reversal (variant #2)
  db+P+K                M
  vs. left mid kicks

> elbow reversal (variant #1)
  db+P+K                M
  vs. right elbows

> elbow reversal (variant #2)
  db+P+K                M
  vs. left elbows

> knee reversal (variant #1)
  db+P+K                M
  vs. right knees

> knee reversal (variant #2)
  db+P+K                M
  vs. left knees

> somersault reversal (variant #1)
  ub+P+K                M
  vs. LFF somersaults

> somersault reversal (variant #2)
  ub+P+K                M
  vs. RFF somersaults

> low punch reversal (variant #1)
  d+P+K                 L
  vs. left low punches

> low punch reversal (variant #2)
  d+P+K                 L
  vs. right low punches

> low kick reversal (variant #1)
  d+P+K                 L
  vs. left low kicks

> low kick reversal (variant #2)
  d+P+K                 L
  vs. right low kicks

> ground attack reversal (variant #1)
  P+K                   G
  Aoi face down, head towards, vs. non-jumping pounces

> ground attack reversal (variant #2)
  P+K                   G
  Aoi face down, feet towards, vs. non-jumping pounces

> ground attack reversal (variant #3)
  P+K                   G
  Aoi face up, head towards, vs. non-jumping pounces

> ground attack reversal (variant #4)
  P+K                   G
  Aoi face up, feet towards, vs. non-jumping pounces

> yin-yang elbow auto-reversal (variant #1)
  -                     M
  vs. LFF elbows

> yin-yang elbow auto-reversal (variant #2)
  -                     M
  vs. RFF elbows

> yin-yang kick auto-reversal (variant #1)
  -                     H
  vs. LFF high kicks

> yin-yang kick auto reversal (variant #2)
  -                     H
  vs. RFF high kicks

> yin-yang side kick auto reversal (variant #1)
  -                     M
  vs. right side kicks

> yin-yang side kick auto reversal (variant #2)
  -                     M
  vs. left side kicks

> yin-yang knee auto reversal (variant #1)
  -                     M
  vs. left knees

> yin-yang knee auto reversal (variant #2)
  -                     M
  vs. right knees


Hopping Attacks
---------------

> hopping chop
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> hopping kick
  u+K,K                 M

> landing side kick
  u+K,,K                M


Ground Attacks
--------------

> ground chop
  df+P                  G

> jumping stomach punch
  u+P                   G

> jumping ground kick
  u+K+G                 G

> ground throw (variant #1)
  df+P+G                Gt
  opponent face up, feet towards

> ground throw (variant #2)
  df+P+G                Gt
  opponent face up, head towards

> ground throw (variant #3)
  df+P+G                Gt
  opponent face down, feet towards

> ground throw (variant #4)
  df+P+G                Gt
  opponent face down, head towards


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT high kick
  K                     H

> TT high kick-heel drop
  K,K                   HM

> TT ankle kick
  df+K                  L

> TT smash
  d+P                   M

> TT low kick
  d+K                   L

> TT sweep
  D+K                   L


Turn-Away Attacks
-----------------

> TA knifehand
  b,b+P                 H


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=
c) Jacky Bryant
=-=-=-=-=-=-=-=
introduced in:  virtua fighter 1
fighting style: jeet kune do
nationality:    American
blood type:     A
occupation:     indycar racer
hobby:          training
height/weight:  182cm / 75kg
B/W/H:          110cm / 87cm / 92cm

stage info:     * Town
                * 12m x 12m
                * unbreakable walls


Special Moves
-------------

> punch
  P / F+P               H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> double punch-kick
  P,P,K                 HHH

> double punch-elbow
  P,P,f+P               HHM

> double punch-elbow-TA crescent
  P,P,f+P,K             HHMH

> double punch-elbow-backfist
  P,P,f+P,P             HHMH

> double punch-elbow-backfist-crescent
  P,P,f+P,P,K           HHMHH

> double punch-elbow-backfist-crescent -> SH step
  P,P,f+P,P,K,b+P+K+G   HHMHH-
  SH step, new move

> double punch-elbow-backfist-low kick
  P,P,f+P,P,d+K         HHMHL

> double punch-backfist
  P,P,b+P               HHH

> double punch-backfist-crescent
  P,P,b+P,K             HHHH

> double punch-low kick
  P,P,d+K               HHL

> double punch-knee
  P,P,f+K               HHM

> double punch-fast punch
  P,P,u+P               HHH

> punch-crescent
  P,K far               HH

> punch-crescent -> SH step
  P,K,b+P+K+G           HH-
  SH step, new move

> punch-sidekick
  P,K near              HM

> punch-sweep
  P,d+K                 HL

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> elbow
  f+P                   M

> elbow-backfist
  f+P,P                 MH

> elbow-backfist-heelkick
  f+P,P,K               MHH

> elbow-backfist-heelkick -> SH step
  f+P,P,K,b+P+K+G       MHH-
  SH step, new move

> elbow-backfist-low kick
  f+P,P,d+K             MHL

> elbow-heelkick
  f+P,K                 MH

> backfist
  b+P                   H

> double backfist
  b+P,P                 HH

> backfist-low backfist
  b+P,db+P              HL

> backfist-TA crescent
  b+P,K                 HH

> backfist-sweep
  b+P,d+K               HL

> hook punch
  FS,df+P               H

> knuckle
  FS,df+P,P             HH

> double knuckle-backfist
  FS,df+P,P,P           HHH

> knuckle-backfist
  FS,df+P,P+K           HM
  charge, new move

> uppercut
  FC,df+P               M
  new move

> low backfist
  db+P                  L

> low backfist-sweep
  db+P,K                LL

> roundhouse
  K / F+K               H

> roundhouse-backfist
  K,P                   HH

> roundhouse-backfist-TA crescent
  K,P,K                 HHH

> roundhouse-backfist-low kick
  K,P,d+K               HHL

> roundhouse-heelkick
  K,K                   HM

> roundhouse-low kick
  K,d+K                 HL

> toe kick
  d+K                   M

> toekick-low smash
  d+K,P                 ML

> knee
  f+K                   M

> punt kick
  f,f+K                 M

> axe kick
  b+K                   M

> side kick
  df+K                  M

> side kick-toe kick
  df+K,K                MM
  new move

> kickflip
  ub+K                  M

> low kick
  D+K                   L

> double low kick
  D+K,K                 LL

> beatknuckle
  P+K                   M

> beatknuckle-backfist
  P+K,P                 MH

> beatknuckle-backfist-TA crescent
  P+K,P,K               MHH

> beatknuckle-backfist-low kick
  P+K,P,d+K             MHL

> beatknuckle-heelkick
  P+K,K                 MH

> beatknuckle-heelkick -> SH step
  P+K,K,b+P+K+G         MH-
  SH step, new move

> 1 lightning kick
  d+P+K                 M

> 2 lightning kicks
  d+P+K,K               MM

> 3 lightning kicks
  d+P+K,K,K             MMM

> 4 lightning kicks
  d+P+K,K,K,K           MMMH

> 5 lightning kicks
  d+P+K,K,K,K,K         MMMHH

> shot knee
  db+P+K                M

> shot knee-toe kick
  db+P+K,K              MM

> shot knee-toe kick-heel drop
  db+P+K,K,K            MMMM

> shot knee-toe kick-heel drop-heelkick
  db+P+K,K,K,K          MMMH

> shot knee-toe kick-heel drop-double heelkick
  db+P+K,K,K,K,K        MMMHH

> shot knee-toe kick-heel drop-heel kick-low kick
  db+P+K,K,K,K,d+K      MMMHL

> crescent
  K+G                   H

> crescent -> SH step
  K+G,b+P+K+G           H-
  SH step, new move

> crescent-sweep
  K+G,d+K+G             HL

> shin slicer
  d+K+G                 L

> shin slicer-heelkick
  d+K+G,K               LH
  new move

> heel seed
  b+K+G                 M

> low crescent
  b,f+K+G               M

> slow high kick
  df+K+G                H
  new move

> ? (variant #1)
  d,P+K+G               M
  new move

> ? (variant #2)
  u,P+K+G               M
  new move

> switch stance
  P+K+G                 -

> switch stance-heelkick
  P+K+G,K               -M
  new move

> shuffle step (SH)
  b+P+K+G               -
  SH step, inashis punch attack automatically, new move


Shuffle Step Attacks
--------------------

> ?
  b+P+K+G,df,df         --
  SH step, new move

> ?
  b+P+K+G,df,df+P       -M
  SH step, new move

> ?
  b+P+K+G,K             -M
  SH step, new move

> ?
  b+P+K+G,K,G           --
  SH step, new move

> ?
  b+P+K+G,d+K           -L
  SH step, new move

> ?
  b+P+K+G,d+K,K         -LH
  SH step, new move


Throws
------

> one-inch punch
  P+G                   Ht
  new move

> knee bash
  P+G                   side-Ht

> bulldog
  P+G                   back-Ht

> clothesline
  f,f+P+G               Ht

> wall clothesline
  f,f+P+G               wall-Ht
  opponent's back to wall

> trip & hammer
  f,b+P+G               Ht

> brainbuster
  df+P+G                Ht

> hanging knee throw
  df,df+P+G             Ht


Reversals
---------
All reversals are done from shuffle step.

