==========================================
SEGA VIRTUA FIGHTER 4 (version B)
GENERAL GUIDE / MOVELIST
by Wojciech Dworak <glc@virtuafighter.com>
version 0.64 [last updated 26/10/2001]
==========================================

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, when used, noted where applicable.

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




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

  0. INTRODUCTION
     a) What's New In Version 0.64?

  I. GENERAL NOTATION

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

  V. CREDITS & KUDOS




===============
0. INTRODUCTION
===============
The information here applies to arcade version of Virtua Fighter 4, version B.
If you played the beta-test version, keep in mind that several things were
removed, corrected and modified in final game (stuff like motions, frame stats,
animation properties, etc.) I will update the FAQ with console options and
specifics once the home version comes out.

In Yu Suzuki's own words, Virtua Fighter 4 is the 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. Several new features were introduced:
- fast getting up (tech rolls and quick rises),
- all throws gained execution times (they were instantaneous in VF3),
- new ways of dodging, making use of 8-way movement,
- special wall attacks,
- new kind of return skill, the sabaki.
And that's not all - I'll be trying to describe the new features gradually in
the next sections of this FAQ.

Virtua Fighter 4 version A (the original) was released August 1st, 2001; the
first revision, version B has been released August 20th, 2001.

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.



a) What's New In Version 0.64?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
From now on I'll be updating the FAQ a little less frequent, but the updates
themselves will feature a lot more stuff at once. Last update included:
- added damage stats to all movelists;
- some "?" moves filled in;
- some move names changed;
- the FAQs ready for the implementation of reversal types in movelists;




===================
I. GENERAL NOTATION
===================
As used in the movelists and throughout the whole document. Most the below
notation is widely used in other Virtua Fighter related documents. Use this
list as quick reference chart.

The info below is meant to be used in cooperation with system description (the
next major section) - if you come up against something you don't understand,
refer to "The System" chapter.


=-=-=-=
Motions
=-=-=-=

< P,K,G >
Press punch, kick and guard buttons, respectively. Although the standard arcade
setup is G,P,K, is has become a tradition to mark buttons in P,K,G order. Also,
keep in mind that some western arcade setups may differ from the standard one;
P,K,G is very widely used. I strongly recommend playing on G,P,K though.

< f,b,u,d > ; < F,B,U,D >
< df,db,ub,uf > ; < DF,DB,UB,UF >
For the former, input forward, back, up or down on the stick, respectively. The
latter stands for diagonal (corner) inputs. Hold all motions if capitalized.

< FC >
Move has to be executed from crouching position - either hold D or enter the
motions after executing a move that recovers in crouch, eg. a low punch (d+P).

< FS >
Move has to be executed from standing position only - execution from crouch
will result in different attack. It's possible to execute FS-type moves from
crouch with a help of "instant stand" - buffering a standing dash while
ducking.

< + >
Commands have to be executed simultaneously.

< , >
Motions have to be entered separately. If the "," is doubled, you should pause
for a second before inputting next motion.

< K,K,K... > ; < D+K,K,K... >
Keep pressing K for mid-level rising attacks; holding D on the stick will
result in character doing a rising sweep.

< n >
Return the stick to neutral.

< [BK] >
Move must be executed with character's back to opponent.

< [xx] >
Denotes a special stance, unique to the character.


=-=-=-=-=
Hit Level
=-=-=-=-=

< H,M,L,L*,G >
Denotes basic hit levels: high, mid, low, special low, ground, respectively.

< Ht,Lt >
Stands for high and low throws.

< side-/back- >
Execute while facing opponent's side/back, respectively. Applies to throws
only.

< wall- >
Denotes a special throw variant executed near the wall. Exact positioning
required is listed for each case.

< catch- >
Throw with way longer execution time and special dash-in properties.

< rev- >
Reversal hit level - to make things simple, let's assume that return skills
hit at the level of opponent's attack.


=-=-=-=-=-=-=
Reversal Type
=-=-=-=-=-=-=
If no reversal type is specified, the move cannot be reversed at all. The
reversal type applies only to the last move of the sequence.

< CR > : crescents
< EL > : elbows
< HK > : high-level kicks
< HP > : high-level punches
< KN > : knees
< LK > : low-level kicks
< LP > : low-level punches
< MK > : mid-level kicks
< MP > : mid-level punches
< SM > : somersaults
< SW > : sweeps


=-=-=-
Damage
=-=-=-
Damage inflicted by respective attacks, in points. A "0" means that a move
connects with opponent but does no damage, while a "-" means damage isn't
applicable in such case.

< x+x >
Damage within the same move/throw.

< x,x >
Damage of consecutive moves in a string, those not necessarily combo.

< x~x >
Denotes damage range, in case of charge- and proximity-dependant moves.


=-=-=
Notes
=-=-=

< +x DP >
Shun gains x drinking points after hitting with the move. Shun will not drink
if the move is blocked or if the throw is escaped.

< -x DP >
Shun loses x drinking points after the move connects (if noted at every move of
a string, it doesn't mean that the combo takes away the sum of those DPs.)

< requires x DP >
Notation exclusive to Shun; he must have x drinking points in order for the
move to come out at all.

< 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; after-cancel effects vary from
move to move, check the movelists for details. The default result is character
returning to normal stance.

< ground >
The character is on the ground after executing the move.

< force crouch >
Respective move makes opponent crouch when it hits.

< = link > ; < == link >
The above stand for 2nd and 3rd elements of multi-sequence, respectively. There
are no 4- and more hit sequences in Virtua Fighter.

< = link on X >
Details:
- link on MC: the move will only come out if the previous attacks interrupts
  (major counters);
- link on G: the mvoe will one come out if the previous one is guarded against;

< sabaki >
A special kind of art - a move that cannot be interrupted by normal means; it
deflects opponents move and connects with the character's own one. Right now
the exact definition isn't known. Also check the next paragraph.

< vs. X >
Notation reserved for reversal-, inashi- and sabaki-type moves; it denotes the
type of move reversed. Refer to Reversal Type section for details on the
abbreviations used.

< 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 > ; < xx position > ; < xx system >
Character enters a special stance after executing the move and usually gains
new characteristics and move systems - refer to respective movelists and
stances section for further details.

< stay in xx >
After performing the move, character stays in respective stance/system.

< continue with Px sequence >
The move can be chained to one of the character's punch strings (the ones that
start with regular P); refer to respective special moves section.

Other, more descriptive notes, can also occur - it would be useless to repeat
that stuff here.




==============
II. THE SYSTEM
==============
Virtua Fighter 4 gameplay system and other important details; basically, large
commentary to the section above.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a) Arcade Layout & General Info
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.

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 ;)

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.
Character texture maps can be altered by special vf.net options. The is no
time limit for choosing your character.

The stages are arranged in a bit different fashion, depending on wall
presence:

       |  Arena   |  Cave  |   City    |  Castle   |   Island   | Shrine |
Harbor | Aquarium | Temple | Gymnasium | Colosseum | Great Wall | Garden |

From left to right, unbreakable walls -> breakable walls -> no fence.

Unlike VF3, where there were several pre-defined sets of opponents, the order
in which you fight the VF4 CPU opponent is fixed:
- Lion: castle stage,
- Lei: temple stage,
- Pai: aquarium stage,
- Kage: garden stage,
- Jeffry: island stage,
- Vanessa: harbor stage,
- Lau: great wall stage,
- Jacky: town stage,
- Aoi: shrine stage,
- Shun: cave stage,
- Wolf: arena stage,
- Sarah: colloseum stage,
- Akira: gymnasium stage,
- Dural, bonus opponent: factory stage.
You don't have to beat Dural in order to finish the game and get the ending
credits.


=-=-=-=-=-=-=-=-=-=
b) General Movement
=-=-=-=-=-=-=-=-=-=
In VF4, you can walk around the ring freely, with your opponent being a sort of
"center point". Besides simple walking around, there are several move patterns:

- 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 jumps from VF1/2/3 are gone.
- dodge into screen: ub / u / uf
- dodge out of screen: db / d / df
- instant stand-up from crouching: 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 require you to return the stick to neutral;
- the above 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: jumonji stance [JM],
- Lei: independent system [IN],
       miss/defeat system [MD],
       evade stance [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: muay thai stance [MT].

Cancelling moves/move sequences that end in entering a special stance will
usually make you end in respective stance, for instance Aoi can cancel
here sweep withing a P,P,P,d+K,P+K+G with G,P+K+G to enter YY stance. There are
of course exceptions to this rule but I don't have any detailed info as of now.


=-=-=-=-=-=-=-=-=-
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.

Almost all the moves that do not require stick motions can be performed while
holding forward or back on the joystick; all exceptions are noted - the same
applies to executing attacks from crouching position. Some attacks that require
a "d" motion can be executed from crouching position by holding the stick and
pressing appropriate buttons.

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). There
is no guard damage in this game. 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- and wall- throws. Wall throws are
  possible on both low and high walls. Back throws were made unescapable in
  VF4 version B.
- 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 or stumbled, either after staggering/stumbling moves,
  hitting the wall, stepping on ring edge (though you can throw just as
  special animation ends);
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 - it's a different side-Lt now!) 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. Also, uou cannot high throw Shun if he's
in handstand (HS), low throw if sitting down (ST) and ground throw if lying
down (LD).

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. It's
possible to enter a double throw escape by entering two separate escape motions
within 10 frames, for instance, b+P+G,f+P+G will escape Kage's both TFT and SE
throws.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
f) Stuns, Staggers & Stumbles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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. Long 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.

Other after-hit situations also exist, they're called staggers and stumbles;
they occur mostly after hitting the opponent with distinctive mid-level move.
Like I said, there are two possiblities:

* Stagger: 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. The are exceptions to the above rule, I'll
  provide examples later; also, some staggers can't be struggled out of at all.

* Stumble: a bit similar to the above; the character crumbles to the ground for
  a few frames and is helpless for a short period of time. That window can be
  further reduced by struggling. Tsukame throws produce stumbles.

If there's a possibility of struggle, a small animated stick appears in the
upper-corner of the screen (on the side of character capable of doing so).
First the stick is green, which means the system won't accept any input towards
reducing stagger/stumble time - when it turns red, you may begin to struggle.
During stagger or stumble, you cannot buffer any moves in.


=-=-=-=-=-=
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. Some
moves, like Lei's [TG] P cannot be interrupted (your attacks is swept away).


=-=-=-=-=-=-
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 - the sabaki. It's an attack that hits
normally but in addition it sweeps the opponent's move aside. Sabaki moves have
the highest priority against that certain types of moves (everything's listed
in the movelist sections.)

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+G,P+G,P+G... will make you stand up in place, you can also use
  P,P,P... but it's much slower;
- 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). At
  the end of animation, you can be high-thrown;
- after performing a tech roll with u/d+P+K+G, you are considered a crouching
  non-defender at the end of roll, therefore you're susceptible to low throws
  and mid-level hits then;
If you've knocked you opponent down and he/she TRs, pressing G will make you
align with his/her character.

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 is similar to that of being glued to the wall), you can QR/TR
normally.


=-=-=-=-=-=-=-=-=-=-=-=
j) Fighting Environment
=-=-=-=-=-=-=-=-=-=-=-=
In Virtua Fighter 4, all stages are squared. They're 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.

Damage is calculated in points, always rounded down in case of counters and
other +/- effects. 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; they can
  be chosen by pressing either G, P or K - taunts can also 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:
- if you win, the character is returned to the middle of the ring;
- you can choose your winning pose by pressing P, K or G during replay;

Also, each character has a unique pose during end of round "Continue?"
countdown.


=-=-=-=-=-=-=-=-=-
k) Additional Info
=-=-=-=-=-=-=-=-=-
Basically, stuff that didn't fit into other sections.

< Special Shun feature: drinking >
Shun has a unique ability of increasing the damage inflicted. For each drinking
point earned, damage is increased 1%, with 40% (40 drinking points) being the
maximum; while calculating, remember damage is always rounded down. The
movelist lists the detailed ways of gaining DPs (look below); keep in mind that
Shun can be sobered after being hit with certain attacks - those are listed in
each character's section.
There are also other effects, mainly the result of damage increase - attacks
that normally stun begin to knock down, etc. - more info on this later.


=-=-=-=-=-=-=-=-=
l) Character Data
=-=-=-=-=-=-=-=-=
More data coming soon.

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-: Shun, Lei, Lion, Kage
* middleweight+: Jacky, Lau, Akira
* heavyweight: Wolf, Jeffry;
The above are to just give you a general overview - every character is pretty
much 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, punch/kick strings, hit throws, links 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 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, can also include throws and
reversals.

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. All wall attacks require the character to be facting the wall.

10/ Rising Attacks:
Techniques executed from every knockdown position. All rising attacks can be
delayed; rolls can be performed either into- or out-of-screen. Different
characters' 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.


movelist template (actual positioning differs due to length of definitions):
-----------------
> move name                                               motions
  hit level/reversal type    damage
  notes



=-=-=-=-=-=-=
a) Akira Yuki
=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
country:        Japan
sex:            male
blood type:     0
job:            kung-fu teacher
hobby:          kung-fu
stature:        180cm
weight:         79kg
B/W/H (in cm):  115/90/94
fighting style: hakkyoku-ken

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

outfit #1:      white gi, white headband, black extras
outfit #2:      black gi with white trim, red extras


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

> punch                                                   P
  H             12

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> punch-body blow                                         P,P
  HM            12,12

> punch-kick                                              P,K
  HH            12,20

> elbow                                                   FS,f+P
  M             19

> dashing elbow                                           f,f+P
  M             20

> super dashing elbow                                     f,f,f+P
  M             20

> single palm                                             FC,f+P
  M             35

> standing palm                                           FS,b,f+P
  H             25
  -2 DP

> double palm                                             FC,b,f+P
  M             55

> overhead smash                                          b,df+P
  M             25
  -1 DP, force crouch

> yoho                                                    df,df+P
  M             35

> roundhouse                                              K
  H             25

> low kick                                                d+K
  L             10

> single jumping kick                                     f,f+K
  M             20

> double jumping kick                                     f,f+K,K
  MM            20,30

> side kick                                               df+K
  M             24

> shoulder ram                                            FC,f+P+K
  M             30

> double-fisted strike                                    b,f+P+K
  M             25~45
  charge

> body check                                              b,f,f+P+K
  M             20~80

> low backfist                                            df+P+K
  L             22

> knee                                                    K+G (hold G for 1 fr)
  M             30

> break guard                                             d+P+G
  M             5
  removes opponent's guard

> break stance                                            f+P+G
  H             5
  removes opponent's guard

> evading body check (#1)                                 d,P+K+G
  M             20
  out of screen

> evading body check (#2)                                 u,P+K+G
  M             20
  into screen

> stun palm                                               P+K+G
  M             18

> = reverse body check                                    b,df+P+G
  Ht            22
  = link, unescapable

> == double palm                                          b+P / d,f+P
  M             30
  == link

> dragon spear                                            df+K+G
  M             19

> = elbow                                                 f+P
  M             20
  = link

> == body check                                           b,f,f+P+K
  M             30
  == link

> shin kick                                               d+K+G
  L*            10
  hits on the bounce only

> = shot knee                                             f+K
  M             10
  = link

> == overhead smash                                       b,f+P
  M             15
  == link, force crouch

> standing double palm                                    b,db,b+P
  M             30

> power fist                                              b,f+P+K+G
  M             28

> standing shoulder                                       df+P+K+G
  M             15
  sabaki vs. HP/LP

> = power elbow                                           P
  M             20
  = link


Throws
------

> reaping throw & punches                                 P+G
  Ht            40
  P+G to escape

> elbow rush                                              P+G
  side-Ht       40
  P+G to escape

> big finish                                              P+G
  catch-back-Ht 55
  unescapable

> pull-in throw                                           f,b+P+G
  Ht            0
  interrupts moves, tsukame, force crouch, b+P+G to escape

> = dodge (#1)                                            u
  Ht            -
  = link

> = dodge (#2)                                            d
  Ht            -
  = link

> = reverse body check (#1)                               u+P+K
  Hit           25
  = link, unescapable

> = reverse body check (#2)                               d+P+K
  Hit           25
  = link, unescapable

> = shoulder smash                                        P+K
  M             20
  = link, -1 DP

> stumbling trip                                          b,d+P+G
  Ht            10
  tsukame, interrupts moves, d+P+G to escape

> close-in ram                                            b,f+P+G
  Ht            50
  QR/TR possible, f+P+G to escape

> reverse body check                                      b,df+P+G
  Ht            25
  df+P+G to escape

> inverted body check                                     df+P+G
  Ht            50
  df+P+G to escape

