===========================================
SEGA VIRTUA FIGHTER 4 (version B)
GENERAL GUIDE / MOVELIST
by Wojciech Dworak <saiyan@MailAndNews.com>
version 0.45 [last updated 07/09/2001]
===========================================

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

Copyright Wojciech Dworak, 2001; all rights reserved.

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

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




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

  0. INTRODUCTION

  I. GENERAL NOTATION

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

III. CHARACTER MOVELISTS
     Note: only some of the movelists are updated to version B!
     a) Akira Yuki
     b) Aoi Umenokouji - version A
     c) Jacky Bryant
     d) Jeffry McWild
     e) Kage-Maru - version A
     f) Lau Chan
     g) Lei-Fei
     h) Lion Rafale - version A
     i) Pai Chan
     j) Sarah Bryant
     k) Shun-Di - version A
     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, revision A.
If you played the beta-test version, keep in mind tha several things were
removed, corrected and modified in final game (stuff like motions, frame stats,
animation properties, etc.) Just keep that in mind...

Officially, Virtua Fighter 4 is sequel to VF2, not VF3tb, hence perfect squared
arenas without slopes. Taka-Arashi is gone (the reason being him not too overly
popular among players) but two new characters were added, named Lei-Fei and
Vanessa Lewis. 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.
And that's not all - I'll be trying to describe the new features gradually in
the next sections of this FAQ.

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




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



motions
-------
P,K,G          press punch, kick and guard buttons, respectively

f,b,u,d        input forward, back, up or down on the stick, respectively
df, db etc.    denotes diagonals (corner inputs)
               hold all motions if capitalized

FC             must be executed from crouching position

FS             execute from standing position only

+              commands have to be executed simultaneously

,              move separator

,,             denotes a slight pause between motions

~              execute commands immediately one right after another

n              return the stick to neutral

/              usually denotes options



hit level
---------
H,M,L,L*,G      hit levels: high, mid, low, special low, ground, respectively;

Ht,Lt           high throw, low throw

side-/back-     execute while facing opponent's side/back respectively

wall-           denotes a special throw executed near the wall, check the
                movelist for positioning notes

catch-          throw with way longer execution time and special dash-in
                properties

rev-            reversal hit level



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

-x DP to Shun   he 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 - check his movelist for
                way of gaining drinking points

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

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

ground          the character is on the ground after executing the move

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

= link          2nd element of multi sequence

== link         3rd element of multi sequence

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

sabaki          a special kind of art - a move that cannot be interrupted by
                normal means; it sometimes sweeps opponent's attack aside

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

xx stance       character enters a special stance after executing the move and
xx position     usually gains new characteristics and move systems - refer to
xx system       respective movelists and Stances section for further details

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




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


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

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

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

Reverse the directions for right side of the machine.

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.


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

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

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

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


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

   closed stance:                open stance:

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

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

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


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

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

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


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

Types of throwing techniques:
- High throws (Ht): requires opponent to be standing; all high throws end with
  P+G and are escapable, including side-, back- and wall- throws. Wall throws
  are possible on both low and high walls.
- 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.


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

* 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. Just like the inashi, it doesn't do any
damage, just sweeps the opponent's attack aside.

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


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

If you're floated and execute a proper motion just before touching the ground,
you can perform quick rises and tech rolls (fast get-up techniques):
- P+K+G for instant handspring (quick rise);
- u+P+K+G to roll into screen and d+P+K+G - out of screen (tech roll - TR);
- you cannot tech roll in opponent's direction or away from him/her;
- in case of P+K+G quick rise (QR), you're still susceptible to some ground
  attacks, particularly jumping pounces (eg. Jacky's and Sarah's ones);
- after performing a tech roll with u/d+P+K+G, you are considered a crouching
  non-defender for most of the time;
You can't tech roll / quick rise after hitting the wall hard - situation in
this case is similar to that of stumbling throw. If you hit the wall lightly
(the effect 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 - it's up to you to decide whether
it's a step backwards from VF3 (where stages were differently shaped). Their
beautifully rendered, with environmental effects such as mist, wind etc.
Backgrounds are in full 3D. Some stages are surrounded by walls - high or low
ones; the walls are divided into sections. Short walls can be destroyed
one section at once) - if smashed, they stay that way until the end of match.