> auto inashi (vs. high hand moves)
  -                     H
  new move

> punch reversal
  P                     H
  new move


Ground Attacks
--------------

> soccer kick
  df+K                  G

> jumping knee smash
  u+P                   G


Turn-Towards Attacks
--------------------

> TT backfist
  P                     H

> TT punch-crescent
  P,K far               HH

> TT punch-side kick
  P,K near              HM

> TT punch-sweep
  P,d+K                 HL

> TT low backfist
  d+P                   L

> TT low backfist-sweep
  d+P,K                 LL

> TT axe kick
  K                     H

> TT sweep (variant #1)
  d+K                   L

> TT sweep (variant #2)
  D+K                   L

> TT beatknuckle
  P+K                   M
  new move


Turn-Away Attacks
-----------------

> TA backfist
  b,b+P                 H

> TA crescent
  b,b+K                 H


Hopping Attacks
---------------

> hopping elbow
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move

> ?
  uf+P+K+G              -
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=-
d) Jeffry McWild
=-=-=-=-=-=-=-=-
introduced in:  virtua fighter 1
fighting style: pancratium
nationality:    Australian
blood type:     A
occupation:     fisherman
hobby:          reggae music
height/weight:  183cm / 111kg
B/W/H:          121cm / 93cm / 97cm

stage info:     * Island
                * 14m x 14m
                * no walls


Special Moves
-------------

> punch
  P / F+P / B+P         H

> double punch
  P,P                   HH

> double punch-uppercut
  P,P,P                 HHM

> double punch-elbow drop
  P,P,b+P               HHH

> punch-kick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> elbow
  f+P                   M

> elbow-hammer
  f+P,b+P               MM

> dashing elbow
  f,f+P                 M

> dashing elbow-uppercut
  f,f+P,P               MM

> tornado hammer
  f,b+P                 H

> elbow drop
  b+P                   M

> kenka hook
  b,f+P                 H

> baseball pitch (variant #1)
  b,f,f+P               M

> double-fisted hammer
  b,df+P                M

> double fisted-hammer-uppercut
  b,df+P,P              MM

> uppercut
  FS,df+P               M

> double uppercut
  FS,df+P,P             MM

> triple uppercut
  FS,df+P,P,df+P        MMM

> kenka uppercut
  df,df+P               M

> uppercut from crouch
  FC,df+P               M

> roundhouse
  K / F+K               H

> double roundhouse
  K,K                   HH

> double roundhouse-elbow drop
  K,K,P                 HHM

> toe kick
  d+K                   M

> = crucifix piledriver
  d,df,f+P+G            Hit
  = link

> toe kick-hammer
  d+K,P                 MM

> low kick (variant #1)
  D+K                   L

> knee
  f+K                   M

> big-ass boot
  f,f+K                 M

> shot knee
  b+K                   M

> shot knee-elbow drop
  b+K,P                 MH

> axe kick
  b,f+K                 M

> side kick
  df+K                  M

> hell stab
  P+K                   H

> double hell stab
  P+K,P                 HH

> triple hell stab
  P+K,P,P               HHH

> hell dunk hammer
  d+P+K                 M
  crouch

> dodging hell stab
  f+P+K                 M

> running body press
  run,P+K               M

> circular kick
  b+P+K                 H
  new move

> circular kick-?
  b+P+K,K               HM
  new move

> stomach crush
  b,df+P+K              M

> = spine buster
  d+P+G                 Hit
  = link

> = lift-up throw
  b+P+G                 Hit
  = link

> headbutt
  b,f+P+K               M

> baseball pitch (variant #2)
  b,f,f+P+K             M
  charge

> body blow
  df+P+K                H
  new move

> double body blow
  df+P+K,P              HM
  new move

> triple body blow
  df+P+K,P,P            HMM
  new move

> overhead hammer
  db+P+K                M
  new move

> rollover kick
  K+G                   M
  ground, new move

> sliding kick
  d+K+G                 L

> heel drop
  f+K+G                 M
  crouch, new move

> running butt slam
  run,K+G               M
  ground

> jumping butt slam
  u+K+G                 M

> low kick (variant #2)
  df+K+G                L

> ? (variant #1)
  d,P+K+G               M
  new move

> ? (variant #2)
  u,P+K+G               M
  new move

> counter stance (CT)
  P+K+G                 -
  new move


Counter Stance Attacks
----------------------

> counter body blow
  CT,P                  -H
  new move

> counter body blow-throw
  CT,P,f+P+G            -hHit
  hit throw, new move

> counter toekick
  CT,K                  -M
  new move


Throws
------

> ?
  P+G                   Ht
  new move

> coconut crush
  P+G                   side-Ht

> backbreaker
  P+G                   back-Ht

> choke & swing
  d+P+G                 back-Ht

> power slam
  f+P+G                 Ht

> fireman's carry
  df+P+G                Ht

> fireman's carry off the wall
  df+P+G                wall-Ht
  Jeffry's back to wall

> fireman's carry into the wall
  df+P+G                wall-Ht
  opponent's back to wall

> crucifix piledriver
  df,df+P+G             Ht

> pick-up and slam
  d+P+G                 Ht

> box throw
  db+P+G                Ht
  tsukame

> machine gun hammer
  db,f+P+G              Ht

> body press
  b+P+G                 Ht

> arm extension (variant #1)
  b,f+P+G               side-Ht

> arm extension (variant #2)
  f,b+P+G               side-Ht

> headbutt
  b,f+P+G               Ht

> = 2nd headbutt
  f+P+G                 Ht
  = link

> == 3rd headbutt
  f+P+G                 Ht
  == link

> == knee smash
  b+P+G                 Ht
  == link

> = knee smash
  b+P+G                 Ht
  = link

> frontal backbreaker
  b,f,f+P+G             Ht

> tackle & grind
  b,df+P+G              Ht

> low backbreaker
  P+K+G                 back-Lt

> headlock hammer (variant #1)
  d+P+K+G               side-Lt

> headlock hammer (variant #2)
  df+P+K+G              side-Lt

> power bomb
  df+P+K+G              Lt

> iron claw
  d+P+K+G               Lt

> machine gun knee
  d,f+P+K+G             Lt

> wall box throw
  db+P+G                wall-Ht
  tsukame, Jeffry's back to wall

> wall tackle & grind
  b,df+P+G              wall-Ht
  opponent's back to wall


Hopping Attacks
---------------

> hopping hammer
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopping heel drop
  u+K,release K         M

> hopkick
  u+K,K                 M

> landing kick
  u+K,,K                M


Ground Attacks
--------------

> stomp
  df+K                  G

> body slam
  u+P                   G

> devil's claw (variant #1)
  df+P+G                Gt
  opponent feet towards

> devil's claw (variant #2)
  df+P+G                Gt
  opponent head towards


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT roundhouse
  K                     H

> TT hammer
  d+P                   M

> TT heel slide
  d+K                   M

> TT punch from crouch
  D+P                   H


Wall Attacks
------------

> ?
  f+P+K+G               M


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-
e) Kage-Maru
=-=-=-=-=-=-
introduced in:  virtua fighter 1
fighting style: hagakure-ryu ju-jitsu
nationality:    Japanese
blood type:     B
occupation:     ninja
hobby:          mah-jongg
height/weight:  178cm / 66kg
B/W/H:          101cm / 89cm / 90cm

stage info:     * Garden
                * 14m x 14m
                * no walls


Special Moves
-------------

> punch
  P / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> triple punch-heelkick
  P,P,P,K               HHHM

> triple punch-backflip kick
  P,P,P,b+K or ub+K     HHHM

> double punch-helix (-> LF stance)
  P,P,b+P               HHH
  hold P to LF stance

> double punch-helix-heelkick
  P,P,b+P,K             HHHM

> double punch-kick
  P,P,K                 HHH

> punch-kick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> elbow (-> LF stance)
  f+P                   M
  hold P to LF stance

> dragon punch
  f,d,df+P              M

> dragon punch-landing heelkick
  f,d,df+P,K            MH
  new move

> helix (-> LF stance)
  b+P                   H
  hold P to LF stance

> helix-heelkick
  b+P,K                 HM

> ?
  FS,df+P               M

> downward chop
  FC,df+P               M

> swipe (-> LF stance)
  db+P                  H
  hold P to LF stance

> swipe-kick
  db+P,K                HH

> roundhouse
  K / F+K               H

> running slide
  run,K                 L

> low kick
  d+K                   L

> ?
  d,df,f+K              M
  charge, G-cancel, new move

> backheel sweep
  f,f+K                 L
  G-cancel to back-turned position

> ?
  f,b+K                 M
  new move

> ?
  f,b+K,K               ML
  new move

> rising knee
  FC,f+K                M

> ?
  b+K                   M
  new move

> ?-?
  b+K,K                 ML*
  new move

> ?-?-?
  b+K,K,K               ML*M
  new move

> slow heelkick
  b,f+K                 M
  new move

> side kick
  df+K                  M

> sliding tackle
  db+K                  L

> backflip kick
  ub+K                  M

> side chop (-> LF stance)
  P+K                   M
  LF stance if hits, new move

> whirling chop
  d+P+K                 M

> whirling chop-circular kick
  d+P+K,K               M
  new move

> shuto chop
  f+P+K                 M

> shuto chop combo
  f+P+K,P+K             MH

> reaching chop (-> LF stance)
  f,f+P+K               M
  LF stance if hits, new move

> ?
  u+P+K                 M

> heelkick
  d+K+G                 M

> corkscrew kick
  f,f+K+G               M

> back thrust
  b+K+G                 H

> inverted kickflip
  df+K+G                M

> kickflip
  ub+K+G                M

> reverse kickflip
  uf+K+G                M

> spinning chop (variant #1)
  d,P+K+G               M

> spinning chop (variant #2)
  u,P+K+G               M

> catapult kick
  f,f+P+K+G             L

> forward roll-sweep
  f,df,d,db,b+K         L

> forward roll
  b,db,d,df,f           -

> = forward roll-sweep
  b,db,d,df,f+K         L
  = link

> = another forward roll
  b,db,d,df,f+P         -
  = link

> == dragon punch
  f,d,df+P              M
  == link

> == dragon punch-landing heelkick
  f,df,f+P,K            MH
  == link, new move

> == shinsondan
  b,db,d,df,f+P         L
  == link

> = backward roll
  f,df,d,db,b+P         -
  = link

> == dragon punch
  f,d,df+P              M
  == link

> == dragon punch-landing heelkick
  f,df,f+P,K            MH
  == link, new move

> == shinsondan
  b,db,d,df,f+P         L
  == link

> backward roll-sweep
  b,db,d,df,f+K         L

> backward roll
  f,df,d,db,b           -

> = backward roll-sweep
  b,db,d,df,f+K         L
  = link

> = another backward roll
  f,df,d,db,b+P         -
  = link

> == dragon punch
  f,d,df+P              M
  == link

> == dragon punch-landing heelkick
  f,df,f+P,K            MH
  == link, new move

> == shinsondan
  b,db,d,df,f+P         L
  == link

> = forward roll
  b,db,d,df,f+P         -

> == dragon punch
  f,d,df+P              M
  == link

> == dragon punch-landing heelkick
  f,df,f+P,K            MH
  == link, new move

> == shinsondan
  b,db,d,df,f+P         L
  == link

> backflip (-> stance)
  b+P+K+G               -
  hold P+K+G to LF stance, new move