> wall inverted body check                                df+P+G
  wall-Ht       65
  Akira's back to wall, df+P+G to escape

> surprise exchange                                       db+P+G
  Ht            0
  tsukame, interrupts moves, db+P+G to escape

> pull-in push-out throw                                  db,f+P+G
  Ht            60
  QR/TR possible, -1 DP, f+P+G to escape


Reversals
---------

> high reversal (#1)                                      b+P+K
  rev-H         30
  vs. closed stance HP

> high reversal (#2)                                      b+P+K
  rev-H         30
  vs. open stance HP

> high reversal (#3)                                      b+P+K
  rev-H         30
  vs. HK

> mid reversal (#1)                                       db+P+K
  rev-M         30
  vs. EL

> mid reversal (#2)                                       db+P+K
  rev-M         30
  vs. closed stance MK

> mid reversal (#3)                                       db+P+K
  rev-M         30
  vs. open stance MK

> mid reversal (#4)                                       db+P+K
  rev-M         30
  vs. KN

> mid reversal (#5)                                       db+P+K
  rev-M         30
  vs. SM
> low reversal (#1)                                       d+P+K
  rev-L         30
  vs. LP

> low reversal (#2)                                       d+P+K
  rev-L         30
  vs. LK

> inashi                                                  b+P+K+G
  rev-H/L       0
  vs. HP/LP/HK/LK

> = standing palm                                         f+P
  rev-H/LM      30
  = link, -2 DP


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

> hopping smash                                           u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> hopkick                                                 u+K,release K
  M             25

> landing side kick                                       u+K,K
  M             20


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

> ground punch                                            df+P
  G             12

> jumping stomach punch                                   u+P
  G             25


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT smash                                                [BK] d+P
  M             14

> TT roundhouse                                           [BK] K
  H             30

> TT shin kick                                            [BK] d+K
  L             10

> TT sweep                                                [BK] D+K
  L             30


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

> wall climb into jumping kick                            f+P+K+G
  M             20


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-=-=
b) Aoi Umenokouji
=-=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 3
country:        Japan
sex:            female
blood type:     A
job:            college student
hobby:          ikebana
stature:        162cm
weight:         47kg
B/W/H (in cm):  83/53/86
fighting style: aiki-jujutsu

stage info:     * Shrine
                * 14m x 14m
                * open

outfit #1:      white top with red/black trim, red hakama
outfit #2:      pink kimono top with flower motives, navy hakama


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

> punch                                                   P
  H             10

> punch-heelkick                                          P,K
  HH            10,20

> double punch                                            P,P
  HH            10,10

> double punch-chop                                       P,P,f+P
  HHM           10,10,20
  G-cancel

> double punch-kick                                       P,P,K
  HHH           10,10,20

> triple punch                                            P,P,P
  HHH           10,10,12

> triple punch-knee                                       P,P,P,K
  HHHM          10,10,12,25

> triple punch-knee -> YY stance                          P,P,P,K,P+K+G
  HHHM-         10,10,12,25,-
  YY stance

> triple punch-sweep                                      P,P,P,d+K
  HHHL          10,10,12,20
  G-cancel

> triple punch-sweep -> YY stance                         P,P,P,d+K,P+K+G
  HHHL-         10,10,12,20,-
  YY stance

> triple punch-chop-elbow                                 P,P,f+P,P
  HHMM          10,10,20,20
  G-cancel

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow                                                   f+P
  M             15

> elbow-chop                                              f+P,P
  MM            15,15
  G-cancel

> spinning elbow                                          f,f+P
  M             25
  G-cancel

> chin slap                                               f,b+P
  H             10
  -1 DP, sabaki vs. HP/MP/EL/HK/MK

> dodging chop                                            b+P
  H             10
  -2 DP, sabaki vs. HP/MP/EL/HK/MK

> standing palm                                           b,f+P
  M             10+20

> = flip throw                                            P+G
  Hit           25
  = link, unescapable

> double stop                                             b,df+P
  M             20

> uppercut                                                FS,df+P
  M             24
  G-cancel

> uppercut -> YY stance                                   df+P,P+K+G
  M-            24,-
  YY stance

> dashing elbow                                           FC,df+P
  M             18

> = shoulder throw                                        b+P+G
  Hit           25
  = link on MC, unescapable

> low smash                                               db+P
  L             20
  force crouch

> high kick                                               K
  H             20

> high kick-heel drop                                     K,K
  HH            20,15

> standing knee                                           f+K
  M             20

> standing knee -> YY stance                              f+K,P+K+G
  M-            20,-
  YY stance

> standing knee-jumping kick                              f+K,K
  MH            20,20

> low kick                                                d+K
  L             12

> side kick                                               df+K
  M             20

> ankle kick                                              db+K
  L             20

> side chop                                               P+K
  H             8
  -1 DP

> double side chop                                        P+K,P
  HH            8,9
  -1 DP

> triple side chop                                        P+K,P,P
  HHH           8,9,9
  -1 DP

> spinning strike                                         f+P+K
  M             20

> spinning strike-elbow                                   f+P+K,P
  MM            20,15
  G-cancel

> helix                                                   f,f+P+K
  M             20

> retreating chop                                         b,b+P+K
  H             14
  G-cancel, -2 DP

> slow double strike                                      b,f+P+K
  M             20

> phoenix palm                                            df+P+K
  M             15
  force crouch

> sweep                                                   d+K+G
  L             20
  G-cancel

> sweep -> YY stance                                      d+K+G,P+K+G
  L-            20,-
  YY stance

> spinning roundhouse                                     f+K+G
  H             18

> spinning roundhouse-body blow                           f+K+G,P
  HM            18,15
  -1 DP, force crouch

> jumping ground kick                                     u+K+G
  M             25

> evading shoulder (#1)                                   d,P+K+G
  M             ?
  out of screen

> evading shoulder (#2)                                   u,P+K+G
  M             ?
  into screen

> yin-yang stance (YY)                                    b+P+K+G
  -             -
  YY stance, hold P+K+G to maintain


Yin-Yang Stance
---------------

> TA evade into screen                                    [YY] u
  -             -
  stay in YY stance

> TA evade out of screen                                  [YY] d
  -             -
  stay in YY stance

> TT evade into screen                                    [YY] u
  -             -
  stay in YY stance

> TT evade out of screen                                  [YY] d
  -             -
  stay in YY stance


Throws
------

> irimi nage                                              P+G
  Ht            40
  P+G to escape

> rotary throw                                            P+G
  side-Ht       40
  P+G to escape

> fierce pat throw                                        P+G
  back-Ht       50
  unescapable

> aiki throw                                              FC,f+P+G
  Ht            40
  QR/TR possible, f+P+G to escape

> reverse body flip                                       f,f+P+G
  Ht            50
  -1 DP, f+P+G to escape

> mini-tft                                                b+P+G
  Ht            50
  b+P+G to escape

> shiho nage (#1)                                         u,f,d,b+P+G
  Ht            60
  b+P+G to escape

> shiho nage (#2)                                         d,f,u,b+P+G
  Ht            60
  b+P+G to escape

> second control throw                                    df+P+G
  Ht            50
  df+P+G to escape

> hair grab                                               db+P+G
  Ht            45
  db+P+G to escape

> wall hair grab                                          db+P+G
  wall-Ht       50
  Aoi's back to wall, db+P+G to escape

> first dan throw (#1)                                    b,db,d,df,f+P+G
  Ht            20
  f+P+G to escape

> = second dan throw (#1)                                 b,d+P+G / f,d+P+G
  Ht            20
  = link, d+P+G to escape

> == third dan throw (#1)                                 d,u+P+G
  Ht            25
  == link u+P+G to escape

> == third dan throw (#2)                                 u,d+P+G
  Ht            26
  == link d+P+G to escape

> = second dan throw (#2)                                 f,u+P+G / b,u+P+G
  Ht            35
  = link, u+P+G to escape

> first dan throw (#2)                                    f,df,d,db,b+P+G
  Ht            30
  b+P+G to escape

> = second dan throw (#1)                                 b,d+P+G / f,d+P+G
  Ht            20
  = link, d+P+G to escape

> == third dan throw (#1)                                 d,u+P+G
  Ht            25
  == link u+P+G to escape

> == third dan throw (#2)                                 u,d+P+G
  Ht            26
  == link d+P+G to escape

> = second dan throw (#2)                                 f,u+P+G / b,u+P+G
  Ht            35
  = link, u+P+G to escape

> sacrifice throw                                         u,b,d,f / d,b,u,f+P+G
  Ht            40
  f+P+G to escape

> = falling combo                                         b,db,d,df,f+K+G
  Ht            20
  = link

> low takedown                                            d+P+K+G
  Lt            60
  d+P+K+G to escape

> arm lock & break                                        db+P+K+G
  Lt            53
  db+P+K+G to escape


Reversals
---------

> high reversal (#1)                                      b+P+K
  rev-H         25
  vs. closed stance HP

> high reversal (#2)                                      b+P+K
  rev-H         25
  vs. open stance HP

> high reversal (#3)                                      b+P+K
  rev-H         20
  vs. closed stance HK

> high reversal (#4)                                      b+P+K
  rev-H         20
  vs. open stance HK

> high reversal (#5)                                      b+P+K
  rev-H         0
  vs. CR

> high reversal (#6)                                      [BK] b+P+K
  rev-H         30
  vs. HP

> high reversal (#7)                                      [BK] b+P+K
  rev-H         30
  vs. HK

> mid reversal (#1)                                       db+P+K
  rev-M         30
  vs. EL

> mid reversal (#2)                                       db+P+K
  rev-M         30
  vs. closed stance MK

> mid reversal (#3)                                       db+P+K
  rev-M         30
  vs. open stance MK

> mid reversal (#4)                                       db+P+K
  rev-M         30
  vs. closed stance KN

> mid reversal (#5)                                       db+P+K
  rev-M         30
  vs. open stance KN

> mid reversal (#6)                                       db+P+K
  rev-M         25
  vs. SM

> low reversal (#1)                                       d+P+K
  rev-L         25
  vs. LP

> low reversal (#2)                                       d+P+K
  rev-L         25
  vs. LK

> low reversal (#3)                                       d+P+K
  rev-L         0
  vs. SW

> ground reversal (#1)                                    P+K
  rev-G         0
  vs. non-jumping ground attacks, Aoi head towards

> ground reversal (#2)                                    P+K
  rev-G         0
  vs. non-jumping ground attacks, Aoi feet towards

> yin-yang auto-inashi (#1)                               [YY] n
  M             0
  vs. HP, -1 DP

> yin-yang auto inashi (#2)                               [YY] n
  M             0
  vs. HK

> yin-yang auto inashi (#3)                               [YY] n
  M             0
  vs. MK/KN

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

> hopping chop                                            u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> hopkick                                                 u+K,release K
  M             18

> hopping kick                                            u+K,K
  M             20

> landing side kick                                       u+K,pause,K
  M             20


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

> ground chop                                             df+P
  G             10

> jumping stomach punch                                   u+P
  G             25

> jumping ground kick                                     u+K+G
  G             25

> leg break                                               df+P+G
  Gt            20
  opponent face up, feet towards

> flip & arm break                                        df+P+G
  Gt            20
  opponent face up, head towards

> hip break                                               df+P+G
  Gt            25
  opponent face down, feet towards

> arm lock & break                                        df+P+G
  Gt            20
  opponent face down, head towards


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT high kick                                            [BK] K
  H             20

> TT high kick-heel drop                                  [BK] K,K
  HM            20,20

> TT ankle kick                                           [BK] df+K
  L             20

> TT smash                                                [BK] d+P
  M             20

> TT low kick                                             [BK] d+K
  L             12

> TT sweep                                                [BK] D+K
  L             20


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

> TA knifehand                                            b,b+P
  H             14

> TA punt kick                                            b+K+G
  L             25


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-=
c) Jacky Bryant
=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
country:        USA
sex:            male
blood type:     A
job:            indycar racer
hobby:          training
stature:        182cm
weight:         75kg
B/W/H (in cm):  110/87/92
fighting style: jeet kune do

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

outfit #1:      black leather bike outfit, white extras
outfit #2:      red/black t-shirt, red pants with trim, white/red wrist guards


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

> punch                                                   P
  H             12

> double punch                                            P,P
  HH            12,10

> triple punch                                            P,P,P
  HHH           12,10,12

> double punch-kick                                       P,P,K
  HHH           12,10,20

> double punch-elbow                                      P,P,f+P
  HHM           12,10,19

> double punch-elbow-heelkick                             P,P,f+P,K
  HHMH          12,10,19,20

> double punch-elbow-backfist                             P,P,f+P,P
  HHMH          12,10,19,15

> double punch-elbow-backfist-crescent                    P,P,f+P,P,K
  HHMHH         12,10,19,15,25

> double punch-elbow-backfist-crescent -> SH step         P,P,f+P,P,K,b
  HHMHH-        12,10,19,15,25,-
  SH step

> double punch-elbow-backfist-low kick                    P,P,f+P,P,d+K
  HHMHL         12,10,19,15,14

> double punch-backfist                                   P,P,b+P
  HHH           12,10,22
  -1 DP

> double punch-backfist-TA crescent                       P,P,b+P,K
  HHHH          12,10,22,25

> double punch-low kick                                   P,P,d+K
  HHL           12,10,12

> double punch-knee                                       P,P,f+K
  HHM           12,10,22

> double punch-straight                                   P,P,u+P
  HHH           12,10,19
  -1 DP

> punch-crescent                                          P,K far
  HH            12,30

> punch-crescent -> SH step                               P,K,b
  HH-           12,30,-
  SH step

> punch-sidekick                                          P,K near
  HM            12,19

> punch-sweep                                             P,d+K
  HL            12,25

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow                                                   f+P
  M             19

> elbow-backfist                                          f+P,P
  MH            19,15

> elbow-backfist-heelkick                                 f+P,P,K
  MHH           19,15,25

> elbow-backfist-heelkick -> SH step                      f+P,P,K,b
  MHH-          19,15,25,-
  SH step

> elbow-backfist-low kick                                 f+P,P,d+K
  MHL           19,15,14

> elbow-heelkick                                          f+P,K
  MH            19,20

> backfist                                                b+P
  H             22
  -1 DP

> double backfist                                         b+P,P
  HH            22,22

> backfist-low backfist                                   b+P,db+P
  HL            22,15

> backfist-TA crescent                                    b+P,K
  HH            22,25

> backfist-sweep                                          b+P,d+K
  HL            22,35

> hook punch                                              FS,df+P
  H             10
  -1 DP

> hook punch-knuckle                                      FS,df+P,P
  HH            10,8
  -1 DP

> hook punch-knuckle-backfist                             FS,df+P,P,P
  HHH           10,8,20
  -1 DP

> knuckle-backfist                                        FS,df+P,P+K
  HM            10,24~40
  charge

> dashing uppercut                                        FC,df+P
  M             19

> low backfist                                            db+P
  L             15

> low backfist-sweep                                      db+P,K
  LL            15,25

> roundhouse                                              K
  H             25

> roundhouse-backfist                                     K,P
  HH            25,15

> roundhouse-backfist-TA crescent                         K,P,K
  HHH           25,15,25

> roundhouse-backfist-sweep                               K,P,d+K
  HHL           25,15,25

> roundhouse-heelkick                                     K,K
  HM            25,20

> roundhouse-low kick                                     K,d+K
  HL            25,15

> toe kick                                                d+K
  M             24

> toekick-low backfist                                    d+K,P
  ML            24,20

> knee                                                    f+K
  M             30

> punt kick                                               f,f+K
  M             30
  -1 DP

> axe kick                                                b+K
  M             20
  -1 DP, force crouch

> side kick                                               df+K
  M             20

> side kick-back kick                                     df+K,K
  MM            20,20

> kickflip                                                ub+K
  M             38

> low kick                                                D+K
  L             12

> low kick-sweep                                          D+K,K
  LL            12,20

> beatknuckle                                             P+K
  M             20
  -1 DP

> beatknuckle-backfist                                    P+K,P
  MH            20,12
  -1 DP

> beatknuckle-backfist-TA crescent                        P+K,P,K
  MHH           20,12,25

> beatknuckle-backfist-sweep                              P+K,P,d+K
  MHL           20,12,25

> beatknuckle-heelkick                                    P+K,K
  MH            20,25

> beatknuckle-heelkick -> SH step                         P+K,K,b
  MH-           20,25,-
  SH step

> 1 lightning kick                                        d+P+K
  M             14

> 2 lightning kicks                                       d+P+K,K
  MM            14,8

> 3 lightning kicks                                       d+P+K,K,K
  MMM           14,8,8

> 4 lightning kicks                                       d+P+K,K,K,K
  MMMH          14,8,8,10

> 5 lightning kicks                                       d+P+K,K,K,K,K
  MMMHH         14,8,8,10,30

> shot knee                                               db+P+K
  M             8

> shot knee-toe kick                                      db+P+K,K
  MM            8,8

> shot knee-toe kick-heel drop                            db+P+K,K,K
  MMM           8,8,8

> shot knee-toe kick-heel drop-heelkick                   db+P+K,K,K,K
  MMMH          8,8,8,10

> shot knee-toe kick-heel drop-double heelkick            db+P+K,K,K,K,K
  MMMHH         8,8,8,10,30

> shot knee-toe kick-heel drop-heelkick-low kick          db+P+K,K,K,K,d+K
  MMMHL         8,8,8,10,30

> dodging punch                                           b+P+K
  H             ?