Falling Leaf Stance Attacks
---------------------------

> ?
  LF,P                  H
  new move

> ?
  LF,PK                 HM
  new move

> ?
  LF,P,K,K              HMM
  new move

> ?
  LF,K                  M
  new move

> ?
  LF,d+K                L
  new move

> ? (variant #1)
  LF,d                  -
  new move

> ? (variant #2)
  LF,u                  -
  new move

> ?
  LF,P+K                M
  new move

> turning elbow
  LF,f+P                M
  new move

> reversal
  LF,P+K+G              ?
  new move

> fast roll
  LF,f,f                -
  new move

> ?
  LF,K                  M
  new move

> ?
  LF,K+G                M
  new move

> ?
  LF,f+K                M
  new move


Throws
------

> shoulder throw
  P+G                   Ht

> arm lock takedown
  P+G                   side-Ht

> shoulder drop
  P+G                   back-Ht

> back-turned frankensteiner
  P+G                   catch-Ht

> surprise exchange (front)
  f+P+G                 Ht

> surprise exchange (side)
  f+P+G                 Ht

> surprise exchange (back)
  f+P+G                 Ht

> ten-foot toss
  b+P+G                 Ht

> = izuna drop
  u+P+G                 -

> flipping shoulder throw
  b,d+P+G               Ht

> reaping throw
  b,f+P+G               Ht

> turnover throw
  df+P+G                Ht

> flying takedown & slaps
  uf+P+G                catch-Ht

> low shoulder drop
  P+K+G                 back-Lt

> ?
  stance,P+G            catch-Ht
  new move


Reversals
---------

> high punch reversal (variant #1)
  b+P+K                 H
  vs. RFF high punches

> high punch reversal (variant #2)
  b+P+K                 H
  vs. LFF high punches

> mid punch reversal (variant #1)
  db+P+K                H
  vs. RFF mid punches

> mid punch reversal (variant #2)
  db+P+K                H
  vs. LFF mid punches

> falling leaf stance mid kick reversal
  stance,P+K+G          M
  vs. mid kicks, new move


Hopping Attacks
---------------

> hopping chop
  u+P,release P         M

> hopping punch
  u+P,P                 M

> van-halen kick
  u+K,release K         M

> hopkick
  u+K,K                 M

> landing sweep
  u+K,,K                L


Ground Attacks
--------------

> swat
  df+K                  G

> jumping head smash
  u+P (near distance)   G

> jumping stomp
  u+P (mid distance)    G

> jumping knee smash
  u+P (far distance)    G


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT kick
  K                     H

> TT low punches
  d+P                   LL

> TT low kick
  d+K                   L

> TT sky knee
  u+K                   M

> TT reverse kickflip (variant #1)
  uf+K                  M
  does not cause Kage to TT

> TT reverse kickflip (variant #2)
  ub+K                  M
  does not cause Kage to TT

> ?
  P+K                   M
  new move

> ?-?
  P+K,K                 MM
  new move

> TT frankensteiner
  P+G                   catch-Ht

> TT frankensteiner-?
  P+G,P                 catch-Ht-?
  new move


Turn-Away Attacks
-----------------

> TA swipe
  b,b+P                 H

> TA straight kick
  b,b+K                 H

> TA slide
  b,b+K+G               L


Wall Attacks
------------

> ?
  f+P+K                 M
  new move

> ?
  f+P+K+G               M
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=
f) Lau Chan
=-=-=-=-=-=
introduced in:  virtua fighter 1
fighting style: koen-ken
nationality:    Chinese
blood type:     B
occupation:     cook
hobby:          chinese poem
height/weight:  172cm / 77kg
B/W/H:          99cm / 90cm / 93cm

stage info:     * Great Wall
                * 14m x 14m
                * no walls


Special Moves
-------------

> punch
  P / F+P               H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> triple punch-crescent
  P,P,P,K               HHHH

> triple punch-backflip kick
  P,P,P,ub+K            HHHM

> triple punch-sweep
  P,P,P,d+K             HHHL

> double punch-heelkick
  P,P,K                 HHH

> punch-TA palm
  P,b+P                 HM

> punch-TA palm-TT double palm
  P,b+P,P               HMM

> punch-heelkick
  P,K                   HH

> crescent
  K+G                   H

> punch-crescent
  P,K+G                 HH

> double punch-crescent
  P,P,K+G               HHH

> sweep
  d+K+G                 L

> punch-sweep
  P,d+K+G               HL

> double punch-sweep
  P,P,d+K+G             HHL

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> elbow
  f+P                   M

> elbow-palm
  f+P,P                 MH

> ?
  b+P                   M
  new move

> ?-?
  b+P,K                 MM
  new move

> standing palm
  b,f+P                 H

> downknife
  df+P                  M

> downknife-punch
  df+P,P                MH

> downknife-double punch
  df+P,P,P              MHH

> downknife-double punch-crescent
  df+P,P,P,K            MHHH

> downknife-double punch-backflip kick
  df+P,P,P,ub+K         MHHM

> downknife-double punch-sweep
  df+P,P,P,d+K          MHHL

> downknife-punch-heelkick
  df+P,P,K              MHH

> upknife
  DF+P                  H

> upknife-punch
  DF+P,P                HH
  continue with punch sequence

> upknife-super knife
  DF+P,df+P+K           HM

> lunging knife
  df,df+P               M

> lunging knife-punch
  df,df+P,P             MH
  continue with punch combo

> roundhouse
  K                     H

> roundhouse-crescent
  K,K                   HH
  can be delayed

> low kick
  d+K                   L

> low kick-heelkick
  d+K,K                 LH

> double low kick
  D+K,K                 LL

> low kick-sweep
  D+K,K+G               LL

> lunging sweep
  f,d+K                 L

> side kick
  df+K                  M

> side kick-punch
  df+K,P                MH

> side kick-punch-palm
  df+K,P,P              MHH

> backflip kick
  ub+K                  M

> cartwheel kick
  uf+K                  M

> double palm
  P+K                   M
  charge

> ?
  d+P+K                 M
  new move

> ?
  f+P+K                 M
  new move

> ?
  b+P+K                 M
  new move

> ?-overhead elbow
  b+P+K,P               MH
  new move

> super knife
  df+P+K                M

> reverse crescent (variant #1)
  f+K+G                 H
  new move

> reverse crescent (variant #2)
  b+K+G                 H
  new move

> jumping roundhouse
  uf+K+G                M

> evading palm (variant #1)
  u,P+K+G               M
  new move

> evading palm (variant #2)
  d,P+K+G               M
  new move


Throws
------

> waterwheel drop
  P+G                   Ht

> ddt
  P+G                   side-Ht

> reaping throw
  P+G                   back-Ht

> overhead cannon
  f+P+G                 Ht

> wall overhead cannon
  f+P+G                 wall-Ht
  Lau's back to wall

> back drop
  b+P+G                 Ht

> wall back drop
  b+P+G                 wall-Ht

> stumbling trip
  b,d+P+G               Ht
  tsukame

> face grab
  b,f+P+G               Ht

> shoulder whip
  df,df+P+G             Ht


Hopping Attacks
---------------

> hopping knife
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> landing sidekick
  u+K,K                 M

> landing sweep
  u+K,d+K               L


Ground Attacks
--------------

> stomp
  df+K                  G

> jumping stomp
  u+P                   G


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT roundhouse
  K                     H

> TT downknife
  d+P                   M

> TT sweep
  d+K                   L

> TT backflip
  ub+K                  M
  does not cause Lau to TT

> TT crescent
  u+K+G                 H


Turn-Away Attacks
-----------------

> TA knifehand
  b,b+P                 M

> TA knifehand-TT downknife
  b,b+P,d+P             MM

> TA knifehand-TT sweep
  b,b+P,d+K             ML

> TA knifehand-TT crescent
  b,b+P,K+G             MH


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move

> ?
  uf+P+K+G              -
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-
g) Lei-Fei
=-=-=-=-=-
introduced in:  virtua fighter 4 [new character to the series]
fighting style: kobayashi fist
nationality:    Chinese
blood type:     B
occupation:     monk
hobby:          reading sutra
height/weight:  175cm / 63kg
B/W/H:          98cm / 85cm / 83cm

stage info:     * Temple
                * 12m x 12m
                * breakable walls


Special Moves
-------------

> ?
  P / F+P               H

> ?
  P,P                   HH
  IN system

> ?
  P,P,P                 HHH
  DM system

> ?
  d+P                   L*

> ?
  d,df,f+P              M

> ?
  FS,f+P                M

> ?
  FS,f+P,P              MM
  IN system

> ?
  FS,f+P,P,P            MMM
  DM system

> ?
  FS,f+P,P,P,P          MMMM

> ?
  FC,f+P                M

> ?
  f,f+P                 M

> ?
  b+P                   M

> ?
  b+P,P                 MM

> ?
  b,f+P                 M

> ?
  b,df+P                M
  DM system

> ?
  df,df+P               M

> ?
  df,df+P,P             MM

> ?
  K                     H

> ?
  d+K                   L

> ?
  f+K                   H
  TG stance

> ?
  f,f+K                 M
  IN system

> ?
  u+K                   H

> ?
  u+K,K                 HH

> ?
  u+K,d+K               HL
  DM system

> ?
  u+K,f+K               HM

> ?
  df+K                  M

> ?
  P+K                   M

> ?
  P+K,P                 MH

> ?
  P+K,P,P               MHM

> ?
  d+P+K                 M

> ?
  d+P+K,P               MM
  TG stance

> ?
  f+P+K                 M

> ?
  f+P+K,P               MM

> ?
  f,f+P+K               L

> ?
  b,f+P+K               H

> ?
  db+P+K                M

> ?
  df+P+K                M

> ?
  df+P+K,P              MM

> ?
  uf+P+K                M

> ?
  uf+P+K,P              MM

> ?
  uf+K                  M

> ?
  K+G                   H
  IN system

> ?
  d+K+G                 L

> ?
  f+K+G                 H

> ?
  f,f+K+G               M

> ?
  b+K+G                 H

> ?
  b+K+G,K               HH
  IN system

> ?
  b+K+G,K,d+K           HHL

> ?
  u+K+G                 M

> ?
  df+K+G                M

> ?
  df+K+G,K              MM

> ?
  df,df+K+G             L

> ?
  df,df+K+G,K           LL*
  ground

> ?
  df,df+K+G,K,K         LL*M

> ?
  df,df+K+G,K,K+G       LL*L

> ?
  uf+K+G                M

> ?
  d,P+K+G               M
  IN system

> ?
  d+P+K+G,P             M

> ?
  u,P+K+G               M
  IN system

> ?
  u,P+K+G,P             M

> ?
  defeat-miss system (DM)
  d+P+K+G               -

> ?
  independent system (IN)
  u+P+K+G               -
  automatically reverses high punches

> ?
  evade stance (EV)
  db+P+K+G              -


Defeat-Miss System Attacks
--------------------------

> ?
  P                     H
  DM system

> ?
  P,P                   HM
  DM system

> ?
  P,P+K                 HM

> ?
  K                     M
  IN system

> ?
  d+K                   L

> ?
  K+G                   H

> ?
  P+K                   M
  charge


Independent System Attacks
---------------------------

> ?
  P                     M
  DM system

> ?
  K
  IN system             M

> ?
  K,K                   MM

> ?
  d+K                   L
  DM system

> ?
  K+G                   M

> ?
  d+K+G                 L
  DM system

> ?
  u+K+G                 L
  IN system


Evade Stance Attacks
--------------------

> ?
  P                     H

> ?
  P,K                   HH
  IN system

> ?
  K                     H
  TG stance

> ?
  d+K                   L

> ?
  P+K                   M

> ?
  P+K,P                 MM

> ?
  P+K,P,P               MMM

> TT ?
     P                  M

> TT ?
  K                     L


Tiger Stance Attacks
--------------------

> ?
  P                     M

> ?
  K                     M
  ES stance

> ?
  d+K                   L
  DM system

> ?
  d+K,P                 LM
  IN system

> ?
  d+K,P,P               LMM

> TT ?
  P                     M

> TT ?
  K                     L


Throws
------

> ?
  P+G                   Ht

> ?
  P+G                   side-Ht

> ?
  P+G                   back-Ht

> ?
  f,f+P+G               Ht

> ?
  f,b+P+G               Ht

> ?
  df+P+G                Ht


Hopping Attacks
---------------

> ?
  u+P,release P         M

> ?
  u+P,P                 M

> ?
  u+K,release K         M

> ?
  u+K,K                 M


Ground Attacks
--------------

> ?
  df+K                  G

> ?
  u+P                   G


Turn-Towards Attacks
--------------------

> TT ?
  P                     H

> TT ?
  d+P                   H

> TT ?
  K                     H

> TT ?
  d+K                   L

> TT ?
  K+G                   M


Wall Attacks
------------

> ?
  f+P+K+G               M

> ?
  uf+P+K+G              -


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-
h) Lion Rafale
=-=-=-=-=-=-=-
introduced in:  virtua fighter 2
fighting style: tourou-ken
nationality:    French
blood type:     AB
occupation:     university student
hobby:          collecting knives
height/weight:  171cm / 63kg
B/W/H:          90cm / 84cm / 88cm

stage info:     * Castle
                * 12m x 12m
                * unbreakable walls


Special Moves
-------------

> punch
  P / F+P               H

> double punch
  P,P                   HH

> double punch-swipe
  P,P,P                 HHH

> double punch-low swipe
  P,P,d+P               HHL

> punch-heelkick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> meteor punch (parry)
  d,db,b+P              M
  new move

> meteor punch-swipe
  d,db,b+P,P            MM
  new move

> elbow
  FS,f+P                M

> elbow-poke
  FS,f+P,P              MM

> rising uppercut
  FC,f+P                M

> lunging poke
  f,f+P                 M

> helix
  b+P                   M

> helix-reverse helix
  b+P,P                 MM

> helix-reverse helix-hopkick
  b+P,P,K               MMM

> lunging low poke
  b,df+P                L

> uppercut
  df+P                  M

> uppercut-upward swipe
  df+P,P                MM

> creeping peck
  DF+P                  L*

> double creeping peck
  DF+P,P                L*L

> dodging peck
  db+P                  L

> double dodging peck
  db+P,P                LL

> high kick
  K / F+K               H

> high kick-hop kick
  K,K                   HH

> low kick
  d+K                   L

> double low kick
  d+K,K                 LL

> low kick-hopkick
  d+K,K+G               LH

> knee
  f+K                   M

> jumping kick
  f,f+K                 M

> double jumping kick
  f,f+K,K               MM

> hopping kick
  u+K                   M

> double hopping kick
  u+K,K                 MM

> side kick
  df+K                  M

> handstand kicks
  db+K                  LL

> flop over kick
  uf+K                  M

> ?
  P+K                   M

> ?
  d+P+K                 L

> TA ?
  f+P+K                 M
  new move

> ?-evade
  f+P+K,b               M-
  new move

> ?
  f+P+K,K               MM
  new move

> ?
  f,f+P+K               H
  new move

> ?-meteor hand
  f,f+P+K,P             HM
  new move

> ?-meteor hand-?
  f,f+P+K,P,P           HML*
  new move

> eye poke
  b+P+K                 H
  charge

> overhead poke
  u+P+K                 M

> wind-up swipe
  df+P+K                L

> dodging swipe
  db+P+K                L

> sweep
  d+K+G                 L

> lunging spin kick
  f,f+K+G               M

> lunging sweep
  df+K+G                L

> ? (variant #1)
  d,P+K+G               H
  new move

> ? (variant #2)
  u,P+K+G               H
  new move

> forward dodge
  df+P+K+G              -

> backward dodge
  ub+P+K+G              -

> back step
  b+P+K+G               -


Throws
------

> trip throw
  P+G                   Ht

> piggy knee strike
  P+G                   side-Ht

> piggy back throw
  P+G                   back-Ht

> kickflip throw
  FC,f+P+G              Ht

> ?
  f,db+P+G              catch-Ht
  new move

> ?-dodge (variant #1)
  f,db+P+G,d            catch-Ht-?
  new move

> ?-dodge (variant #2)
  f,db+P+G,u            catch-Ht-?
  new move

> ?-?
  f,db+P+G,d+P+G        catch-Ht-Ht
  new move

> ?-?
  f,db+P+G,u+P+G        catch-Ht-Ht
  new move

> grab & fling
  f,f+P+G               Ht

> frontal face grab
  f,df,d,db,b+P+G       Ht

> reaping throw
  b+P+G                 Ht

> sky strike kick
  b,f+P+G               Ht

> wall sky strike kick
  b,f+P+G               wall-Ht
  Lion's back to wall

> surprise exchange
  df+P+G                Ht

> falling neckbreaker
  uf+P+G                Ht

> wall falling neckbreaker
  uf+P+G                wall-Ht
  opponent's back to wall


Hopping Attacks
---------------

> hopping strike
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopping swipe
  uf+P                  M

> hopkick
  u+K,release K         M

> landing sweep
  u+K,K                 L

> backward hopkick
  ub+K                  M


Ground Attacks
--------------

> ground chop
  df+P                  G

> elbow drop
  u+P                   G


Turn-Towards Attacks
--------------------

> TT double punch
  P                     HH

> TT low swipe
  d+P                   L

> TT kick
  K                     H

> TT hopkick
  d+K                   L

> TT advancing swipe
  P+K                   H


Turn-Away Attacks
-----------------

> TA punch
  b,b+P                 H

> TA kick
  b,b+K                 H

> TA hopkick
  b,b+K+G               H

> ?
  b,f+K+G               M
  new move

> ?-TT ?
  b,f+K+G,d+P           MM
  new move

> ?-?
  b,f+K+G,db+P          MM
  new move

> ?-?
  b,f+K+G,d+K           ML
  new move

> ?
  db+K+G                L
  new move


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move

> ?
  uf+P+K+G              -
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=
i) Pai Chan
=-=-=-=-=-=
introduced in:  virtua fighter 1
fighting style: ensei-ken
nationality:    Chinese
blood type:     0
occupation:     actress
hobby:          dancing
height/weight:  166cm / 49kg
B/W/H:          85cm / 54cm / 88cm

stage info:     * Aquarium
                * 10m x 10m
                * unbreakable high walls


Special Moves
-------------

> punch
  P / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> triple punch-crescent
  P,P,P,K               HHHH

> triple punch-heelkick
  P,P,P,f+K             HHHH

> triple punch-backflip kick
  P,P,P,ub+K            HHHM

> triple punch-sweep
  P,P,P,d+K             HHHL

> double punch-kick
  P,P,K                 HHM
  new move

> double punch-kick-?
  P,P,K,K               HHMM
  new move

> crescent
  K+G                   H

> punch-crescent
  P,K+G                 HH

> double punch-crescent
  P,P,K+G               HHH

> sweep
  d+K+G                 L

> punch-sweep
  P,d+K+G               HL

> double punch-sweep
  P,P,d+K+G             HHL

> punch-heelkick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> chop
  FS,f+P                M