> crescent                                                K+G
  H             30

> crescent -> SH step                                     K+G,b
  H-            30,-
  SH step

> crescent-sweep                                          K+G,d+K+G
  HL            30,25

> shin slicer                                             d+K+G
  L             20

> shin slicer-heelkick                                    d+K+G,K
  LH            20,20

> heel seed                                               b+K+G
  M             30

> low crescent                                            b,f+K+G
  M             36

> slow high kick                                          df+K+G
  H             30

> evading big boot (#1)                                   d,P+K+G
  M             25
  out of screen

> evading big boot (#2)                                   u,P+K+G
  M             25
  into screen

> stepping body blow                                      f+P+K
  M             20
  -1 DP, force crouch

> stepping body blow combo                                f+P+K,P
  MH            20,20

> switch stance                                           P+K+G
  -             -

> = heelkick                                              K
  M             25
  = link

> shuffle step (SH)                                       b+P+K+G
  -             -
  SH step


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

> shuffle crouch dash                                     [SH] df,df
  -             -
  stay in SH step

> body blow                                               [SH] df,df+P
  M             14
  -1 DP, stay in SH step

> heelkick                                                [SH] K
  M             30
  stay in SH step

> heelkick feint                                          [SH] K,G
  -             -
  stay in SH step

> low kick                                                [SH] d+K
  L             15
  stay in SH step

> low kick-heelkick                                       [SH] d+K,K
  LH            15,20
  stay in SH step


Throws
------

> one-inch punch                                          P+G
  Ht            35
  -1 DP, P+G to escape

> triple back kick into heel drop                         P+G
  side-Ht       40
  P+G to escape

> bulldog                                                 P+G
  back-Ht       50
  unescapable

> clothesline                                             f,f+P+G
  Ht            40
  f+P+G to escape

> wall clothesline                                        f,f+P+G
  wall-Ht       65
  opponent's back to wall, f+P+G to escape

> trip & hammer                                           f,b+P+G
  Ht            60
  b+P+G to escape

> brainbuster                                             df+P+G
  Ht            50
  -1 DP, df+P+G to escape

> hanging knee throw                                      df,df+P+G
  Ht            65
  QR/TR possible, df+P+G to escape


Reversals
---------

> auto inashi (#1)                                        n
  H/M           0
  vs. HP/MP

> = backfist                                              P
  H             13
  = link

> auto inashi (#2)                                        [SH] n
  rev-H/M       0
  vs. HP/MP

> = backfist                                              P
  H             13
  = link


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

> soccer kick                                             df+K
  G             13

> jumping knee smash                                      u+P
  G             25


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

> TT backfist                                             [BK] P
  H             10
  continue with Px sequence

> TT low backfist                                         [BK] d+P
  L             14

> TT low backfist-sweep                                   [BK] d+P,K
  L             14,25

> TT axe kick                                             [BK] K
  H             36

> TT sweep                                                [BK] d+K
  L             20

> TT beatknuckle                                          [BK] P+K
  M             25
  -2 DP


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

> TA backfist                                             b,b+P
  H             14

> TA crescent                                             b,b+K
  H             30


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

> hopping elbow                                           u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> hopkick                                                 u+K,release K
  M             25

> landing side kick                                       u+K,K
  M             20


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

> crescent off the wall                                   f+P+K+G
  M             30

> backflip off the wall                                   uf+P+K+G
  -             -


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-=-
d) Jeffry McWild
=-=-=-=-=-=-=-=-
introduced in:  Virtua Fighter 1
country:        Australia
sex:            male
blood type:     A
job:            fisherman
hobby:          reggae music
stature:        183cm
weight:         111kg
B/W/H (in cm):  121/93/97
fighting style: pancratium

stage info:     * Island
                * 14m x 14m
                * open

outfit #1:      white pants, red hand guards
outfit #2:      black t-shirt, happy colorful shorts, sandals


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

> punch                                                   P
  H             14

> double punch                                            P,P
  HH            14,14

> double punch-uppercut                                   P,P,P
  HHM           14,14,19

> double punch-elbow drop                                 P,P,b+P
  HHH           14,14,30
  -2 DP

> punch-kick                                              P,K
  HH            14,20

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow                                                   f+P
  M             19

> elbow-hammer                                            f+P,b+P
  MM            19,30

> dashing elbow                                           f,f+P
  M             19

> dashing elbow-uppercut                                  f,f+P,P
  MM            19,19

> tornado hammer                                          f,b+P
  H             25
  -2 DP

> elbow drop                                              b+P
  M             20

> kenka hook                                              b,f+P
  H             30
  -2 DP

> baseball pitch                                          b,f,f+P
  M             35

> double-fisted hammer                                    b,df+P
  M             20

> double fisted-hammer-uppercut                           b,df+P,P
  MM            20,20

> uppercut                                                FS,df+P
  M             15

> double uppercut                                         FS,df+P,P
  MM            15,15

> triple uppercut                                         FS,df+P,P,df+P
  MMM           15,15,20

> kenka uppercut                                          df,df+P
  M             30

> uppercut from crouch                                    FC,df+P
  M             22

> roundhouse                                              K
  H             30

> roundhouse-toe kick                                     K,K
  HH            30,15

> = crucifix piledriver                                   d,df,f+P+G
  Hit           70
  = link, unescapable

> roundhouse-toekick-elbow drop                           K,K,P
  HHM           30,15,20

> toe kick                                                d+K
  M             24

> = crucifix piledriver                                   d,df,f+P+G
  Hit           70
  = link, unescapable

> toe kick-hammer                                         d+K,P
  MM            24,19

> low kick                                                D+K
  L             17

> knee                                                    f+K
  M             32

> big-ass boot                                            f,f+K
  M             40

> shot knee                                               b+K
  M             16

> shot knee-elbow drop                                    b+K,P
  MH            16,15
  -1 DP

> axe kick                                                b,f+K
  M             30

> side kick                                               df+K
  M             28

> hell stab                                               P+K
  H             15

> double hell stab                                        P+K,P
  HH            15,10

> triple hell stab                                        P+K,P,P
  HHH           15,10,15

> hell dunk hammer                                        d+P+K
  M             21
  -1 DP, force crouch

> dodging hell stab                                       f+P+K
  M             20

> running body press                                      run,P+K
  M             30

> backfist                                                b+P+K
  H             18

> backfist-big boot                                       b+P+K,K
  HM            18,22

> stomach crush                                           b,df+P+K
  M             20

> = spine buster                                          d+P+G
  Hit           45
  = link, unescapable

> = lift-up throw                                         b+P+G
  Hit           40
  = link, unescapable

> headbutt                                                b,f+P+K
  M             35

> heavy baseball pitch                                    b,f,f+P+K
  M             30~48
  charge

> body blow                                               df+P+K
  H             18
  -1 DP

> double body blow                                        df+P+K,P
  HM            18,18
  -1 DP

> triple body blow                                        df+P+K,P,P
  HMM           18,18,20

> overhead hammer                                         db+P+K
  M             20
  -1 DP

> rolling heel                                            uf+K+G
  M             30
  ground

> sliding kick                                            d+K+G
  L             21

> heel drop                                               f+K+G
  M             35
  -2 DP, force crouch

> running butt slam                                       run,K+G
  M             30
  ground

> jumping butt slam                                       u+K+G
  M             25

> ankle kick                                              df+K+G
  L             20

> evading backfist (#1)                                   d,P+K+G
  M             25
  out of screen

> evading backfist (#2)                                   u,P+K+G
  M             25
  into screen

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


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

> counter punch                                           [CT] P
  H             30

> = knee throw                                            f+P+G
  Hit           40
  = link on G, unescapable

> counter big boot                                        [CT] K
  M             20


Throws
------

> knee smash                                              P+G
  Ht            35
  P+G to escape

> coconut crush                                           P+G
  side-Ht       50
  P+G to escape

> backbreaker                                             P+G
  back-Ht       70
  unescapable

> choke & swing                                           d+P+G
  back-Ht       75
  -3 DP, QR/TR possible, unescapable

> power slam                                              f+P+G
  Ht            50
  f+P+G to escape

> fireman's carry                                         df+P+G
  Ht            50
  df+P+G to escape

> fireman's carry into the wall                           df+P+G
  wall-Ht       58
  Jeffry's back to wall, df+P+G to escape

> fireman's carry off the wall                            df+P+G
  wall-Ht       65
  opponent's back to wall, df+P+G to escape

> crucifix piledriver                                     df,df+P+G
  Ht            70
  df+P+G to escape

> pick-up and slam                                        d+P+G
  Ht            45
  -1 DP, d+P+G to escape

> box throw                                               db+P+G
  Ht            0
  tsukame, db+P+G to escape

> machine gun hammer                                      db,f+P+G
  Ht            60
  f+P+G to escape

> body press                                              b+P+G
  Ht            60
  QR/TR possible, b+P+G to escape

> arm extension                                           b,f+P+G / f,b+P+G
  side-Ht       60
  f+P+G or b+P+G to escape

> headbutt                                                b,f+P+G
  Ht            20
  f+P+G to escape

> = 2nd headbutt                                          f+P+G
  Ht            16
  = link, f+P+G to escape

> == 3rd headbutt                                         f+P+G
  Ht            32
  == link, -2 DP, f+P+G to escape

> == knee smash                                           b+P+G
  Ht            30
  == link, b+P+G to escape

> = knee smash                                            b+P+G
  Ht            30
  = link, b+P+G to escape

> frontal backbreaker                                     b,f,f+P+G
  Ht            65
  -2 DP, f+P+G to escape

> tackle & grind                                          b,df+P+G
  Ht            55
  df+P+G to escape

> low backbreaker                                         P+K+G
  back-Lt       80
  P+K+G to escape

> headlock hammer                                         d / df+P+K+G
  side-Lt       70
  d+P+K+G to escape

> power bomb                                              df+P+K+G
  Lt            60
  df+P+K+G to escape

> iron claw                                               d+P+K+G
  Lt            50
  d+P+K+G to escape

> machine gun knee                                        d,f+P+K+G
  Lt            70
  f+P+K+G to escape

> wall box throw                                          db+P+G
  wall-Ht       0
  tsukame, Jeffry's back to wall, db+P+G to escape

> wall tackle & grind                                     b,df+P+G
  wall-Ht       60
  opponent's back to wall, df+P+G to escape


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

> hopping hammer                                          u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> hopping heel drop                                       u+K,release K
  M             25

> hopkick                                                 u+K,K
  M             25

> landing kick                                            u+K,pause,K
  M             20


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

> stomp                                                   df+K
  G             15

> body slam                                               u+P
  G             25

> devil's claw (#1)                                       df+P+G
  Gt            0
  opponent face up, tsukame

> devil's claw (#2)                                       df+P+G
  Gt            0
  opponent face down, tsukame


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT roundhouse                                           [BK] K
  H             30

> TT hammer                                               [BK] d+P
  M             12

> TT heel slide                                           [BK] d+K
  M             30

> TT punch from crouch                                    [BK] D+P
  H             12


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

> knee off the wall                                       f+P+K+G
  M             30


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-
e) Kage-Maru
=-=-=-=-=-=-
introduced in:  Virtua Fighter 1
country:        Japan
sex:            male
blood type:     B
job:            ninja
hobby:          mah-jong
stature:        178cm
weight:         66kg
B/W/H (in cm):  101/89/90
fighting style: ju-jutsu

stage info:     * Garden
                * 14m x 14m
                * open

outfit #1:      blue outfit with yellow belt
outfit #2:      black armor with mask, red trim


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

> punch                                                   P
  H             10

> double punch                                            P,P
  HH            10,10

> triple punch                                            P,P,P
  HHH           10,10,12

> triple punch-heelkick                                   P,P,P,K
  HHHM          10,10,12,22

> triple punch-backflip kick                              P,P,P,b / ub+K
  HHHM          10,10,12,20

> double punch-helix (-> JM stance)                       P,P,b+P
  HHH           10,10,17
  hold P to JM stance

> double punch-helix-heelkick                             P,P,b+P,K
  HHHM          10,10,17,22

> double punch-kick                                       P,P,K
  HHH           10,10,20

> punch-kick                                              P,K
  HH            10

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow (-> JM stance)                                    f+P
  M             20
  hold P to JM stance

> dragon punch                                            f,d,df+P
  M             30

> dragon punch-landing heel drop                          f,d,df+P,K
  MH            30,20
  -1 DP

> helix (-> JM stance)                                    b+P
  H             17
  hold P to JM stance

> helix-heelkick                                          b+P,K
  HM            17,16
  -1 DP

> body blow                                               FS,df+P
  M             16
  -1 DP

> downward chop                                           FC,df+P
  M             15
  -1 DP

> swipe (-> JM stance)                                    db+P
  H             14
  hold P to JM stance, continue with Px sequence

> swipe-kick                                              db+P,K
  HH            14,20

> roundhouse                                              K
  H             25

> running slide                                           run,K
  L             20

> low kick                                                d+K
  L             14

> handspring kick                                         d,df,f+K
  M             20~50
  charge, G-cancel

> backheel sweep                                          f,f+K
  L             30
  G-cancel to back-turned position

> circular kick                                           f,b+K
  M             30

> circular kick-sweep                                     f,b+K,K
  ML            30,15

> rising knee                                             FC,f+K
  M             38

> side kick                                               df+K
  M             22

> sliding tackle                                          db+K
  L             19

> backflip kick                                           ub+K
  M             30

> clap (-> JM stance)                                     P+K
  M             20
  -2 DP, JM stance if hits, removes opponent's guard

> whirling chop                                           d+P+K
  M             16

> whirling chop-TA inverted kickflip                      d+P+K,K
  M             16,20

> shuto chop                                              f+P+K
  M             16
  -1 DP

> shuto chop-side chop                                    f+P+K,P+K
  MH            16,14
  -1 DP

> reaching chop (-> JM stance)                            f,f+P+K
  M             20
  JM stance if hits

> cannonball dive                                         u+P+K
  M             30

> heelkick                                                d+K+G
  M             30

> front revolution kick                                   f+K+G
  M             25+10

> corkscrew kick                                          f,f+K+G
  M             35

> back thrust                                             b+K+G
  H             30

> kickflip                                                ub+K+G
  M             38

> reverse kickflip                                        uf+K+G
  M             30

> spinning chop (#1)                                      d,P+K+G
  M             24

> spinning chop (#2)                                      u,P+K+G
  M             24

> catapult kick                                           f,f+P+K+G
  L             30

> forward roll-sweep                                      f,df,d,db,b+K
  L             30

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

> = sweep                                                 K
  L             30
  = link, can be delayed

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

> == dragon punch                                         f,d,df+P
  M             30
  == link

> == dragon punch-landing heel drop                       f,df,f+P,K
  MH            30,20
  == link, -1 DP

> == shinsodan                                            b,db,d,df,f+P
  L             10
  == link

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

> == dragon punch                                         f,d,df+P
  M             30
  == link

> == dragon punch-landing heel drop                       f,df,f+P,K
  MH            30,20
  == link, -1 DP

> == shinsodan                                            b,db,d,df,f+P
  L             10
  == link

> backward roll-sweep                                     b,db,d,df,f+K
  L             30

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

> = sweep                                                 K
  L             30
  = link, can be delayed

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

> == dragon punch                                         f,d,df+P
  M             30
  == link

> == dragon punch-landing heel drop                       f,df,f+P,K
  MH            30,20
  == link, -1 DP

> == shinsodan                                            b,db,d,df,f+P
  L             10
  == link

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

> == dragon punch                                         f,d,df+P
  M             30
  == link

> == dragon punch-landing heel drop                       f,df,f+P,K
  MH            30,20
  == link, -1 DP

> == shinsodan                                            b,db,d,df,f+P
  L             10
  == link

> backflip (-> JM stance)                                 b+P+K+G
  -             -
  hold P+K+G to JM stance

> jumonji stance                                          d+P+K+G
  -             -
  JM stance