> ?
  f,b+P                 H

> ?-?
  f,b+P,P               HM

> double palm
  FC,f+P                M

> puncture fist
  f,f+P                 M

> puncture fist-jumping kick
  f,f+P,K               MH

> lunging chop
  b+P                   M

> low blue fist
  df+P                  L

> low blue fist-?
  df+P,K                LM
  charge, new move

> low blue fist-punch
  df+P,P                LH
  continue with punch sequence

> low blue fist-punch-uppercut
  df+P,P,f+P            LHM

> low blue fist-punch-kick
  df+P,P,K              LHM
  new move

> low blue fist-punch-kick-?
  df+P,P,K,K            LHMM

> retreating chop
  db+P                  H

> high kick
  K                     H

> high kick-chop
  K,P                   HM

> high kick-chop-kick
  K,P,K                 HMM
  charge

> high kick-kick
  K,K                   HM

> heelkick from crouch
  FC,n,K                M

> low kick
  d+K                   L

> low kick-heelkick
  d+K,K                 LH

> double low kick
  d+K,K                 LL

> slow mid kick
  f+K                   M
  new move

> slow mid kick-jumping kick
  f+K,K                 MM
  new move

> running flying kick
  run,K                 M

> crane kick
  f,f+K                 H

> ?
  b+K                   H
  new move

> ?-circular evade stance (CE)
  b+K,d                 H-
  CE stance

> side kick
  df+K                  M

> backflip kick
  ub+K                  M

> backflip kick-reverse backflip kick
  ub+K,f+K              MM

> single swallow kick
  uf+K                  M

> double swallow kick
  uf+K,K                MM

> ? (variant #1)
  d+P+K                 L
  new move

> ? (variant #2)
  u+P+K                 L
  new move

> heelkick
  f+K+G                 M

> ?
  f,f+K+G               M
  new move

> reverse crescent
  b+K+G                 H

> heavy knee smash
  u+K+G                 M

> quick sweep
  db+K+G                L

> reverse backflip kick
  uf+K+G                M

> reverse backflip kick-backflip kick
  uf+K+G,b+K            MM

> ? (variant #1)
  d,P+K+G               M
  new move

> ? (variant #2)
  u,P+K+G               M
  new move

> sway step (SW)
  b+P+K+G               -
  new move


Sway Step Attacks
-----------------

> ?
  SW,P                  M
  CE stance, new move

> ?
  SW,P,P                MM
  CE stance, new move

> ?
  SW,P,P,P              MMM
  new move

> ?
  SW,K                  L
  new move

> ?
  SW,K+G                M
  new move

> ?
  SW,K+G,P              MM
  new move

> ?
  SW,K+G,P,K            MML
  new move


Circular Evade Stance Attacks
-----------------------------

> punch
  CE,P                  H
  new move

> double punch
  CE,P,P                HH
  new move

> double punch-crescent
  CE,P,P,K              HHH
  new move

> double punch-sweep
  CE,P,P,d+K            HHL
  new move

> double punch-heelkick
  CE,P,P,f+K            HHH
  new move

> double punch-backflip kick
  CE,P,P,ub+K           HHM
  new move

> low kick
  CE,K                  L
  new move

> low kick-heelkick
  CE,K,K                LM
  new move

> ?
  CE,P+K                M
  new move

> ?
  CE,K+G                L
  new move

> ?-?
  CE,K+G,P              LH
  new move


Throws
------
  
> pull down throw
  P+G                   Ht

> trap & back punch
  P+G                   side-Ht

> reverse stumbling trip
  P+G                   back-Ht

> overhead cannon
  FS,f+P+G              Ht

> wall overhead cannon
  FS,f+P+G              wall-Ht
  Pai's back to wall

> flip over throw
  FC,f+P+G              Ht

> reaping throw & punch
  f,f+P+G               Ht

> ddt
  f,b+P+G               Ht

> wall ddt
  f,b+P+G               wall-Ht
  opponent's back to wall

> stumbling trip
  b,d+P+G               Ht
  tsukame

> roll over throw
  b,f+P+G               Ht

> cartwheel
  df+P+G                Ht
  tsukame

> croucher cartwheel
  f+P+K+G               Lt
  tsukame


Reversals
---------

> high punch inashi (variant #1)
  f+P+K                 H
  vs. right high punches, new move

> high punch inashi (variant #2)
  f+P+K                 H
  vs. left high punches, new move

> high kick inashi (variant #1)
  f+P+K                 H
  vs. right high kicks, new move

> high kick inashi (variant #2)
  f+P+K                 H
  vs. left high kicks, new move

> high punch reversal
  b+P+K                 H
  vs. high punches

> high kick reversal (variant #1)
  b+P+K                 H
  vs. RFF high kicks

> high kick reversal (variant #2)
  b+P+K                 H
  vs. LFF high kicks

> mid punch reversal
  db+P+K                M
  vs. mid punches

> mid kick reversal (variant #1)
  db+P+K                M
  vs. RFF mid kicks

> mid kick reversal (variant #2)
  db+P+K                M
  vs. LFF mid kicks

> high kick reversal counter
  P+G (vs. b+P+K)       H
  vs. Pai only

> mid punch inashi (variant #1)
  df+P+K                M
  vs. right mid punches, new move

> mid punch inashi (variant #2)
  df+P+K                M
  vs. left mid punches, new move

> mid kick inashi (variant #1)
  df+P+K                M
  vs. right mid kicks, new move

> mid kick inashi (variant #2)
  df+P+K                M
  vs. left mid kicks, new move

> elbow inashi (variant #1)
  df+P+K                M
  vs. right elbows, new move

> elbow inashi (variant #2)
  df+P+K                M
  vs. left elbows, new move

> knee inashi (variant #1)
  df+P+K                M
  vs. right knees, new move

> knee inashi (variant #2)
  df+P+K                M
  vs. left knees, new move

> elbow reversal (variant #1)
  db+P+K                M
  vs. right elbows

> elbow reversal (variant #2)
  db+P+K                M
  vs. left elbows

> mid kick reversal
  db+P+K                M
  vs. mid kicks

> knee reversal (variant #1)
  db+P+K                M
  vs. right knees

> knee reversal (variant #2)
  db+P+K                M
  vs. left knees


Hopping Attacks
---------------

> hopping chop
  u+P,release P         M

> hopping punch
  u+P,P                 M

> downward kick
  u+K,d+K               M

> hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


Ground Attacks
--------------

> ground punch
  df+P                  G

> knee smash
  u+P                   G

> heavy knee smash
  u+K+G                 G


Turn-Towards Attacks
--------------------

> TT reverse crescent
  K+G                   M

> TT punch
  P                     H

> TT kick
  K                     H

> TT low slap
  d+P                   M

> TT low kick
  d+K                   L

> TT reverse backflip kick
  ub+K                  M


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move

> ?
  uf+P+K+G              -
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=
j) Sarah Bryant
=-=-=-=-=-=-=-=
introduced in:  virtua fighter 1
fighting style: jeet kune do
nationality:    American
blood type:     AB
occupation:     university student
hobby:          sky diving
height/weight:  173cm / 55kg
B/W/H:          90cm / 57cm / 90cm

stage info:     * Colliseum
                * 12m x 12m
                * breakable walls


Special Moves
-------------

> punch
  P / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch (variant #1)
  P,P,P                 HHH

> triple punch (variant #2)
  P,P,b+P               HHH

> triple punch (variant #3)
  P,P,u+P               HHH

> triple punch-rising knee
  P,P,P,K               HHHM
  can also be done from other PPx variants

> triple punch-kickflip
  P,P,P,b+K or ub+K     HHHM
  can also be done from other PPx variants

> triple punch-upkick
  P,P,P,u+K             HHHM
  can also be done from other PPx variants

> double punch-kick
  P,P,K                 HHH

> punch-kick
  P,K                   HH

> punch-sidekick
  P,d+K                 HM

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> elbow
  f+P                   M

> elbow-knee
  f+P,K                 MM

> elbow-chop
  f+P,df+P              MH

> chop
  df+P                  H

> chop-?
  df+P,K                HH
  FL stance, new move

> moonsault
  uf+P                  -

> roundhouse
  K / F+K               H
  
> roundhouse-punch
  K,P                   HH

> roundhouse-kick
  K,K                   HH

> toe kick
  d+K                   M

> toe kick-side kick
  d+K,K                 MM

> knee
  FS,f+K                M

> knee-rising knee
  FS,f+K,df+K           MM

> lunging knee
  f,f+K                 M

> switch kick
  FS,b+K                M
  FL stance, new move

> spin kick
  u+K / uf+K            M

> spin kick-?
  u+K,P / uf+K,P        M?

> side kick
  df+K                  M

> illusion kicks
  df+K,K                MM

> mirage kicks
  df+K,K,K              MMM

> illusion kicks-kick
  df+K,K,f+K            MMM

> illusion kicks-low kick
  df+K,K,b+K            MML

> dragon cannon
  db+K                  M

> kickflip
  ub+K                  M

> low kick
  D+K                   L

> double low kick
  D+K,K                 LL

> rising knee
  FC,f+K                M

> double rising knee
  FC,f+K,K              MM

> rising knee-landing knee
  FC,f+K,,K

> circular side kick
  P+K                   M
  FL stance, new move

> toe kick
  d+P+K                 M

> toe kick-punt kick
  d+P+K,K               MM

> tornado crash
  b+P+K                 M
  FL stance

> crescent
  K+G                   M

> ?
  ?,K+G                 M
  charge

> running knee
  run,K+G               M

> shin slicer
  d+K+G                 L

> hopping spin kick
  f+K+G                 M

> overhead kick
  b+K+G                 M

> hopping crescent
  u+K+G                 M

> lunging sweep
  df+K+G                L

> axe kick
  db+K+G                M

> tornado kick
  uf+K+G                M

> heel seed
  ub+K+G                M

> ? (variant #1)
  d,P+K+G               M

> ? (variant #2)
  u,P+K+G               M


Flamingo Stance Attacks
-----------------------

> backward roll
  b                     -
  new move

> forward roll
  f                     -
  FL stance, new move

> cut-in punch
  FL,P                  H
  continue with punch sequence, new move

> cut-in chop
  FL,df+P               H
  continue with punch sequence, new move

> flamingo moonsault
  FL,uf+P               -
  new move

> flamingo high kick
  FL,K                  H
  FL stance, new move

> flamingo high kick-roundhouse
  FL,K,K                HH
  FL stance, new move

> flamingo high kick-roundhouse-side kick
  FL,K,K,K              HHM
  FL stance, new move

> flamingo high kick-roundhouse-spin kick
  FL,K,K,K+G            HHM
  FL stance, new move

> high kick-roundhouse-low kick
  FL,K,K,d+K            HHL
  FL stance, new move

> low kick
  FL,d+K                L
  FL stance, new move

> low kick-throw
  FL,d+K,P+G            LHit
  new move

> ?
  FL,f+K                M
  FL stance, new move

> ?
  FL,df+K               M
  FL stance, new move

> kickflip
  FL,ub+K               M
  new move

> flamingo parry
  FL,P+K                M
  vs. low punches, FL stance, new move

> ? (variant #1)
  FL,d+P+K              M
  FL stance, new move

> ? (variant #2)
  FL,u+P+K              M
  FL stance, new move

> heel seed
  FL,K+G                M
  new move

> heel seed-neck cutter
  FL,K+G,f+P+G          MHit
  new move

> ?
  FL,d+K+G              L
  FL stance, new move

> flamingo throw
  FL,P+G                Ht


Throws
------

> suplex
  P+G                   Ht

> elbow smash
  P+G                   side-Ht

> back drop
  P+G                   back-Ht

> clothesline
  f,f+P+G               Ht

> ?
  f,db+P+G              Ht
  new move

> triple knee bash
  b+P+G                 Ht

> leg hold takedown
  b,f+P+G               Ht

> neckbreaker
  uf+P+G                Ht

> quadruple knee bash
  b+P+G                 wall-Ht

> low back drop
  P+K+G                 Lt


Hopping Attacks
---------------

> hopping straight
  u+P,release P         M

> hopping elbow
  u+P,P                 M

> hopping hook kick
  u+K,release K         M

> hopping heelkick
  u+K,K                 M


Ground Attacks
--------------

> soccer kick
  df+K                  G

> jumping knee slam
  u+P                   G


Turn-Towards Attacks
--------------------

> TT knuckle
  P                     H

> TT low punch
  d+P                   L

> TT roundhouse
  K                     H

> TT sweep (variant #1)
  d+K                   L

> TT sweep (variant #2)
  D+K                   L

> TT hopkick
  f+K                   H

> TT hook kick
  df+K                  M


Turn-Away Attacks
-----------------

> TA punch
  b,b+P                 H

> TA hopkick
  b,b+K                 H

> TA spin kick
  FC,b+K                H

> TA spin kick-TT roundhouse
  FC,b+K,K              HH


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move

> ?
  uf+P+K+G              -
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-
k) Shun-Di
=-=-=-=-=-
introduced in:  virtua fighter 2
fighting style: drunken kung-fu
nationality:    Chinese
blood type:     0
occupation:     herbal doctor
hobby:          drinking
height/weight:  164cm / 63kg
B/W/H:          88cm / 86cm / 89cm

stage info:     * Cave
                * 12m x 12m
                * unbreakable high walls

You cannot high throw Shun if he's in handstand (HS), low throw if sitting down
(ST) and ground throw if lying down (LD).


Special Moves
-------------

> punch
  P / F+P               H

> double punch
  P,P                   HH

> double punch-uppercut
  P,P,P                 HHM

> double punch-spinning low kick
  P,P,d+K               HHL
  requires 6 DP

> double punch-spinning low kick-fall
  P,P,d+K,G             HHL-
  requires 6 DP, ground

> double punch-spinning low kick-high kick
  P,P,d+K,K             HHLH
  requires 6 DP

> double punch-spinning low kick-high kick-fall
  P,P,d+K,K,G           HHLH-
  requires 6 DP, ground

> punch-heelkick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> chouwan uppercut
  d,df,f+P              M

> chouwan uppercut-backfist
  d,df,f+P,P            MM
  requires 6 DP

> knuckle
  f+P                   H

> knuckle-hip check
  f+P,K                 HM

> double knuckle
  f+P,P                 HM

> double knuckle-hip check
  f+P,P,K               HMH

> double knuckle-backfist
  f+P,P,P               HMM

> double knuckle-backfist-hip check
  f+P,P,P,K             HMMM

> backfist
  b+P                   H

> straight punch
  b,f+P                 H

> double straight punch
  b,f+P,P               HH

> triple straight punch
  b,f+P,P,P             HHH

> lunging uppercut
  b,df+P                M

> uppercut
  FS,df+P               M

> uppercut-thrust punch
  FS,df+P,P             MH
  requires 8 DP

> uppercut-thrust punch-toekick
  FS,df+P,P,K           MHM
  requires 8 DP

> uppercut-thrust punch-toekick-handstand
  FS,df+P,P,K,P+K+G     MHM-
  can be delayed, requires 8 DP, HS position, new move

> uppercut from crouch
  FC,df+P               M

> backpush
  db+P                  L*

> backpush-sweep
  db+P,K                L*L

> forward corkscrew punch
  uf+P                  M

> backward corkscrew punch
  ub+P                  M

> high kick
  K                     H
  DR stance, new move

> high kick-jumping kick
  K,K                   HH
  DR stance, new move

> high kick-jumping kick-backfist
  K,K,P                 HHH

> high kick-jumping kick-low backfist
  K,K,d+P               HHL

> high kick-jumping kick-low backfist-toekick
  K,K,d+P,K             HHLM
  requires 16 DP, new move

> low kick
  d+K                   L

> ?
  f+K                   M
  DR stance, new move

> cartwheel
  f,f+K                 M

> falling kick
  b+K                   M
  ground

> mule kick
  u+K                   M

> side kick
  df+K                  M

> spinning low kick
  db+K                  L

> spinning low kick-fall
  db+K,G                L-
  ground

> spinning low kick-high kick
  db+K,K                LH

> spinning low kick-high kick-fall
  db+K,K,G              LH-
  ground

> sacrifice drop kick
  ub+K                  M
  ground

> flipover kick
  uf+K                  M
  ground

> thrust punch
  P+K                   M

> thrust punch-sacrifice toe kick
  P+K,K                 MM
  ground

> thrust punch-sacrifice toe kick-handstand
  P+K,K,P+K+G           MM-
  HS position, can be delayed, new move

> 1 drunken sweep
  d+P+K                 L
  requires 1 DP

> 2 drunken sweeps
  d+P+K,K               LL
  requires 6 DP

> 3 drunken sweeps
  d+P+K,K,K             LLL
  requires 7 DP

> double-fisted strike
  f+P+K                 M
  +3 DP

> drunken crash
  f,f+P+K               M
  requires 8 DP

> handstand
  u+P+K                 -
  HS position

> ?
  df+P+K                M
  charge, new move

> ?
  db+P+K                M
  new move

> ?-?
  db+P+K,P              MM
  new move

> hopping spin kick (-> DR stance)
  K+G                   M
  hold K+G to DR stance, new move

> hopping spin kick-push
  K+G,P                 MM

> scorpion kick
  d+K+G                 M

> slow sweep
  D+K+G or FC,df+K+G    L

> retreating hopping kick (-> DR stance)
  b+K+G                 M
  hold K+G to DR stance, new move

> ?
  u+K+G                 M

> falling double kick
  db+K+G                MM
  ground

> dodging cartwheel (variant #1)
  d,P+K+G               M

> dodging cartwheel (variant #2)
  u,P+K+G               M

> backward dodge
  b+P+K+G               -

> backward dodge-swipe
  b+P+K+G,P             -H

> forward evade (variant #1)
  uf+P+K+G              -
  into screen

> forward evade (variant #2)
  df+P+K+G              -
  out of screen

> backward evade (variant #1)
  ub+P+K+G              -
  into screen

> backward evade-swipe (variant #1)
  ub+P+K+G,P            H

> backward evade-double-fisted strike (variant #1)
  ub+P+K+G,P+K          H

> backward evade (variant #2)
  db+P+K+G              -
  out of screen

> backward evade-swipe (variant #2)
  db+P+K+G,P            H

> backward evade-double-fisted strike (variant #2)
  db+P+K+G,P+K          H

> drink
  u+P+K+G               -
  +1 DP

> sit down
  d+P+K+G               -
  ST position

> handstand
  f,df,d,db,b           -
  HS position

> lie down
  b,db,d,df,f           -
  LD position


Sitting Position Attacks
------------------------

> flipover kick
  ST,K                  M

> low kick
  ST,d+K                L

> drink
  ST,P+K+G              -
  +3 DP


Handstand Position Attacks
--------------------------

> handstand kicks
  HS,K                  MMM

> rolling elbow smash
  HS,P+K                M

> flipover mule kick
  HS,K+G                M

> frankensteiner
  HS,P+G                catch-Ht


Lying Down Position Attacks
---------------------------

> thrust kick
  LD,K                  M

> thrust kick-punch
  LD,K,P                MH

> thrust kick-punch-falling kick
  LD,K,P,K              MHM
  ground

> thrust kick-punch-spinning low kick
  LD,K,P,d+K            MHL

> thrust kick-punch-spinning low kick-fall
  LD,K,P,d+K,G          MHL-
  ground

> thrust kick-punch-spinning low kick-high kick
  LD,K,P,d+K,K          MHLH
  requires 10 DP

> thrust kick-punch-spinning low kick-high kick-fall
  LD,K,P,d+K,K,G        MHLH-
  ground, requires 10 DP

> rollover scissor kicks
  LD,f+K                LL

> sweep
  LD,d+K                L

> drink
  LD,P+K+G              -
  +3 DP, new move


Drunken Stance Attacks
----------------------

> ?
  DR,P                  H
  new move

> ?
  DR,K                  M
  new move

> ?
  DR,K+G                L
  new move

> ?
  DR,P+G                Ht
  LD position

> lie down (variant #1)
  DR,d                  -
  new move

> lie down (variant #2)
  DR,u                  -
  new move

> sit down
  DR,P+K+G              -
  ST position, new move


Throws
------

> dances with punches
  P+G                   Ht
  +5 DP

> hip check throw
  P+G                   side-Ht

> tidy bowl throw
  P+G                   back-Ht
  +5 DP

> elbow smash
  b+P+G                 Ht

> wall elbow smash
  b+P+G                 wall-Ht
  opponent's back to wall

> switch & kick
  b,df+P+G              Ht
  requires 6 DP

> rollover throw
  df+P+G                Ht
  tsukame


Hopping Attacks
---------------

> hopping smash
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopping corkscrew punch
  uf+P                  M

> hopkick
  u+K,release K         M

> landing sweep
  u+K,K                 L


Ground Attacks
--------------

> spinning elbow drop
  df+P                  G

> somersault smash
  u+P                   G

> sacrifice strike (variant #1)
  uf+P                  G

> sacrifice strike (variant #2)
  ub+P                  G


Turn-Towards Attacks
--------------------

> TT punch
  P                     H
  continue with punch sequence

> TT thrust kick
  P+K                   M

> TT thrust kick-head strike
  P+K,K                 MM

> TT kick
  K                     H

> TT low backfist
  d+P                   L

> TT low kick
  d+K                   L


Turn-Away Attacks
-----------------

> TA punch
  b,b+P                 H

> TA kick
  b,b+K                 H


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=-
l) Vanessa Lewis
=-=-=-=-=-=-=-=-
introduced in:  virtua fighter 4 [new character to the series]
fighting style: muay-thai
nationality:    Brasilian
blood type:     AB
occupation:     security guard
hobby:          singing
height/weight:  175cm / 55kg
B/W/H:          93cm / 57cm / 93cm

stage info:     * Harbor
                * 10m x 10m
                * unbreakable high walls