Jumonji Stance Attacks
----------------------

> body blow                                               [JM] P
  H             10

> body blow-toe kick                                      [JM] P,K
  HM            10,17

> body blow-toe kick-revolution kick                      [JM] P,K,K
  HMM           10,17,17

> advancing kick (#1)                                     [JM] K
  M             18

> frontal sweep                                           [JM] d+K
  L             19

> revolution evade (#1)                                   [JM] d
  -             -
  out of screen

> revolution evade (#2)                                   [JM] u
  -             -
  into screen

> advancing kick (#2)                                     [JM] P+K
  M             25
  sabaki vs. HP/MP/elbow/HK/MK

> turning elbow                                           [JM] f+P
  M             15

> fast run                                                [JM] f,f
  -             -

> jumping heelkick                                        [JM] K
  M             24
  immediately after entering stance

> protruding front kick                                   [JM] K+G
  M             20
  -1 DP

> knee                                                    [JM] f+K
  M             20

> return to regular stance                                [JM] G
  -             -


Throws
------

> shoulder throw                                          P+G
  Ht            50
  P+G to escape

> arm lock takedown                                       P+G
  side-Ht       40
  P+G to escape

> shoulder drop                                           P+G
  back-Ht       50
  unescapable

> surprise exchange (#1)                                  f+P+G
  Ht            0
  tsukame, f+P+G to escape

> surprise exchange (#2)                                  f+P+G
  side-Ht       0
  tsukame, f+P+G to escape

> surprise exchange (#3)                                  f+P+G
  back-Ht       0
  tsukame, unescapable

> ten-foot toss                                           b+P+G
  Ht            40
  opponent takes damage only if he/she hits the ground, b+P+G to escape

> = izuna drop                                            u+P+G
  -             60
  = link

> flipping shoulder throw                                 b,d+P+G
  Ht            60
  d+P+G to escape

> reaping throw                                           b,f+P+G
  Ht            50
  f+P+G to escape

> turnover throw                                          df+P+G
  Ht            50
  df+P+G to escape

> flying takedown & slaps                                 uf+P+G
  catch-Ht      40
  -2 DP, unescapable

> flying takedown                                         [JM] P+G
  catch-Ht      40
  -2 DP, unescapable

> low shoulder drop                                       P+K+G
  back-Lt       60
  P+K+G to escape


Reversals
---------

> high reversal                                           b+P+K
  H             30
  vs. HP

> mid reversal (#1)                                       db+P+K
  rev-M         30
  vs. MP

> mid reversal (#2)                                       [JM] P+K+G
  rev-M         30
  vs. MK, -2 DP
  
> mid auto inashi                                         [JM] n
  rev-M         0
  vs. MK




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

> hopping chop                                            u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             20

> van-halen kick                                          u+K,release K
  M             20

> hopkick                                                 u+K,K
  M             20

> landing sweep                                           u+K,pause,K
  L             2-0


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

> swat                                                    df+K
  G             13

> jumping head smash                                      u+P (short distance)
  G             25

> jumping stomp                                           u+P (mid distance)
  G             30

> jumping knee smash                                      u+P (long distance)
  G             30


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT kick                                                 [BK] K
  H             30

> TT low punches                                          [BK] d+P
  LL            15

> TT low slide                                            [BK] d+K
  L             23

> TT sky knee                                             [BK] u+K
  M             30

> reverse kickflip (#1)                                   [BK] uf+K
  M             25
  stay in TA position

> reverse kickflip (#2)                                   [BK] ub+K
  M             30
  stay in TA position

> TT low chop                                             [BK] P+K
  M             10

> TT low chop-lifting kick                                [BK] P+K,K
  MM            10,26

> TT frankensteiner                                       [BK] P+G
  catch-Ht      45
  unescapable

> = swipe                                                 P
  M             25
  = link


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

> TA swipe                                                b,b+P
  H             14
  -2 DP

> TA straight kick                                        b,b+K
  H             24

> TA slide                                                b,b+K+G
  L             19

> TA mid crescent                                         b+K
  M             18
  sabaki vs. MP/MK

> TA mid crescent-crouching kick                          b+K,K
  ML*           18,20

> TA mid crescent-crouching kick-tackle                   b+K,K,K
  ML*M          18,20,22

> TA heavy circular kick                                  b,f+K
  M             30
  force crouch

> TA inverted kickflip                                    df+K+G
  M             35


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

> leap frog off the wall                                  f+P+K
  M             20

> off the wall jumping kick                               f+P+K+G
  M             20


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=
f) Lau Chan
=-=-=-=-=-=
introduced in:  Virtua Fighter 1
country:        China
sex:            male
blood type:     B
job:            cook
hobby:          chinese poems
stature:        172cm
weight:         77kg
B/W/H (in cm):  99/90/93
fighting style: koen-ken

stage info:     * Great Wall
                * 14m x 14m
                * open

outfit #1:      white blouse with red ornaments, black pants, yellow shoes
outfit #2:      dark red outfit with yellow top, green belt


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

> punch                                                   P
  H             12

> double punch                                            P,P
  HH            12,10

> triple punch                                            P,P,P
  HHH           12,10,12

> triple punch-crescent (#1)                              P,P,P,K
  HHHH          12,10,12,40

> triple punch-sweep (#1)                                 P,P,P,d+K
  HHHL          12,10,12,30

> triple punch-backflip kick                              P,P,P,b / ub+K
  HHHM          12,10,12,20

> double punch-heelkick                                   P,P,K
  HHH           12,10,20

> punch-TA palm                                           P,b+P
  HM            12,20

> punch-TA palm-TT double palm                            P,b+P,P
  HMM           12,20,22

> punch-heelkick                                          P,K
  HH            12,20

> crescent                                                K+G
  H             30

> punch-crescent                                          P,K+G
  HH            12,30

> double punch-crescent                                   P,P,K+G
  HHH           12,10,30

> triple punch-crescent (#2)                              P,P,P,K+G
  HHHH          12,10,12,30

> sweep                                                   d+K+G
  L             30

> punch-sweep                                             P,d+K+G
  HL            12,30

> double punch-sweep                                      P,P,d+K+G
  HHL           12,10,30

> triple punch-sweep (#2)                                 P,P,P,d+K+G
  HHHL          12,10,12,30

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow                                                   f+P
  M             19

> elbow-palm                                              f+P,P
  MH            19,20
  -1 DP

> body blow                                               b+P
  M             18
  -1 DP

> body blow-upward kick                                   b+P,K
  MM            18,18

> standing palm                                           b,f+P
  H             24
  -2 DP

> downknife                                               df+P
  M             17(15)
  damage decreases with longer range

> downknife-punch                                         df+P,P
  MH            17(15),10

> downknife-double punch                                  df+P,P,P
  MHH           17(15),10,12

> downknife-double punch-crescent                         df+P,P,P,K
  MHHH          17(15),10,12,40

> downknife-double punch-backflip kick                    df+P,P,P,b / ub+K
  MHHM          17(15),10,12,20

> downknife-double punch-sweep                            df+P,P,P,d+K
  MHHL          17(15),10,12,30

> downknife-punch-heelkick                                df+P,P,K
  MHH           17(15),10,20

> upknife                                                 FC,df+P
  H             22(20)
  damage decreases with longer range

> upknife-punch                                           FC,df+P,P
  HH            22(20),12
  continue with Px sequence

> upknife-super knife                                     FC,df+P,df+P+K
  HM            22(20),18

> lunging knife                                           df,df+P
  M             22

> lunging knife-punch                                     df,df+P,P
  MH            22,12
  continue with Px sequence

> roundhouse                                              K
  H             25

> roundhouse-crescent                                     K,K
  HH            25,30
  can be delayed

> heelkick                                                FC,n,K
  M             30

> low kick                                                d+K
  L             15

> low kick-heelkick                                       d+K,K
  LH            15,19

> double low kick                                         D+K,K
  LL            15,10

> low kick-sweep                                          D+K,K+G
  LL            15,12

> lunging sweep                                           f,d+K
  L             25

> side kick                                               df+K
  M             21

> side kick-punch                                         df+K,P
  MH            21,16

> side kick-punch-palm                                    df+K,P,P
  MHH           21,16,15
  -1 DP

> backflip kick                                           ub+K
  M             30

> cartwheel kick                                          uf+K
  M             20

> double palm                                             P+K
  M             20~40
  charge

> overhead smash                                          d+P+K
  M             21
  -1 DP

> elbow strike                                            f+P+K
  M             25

> uppercut                                                b+P+K
  M             22

> uppercut-overhead elbow                                 b+P+K,P
  MH            22,22

> super knife                                             df+P+K
  M             30

> reverse crescent                                        f+K+G
  H             35
  -2 DP

> jumping roundhouse                                      uf+K+G
  M             32

> evading palm (#1)                                       u,P+K+G
  M             21

> evading palm (#2)                                       d,P+K+G
  M             21


Throws
------

> waterwheel drop                                         P+G
  Ht            40
  P+G to escape

> ddt                                                     P+G
  side-Ht       40
  P+G to escape

> reaping throw                                           P+G
  back-Ht       40
  unescapable

> overhead cannon                                         f+P+G
  Ht            50
  -1 DP, f+P+G to escape

> wall overhead cannon                                    f+P+G
  wall-Ht       60
  Lau's back to wall, f+P+G to escape

> back drop                                               b+P+G
  Ht            50
  b+P+G to escape

> wall back drop                                          b+P+G
  wall-Ht       60
  Lau's back to wall, b+P+G to escape

> stumbling trip                                          b,d+P+G
  Ht            10
  tsukame, d+P+G to escape

> face grab                                               b,f+P+G
  Ht            50
  f+P+G to escape

> shoulder whip                                           df,df+P+G
  Ht            65
  df+P+G to escape


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

> hopping knife                                           u+P,release P
  M             15

> hopping punch                                           u+P,P
  M             25

> hopkick                                                 u+K,release K
  M             20

> landing sidekick                                        u+K,K
  M             20

> landing sweep                                           u+K,d+K
  L             20


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

> stomp                                                   df+K
  G             13

> jumping stomp                                           u+P
  G             25


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT roundhouse                                           [BK] K
  H             30

> TT downknife                                            [BK] d+P
  M             20
  continue with Px sequence

> TT sweep                                                [BK] d+K
  L             22

> TT backflip kick                                        [BK] ub+K
  M             30
  stay in TA position

> TT crescent                                             [BK] u+K+G
  H             30


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

> TA knifehand                                            b,b+P
  M             30

> TA knifehand-TT downknife                               b,b+P,d+P
  MM            30,18
  continue with Px sequence

> TA knifehand-TT sweep                                   b,b+P,d+K
  ML            30,25

> TA knifehand-TT crescent                                b,b+P,K+G
  MH            30,28

> TA reverse crescent                                     b+K+G
  H             30


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

> jumping kick off the wall                               f+P+K+G
  M             20

> backflip off the wall                                   uf+P+K+G
  -             -


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-
g) Lei-Fei
=-=-=-=-=-
introduced in:  Virtua Fighter 4
country:        China
sex:            male
blood type:     B
job:            monk
hobby:          praying
stature:        175cm
weight:         63kg
B/W/H (in cm):  98/85/83
fighting style: shaolin ken

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

outfit #1:      white outfit with yellow blouse, red cloak
outfit #2:      white shirt, black pants


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

> punch                                                   P
  H             12

> double punch                                            P,P
  HH            12,12
  IN system

> triple punch                                            P,P,P
  HHH           12,12,15~35
  charge, DM system

> low punch                                               d+P
  L*            9

> double palm                                             d,df,f+P+K
  M             25
  sabaki vs. HP/MP

> body blow                                               FS,f+P
  M             15

> double body blow                                        FS,f+P,P
  MM            15,8
  IN system

> triple body blow                                        FS,f+P,P,P
  MMM           15,8,10
  DM system

> quadruple body blow                                     FS,f+P,P,P,P
  MMMM          15,8,10,20

> single palm                                             FC,f+P
  M             20
  -1 DP

> standing palm                                           f,f+P
  M             25

> knuckle                                                 b+P
  M             23

> knuckle-punch                                           b+P,P
  MM            23,23

> double hook                                             b,f+P
  M             15
  -1 DP

> split strike                                            b,df+P
  M             10+5+10
  -1 DP, DM system

> knifehand                                               df,df+P
  M             12

> knifehand-upward strike                                 df,df+P,P
  MM            12,18

> high kick                                               K
  H             20
  DM system

> low kick                                                d+K
  L             18

> toe kick                                                f+K
  H             30
  TG stance

> upward kick (-> IN system)                              f,f+K
  M             30
  hold K to IN system

> jumping kick                                            u+K
  H             29

> jumping kick-side kick                                  u+K,K
  HH            29,20

> jumping kick-sweep                                      u+K,d+K
  HL            29,20
  DM system

> jumping kick-low crescent                               u+K,f+K
  HM            29,30

> punt kick                                               df+K
  M             20

> knee strike                                             P+K
  M             20

> knee strike-body blow                                   P+K,P
  MH            20,15

> knee strike-body blow-backfist                          P+K,P,P
  MHM           20,15,15

> back elbow                                              d+P+K
  M             20
  EV stance

> back elbow-TA back check                                d+P+K,P
  MM            20,20
  TG stance

> vertical chop                                           f+P+K
  M             16
  -1 DP

> double vertical chop                                    f+P+K,P
  MM            16,12
  -1 DP

> sweeping hand                                           f,f+P+K
  L             15

> slow double palm                                        b,f+P+K
  H             22
  -1 DP

> charging body blow                                      db+P+K
  M             15

> dodging backfist                                        df / uf+P+K
  M             16
  EV stance

> dodging backfist-TA back check                          df / uf+P+K,P
  MM            16,15
  TG stance

> van halen kick                                          uf+K
  M             20

> high crescent                                           K+G
  H             20
  IN system

> double leg sweep                                        d+K+G
  L             15

> double leg crescent                                     f+K+G
  H             30
  -2 DP

> inverted kickflip (#1)                                  f,f+K+G
  M             30

> reverse crescent                                        b+K+G
  H             15

> reverse crescent-toe kick                               b+K+G,K
  HH            15,15
  IN system

> reverse crescent-toe kick-sweep                         b+K+G,K,d+K
  HHL           15,15,20

> inverted kickflip (#2)                                  u+K+G
  M             30

> handspring kick                                         df+K+G
  M             20

> handspring kick-double leg kick                         df+K+G,K
  MM            20,20

> falling sweep                                           df,df+K+G
  L             20

> falling sweep-ground kick                               df,df+K+G,K
  LL*           20,20
  ground

> falling sweep-ground kick-double leg kick               df,df+K+G,K,K
  LL*M          20,20,20

> falling sweep-ground kick-backflip kick                 df,df+K+G,K,K+G
  LL*L          20,20,8+15

> double leg hopkick                                      uf+K+G
  M             20

> evading crescent (#1)                                   d,P+K+G
  M             20
  out of screen, IN system

> = backfist                                              P
  M             15
  = link

> evading crescent (#2)                                   u,P+K+G
  M             20
  into screen, IN system

> = backfist                                              P
  M             15
  = link

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

> independent system (IN)                                 u+P+K+G
  -             -
  IN system

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


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

> standing palm                                           [DM] P
  H             10
  stay in DM system

> standing palm-body blow                                 [DM] P,P
  HM            10,15
  stay in DM system

> standing palm-double palm                               [DM] P,P+K
  HM            10,27

> toe kick                                                [DM] K
  M             21
  IN system

> sweep                                                   [DM] d+K
  L             18

> crescent                                                [DM] K+G
  H             30
  -2 DP

> dashing palm                                            [DM] P+K
  M             20~40
  charge

> independent system                                      [DM] b / u+P+K+G
  -             -
  IN system

> evade stance                                            [DM] db+P+K+G
  -             -
  EV stance


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

> single palm                                             [IN] P
  M             23
  DM system

> punt kick                                               [IN] K
  M             19
  stay in IN system

> punt kick-van halen kick                                [IN] K,K
  MM            19,15
  stay in IN system

> sweep                                                   [IN] d+K
  L             15
  DM system

> crescent                                                [IN] K+G
  M             28

> double leg sweep                                        [IN] d+K+G
  L             20
  DM system

> sliding kick                                            [IN] u+K+G
  L             20
  stay in IN system

> defeat-miss system                                      [IN] b / d+P+K+G
  -             -
  DM system

> evade stance                                            [IN] db+P+K+G
  -             -
  EV stance


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

> hammer                                                  [EV] P
  H             10+10
  sabaki vs. HP/MP/elbow/HK/MK

> hammer-heelkick                                         [EV] P,K
  HH            10+10,25
  IN system