Special Moves
-------------

> ?
  P                     H

> ?
  P,P                   HH

> ?
  P,P,K                 HHH

> ?
  P,P,P                 HHM

> ?
  P,P,P,K               HHMH

> ?
  P,df+P                HM

> ?
  P                     M
  between stance transition

> ?
  d+P                   L*

> ?
  D+P                   L*

> ?
  f+P                   M

> ?
  f+P,K                 MH

> ?
  f+P,K,K               MHM

> ?
  f+P,df+K              MM

> ?
  f+P,df+K,f+P+G        MMHit
  hit throw on MC

> ?
  f,f+P                 M

> ?
  f,f+P,P               MM

> ?
  b+P                   M

> ?
  df+P                  H

> ?
  df+P,P                HM

> ?
  db+P                  M

> ?
  K                     M

> ?
  K,u+K                 MH

> ?
  K,d+K                 MH

> ?
  K                     M
  between stance transition

> ?
  d+K                   L

> ?
  d+K,P                 LH

> ?
  d+K,P,P               LHH

> ?
  D+K                   L

> ?
  f+K                   M

> ?
  f+K,f+P+G             MHit
  hit throw on MC

> ?
  f,f+K                 M

> ?
  b+K                   M

> ?
  b,f+K                 H

> ?
  b,f+K,P               HH

> ?
  u+K                   M

> ?
  df+K                  M
  charge

> ?
  P+K                   M

> ?
  P+K,P                 MH

> ?
  d+P+K                 M

> ?
  f,f+P+K               M

> ?
  f,f+P+K,P             MHit

> ?
  b,f+P+K               M

> ?
  b,f+P+K,P             MM

> ?
  b,df+P+K              -

> ?
  df+P+K                M

> ?
  K+G                   H

> ?
  d+K+G                 L

> ?
  f+K+G                 M

> ?
  f,f+K+G               M

> ?
  f,f+K+G,f+P+G         MHit

> ?
  b,b+K+G               M
  charge

> ?
  b,b+K,G               -

> ?
  b,b+K+G,G             -

> ?
  db+K+G                M

> ?
  df+K+G                M

> ?
  df+K+G,f+P+G          MHit

> ?
  G,u+P                 M

> ?
  G,d+P                 M

> ?
  G,uf+P                M

> ?
  G,df+P                M

> ?
  G,ub+K                M

> ?
  G,ub+K,f+P+G          MHit
  hit throw on MC

> ?
  G,db+K                M

> ?
  G,db+K,f+P+G          MHit
  hit throw on MC

> ?
  AT,P+K+G              -

> ?
  IC,P+K+G              -


Attack Stance Attacks ;)
---------------------

> ?
  AT,P                  H

> ?
  AT,P,P                HH

> ?
  AT,P,P,P              HHH

> ?
  AT,d+P                M

> ?
  AT,D+P                M

> ?
  AT,f+P                M

> ?
  AT,f+P,P              MM

> ?
  AT,f+P,P,K            MMM

> ?
  AT,b,f+P              M

> ?
  AT,b,f+P,P            MM

> ?
  AT,b,f+P,P,P          MMM

> ?
  AT,b,f+P,P,P,K        MMMM

> ?
  AT,df+P               M

> ?
  AT,df+P,K             MM

> ?
  AT,K                  M

> ?
  AT~K                  M
  between stance transition

> ?
  AT,d+K                L

> ?
  AT,d+K,P              LH

> ?
  AT,d+K,P,P            LHH

> ?
  AT,d+K,P,K            LHM

> ?
  AT,D+K                L

> ?
  AT,f+K                M

> ?
  AT,f+K,K              MM

> ?
  AT,f+K,K,P            MMM

> ?
  AT,f,f+K              M

> ?
  AT,f,f+K,K            MH

> ?
  AT,f,f+K,d+K          ML

> ?
  AT,f,f+K,d+K,K        MLH

> ?
  AT,db+K               L

> ?
  AT,df+K               M

> ?
  AT,P+K                M

> ?
  AT,P+K,P              MH

> ?
  AT,P+K,P,K            MHM

> ?
  AT,f+P+K              H

> ?
  AT,f,f+P+K            M

> ?
  AT,f,f+P+K,P          MM

> ?
  AT,f,f+P+K,P,P        MMM

> ?
  AT,df+P+K             M

> ?
  AT,K+G                H

> ?
  AT,d+K+G              L

> ?
  AT,f+K+G              M

> ?
  AT,f,f+K+G            H

> ?
  AT,b,b+K+G            M
  charge

> ?
  AT,b,b+K+G,G          -

> ?
  AT,b,b+K+G,,G         -

> ?
  AT,db+K+G             M

> ?
  AT,G,u+P              M

> ?
  AT,G,d+P              M


Throws
------

> ?
  IC,P+G                Ht

> ?
  P+G                   side-Ht

> ?
  P+G                   back-Ht

> ?
  IC,db+P+G             Ht

> ?
  IC,df,df+P+G          Ht

> ?
  IC,b,db,d,df,f+P+G    Ht

> ?
  IC,f+P+G              Ht

> ?
  IC,f,b+P+G            Ht

> ?
  IC,f,f+P+G            Ht

> = ?
  b+P+G                 Ht
  = link

> = ?
  f+P+G                 Ht
  = link

> ?
  IC,f,f+P+G            wall-Ht

> ?
  d+P+K+G               catch-Lt

> ?
  df+P+K+G              catch-Lt

> ?
  AT,P+G                Ht

> ?
  AT,f+P+G              Ht

> ?
  AT,df+P+G             Ht

> ?
  AT,d+P+K+G            Lt

> ?
  AT,df+P+K+G           Lt


Reversals
---------

> auto reversal (variant #2)
  -                     H
  vs. left high punches

> ?
  K                     n/a
  = link

> ?
  d+K                   n/a
  = link

> ?
  P+G                   n/a
  = link

> auto reversal (variant #2)
  -                     H
  vs. left high punches

> ?
  K                     n/a
  = link

> ?
  d+K                   n/a
  = link

> ?
  P+G                   n/a
  = link

> ?
  IC,b+P+K              H
  vs. high punches

> ?
  IC,b+P+K              H
  vs. right high kicks

> ?
  IC,b+P+K              H
  vs. left high kicks

> ?
  IC,db+P+K             M
  vs. mid punches

> ?
  IC,db+P+K             M
  vs. right mid kicks

> ?
  IC,db+P+K             M
  vs. left mid kicks

> ?
  IC,db+P+K             M
  vs. ?


Ground Attacks
--------------

> ?
  IC,df+K               G

> ?
  IC,u+P                G

> ?
  AT,u+P                G


Turn-Towards Attacks
--------------------

> TT ?
  P                     H

> TT ?
  d+P                   H

> TT ?
  K                     H

> TT ?
  d+K                   M

> TT ?
  P+K                   H

> TT ?
  K+G                   L

> TT ?
  AT,P                  H

> TT ?
  AT,d+P                H

> TT ?
  AT,K                  H

> TT ?
  AT,d+K                M

> TT ?
  AT,P+K                H

> TT ?
  AT,K+G                L


Turn-Away Attacks
-----------------

> ?
  b+K+G                 M

> ?
  AT,b+K+G              M


Hopping Attacks
---------------

> ?
  IC,u+P,release P      M

> ?
  AT,u+P,release P      M

> ?
  u+P,P                 M

> ?
  u+K,release K         M

> ?
  u+K,K                 M


Wall Attacks
------------

> ?
  f+P+K+G               M

> ?
  uf+P+K+G              M


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=-=
m) Wolf Hawkfield
=-=-=-=-=-=-=-=-=
introduced in:  virtua fighter 1
fighting style: professional wrestling
nationality:    Canadian
blood type:     0
occupation:     wrestler
hobby:          karaoke
height/weight:  181cm / 101kg
B/W/H:          123cm / 93cm / 98cm

stage info:     * Arena
                * 10m x 10m
                * unbreakable high walls


Special Moves
-------------

> punch
  P / F+P               H

> double punch
  P,P                   HH

> double punch-uppercut
  P,P,P                 HHM

> double punch-elbow
  P,P,f+P               HHH

> double punch-elbow-swat
  P,P,f+P,b+P           HHHH

> double punch-elbow-double-arm-suplex
  P,P,f+P,db+P+K+G      HHHLt

> punch-kick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> body blow
  FS,f+P                M

> body blow-overhead smash
  FS,f+P,P              MM

> upward lift
  FC,f+P                M

> clothesline
  f,f+P                 H
  unblockable

> screw shot
  f,df,d,db,b+P         M

> screw shot-lariat
  f,df,d,db,b+P,P       MH

> elbow drop
  b+P                   H

> shoulder ram
  b,f+P                 M
  charge

> shoulder ram-?
  b,f+P,d               M-
  new move

> ?
  b,df+P                H
  new move

> arrow knuckle
  FS,df+P               M
  new move

> uppercut from crouch
  FC,df+P               M

> comet hook
  db+P                  M

> tomahawk chop
  uf+P                  M

> tomahawk chop-throw
  uf+P,f+P+G            MHit

> roundhouse
  K / F+K               H

> double roundhouse
  K,K                   HH

> low kick
  d+K                   L

> knee
  f+K                   M

> low dropkick
  f,d+K                 L

> side kick
  df+K                  M

> drop kick
  uf+K                  H

> back chop
  P+K                   H
  charge

> running shoulder ram
  run,P+K               M

> tomahawk flash
  f+P+K                 H

> short shoulder
  b,f+P+K               M

> grizzly lariat
  FC,df+P+K             L

> scissor kick
  K+G                   H
  ground

> ballet kick
  f+K+G                 M

> flying knee kick
  f,f+K+G               H

> heavy toe kick
  b+K+G                 M
  new move

> heavy toe kick-throw
  b+K+G,P+G             MHit
  new move

> heavy toe kick-side kick
  b+K+G,K               MM

> front roll kick
  b,f+K+G               M
  ground

> missile kick
  uf+K+G                H

> sidestep catch (variant #1)
  d,P+K+G               catch-Ht
  new move

> sidestep catch (variant #2)
  u,P+K+G               catch-Ht
  new move

> running ?
  run,P+K+G             H
  new move


Throws
------

> face crash chop
  P+G                   Ht

> leg takedown
  P+G                   side-Ht

> german suplex
  P+G                   back-Ht

> catch
  f+P+G                 Ht

> = front suplex
  b+P+G                 Ht

> = neck chantry
  db+P+G                Ht
  = link

> = push
  df+P+G                Ht
  = link

> = power bomb
  P+G                   Ht
  = link

> = change
  f+P+G                 Ht
  = link

> == tiger suplex
  b+P+G                 Ht
  == link

> == shove & grind
  df+P+G                Ht
  == link

> == push
  f+P+G                 Ht
  == link

> == german suplex
  P+G                   Ht
  == link

> arm whip
  f,f+P+G               catch-Ht

> wrist lock swing
  f,df,d,db,b+P+G       Ht

> = ?
  P+G
  = link, new move

> wall wrist lock swing
  f,df,d,db,b+P+G       wall-Ht
  opponent's back to wall