> jumping kick                                            [EV] K
  H             30
  -1 DP, TG stance

> sweep                                                   [EV] d+K
  L             23

> backfist                                                [EV] P+K
  M             10+10
  sabaki vs. HP/MP/elbow/HK/MK

> backfist-body blow                                      [EV] P+K,P
  MM            10+10,15

> backfist-double body blow                               [EV] P+K,P,P
  MMM           10+10,15,20

> defeat-miss system                                      [EV] P+K+G
  -             -
  DM system

> independent system                                      [EV] u+P+K+G
  -             -
  IN system


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

> hammer punch                                            [TG] P
  M             20
  sabaki vs. HP/MP/elbow/HK/MK

> upward kick                                             [TG] K
  M             25
  EV stance

> slide                                                   [TG] d+K
  L             20
  DM system

> slide-backfist                                          [TG] d+K,P
  LM            20,10+10
  IN system

> slide-backfist-body blow                                [TG] d+K,P,P
  LMM           20,10+10,20


Throws
------

> jumping face smash                                      P+G
  Ht            45
  -1 DP, P+G to escape

> kick tornado                                            P+G
  side-Ht       40
  left side, P+G to escape

> leg takedown                                            P+G
  side-Ht       50
  right side, P+G to escape

> shoulder throw                                          P+G
  back-Ht       50
  unescapable

> returning wave                                          f,f+P+G
  Ht            45
  f+P+G to escape

> leg trip                                                f,b+P+G
  Ht            50
  b+P+G to escape

> reaping throw                                           df+P+G
  Ht            28
  df+P+G to escape


Reversals
---------

> high/mid/low auto reversal                              [IN] n
  H/M/L         30
  vs. HP/MP/LP


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

> hopping smash                                           u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> hop kick                                                u+K,release K
  M             25

> landing kick                                            u+K,K
  M             20


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

> soccer kick                                             df+K
  G             13

> jumping smash                                           u+P
  G             25


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

> TT punch                                                [BK] P
  H             12

> TT low strike                                           [BK] d+P
  H             12

> TT heelkick                                             [BK] K
  H             25

> TT low kick                                             [BK] d+K
  L             22

> TT crescent                                             [BK] K+G
  M             25

> TT single palm                                          [BK,EV] P
  M             20

> TT falling sweep                                        [BK,EV] K
  L             20

> TT falling sweep-ground kick                            [BK,EV] K,K
  LL*           20,20

> TT falling sweep-ground kick-double kick                [BK,EV] K,K,K
  LL*M          20,20,20

> TT falling sweep-ground kick-backflip kick              [BK,EV] K,K,K+G
  LL*L          20,20,8+15

> TT double palm                                          [BK,TG] P
  M             25
  sabaki vs. LP/LK/SW

> TT sweep                                                [BK,TG] K
  L             15


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

> jumping back kick                                       f+P+K+G
  M             30

> backflip off the wall                                   uf+P+K+G
  -             -


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-
h) Lion Rafale
=-=-=-=-=-=-=-
introduced in:  Virtua Fighter 2
country:        France
sex:            male
blood type:     AB
job:            college student
hobby:          collecting knives
stature:        171cm
weight:         63kg
B/W/H (in cm):  90/84/88
fighting style: tourou-ken

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

outfit #1:      black t-shirt, black pants, leather extras
outfit #2:      tight red jacket, black pants, high brown boots


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

> punch                                                   P
  H             10

> double punch                                            P,P
  HH            10,10

> double punch-swipe                                      P,P,P
  HHH           10,10,12

> double punch-low swipe                                  P,P,d+P
  HHL           10,10,20

> double punch-dodging swipe                              P,P,b+P
  HHH           30
  -1 DP

> punch-heelkick                                          P,K
  HH            10,20

> low punch (#1)                                          d+P
  L*            8

> low punch (#2)                                          D+P
  L*            8

> meteor punch                                            d,db,b+P
  M             20
  sabaki vs. HK/MK

> meteor punch-swipe                                      d,db,b+P,P
  MM            20,18

> elbow                                                   FS,f+P
  M             14

> elbow-poke                                              FS,f+P,P
  MM            14,18
  -1 DP

> rising uppercut                                         FC,f+P
  M             22

> lunging poke                                            f,f+P
  M             30
  -1 DP

> helix                                                   b+P
  M             16

> helix-reverse helix                                     b+P,P
  MM            16,16

> helix-reverse helix-hopkick                             b+P,P,K
  MMM           16,16,25

> lunging low poke                                        b,df+P
  L             15

> uppercut                                                df+P
  M             14

> uppercut-upward swipe                                   df+P,P
  MM            14,20

> creeping peck                                           FC,df+P
  L*            7

> double creeping peck                                    FC,df+P,P
  L*L           7,10

> dodging peck                                            db+P
  L             12

> double dodging peck                                     db+P,P
  LL            12,8

> high kick                                               K
  H             25

> high kick-hop kick                                      K,K
  HH            25,20

> low kick                                                d+K
  L             12

> double low kick                                         d+K,K
  LL            12,20

> low kick-hopkick                                        d+K,K+G
  LH            12,30
  -1 DP

> knee                                                    f+K
  M             20

> jumping kick                                            f,f+K
  M             10

> double jumping kick                                     f,f+K,K
  MM            10,25

> hopping kick                                            u+K
  M             25

> double hopping kick                                     u+K,K
  MM            25,30

> side kick                                               df+K
  M             24

> handstand kicks                                         db+K
  LL            7+20

> flop over kick                                          uf+K
  M             20

> double poke                                             P+K
  M             24
  -2 DP

> sweeping hand                                           d+P+K
  L             15

> standing palm                                           b,f+P+K
  H             10

> standing palm-meteor hand                               b,f+P+K,P
  HM            10,14

> standing palm-meteor hand-low swipe                     b,f+P+K,P,P
  HMM           10,14,14

> eye poke                                                b+P+K
  H             25~38
  charge, -2 DP

> overhead poke                                           u+P+K
  M             20

> wind-up swipe                                           df+P+K
  L             20

> dodging swipe                                           db+P+K
  L             20

> sweep                                                   d+K+G
  L             24

> lunging spin kick                                       f+K+G
  M             24

> lunging sweep                                           df+K+G
  L             24
  -1 DP

> evading swipe (#1)                                      d,P+K+G
  H             30
  out of screen, -1 DP

> evading swipe (#2)                                      u,P+K+G
  H             30
  into screen, -1 DP

> forward dodge                                           df+P+K+G
  -             -

> backward dodge                                          ub+P+K+G
  -             -

> back step                                               b+P+K+G
  -             -


Throws
------

> trip throw                                              P+G
  Ht            50
  P+G to escape

> piggy knee strike                                       P+G
  side-Ht       40
  P+G to escape

> piggy back throw                                        P+G
  back-Ht       50
  -1 DP, unescapable

> kickflip throw                                          FC,f+P+G
  Ht            35
  f+P+G to escape

> mantis catch                                            f,db+P+G
  catch-Ht      0
  Lion recovers in crouch, unescapable

> = dodge (#1)                                            d
  -             -
  = link, out of screen

> = dodge (#2)                                            u
  -             -
  = link, into screen

> = flying takedown                                       d+P+G
  Ht            40
  = link, d+P+G to escape

> = bulldog                                               u+P+G
  Ht            40
  = link, u+P+G to escape

> grab & fling                                            f,f+P+G
  Ht            50
  -1 DP, f+P+G to escape

> frontal face grab                                       f,df,d,db,b+P+G
  Ht            60
  -1 DP, b+P+G to escape

> reaping throw                                           b+P+G
  Ht            50
  b+P+G to escape

> sky strike kick                                         b,f+P+G
  Ht            50
  f+P+G to escape

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

> surprise exchange                                       df+P+G
  Ht            0
  tsukame, df+P+G to escape

> falling neckbreaker                                     uf+P+G
  Ht            45
  uf+P+G to escape

> wall falling neckbreaker                                uf+P+G
  wall-Ht       60
  opponent's back to wall, uf+P+G to escape


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

> hopping strike                                          u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> hopping swipe                                           uf+P
  M             25

> hopkick                                                 u+K,release K
  M             25

> landing sweep                                           u+K,K
  L             20

> backward hopkick                                        ub+K
  M             25


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

> ground chop                                             df+P
  G             12

> elbow drop                                              u+P
  G             25


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

> TT double punch                                         [BK] P
  HH            12+12

> TT punch                                                [BK] P
  H             10
  immediately continue with Px sequence

> TT low swipe                                            [BK] d+P
  L             24

> TT kick                                                 [BK] K
  H             30

> TT hopkick                                              [BK] d+K
  L             20

> TT advancing swipe                                      [BK] P+K
  H             ?


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

> TA punch                                                b,b+P
  H             14

> TA kick                                                 b,b+K
  H             25

> TA hopkick                                              b,b+K+G
  H             24

> TA half-moon kick                                       b,f+K+G
  M             35
  -1 DP

> TA half-moon kick-sweeping hands (#1)                   b,f+K+G,d+P
  MM            35,12

> TA half-moon kick-sweeping hands (#2)                   b,f+K+G,db+P
  MM            35,12
  stay in TA position

> TA half-moon kick-low slide                             b,f+K+G,d+K
  ML            35,22

> TA slow sweep                                           db+K+G
  L             20

> TA double-handed peck                                   f+P+K
  M             15

> double handed pack-evade                                f+P+K,b
  M-            15,-

> TA double handed peck-TT kick                           f+P+K,K
  MM            15,15


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

> off the wall back kick                                  f+P+K+G
  M             30

> backflip off the wall                                   uf+P+K+G
  -             -


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=
i) Pai Chan
=-=-=-=-=-=
introduced in:  Virtua Fighter 1
country:        China
sex:            female
blood type:     0
job:            action star
hobby:          dancing
stature:        166cm
weight:         49kg
B/W/H (in cm):  85/54/88
fighting style: ensei-ken

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

outfit #1:      pink outfit, dark red covering, red & yellow hat
outfit #2:      sleeveless blue outfit, red belt, blue hat


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

> punch                                                   P
  H             10

> double punch                                            P,P
  HH            10,10

> triple punch                                            P,P,P
  HHH           10,10,12

> triple punch-crescent (#1)                              P,P,P,K
  HHHH          10,10,12,38

> triple punch-sweep                                      P,P,P,d+K
  HHHL          10,10,12,30

> triple punch-heelkick                                   P,P,P,f+K
  HHHH          10,10,12,30

> triple punch-backflip kick                              P,P,P,ub / b+K
  HHHM          10,10,12,20

> double punch-kick                                       P,P,K
  HHM           10,10,10

> double punch-kick-hop kick                              P,P,K,K
  HHMM          10,10,10,25

> punch-crescent                                          P,K+G
  HH            10,30

> double punch-crescent                                   P,P,K+G
  HHH           10,10,30

> triple punch-crescent (#2)                              P,P,P,K+G
  HHHH          10,10,12,30

> punch-sweep                                             P,d+K+G
  HL            10,30

> double punch-sweep                                      P,P,d+K+G
  HHL           10,10,30

> triple punch-sweep (#2)                                 P,P,P,d+K+G
  HHHL          10,10,12,30

> punch-heelkick                                          P,K
  HH            10,19

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> chop                                                    FS,f+P
  M             14

> lunging palm                                            f,b+P
  H             12
  sabaki vs. HP

> lunging palm-standing palm                              f,b+P,P
  HM            12,20

> double palm                                             FC,f+P
  M             20

> puncture fist                                           f,f+P
  M             20

> puncture fist-jumping kick                              f,f+P,K
  MH            20,20

> lunging chop                                            b+P
  M             20

> low blue fist                                           df+P
  L             12

> low blue fist-mid crescent                              df+P,K
  LM            12,25
  charge

> low blue fist-punch                                     df+P,P
  LH            12,8
  continue with Px sequence

> low blue fist-punch-uppercut                            df+P,P,f+P
  LHM           12,8,25

> low blue fist-punch-kick                                df+P,P,K
  LHM           12,8,10

> low blue fist-punch-kick-hop kick                       df+P,P,K,K
  LHMM          12,8,10,25

> retreating chop                                         db+P
  H             12
  -2 DP

> high kick                                               K
  H             20

> high kick-low blue fist                                 K,P
  HM            20,12

> high kick-low blue fist-kick                            K,P,K
  HMM           20,12,25
  charge

> high kick-kick                                          K,K
  HM            20,20

> heelkick from crouch (near)                             FC,n,K
  M             30

> heelkick from crouch (far)                              FC,n,K
  M             25

> low kick                                                d+K
  L             10

> low kick-heelkick                                       d+K,K
  LH            10,19

> low kick-sweep                                          D+K,K
  LL            10,20

> slow mid kick                                           f+K
  M             21

> slow mid kick-hop kick                                  f+K,K
  MM            21,15

> running flying kick                                     run,K
  M             45

> crane kick                                              f,f+K
  H             30

> reverse heelkick                                        b+K
  H             19

> = circular evade stance (CE)                            d
  -             -
  = link, CE stance

> side kick                                               df+K
  M             21

> backflip kick                                           ub+K
  M             30

> backflip kick-reverse backflip kick                     ub+K,f+K
  MM            30,30

> single swallow kick                                     uf+K
  M             15

> double swallow kick                                     uf+K,K
  MM            15,20

> standing palm                                           b,f,f+P+K
  M             10~45
  charge

> trip (#1)                                               d+P+K
  L             10
  out of screen

> trip (#2)                                               u+P+K
  L             10
  into screen

> crescent                                                K+G
  H             30

> sweep                                                   d+K+G
  L             30

> double moon kick                                        f+K+G
  MM            20+12

> butterfly kick                                          f,f+K+G
  M             20+20

> reverse crescent                                        b+K+G
  H             35

> jumping stomp                                           u+K+G
  M             25

> quick sweep                                             db+K+G
  L             25

> reverse backflip kick                                   uf+K+G
  M             30

> reverse backflip kick-backflip kick                     uf+K+G,b+K
  MM            30,30

> evading crescent (#1)                                   d,P+K+G
  M             25

> evading crescent (#2)                                   u,P+K+G
  M             25

> sway step (SW)                                          b+P+K+G
  -             -
  TA if executed alone


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

> body blow                                               [SW] P
  M             10+10
  CE stance

> double body blow                                        [SW] P,P
  MM            5+10+5+5
  CE stance

> double body blow-double palm                            [SW] P,P,P
  MMM           20

> sweep                                                   [SW] K
  L             23

> sweep-side kick                                         [SW] K,K
  LM            23,?

> crescent                                                [SW] K+G
  M             20

> crescent-lunging punch                                  [SW] K+G,P
  MM            20,12+10

> crescent-lunging punch-sweep                            [SW] K+G,P,K
  MML           20,12+10,23


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

> punch                                                   [CE] P
  H             8

> double punch                                            [CE] P,P
  HH            8,12
  continue with Px sequence

> sweep                                                   [CE] K
  L             23

> sweep-butterfly kick                                    [CE] K,K
  LM            23,10+10

> double strike                                           [CE] P+K
  M             20

> double leg sweep                                        [CE] K+G
  L             23

> double leg sweep-double palm                            [CE] K+G,P
  LH            23,35


Throws
------
  
> pull down throw                                         P+G
  Ht            50
  P+G to escape

> trap & back punch                                       P+G
  side-Ht       40
  QR/TR possible, P+G to escape

> reverse stumbling trip                                  P+G
  back-Ht       10
  unescapable

> = crescent                                              K+G
  H             30
  = link

> overhead cannon                                         FS,f+P+G
  Ht            50
  f+P+G to escape

> wall overhead cannon                                    FS,f+P+G
  wall-Ht       60
  Pai's back to wall, f+P+G to escape

> flip over throw                                         FC,f+P+G
  Ht            60
  QR/TR possible, f+P+G to escape

> reaping throw & punch                                   f,f+P+G
  Ht            50
  f+P+G to escape

> ddt                                                     f,b+P+G
  Ht            55
  b+P+G to escape

> wall ddt                                                f,b+P+G
  wall-Ht       63
  opponent's back to wall, b+P+G to escape

> stumbling trip                                          b,d+P+G
  Ht            10
  tsukame, d+P+G to escape

> roll over throw                                         b,f+P+G
  Ht            60
  f+P+G to escape

> cartwheel                                               df+P+G
  Ht            0
  tsukame, df+P+G to escape

> croucher cartwheel                                      f+P+K+G
  Lt            0
  tsukame, f+P+K+G to escape

> push over throw (#1)                                    f+P+K+G
  side-Lt       40
  tsukame, f+P+K+G to escape

> push over throw (#2)                                    f+P+K+G
  back-Lt       40
  tsukame, f+P+K+G to escape

> trip & fling (#1)                                       d,f,u,b+P+G
  Ht            60
  b+P+G to escape

> trip & fling (#2)                                       u,f,d,b+P+G
  Ht            60
  b+P+G to escape


Reversals
---------

> high inashi (#1)                                        f+P+K
  rev-H         5
  vs. HP

> high inashi (#2)                                        f+P+K
  rev-H         5
  vs. closed stance HK

> high inashi (#3)                                        f+P+K
  rev-H         5
  vs. open stance HK

> high reversal (#1)                                      b+P+K
  rev-H         25
  vs. HP

> high reversal (#2)                                      b+P+K
  rev-H         25
  vs. HK

> reversal parry                                          P+G
  rev-H         10
  vs. Pai's HK reversal

> mid inashi (#1)                                         df+P+K
  rev-M         5
  vs. MP/EL

> mid inashi (#2)                                         df+P+K
  rev-M         5
  vs. closed stance MK

> mid inashi (#3)                                         df+P+K
  rev-M         5
  vs. open stance MK

> mid inashi (#4)                                         df+P+K
  rev-M         5
  vs. closed stance KN

> mid inashi (#5)                                         df+P+K
  rev-M         5
  vs. open stance KN

> mid inashi (#6)                                         df+P+K
  rev-M         5
  vs. SM

> mid reversal (#1)                                       db+P+K
  rev-M         25
  vs. MP

> mid reversal (#2)                                       db+P+K
  rev-M         25
  vs. MK

> mid reversal (#3)                                       db+P+K
  rev-M         25
  vs. KN


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

> hopping chop                                            u+P,release P
  M             25

> hopping punch                                           u+P,P
  M             25

> downward kick                                           u+K,d+K
  M             18

> hopkick                                                 u+K,release K
  M             20

> landing side kick                                       u+K,K
  M             20


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

> ground punch                                            df+P
  G             10

> knee smash                                              u+P
  G             25

> heavy knee smash                                        u+K+G
  G             ?


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

> TT reverse crescent                                     [BK] K+G
  M             30

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT kick                                                 [BK] K
  H             20

> TT low blue fist                                        [BK] d+P
  M             12
  continue with Px sequence

> TT sweep                                                [BK] d+K
  L             20

> TT reverse backflip kick                                [BK] ub+K
  M             30


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

> off the wall back kick                                  f+P+K+G
  M             30

> backflip off the wall                                   uf+P+K+G
  -             -


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-=
j) Sarah Bryant
=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
country:        USA
sex:            female
blood type:     AB
job:            college student
hobby:          sky diving
stature:        173cm
weight:         55kg
B/W/H (in cm):  90/57/90
fighting style: jeet kune do

stage info:     * Colloseum
                * 12m x 12m
                * short walls

outfit #1:      tight black catsuit, no sleeves, high boots
outfit #2:      revealing pink top, red pants


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

> punch                                                   P
  H             10

> double punch                                            P,P
  HH            10,10

> triple punch (#1)                                       P,P,P
  HHH           10,10,10

> triple punch (#2)                                       P,P,b+P
  HHH           10,10,10

> triple punch (#3)                                       P,P,u+P
  HHH           10,10,10

> triple punch-rising knee                                P,P,P,K
  HHHM          10,10,10,24
  can also be done from other PPx variants

> triple punch-kickflip                                   P,P,P,b / ub+K
  HHHM          10,10,10,28
  can also be done from other PPx variants

> triple punch-upkick                                     P,P,P,u+K
  HHHM          10,10,10,24
  can also be done from other PPx variants

> double punch-kick                                       P,P,K
  HHH           10,10,20

> punch-kick                                              P,K
  HH            10,20

> punch-sidekick                                          P,d+K
  HM            10,19

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow                                                   f+P
  M             12

> elbow-knee                                              f+P,K
  MM            12,25

> elbow-chop                                              f+P,df+P
  MH            12,12
  -1 DP

> chop                                                    df+P
  H             12
  -2 DP

> chop-kick                                               df+P,K
  HH            12,20
  FL stance

> moonsault                                               uf+P
  -             -

> roundhouse                                              K
  H             25
  
> roundhouse-punch                                        K,P
  HH            25,8

> roundhouse-kick                                         K,K
  HH            25,15

> punt kick                                               d+K
  M             20

> punt kick-side kick                                     d+K,K
  MM            20,20

> knee                                                    FS,f+K
  M             30

> knee-rising knee                                        FS,f+K,df+K
  MM            30,35

> lunging knee                                            f,f+K
  M             30

> switch kick                                             FS,b+K
  M             15
  FL stance

> full spin dive                                          u+K / uf+K
  M             25

> full spin dive-moonsault                                u+K,P / uf+K,P
  M-            25,-

> side kick                                               df+K
  M             10

> illusion kicks                                          df+K,K
  MM            10,14

> mirage kicks                                            df+K,K,K
  MMM           10,14,20

> illusion kicks-punt kick                                df+K,K,f+K
  MMM           10,14,21

> illusion kicks-low kick                                 df+K,K,b+K
  MML           10,14,21

> dragon cannon                                           db+K
  M             30

> kickflip                                                ub+K
  M             38

> low kick                                                D+K
  L             12

> double low kick                                         D+K,K
  LL            12,10

> rising knee                                             FC,f+K
  M             30

> double rising knee                                      FC,f+K,K
  MM            30,19

> rising knee-landing knee                                FC,f+K,pause,K
  MM            30,28

> inside crescent                                         P+K
  M             20
  FL stance

> toe kick                                                d+P+K
  M             15

> toe kick-punt kick                                      d+P+K,K
  MM            15,20

> tornado crash                                           b+P+K
  M             10+10
  FL stance

> crescent                                                K+G
  M             30
  charge, -2 DP

> running knee                                            run,K+G
  M             30

> shin slicer                                             d+K+G
  L             20

> hopping spin kick                                       f+K+G
  M             25

> overhead kick                                           b+K+G
  M             21

> hopping crescent                                        u+K+G
  M             25

> lunging sweep                                           df+K+G
  L             20

> axe kick                                                db+K+G
  M             22
  -1 DP

> tornado kick                                            uf+K+G
  H             30
  -2 DP

> heel seed (#2)                                          ub+K+G
  M             30

> evading side kick (#1)                                  d,P+K+G
  M             25
  out of screen

> evading side kick (#2)                                  u,P+K+G
  M             25
  into screen


Flamingo Stance Attacks
-----------------------

> backflip                                                [FL] b
  -             -

> forward dash                                            [FL] f
  -             -
  stay in FL stance

> cut-in punch                                            [FL] P
  H             8
  continue with Px sequence

> cut-in chop                                             [FL] df+P
  H             10
  -2 DP, continue with Px sequence

> cut-in chop-kick                                        [FL] df+P,K
  HH            10,20
  stay in FL stance

> flamingo moonsault                                      [FL] uf+P
  -             -
  stay in FL stance

> flamingo high kick                                      [FL] K
  H             12
  stay in FL stance

> flamingo high kick-roundhouse                           [FL] K,K
  HH            12,10
  stay in FL stance

> flamingo high kick-roundhouse-side kick                 [FL] K,K,K
  HHM           12,10,17
  stay in FL stance

> flamingo high kick-roundhouse-dragon cannon             [FL] K,K,K+G
  HHM           12,10,17
  stay in FL stance

> high kick-roundhouse-low kick                           [FL] K,K,d+K
  HHL           12,10,13
  stay in FL stance

> low kick                                                [FL] d+K
  L             15
  stay in FL stance

> = hop kick throw                                        P+G
  Hit           25
  = link, unescapable

> spinning high kick                                      [FL] f+K
  M             25
  stay in FL stance

> spinning mid kick                                       [FL] df+K
  M             17
  stay in FL stance

> kickflip                                                [FL] ub+K
  M             30

> evading crescent (#1)                                   [FL] d+P+K
  M             23
  out of screen, stay in FL stance

> evading crescent (#2)                                   [FL] u+P+K
  M             23
  into screen, stay in FL stance

> heel seed                                               [FL] K+G
  M             20
  -1 DP

> = neck cutter                                           f+P+G
  Hit           40
  = link, unescapable

> double leg sweep                                        [FL] d+K+G
  L             20
  stay in FL stance

> heel slash                                              [FL] f+K+G
  M             30


Throws
------

> suplex                                                  P+G
  Ht            50
  P+G to escape

> elbow smash                                             P+G
  side-Ht       40
  P+G to escape

> back drop                                               P+G
  back-Ht       50
  unescapable

> clothesline                                             f,f+P+G
  Ht            40
  f+P+G to escape

> jumping suplex                                          f,db+P+G
  Ht            45
  db+P+G to escape

> triple knee bash                                        b+P+G
  Ht            43
  b+P+G to escape

> leg hold takedown                                       b,f+P+G
  Ht            55
  f+P+G to escape

> neckbreaker                                             uf+P+G
  catch-Ht      45
  unescapable

> quadruple knee bash                                     b+P+G
  wall-Ht       70
  b+P+G to escape

> hop kick throw                                          [FL] P+G
  catch-Ht      40
  P+G to escape

> kick tornado (#1)                                       [FL] u,b,d,f+P+G
  Ht            60
  -2 DP, f+P+G to escape

> kick tornado (#2)                                       [FL] d,b,u,f+P+G
  Ht            60
  -2 DP, f+P+G to escape

> low back drop                                           P+K+G
  Lt            60
  P+K+G to escape


Reversals
---------

> low inashi                                              [FL] P+K
  rev-L         0
  vs. LP, stay in FL stance


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

> hopping straight                                        u+P,release P
  M             25

> hopping elbow                                           u+P,P
  M             25

> hopping hook kick                                       u+K,release K
  M             20

> hopping heelkick                                        u+K,K
  M             20


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

> soccer kick                                             df+K
  G             13

> jumping knee slam                                       u+P
  G             25


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

> TT knuckle                                              [BK] P
  H             20
  continue with Px sequence

> TT low punch                                            [BK] d+P
  L             14

> TT roundhouse                                           [BK] K
  H             30

> TT sweep                                                [BK] d+K
  L             20

> TT hopkick                                              [BK] f+K
  H             25

> TT hook kick                                            [BK] df+K
  M             25


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

> TA punch                                                b,b+P
  H             14

> TA hopkick                                              b,b+K
  H             25

> TA spin kick                                            FC,b+K
  H             15
  -1 DP

> TA spin kick-TT roundhouse                              FC,b+K,K
  HH            15,15
  -1 DP


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

> off the wall crescent                                   f+P+K+G
  M             30

> backflip off the wall                                   uf+P+K+G
  -             -


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-
k) Shun-Di
=-=-=-=-=-
introduced in:  Virtua Fighter 2
country:        China
sex:            male
blood type:     0
job:            herbal doctor
hobby:          drinking
stature:        164cm
weight:         63kg
B/W/H (in cm):  88/86/89
fighting style: drunken kung-fu

stage info:     * Cave
                * 12m x 12m
                * high walls

outfit #1:      yellow/green top with ornaments, blue pants, red belt
outfit #2:      all-black outfit with yellow belt


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

> punch                                                   P
  H             10

> double punch                                            P,P
  HH            10,13

> double punch-uppercut                                   P,P,P
  HHM           10,13,15

> double punch-spinning low kick                          P,P,d+K
  HHL           10,13,10
  requires 6 DP

> double punch-spinning low kick-fall                     P,P,d+K,G
  HHL-          10,13,10,-
  requires 6 DP, -ground

> double punch-spinning low kick-high kick                P,P,d+K,K
  HHLH          10,13,10,15
  requires 6 DP

> double punch-spinning low kick-high kick-fall           P,P,d+K,K,G
  HHLH-         10,13,10,15,-
  requires 6 DP, ground

> punch-heelkick                                          P,K
  HH            10,20

> low punch (#1)                                          d+P
  L*            8

> low punch (#2)                                          D+P
  L*            8

> chouwan uppercut                                        d,df,f+P
  M             23

> chouwan uppercut-backfist                               d,df,f+P,P
  MM            23,15
  requires 6 DP

> knuckle                                                 f+P
  H             15
  -1 DP

> knuckle-hip check                                       f+P,K
  HM            15,25
  -1 DP

> double knuckle                                          f+P,P
  HM            15,10
  -1 DP

> double knuckle-hip check                                f+P,P,K
  HMH           15,10,25
  -1 DP

> double knuckle-backfist                                 f+P,P,P
  HMM           15,10,10
  -1 DP

> double knuckle-backfist-hip check                       f+P,P,P,K
  HMMM          15,10,10,25
  -1 DP

> backfist                                                b+P
  H             24

> straight punch                                          b,f+P
  H             8

> double straight punch                                   b,f+P,P
  HH            8,10

> triple straight punch                                   b,f+P,P,P
  HHH           8,10,14

> lunging uppercut                                        b,df+P
  M             23

> uppercut                                                FS,df+P
  M             18

> uppercut-thrust punch                                   FS,df+P,P
  MH            18,12
  requires 8 DP

> uppercut-thrust punch-toekick                           FS,df+P,P,K
  MHM           18,12,23
  requires 8 DP

> uppercut-thrust punch-toekick-handstand                 FS,df+P,P,K,P+K+G
  MHM-          18,12,23,-
  can be delayed, requires 8 DP, -HS position

> uppercut from crouch                                    FC,df+P
  M             25

> backpush                                                db+P / DB+P
  L*            15 / 20

> backpush-sweep                                          db+P,K / DB+P,K
  L*L           15,15 / 20,15

> forward corkscrew punch                                 uf+P
  M             30

> backward corkscrew punch                                ub+P
  M             30

> high kick                                               K
  H             25
  DR stance

> high kick-jumping kick                                  K,K
  HH            25,20
  DR stance

> high kick-jumping kick-backfist                         K,K,P
  HHH           25,20,10

> high kick-jumping kick-low backfist                     K,K,d+P
  HHL           25,20,10

> high kick-jumping kick-low backfist-toekick             K,K,d+P,K
  HHLM          25,20,10,20
  requires 16 DP

> low kick                                                d+K
  L             10

> spin kick                                               f+K
  M             21
  DR stance

> cartwheel                                               f,f+K
  M             29

> falling kick                                            b+K
  M             24
  ground

> mule kick (#1)                                          u+K
  M             26

> side kick                                               df+K
  M             21

> spinning low kick                                       db+K
  L             10

> spinning low kick-fall                                  db+K,G
  L-            10,-
  ground

> spinning low kick-high kick                             db+K,K
  LH            10,15

> spinning low kick-high kick-fall                        db+K,K,G
  LH-           10,15,-
  ground

> sacrifice drop kick                                     ub+K
  M             30
  ground

> flipover kick                                           uf+K
  M             30
  ground

> thrust punch                                            P+K
  M             12

> thrust punch-sacrifice toe kick                         P+K,K
  MM            12,23
  ground

> thrust punch-sacrifice toe kick-handstand               P+K,K,P+K+G
  MM-           12,23,-
  HS position, can be delayed

> 1 drunken sweep                                         d+K+G
  L             10
  requires 1 DP

> 2 drunken sweeps                                        d+K+G,K
  LL            10,10
  requires 6 DP

> 3 drunken sweeps                                        d+K+G,K,K
  LLL           10,10,10
  requires 7 DP

> double-fisted strike                                    f+P+K
  M             30
  +3 DP

> drunken crash                                           f,f+P+K
  M             28
  requires 8 DP, -1 DP

> handstand                                               u+P+K
  -             -
  HS position

> dashing elbow                                           df+P+K
  M             28~35
  charge

> evading poke                                            db+P+K
  M             20

> evading poke-chop                                       db+P+K,P
  MM            20,10

> hopping spin kick (-> DR stance)                        K+G
  M             30
  hold K+G to DR stance

> hopping spin kick-push                                  K+G,P
  MM            30,19

> scorpion kick                                           f+K+G
  M             25

> slow sweep                                              FC,df+K+G
  L             30

> retreating hopping kick (-> DR stance)                  b+K+G
  M             20
  hold K+G to DR stance

> mule kick (#2)                                          u+K+G
  M             26

> falling double kick                                     db+K+G
  H             20+15
  ground

> random walk (#1)                                        d+P+K+G
  -             -
  out of screen

> elbow                                                   d+P+K+G,P
  M             14

> elbow combo                                             d+P+K+G,P,P
  MM            14,20

> random walk (#2)                                        u+P+K+G
  -             -
  into screen

> elbow                                                   u+P+K+G,P
  M             14

> elbow combo                                             u+P+K+G,P,P
  MM           14,20

> dodging cartwheel (#1)                                  d,P+K+G
  M             20+10

> dodging cartwheel (#2)                                  u,P+K+G
  M             20+10