> tackle
  b,b+P+G               catch-Ht
  new move

> giant swing
  b,db,d,df,f+P+G       Ht

> body slam
  df+P+G                Ht

> wall body slam
  df+P+G                wall-Ht
  opponent's back to wall

> steiner screwdriver
  df,df+P+G             Ht

> = jackhammer
  P+G                   Ht
  = link, new move

> frankensteiner
  uf+P+G                catch-(back)-Ht

> arm lock & break
  P+K+G                 side-Lt

> side suplex
  d+P+K+G               Lt

> tiger drop
  df+P+K+G              Lt

> ?
  df,df+P+K+G           Lt
  new move

> double-arm suplex
  db+P+K+G              Lt

> low german suplex
  P+K+G                 back-Lt


Reversals
---------

> high kick reversal
  b+P+K                 H
  vs. high kick

> mid kick reversal (variant #1)
  db+P+K                M
  vs. right mid kicks

> mid kick reversal (variant #2)
  db+P+K                M
  vs. left mid kicks

> low punch reversal (variant #1)
  d+P+K                 L
  vs. right low punches

> low punch reversal (variant #2)
  d+P+K                 L
  vs. left low punches


Hopping Attacks
---------------

> hopping hammer
  u+P,release P         M

> landing punch
  u+P,P                 M

> hopkick
  u+K                   M

> squatting hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


Ground Attacks
--------------

> elbow drop
  df+P                  G
  ground

> jumping elbow drop
  u+P                   G
  ground

> front roll kick
  b,f+K+G               G
  ground

> devil's claw (variant #1)
  d+P+G                 Gt
  opponent face up

> devil's claw (variant #2)
  d+P+G                 Gt
  opponent face down


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT roundhouse
  K                     H

> TT low hammer
  d+P                   M

> TT side kick
  d+K                   M

> TT low smash
  D+P                   M

> TT low drop kick
  D+K                   L


Turn-Away Attacks
-----------------

> ?
  df+K+G                H


Wall Attacks
------------

> ?
  f+P+K+G               M
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L





==============
IV. APPENDICES
==============
Basically anything that didn't fit into previous section has been placed here ;)
Seriously though, this is the place for more detailed descriptions of mostly
anything VF-related, advanced strategies and statistics, and so on. Read at your
own risk ;)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
a) Arcade Hardware Specification
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Source: http://www.segaweb.com

Virtua Fighter 4 runs on Sega's NAOMI 2 board. Detailed specification follows:

CPU:                   200 MHz Hitachi SH-4 (SH7091)
CPU Memory:            32 MBytes, 100 MHz SDRAM
CPU Memory Data Path:  64-bits
Memory Bandwidth:      800 MBytes/sec

Geometry Co-processor: VideoLogic custom transformation & lighting (T&L) chip
                       (Code named: ELAN)
Clock Rate:            100 MHz
Sustained Polygonal
and Lighting Rate:     10 million polygons/sec with 6 light sources!
Supported Lights:      ambient, parallel, point and spot 
Vertex Support:        combined dynamic and static model processing
Geometry Memory:       32 MBytes

GPU:                   Two PowerVR2 (CLX2) 
Pixel Fill-Rate:       200 MPixels/sec (400 MPixels/sec to 600 MPixels/sec due
                       to infinite plane architecture assuming depth overdraw
                       complexity of 2 to 3 layers) 
Graphics Memory:       2 x 32 MB (100 MHz SDRAM) 
External Data Path:    64-bits per GPU (128-bits total) 
Memory Bandwidth:      800 MB/sec per GPU (1.6 GB/sec total) 
Graphic Effects:       Polygons/strips/fans engine, 16-bit and 24-bit color,
                       multiple fog modes, super sampling for full scene anti-
                       -aliasing, specular highlighting, texture filtering:
                       bilinear, trilinear, anistropic, MIP mapping, bump
                       mapping, perspective correction, 8-bit alpha blending
                       with 256 levels of transparency, ARGB gouraud shading,
                       general modifier volumes (GMV) for such effects as
                       shadows, light, transpararency, etc. 

Sound Engine:          45 MHz Yamaha ASIC with ARM7 CPU core supporting 64
                       channels of 48 KHz, 16-bit sound (64 channel ADPCM)
Sound Memory:          8 MB DRAM

Media:                 ROM board, optional GD-ROM drive 
Display:               dual monitor support 
Communications:        RS232C serial port 
Game Port:             JAMMA video system (JVS) 


Naomi 2 has a dedicated geometry coprocessor to handle transformations and
lighting which is rated at 10 million polygons per second with 6 light sources.
Note that the T&L processor is not limited to 6 lights, as a maximum of 16
lights per polygon can be achieved, but with a reduction in the polygon rate.
The geometry chip will offload all T&L calculations previously performed by the
128-bit matrix math unit on the SH-4. The SH-4 will now be free to devote more
of its resources for physics, artificial intelligence, collision detection and
overall game code. The hardware T&L unit features combined dynamic and static
model processing, and multiple light type support (ambient, parallel, point and
spot).

Almost all T&L processors on the market never state what their polygon rate is
with the number of light sources present per polygon, and the reason why, is
because the polygon rate goes way down with more light sources, with the
current T&L processors on the market. T&L should always be rated with number of
polygons with number of light sources present. Note: the lighting information
for a polygon does not have to be related to a light source, as light
information can also be used to make an object look more realistic. Like trying
to make plastic look like plastic in a game.

Dual Graphics Chips

Two PowerVR2 (CLX2) GPU's with 32 MB of memory each, which is twice the amount
that the PVR2 GPU had on the Naomi 1 board. Each chip renders half the screen
(rectangular, stripes, and checker board options), so game textures have to be
repeated in both local memory pools, but the display list (infinite plane) data
covers only the area of the screen that each GPU has to render.

Overall Bandwidth

Hard to determine the exact overall bandwidth, as SEGA has not released the
data path size for the geometry coprocessor. It most likely would be 32-bits or
64-bits in size, and we will assume 64-bits to help give us a rough ideal on
the overall bandwidth. If it is only 32-bits, then the final total below would
be 400 MB/sec less.

Data Path
	
Bandwidth

CPU SH-4 <-> 32 MB Main Memory
	
64-bits x 100 MHz = 800 MB/sec

"ELAN" Coprocessor <-> 32 MB Memory
	
64-bits x 100 MHz = 800 MB/sec

1) PVR2DC <-> 32 MB Graphics Memory
	
64-bits x 100 MHz = 800 MB/sec

2) PVR2DC <-> 32 MB Graphics Memory
	
64-bits x 100 MHz = 800 MB/sec

Total:
	
~3.2 GigaBytes/sec

Total overall bandwidth is roughly twice the bandwidth of Naomi 1. Note that
the PowerVR GPU's can push the equivalent of 2 to 3 times their bandwidth as
compared to a traditional renderer, so that would give the comparative overall
bandwidth to be roughly 5 to 6 GigaBytes/sec. Note: I did not include the sound
sytem which also has it's own local memory pool. 

Naomi 2 motherboard shows geometry processor (under heatsink), the
SH-4 CPU (upper middle part of the board), and the two PowerVR2 (CLX2) chips
(under the fans).
 
Naomi 2 daughterboard shows two DIMM slots and can contain 256 MB of
memory in these configurations: 128 MB x 2 or 256 MB x 1. This DIMM
daughterboard is needed for the games that will be distributed on GD-ROM's.
Sports Jam (WOW Entertainment) for the Naomi 1 is the first game to be
distributed on a GD-ROM disk.
 
Load Balancing 

Naomi 2 shows excellent load balancing between processors and local memory
pools. The three most computational tasks for a 3D game is: 

* Game AI & Code
* Transformation and Lighting
* Rendering

The Naomi 2 board has a dedicated processor and local memory pool for each of
the three major tasks in a 3D game. This will help minimize processor
contention for the three tasks, and allow for more efficient memory accesses.
This efficient segmented memory design allows for the use of cheaper single
data rate SDRAM's instead of DDR SDRAMs. At the time of this writing SDR SDRAM
is much cheaper than DDR SDRAM, but soon DDR SDRAM will achieve similar pricing
as volume production is ramped up. Note: The sound system also has it's own
processor and memory pool, so it's tasks and resources will not interfere with
the other processors. 

GD-ROM Distribution 

It was at the JAMMA Fall 2000 arcade show that SEGA showed off a new
distribution method for arcade games, as both the Naomi 1 and Naomi 2 boards
allow a daughter board for RAM, and both allow GD-ROM drives to be hooked up.
The RAM daughter board holds the game to be played that is spooled off of the
GD-ROM. This will help eliminate any load times. 

The Games 

The first games announced for Naomi 2 at the JAMMA Fall 2000 arcade show were: 

* Virtua Striker 3 (Amusement Vision)
* Wild Riders (Wow Entertainment)
* Club Kart Racing
* Virtua Fighter 4 (AM2)


=-=-=-=-=
b) VF.Net
=-=-=-=-=
Source: http://www.sega-rd2.com/vf4

coming soon!





==================
V. CREDITS & KUDOS
==================
This FAQ was written based on:
* sega's official website (http://www.sega-rd2.com/vf4),
* various japanese web sources,
* VFDC (virtuafighter.com) BBS posts by numerous people.

The following people helped, directly or not, in the creation of this document
(sorted alphabetically by virtuafighter.com forum nickname):
* FeixaQ
* ice-9
* jjcha
* Mr. Bungle
* spotlite
* SummErs
* Yamcha

Sorry in advance to anyone I forgot to mention ;) Feel free to remind me!



[end of file, (c) GLC]