> backward dodge                                          b+P+K+G
  -             -

> backward dodge-swipe                                    b+P+K+G,P
  -H            15

> forward evade (#1)                                      uf+P+K+G
  -             -
  into screen

> forward evade (#2)                                      df+P+K+G
  -             -
  out of screen

> backward evade (#1)                                     ub+P+K+G
  -             -
  into screen

> backward evade-swipe (#1)                               ub+P+K+G,P
  H             20

> backward evade-double-fisted strike (#1)                ub+P+K+G,P+K
  H             30

> backward evade (#2)                                     db+P+K+G
  -             -
  out of screen

> backward evade-swipe (#2)                               db+P+K+G,P
  H             20

> backward evade-double-fisted strike (#2)                db+P+K+G,P+K
  H             30

> drink                                                   P+K+G
  -             -
  +1 DP

> sit down                                                d+P+K
  -             -
  ST position

> handstand                                               f,df,d,db,b
  -             -
  HS position

> lie down                                                b,db,d,df,f
  -             -
  LD position


Sitting Position Attacks
------------------------

> stand up                                                [ST] G / f / u
  -             -

> lie down                                                [ST] d,d
  -             -

> flipover kick                                           [ST] K
  M             20

> low kick                                                [ST] d+K
  L             24

> drink                                                   [ST] P+K+G
  -             -
  +3 DP


Handstand Position Attacks
--------------------------

> back to standing position                               [HS] G
  -             -

> forward hop                                             [HS] f
  -             -

> backward hop                                            [HS] b
  -             -

> handstand kicks                                         [HS] K
  MMM           10+10+10
  stay in HS position

> rolling elbow smash                                     [HS] P+K
  M             24

> rolling elbow smash-changeover                          [HS] P+K,G
  M             24,-

> flipover mule kick                                      [HS] K+G
  M             25


Lying Down Position Attacks
---------------------------

> stand up                                                [LD] G
  -             -

> handstand                                               [LD] b
  -             -

> thrust kick                                             [LD] K
  M             18

> thrust kick-punch                                       [LD] K,P
  MH            18,12

> thrust kick-punch-falling kick                          [LD] K,P,K
  MHM           18,12,24
  ground

> thrust kick-punch-spinning low kick                     [LD] K,P,d+K
  MHL           18,12,10
  requires 10 DP

> thrust kick-punch-spinning low kick-fall                [LD] K,P,d+K,G
  MHL-          18,12,10,-
  requires 10 DP, ground

> thrust kick-punch-spinning low kick-high kick           [LD] K,P,d+K,K
  MHLH          18,12,10,20
  requires 10 DP

> thrust kick-punch-spinning low kick-high kick-fall      [LD] K,P,d+K,K,G
  MHLH-         18,12,10,20,-
  ground, requires 10 DP

> rollover scissor kicks                                  [LD] f+K
  LL            10+16

> sweep                                                   [LD] d+K
  L             12

> drink                                                   [LD] P+K+G
  -             -
  +3 DP


Drunken Stance Attacks
----------------------

> forward hop                                             [DR] f
  -             -
  DR stance

> backward hop                                            [DR] b
  -             -
  DR stance

> vertical chop                                           [DR] P
  H             24

> kick                                                    [DR] K
  M             21
  DR stance

> sweep                                                   [DR] K+G
  L             10

> lie down (#1)                                           [DR] d
  -             -

> lie down (#2)                                           [DR] u
  -             -

> sit down                                                [DR] P+K+G
  -             -
  ST position


Throws
------

> dances with punches                                     P+G
  Ht            50
  +4 DP, P+G to escape

> hip check throw                                         P+G
  side-Ht       40
  P+G to escape

> tidy bowl throw                                         P+G
  back-Ht       40
  +5 DP, unescapable

> elbow smash                                             b+P+G
  Ht            50
  b+P+G to escape

> wall elbow smash                                        b+P+G
  wall-Ht       60
  opponent's back to wall, +5 DP, b+P+G to escape

> grab & fling (#1)                                       d,f,u,b+P+G
  Ht            60
  requires 10 DP, +2 DP, b+P+G to escape

> grab & fling (#2)                                       u,f,d,b+P+G
  Ht            60
  requires 10 DP, +2 DP, b+P+G to escape

> switch & kick                                           b,df+P+G
  Ht            10
  requires 6 DP, tsukame, df+P+G to escape

> rollover throw                                          df+P+G
  Ht            0
  tsukame, df+P+G to escape

> frankensteiner                                          [HS] P+G
  catch-Ht      50
  unescapable

> fall down throw                                         [DR] P+G
  Ht            50
  LD position


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

> hopping smash                                           u+P,release P
  M             30

> hopping punch                                           u+P,P
  M             30

> hopping corkscrew punch                                 uf+P
  M             30

> hopkick                                                 u+K,release K
  M             25

> landing sweep                                           u+K,K
  L             20


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

> spinning elbow drop                                     df+P
  G             12

> somersault smash                                        u+P
  G             25

> sacrifice strike (#1)                                   uf+P
  G             20

> sacrifice strike (#2)                                   ub+P
  G             20


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT thrust kick                                          [BK] P+K
  M             12
  -1 DP

> TT thrust kick-head strike                              [BK] P+K,K
  MM            12,20
  -1 DP

> TT kick                                                 [BK] K
  H             30

> TT low backfist                                         [BK] d+P
  L             14

> TT low kick                                             [BK] d+K
  L             25

> TT l-shaped attack                                      [BK] P+K+G
  MH            10+8

> TT l-shaped attack combo                                [BK] P+K+G,P
  MHH           10+8,8

> TT l-shaped attack rush                                 [BK] P+K+G,P,P
  MHHM          10+8,8,10

> = auto throw                                            [BK] n
  Hit           35
  = link on MC, unescapable

> TT butt push                                            [BK] P+G
  Ht            50
  requires 5 DP, unescapable


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

> TA punch                                                b,b+P
  H             12

> TA kick                                                 b,b+K
  H             30


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-=-
l) Vanessa Lewis
=-=-=-=-=-=-=-=-
introduced in:  Virtua Fighter 4
country:        unknown
sex:            female
blood type:     AB
job:            security guard
hobby:          singing
stature:        175cm
weight:         55kg
B/W/H (in cm):  93/57/93
fighting style: vale tudo

stage info:     * Harbor
                * 10m x 10m
                * high walls

outfit #1:      black shorts and bra, high boots, black wrist guards
outfit #2:      military type black t-shirt and navy pants


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

> punch                                                   P
  H             10

> double punch                                            P,P
  HH            10,10

> double punch-low kick                                   P,P,K
  HHL           10,10,17

> double punch-uppercut                                   P,P,P
  HHM           10,10,17

> double punch-uppercut-roundhouse                        P,P,P,K
  HHMH          10,10,17,20

> punch-elbow smash                                       P,df+P
  HM            10,17

> dashing uppercut                                        FC,n,P
  M             22

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> elbow smash                                             f+P
  M             15

> elbow smash-roundhouse                                  f+P,K
  MH            15,21

> elbow smash-roundhouse-sidekick                         f+P,K,K
  MHM           15,21,24

> elbow smash-punt kick                                   f+P,df+K
  MM            15,23

> = underarm knee bash                                    f+P+G
  Hit           40
  = link on MC, unescapable

> dashing body blow                                       f,f+P
  M             18

> dashing body blow-uppercut                              f,f+P,P
  MM            18,20

> body blow                                               b+P
  M             28
  -1 DP

> slap                                                    df+P
  H             8

> slap-body blow                                          df+P,P
  HM            8,15

> vertical elbow                                          db+P
  M             22
  sabaki vs. LP/LK/SW

> toe kick                                                K
  M             17

> toe kick-shooto kick (#1)                               K,u+K
  MH            17,20

> toe kick-shooto kick (#2)                               K,d+K
  MH            17,20

> back kick                                               FC,n,K
  M             20

> low kick                                                d+K
  L             13

> low kick-punch                                          d+K,P
  LH            13,13

> low kick-double punch                                   d+K,P,P
  LHH           13,13,20

> slide kick                                              D+K
  L             17

> standing knee                                           f+K
  M             18

> = underarm knee bash                                    f+P+G
  Hit           40
  = link on MC, unescapable

> shooto kick                                             f,f+K
  M             25

> punt kick                                               b+K
  M             26

> heavy roundhouse                                        b,f+K
  H             23
  sabaki vs. HP/MP/EL/HK

> heavy roundhouse-backfist                               b,f+K,P
  HH            23,15

> jumping kick                                            u+K
  M             25

> spinning kick                                           df+K
  M             23~30
  charge

> dashing elbow                                           P+K
  M             25

> dashing elbow-backfist                                  P+K,P
  MH            25,18

> overhead smash                                          d+P+K
  M             30

> leg tackle                                              f,f+P+K
  M             35

> = ground punch                                          P
  Hit           25
  = link

> dashing body blow                                       b,f+P+K
  M             30

> double dashing body blow                                b,f+P+K,P
  MM            30,18

> super dashing elbow                                     df+P+K
  M             20

> crouching body blow                                     b,df+P+K
  M             ?
  sabaki vs. ?

> jumping roundhouse                                      K+G
  H             35
  -2 DP

> sweep                                                   d+K+G
  L             24

> heel seed                                               f+K+G
  M             25
  -1 DP

> low crescent                                            f,f+K+G
  M             17

> = leg takedown                                          f+P+G
  Hit           47
  = link, unescapable

> jumping back kick                                       b,b+K+G
  M             24~45
  charge

> jumping back kick feint (crouch)                        b,b+K+G,K,G
  -             -

> jumping back kick feint (stand)                         b,b+K+G,G
  -             -

> half moon kick                                          db+K+G
  M             30

> heavy punt kick                                         df+K+G
  M             20

> = underarm knee bash                                    f+P+G
  Hit           40
  = link, unescapable

> evading hook (#1)                                       G,u+P
  M             20
  into screen

> evading hook (#2)                                       G,d+P
  M             20
  out of screen

> evading chop (#1)                                       G,uf+P
  M             19
  into screen

> evading chop (#2)                                       G,df+P
  M             19
  out of screen

> evading standing knee (#1)                              G,ub+K
  M             19

> = surprise exchange                                     f+P+G
  Hit           0
  = link on MC, tsukame, unescapable

> evading standing knee (#2)                              G,db+K
  M             19
  out of screen

> = surprise exchange                                     f+P+G
  Hit           0
  = link on MC, tsukame, unescapable

> evading big boot (#1)                                   d,P+K+G
  M             ?
  out of screen

> evading big boot (#2)                                   u,P+K+G
  M             ?
  into screen

> switch to muay thai stance                              P+K+G
  -             -
  AT stance


Muay Thai Stance Attacks
------------------------

> switch to regular stance                                [MT] P+K+G
  -             -

> punch                                                   [MT] P
  H             10

> double punch                                            [MT] P,P
  HH            10,9

> triple punch                                            [MT] P,P,P
  HHH           10,9,9

> low blow                                                [MT] d+P
  M             22
  sabaki vs. LP/LK/SW

> body blow                                               [MT] f+P
  M             13

> double body blow                                        [MT] f+P,P
  MM            13,13

> double body blow-shooto kick                            [MT] f+P,P,K
  MMM           13,13,18

> elbow smash                                             [MT] b,f+P
  M             10
  -1 DP

> double elbow smash                                      [MT] b,f+P,P
  MM            10,10
  -1 DP

> double elbow smash-body blow                            [MT] b,f+P,P,P
  MMM           10,10,15
  -1 DP

> double elbow smash-body blow-shooto kick                [MT] b,f+P,P,P,K
  MMMM          10,10,15,18

> dashing uppercut                                        [MT] df+P
  M             20

> dashing uppercut-standing knee                          [MT] df+P,K
  MM            20,23

> shooto kick                                             [MT] K
  M             18

> shooto kick-high kick                                   [MT] K,K
  MH            18,16

> shooto kick-high kick-punch                             [MT] K,K,P
  MHH           18,16,12

> shooto kick-high kick-punch-body blow                   [MT] K,K,P,P
  MHHM          18,16,12,20

> shooto kick-high kick-punch-standing knee               [MT] K,K,P,K
  MHHM          18,16,12,18

> high slicer                                             [MT] b,f+K
  H             20

> slicer combo                                            [MT] b,f+K,K
  HH            20,25

> back kick                                               [MT] FC,n,K
  M             20

> low kick                                                [MT] d+K
  L             13

> low kick-punch                                          [MT] d+K,P
  LH            13,13

> low kick-double punch                                   [MT] d+K,P,P
  LHH           13,13,20

> low kick-punch-standing knee                            [MT] d+K,P,K
  LHM           13,13,18

> ankle kick                                              [MT] D+K
  L             20

> standing knee                                           [MT] f+K
  M             20

> standing double knee                                    [MT] f+K,K
  MM            20,15

> standing double knee-uppercut                           [MT] f+K,K,P
  MMM           20,15,18

> dashing knee                                            [MT] f,f+K
  M             18

> dashing knee-straight kick                              [MT] f,f+K,K
  MH            18,22

> dashing knee-low kick                                   [MT] f,f+K,d+K
  ML            18,15

> dashing knee-low kick-roundhouse                        [MT] f,f+K,d+K,K
  MLH           18,15,25

> side kick                                               [MT] df+K
  M             23

> dashing body blow                                       [MT] P+K
  M             25

> dashing body blow-backfist                              [MT] P+K,P
  MH            25,18

> dashing body blow-backfist-standing knee                [MT] P+K,P,K
  MHM           25,18,18

> spinning elbow                                          [MT] f+P+K
  H             20
  -2 DP

> dashing elbow                                           [MT] f,f+P+K
  M             18

> dashing elbow-punch                                     [MT] f,f+P+K,P
  MM            18,16

> dashing elbow-double punch                              [MT] f,f+P+K,P,P
  MMM           18,16,20

> super dashing elbow                                     [MT] df+P+K
  M             20

> jumping roundhouse                                      [MT] K+G
  H             35
  -2 DP

> sweep                                                   [MT] d+K+G
  L             24

> half moon kick                                          [MT] f+K+G
  M             25
  -1 DP

> heavy roundhouse                                        [MT] f,f+K+G
  H             22
  -2 DP

> jumping back kick                                       [MT] b,b+K+G
  M             24~38
  charge

> jumping back kick feint (crouch)                        [MT] b,b+K+G,K,G
  -             -

> jumping back kick feint (stand)                         [MT] b,b+K+G,G
  -             -

> low crescent                                            [MT] db+K+G
  M             30

> evading body blow (#1)                                  [MT] G,u+P
  M             20
  into screen

> evading body blow (#2)                                  [MT] G,d+P
  M             20
  out of screen


Throws
------

> knee flip                                               P+G
  Ht            40
  QR/TR possible, P+G to escape

> takedown into ground punch                              P+G
  side-Ht       40
  can be performed from any stance, P+G to escape

> back kick tornado                                       P+G
  side-Ht       40
  P+G to escape

> suplex                                                  P+G
  back-Ht       40
  unescapable

> sacrifice arm lock                                      df,df+P+G
  Ht            60
  df+P+G to escape

> elbow & palm                                            b,db,d,df,f+P+G
  Ht            60
  f+P+G to escape

> spinning elbow throw                                    f+P+G
  Ht            43
  -1 DP, f+P+G to escape

> flip & leg lock                                         f,d+P+G
  Ht            65
  d+P+G to escape

> wall slam                                               f,f+P+G
  wall-Ht       30
  f+P+G to escape

> = knee bash                                             b+P+G
  Ht            40
  = link, b+P+G to escape

> = head knee strike                                      f+P+G
  Ht            45
  = link, f+P+G to escape

> spine break (#1)                                        d,f,u,b+P+G
  Ht            58
  b+P+G to escape

> spine break (#2)                                        u,f,d,b+P+G
  Ht            58
  b+P+G to escape

> spinning takedown (#1)                                  d,b,u,f+P+G
  Ht            70
  f+P+G to escape

> spinning takedown (#2)                                  u,b,d,f+P+G
  Ht            70
  f+P+G to escape

> dashing body blow                                       d+P+K+G
  catch-Lt      50
  can be performed from any stance, unescapable

> dashing knee strike                                     df+P+K+G
  catch-Lt      55
  can be performed from any stance, unescapable

> evading elbow throw                                     [MT] P+G
  Ht            30
  P+G to escape

> dashing blow throw                                      [MT] f+P+G
  Ht            45
  f+P+G to escape

> knee strike throw                                       [MT] df+P+G
  Ht            50
  df+P+G to escape

> surprise exchange                                       [MT] db+P+G
  Ht            0
  tsukame, db+P+G to escape


Reversals
---------

> high/mid auto reversal (#1)                             n
  rev-H         0
  vs. closed stance HP/MP

> = side roundhouse                                       K
  M             20
  = link

> = ankle kick                                            d+K
  L             20
  = link

> = spine break (#1)                                      P+G
  Ht            30
  = link

> high/mid auto reversal (#2)                             n
  rev-H         0
  vs. open stance HP/MP

> = punt kick                                             K
  M             20
  = link

> = low kick                                              d+K
  L             20
  = link

> = spine break (#2)                                      P+G
  Ht            30
  = link

> high reversal (#1)                                      b+P+K
  rev-H         50
  vs. HP

> high reversal (#2)                                      b+P+K
  rev-H         35
  vs. closed stance HK

> high reversal (#3)                                      b+P+K
  rev-H         35
  vs. open stance HK

> mid reversal (#1)                                       db+P+K
  rev-M         50
  vs. MP

> mid reversal (#2)                                       db+P+K
  rev-M         35
  vs. closed stance MK

> mid reversal (#3)                                       db+P+K
  rev-M         35
  vs. open stance MK

> mid reversal (#4)                                       db+P+K
  rev-M         30
  vs. KN/SM


Ground Attacks
--------------
All ground attacks can be performed from any stance.

> soccer kick                                             df+K
  G             13

> rolling leg drop                                        u+P
  G             25


Turn-Towards Attacks
--------------------
All TT attacks can be performed from any stance.

> TT backfist                                             [BK] P
  H             12
  continue with Px sequence

> TT low smash                                            [BK] d+P
  H             12

> TT roundhouse                                           [BK] K
  H             20

> TT ankle kick                                           [BK] d+K
  M             14

> TT body blow                                            [BK] P+K
  H             19

> TT sweep                                                [BK] d+K+G
  L             20


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

> TA spinning back kick (#1)                              b+K+G
  M             20

> TA spinning back kick (#2)                              [MT] b+K+G
  M             20


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

> hopping punch (#1)                                      u+P,release P
  M             25

> hopping punch (#2)                                      [MT] u+P,release P
  M             25

> landing body blow                                       u+P,P
  M             25

> hopping kick                                            u+K,release K
  M             25

> hopping kick-spin kick                                  u+K,K
  M             20


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

> off the wall backflip                                   uf+P+K+G
  M             -

> jumping crescent off the wall                           f+P+K+G
  M             30


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20



=-=-=-=-=-=-=-=-=
m) Wolf Hawkfield
=-=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
country:        Canada
sex:            male
blood type:     0
job:            wrestler
hobby:          karaoke
stature:        181cm
weight:         101kg
B/W/H (in cm):  123/93/98
fighting style: professional wrestling

stage info:     * Arena
                * 10m x 10m
                * high walls

outfit #1:      dark blue shorts, joint protectors in same color
outfit #2:      brown pants with green, um, thingy, native american style


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

> punch                                                   P
  H             14

> double punch                                            P,P
  HH            14,14

> double punch-uppercut                                   P,P,P
  HHM           14,14,19

> double punch-elbow                                      P,P,f+P
  HHH           14,14,15

> double punch-elbow-swat                                 P,P,f+P,b+P
  HHHH          14,14,15,20

> double punch-elbow-double-arm-suplex                    P,P,f+P,db+P+K+G
  HHHLt         14,14,15,60
  db+P+K+G to escape

> punch-kick                                              P,K
  HH            14,20

> low punch (#1)                                          d+P
  L*            9

> low punch (#2)                                          D+P
  L*            9

> body blow                                               f+P
  M             18

> body blow-overhead smash                                f+P,P
  MM            18,20
  -1 DP

> upward lift                                             FC,df,f+P
  M             30

> clothesline                                             f,f+P
  H             35
  unblockable

> screw shot                                              f,df,d,db,b+P
  M             20

> screw shot-lariat                                       f,df,d,db,b+P,P
  MH            20,20

> elbow drop                                              b+P
  H             20

> shoulder ram                                            b,f+P
  M             29~53
  charge

> shoulder ram feint                                      b,f+P,D
  -             -

> overhead elbow                                          b,df+P
  H             35
  -2 DP

> arrow knuckle                                           FS,df+P
  M             20
  -1 DP

> uppercut from crouch                                    FC,df+P
  M             22

> comet hook                                              db+P
  M             19

> tomahawk chop                                           uf+P
  M             15
  -1 DP

> = shoulder throw                                        f+P+G
  Hit           40
  = link, unescapable

> roundhouse                                              K
  H             30

> double roundhouse                                       K,K
  HH            30,20

> low kick                                                d+K
  L             17

> knee                                                    f+K
  M             30

> low dropkick                                            f,d+K
  L             20

> side kick                                               df+K
  M             28

> drop kick                                               uf+K
  H             30
  ground

> back chop                                               P+K
  H             30
  charge, -1 DP

> running shoulder ram                                    run,P+K
  M             35

> tomahawk flash                                          f+P+K
  H             20
  -2 DP

> short shoulder                                          b,f+P+K
  M             30

> grizzly lariat                                          FC,df+P+K
  L             20

> scissor kick                                            K+G
  H             30
  -2 DP, ground

> ballet kick                                             f+K+G
  M             30

> flying knee kick                                        f,f+K+G
  H             35

> heavy toe kick                                          b+K+G
  M             17

> = diamond cutter                                        P+G
  Hit           50
  = link, unescapable

> heavy toe kick-side kick                                b+K+G,K
  MM            17,17

> front roll kick                                         b,f+K+G
  M             18
  ground

> missile kick                                            uf+K+G
  H             35
  ground

> running body slam                                       run,P+K+G
  H             35
  unblockable


Throws
------

> face crash chop                                         P+G
  Ht            40
  P+G to escape

> leg takedown                                            P+G
  side-Ht       50
  P+G to escape

> back suplex                                             P+G
  back-Ht       70
  P+G to escape

> arm whip                                                f,f+P+G
  catch-Ht      50
  unescapable

> wrist lock swing                                        f,df,d,db,b+P+G
  Ht            70
  b+P+G to escape

> = clothesline                                           P+G
  Ht            40
  = link, wrist lock swing doesn't do its damage, P+G to escape

> wall wrist lock swing                                   f,df,d,db,b+P+G
  wall-Ht       70
  opponent's back to wall, b+P+G to escape

> underarm suplex (#1)                                    u,b,d,f+P+G
  Ht            80
  QR/TR possible, f+P+G to escape

> underarm suplex (#2)                                    d,b,u,f+P+G
  Ht            80
  QR/TR possible, f+P+G to escape

> catch                                                   f+P+G
  catch-Ht      0
  tsukame, unescapable

> = power bomb                                            P+G
  Ht            60
  = link, P+G to escape

> = violent push                                          df+P+G
  Ht            65
  = link, df+P+G to escape

> = neck chantry                                          db+P+G
  Ht            60
  = link, db+P+G to escape

> = front suplex                                          b+P+G
  Ht            60
  = link, b+P+G to escape

> = change                                                f+P+G
  Ht            0
  = link, tsukame, f+P+G to escape

> == german suplex                                        P+G
  Ht            70
  == link, P+G to escape

> == push                                                 f+P+G
  Ht            0
  == link, tsukame, f+P+G to escape

> == shove & grind                                        df+P+G
  Ht            65
  == link, df+P+G to escape

> == tiger suplex                                         b+P+G
  Ht            70
  == link, b+P+G to escape

> backfall suplex                                         b+P+G
  Ht            ?
  b+P+G to escape

> german suplex                                           d+P+G
  back-Ht       70
  d+P+G to escape

> arm throw                                               b,f / f,b+P+G
  side-Ht       60
  f+P+G or b+P+G to escape

> tackle                                                  b,b+P+G
  catch-Ht      0
  tsukame, unescapable

> = german suplex                                         P+G
  Ht            70
  = link, P+G to escape

> = violent push                                          df+P+G
  Ht            65
  = link, df+P+G to escape

> = push                                                  f+P+G
  Ht            0
  = link, tsukame, f+P+G to escape

> = front suplex                                          b+P+G
  Ht            70
  = link, b+P+G to escape

> giant swing                                             b,db,d,df,f+P+G
  Ht            80
  QR/TR possible, f+P+G to escape

> body slam                                               df+P+G
  Ht            50
  df+P+G to escape

> wall body slam                                          df+P+G
  wall-Ht       70
  opponent's back to wall, df+P+G to escape

> steiner screwdriver                                     df,df+P+G
  Ht            70
  df+P+G to escape

> = jackhammer                                            P+G
  Ht            ?
  = link, P+G to escape

> frankensteiner                                          uf+P+G
  catch-Ht      60
  can be performed on backfacing opponent, unescapable

> sidestep catch-leg takedown (#1)                        d,P+K+G
  catch-Ht      ?

> sidestep catch-leg takedown (#2)                        u,P+K+G
  catch-Ht      ?

> arm lock & break                                        d+P+K+G
  side-Lt       70
  P+K+G to escape

> side suplex                                             d+P+K+G
  Lt            50
  d+P+K+G to escape

> tiger drop                                              df+P+K+G
  Lt            70
  df+P+K+G to escape

> dash-in tiger drop                                      df,df+P+K+G
  Lt            60
  df+P+K+G to escape

> double-arm suplex                                       db+P+K+G
  Lt            60
  db+P+K+G to escape

> low german suplex                                       P+K+G
  back-Lt       80
  P+K+G to escape


Reversals
---------

> high reversal                                           b+P+K
  rev-H         40
  vs. HK

> mid reversal (#1)                                       db+P+K
  rev-M         40
  vs. closed stance MK

> mid reversal (#2)                                       db+P+K
  rev-M         40
  vs. open stance MK

> low reversal (#1)                                       d+P+K
  rev-L         30
  vs. closed stance LP

> low reversal (#2)                                       d+P+K
  rev-L         30
  vs. open stance LP


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             15
  ground

> jumping elbow drop                                      u+P
  G             25
  ground

> front roll kick                                         b,f+K+G
  G             18
  ground

> devil's claw (#1)                                       d+P+G
  Gt            0
  opponent face up, tsukame

> devil's claw (#2)                                       d+P+G
  Gt            0
  opponent face down, tsukame


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

> TT punch                                                [BK] P
  H             12
  continue with Px sequence

> TT roundhouse                                           [BK] K
  H             ?

> TT low hammer                                           [BK] d+P
  M             20

> TT low drop kick                                        [BK] d+K
  M             20


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

> TA heelkick                                             df+K+G
  H             25


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

> knee off the wall                                       f+P+K+G
  M             30


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

> face up, feet towards                                   K,K,K...
  M             20

> face up, feet towards                                   D+K,K,K...
  L             20

> face up, feet towards (side roll)                       K,K,K...
  M             20

> face up, feet towards (side roll)                       D+K,K,K...
  L             20

> face up, feet towards (backward roll)                   K,K,K...
  M             20

> face up, feet towards (backward roll)                   D+K,K,K...
  L             20

> face up, head towards                                   K,K,K...
  M             20

> face up, head towards                                   D+K,K,K...
  L             20

> face up, head towards (side roll)                       K,K,K...
  M             20

> face up, head towards (side roll)                       D+K,K,K...
  L             20

> face up, head towards (backward roll)                   K,K,K...
  M             20

> face up, head towards (backward roll)                   D+K,K,K...
  L             20

> face down, feet towards                                 K,K,K...
  M             20

> face down, feet towards                                 D+K,K,K...
  L             20

> face down, feet towards (side roll)                     K,K,K...
  M             20

> face down, feet towards (side roll)                     D+K,K,K...
  L             20

> face down, feet towards (backward roll)                 K,K,K...
  M             20

> face down, feet towards (backward roll)                 D+K,K,K...
  L             20

> face down, head towards                                 K,K,K...
  M             20

> face down, head towards                                 D+K,K,K...
  L             20

> face down, head towards (side roll)                     K,K,K...
  M             20

> face down, head towards (side roll)                     D+K,K,K...
  L             20

> face down, head towards (backward roll)                 K,K,K...
  M             20

> face down, head towards (backward roll)                 D+K,K,K...
  L             20




==============
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) Character Voices
=-=-=-=-=-=-=-=-=-=
All quotes come from VF4 Red Book; translations were made by Takeshi M. (Tot)
and are copyright by him. So don't you dare to steal them! If you see any
mistakes here, let me know!


Akira Yuki
----------
pre-fight      G : "Let's start."
               P : "OK, I will start."
               K : "I will be serious about fighting."

round won      G : ?
               P : ?
               K : ?


Aoi Umenokouji
--------------
pre-fight      G : "Hah... I will start."
               P : "I will show you the heart of Aikido."
               K : "OK, let's fight fair..."

round won      G : ?
               P : ?
               K : ?


Jacky Bryant
------------
pre-fight      G : "Come on! Let's rumble!"
               P : "Bring it on!"
               K : "I'm gonna whip you in no time!"

round won      G : "Nobody can stop me!"
               P : "Yes! I've done handcuffed lightning!"
               K : "Wanna fight again? You're way out of my league!"


Jeffry McWild
-------------
pre-fight      G : "Hey! Hey! Come on!"
               P : "What are you doing? Get away!"
               K : "Woooooo!"

round won      G : "I'm the winner!"
               P : "You'll never gonna win by that strength!"
               K : "It seems to be I'm the winner!"


Kage-Maru
---------
pre-fight      G : "Namu..."
               P : "I have no enemy!"
               K : "OK, I will start!"

round won      G : ?
               P : ?
               K : ?


Lau Chan
--------
pre-fight      G : "Ohh ahhh!"
               P : "You young one! I will knock you down!"
               K : "You are annoying!"

round won      G : ?
               P : ?
               K : ?


Lei-Fei
-------
pre-fight      G : "Hai... ha Hai!"
               P : "Fu fu.. ha!"
               K : "Show me your kung-fu..."

round won      G : ?
               P : ?
               K : ?


Lion Rafale
-----------
pre-fight      G : "Come on!"
               P : "The show's gonna begin right now!"
               K : "I don't make allowances for old men."

round won      G : "Why am I so great?"
               P : "What a knucklehead!"
               K : "It's a matter of course I'm gonna win!" (?)


Pai Chan
--------
pre-fight      G : "Hah..."
               P : "You are the one whom I'm fighting."
               K : "Let's start fighting."

round won      G : ?
               P : ?
               K : ?


Sarah Bryant
------------
pre-fight      G : "Come on, let's begin!"
               P : "So you're my opponent, won't you take it easy on me?"
               K : "Here I come!"

round won      G : "Yahoo!"
               P : "Even good guys blow it!"
               K : "Hmm, maybe I should pull back a little..."


Shun-Di
-------
pre-fight      G : "OK... why don't we start fighting..."
               P : "Muu... hick..."
               K : "Come on! You young one!"

round won      G : ?
               P : ?
               K : ?


Vanessa Lewis
-------------
pre-fight      G : "Come on!"
               P : "You're not a worthy opponent!"
               K : "Ready?"

round won      G : "If it's all you got, then get out of my sight!"
               P : "Wanna fight again?"
               K : "You're all talk. You can't win with that technique."


Wolf Hawkfield
--------------
pre-fight      G : "Shut up, just come on!"
               P : "So what?"
               K : "Feel the real power!"

round won      G : "Woooooo!"
               P : "Did you feel the real power? Go back to school!"
               K : "Let's fight again!"




==================
V. CREDITS & KUDOS
==================
SPECIAL KUDOS GO TO TAKESHI M. (TOT), HE SENT ME THE VF4 RED BOOK! THX A TON!

This FAQ was written based on:
* Arcadia VF4 Red Book, published by Enterbrain Inc. (ISBN 4-7577-0537-9),
* VF4 Perfect Guide (aka the Black Book),
* Sega's official website (http://www.sega-am2.co.jp/vf4),
* daily VF4 website (http://www.joy.hi-ho.ne.jp/d13492),
* VF 2000 (http://hpcgi2.nifty.com/fand/VF2000/index.cgi) - link site,
* Virtua Project (http://www.virtuaproject.com),
* other various japanese web sources and bulletin boards,
* VFDC (virtuafighter.com) BBS posts by numerous people.

The following people helped, directly or not, in the creation of this document:
* Tot - Red Book translations, voice translations, Lei details
* rsw - corrections, suggestions, ideas, proofreading, overall help
* Myke - corrections, Kage details
* FeixaQ - corrections, suggestions
* SummErs - Jacky details, suggestions, proofreading
* Doomboy - Pai & Sarah details
* Dodee - proofreading, some ideas
* and all VFDC on-topic posters ;)

Sorry in advance to anyone I forgot to mention; feel free to remind me!



[end of file, (c) GLC]