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

Beginning of round:
- the whole match is preceded by both characters doing their taunts; 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:
- the character is returned to the middle of the ring;
- you can choose your winning pose by pressing P, K or G during replay;


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

character         height   weight

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

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




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

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

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

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

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

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

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

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

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

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

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


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



=-=-=-=-=-=-=
a) Akira Yuki
=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
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 / F+P / B+P         H

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

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

> punch-body blow
  P,P                   HM

> punch-kick
  P,K                   HH

> elbow
  FS,f+P                M

> dashing elbow
  f,f+P                 M

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

> single palm
  FC,f+P                M

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

> double palm
  FC,b,f+P              M

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

> yoho
  df,df+P               M

> roundhouse
  K / F+K               H

> low kick
  d+K                   L

> single jumping kick
  f,f+K                 M

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

> side kick
  df+K                  M

> shoulder ram
  FC,f+P+K              M

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

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

> low backfist
  df+P+K                L

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

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

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

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

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

> stun palm (stun palm of doom, 1st element)
  P+K+G                 M

> = reverse body check (stun palm of doom, 2nd element)
  b,df+P+G              Ht
  = link, df+P+G to escape

> == double palm (stun palm of doom, 3rd element)
  b+P or d,f+P          M
  == link

> dragon spear (dragonlance combo, 1st element)
  df+K+G                M

> = elbow (dragonlance combo, 2nd element)
  f+P                   M
  = link

> == body check (dragonlance combo, 3rd element)
  b,f,f+P+K             M
  == link

> shin kick (new combo, 1st element)
  d+K+G                 L*
  hits OTB only, new move

> shot knee (new combo, 2nd element)
  f+K                   M
  = link, new move

> overhead smash (new combo, 3rd element)
  b,f+P                 M
  == link, new move

> ?
  b,db,b+P              ?
  new move

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

> ?
  df+P+K+G              ?
  new move

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


Throws
------

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

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

> big finish
  P+G                   catch-back-Ht
  cannot be escaped

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

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

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

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

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

> pull-in throw-shoulder ram
  f,b+P+G,P+K           HtM
  new move

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

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

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

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

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

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

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


Reversals
---------

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

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

> high reversal (variant #3)
  b+P+K                 rev-H
  vs. high-level kicks

> mid reversal (variant #1)
  db+P+K                rev-M
  vs. mid-level elbows

> mid reversal (variant #2)
  db+P+K                rev-M
  vs. mid-level right kicks

> mid reversal (variant #3)
  db+P+K                rev-M
  vs. mid-level left kicks

> mid reversal (variant #4)
  db+P+K                rev-M
  vs. mid-level knees

> mid reversal (variant #5)
  db+P+K                rev-M
  vs. mid-level somersaults

> low reversal (variant #1)
  d+P+K                 rev-L
  vs. low-level punches

> low reversal (variant #2)
  d+P+K                 rev-L
  vs. low-level kicks

> inashi
  b+P+K+G               rev-H/L
  vs. high-/low-level punches and high-level kicks

> = standing palm
  b+P+K+G,b,f+P         rev-H/LM
  = link, new move


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

> hopping smash
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


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

> ground punch
  df+P                  G

> jumping stomach punch
  u+P                   G


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

> TT punch
  P                     H

> TT smash
  d+P                   M

> TT roundhouse
  K                     H

> TT shin kick
  d+K                   L

> TT sweep
  D+K                   L


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

> wall climb into jumping kick
  f+P+K+G               M
  Akira's back to wall, new move


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-=-=-=
b) Aoi Umenokouji
=-=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 3
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 / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

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

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

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

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

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

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

> double punch-kick
  P,P,K                 HHH

> punch-heelkick
  P,K                   HH

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

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

> elbow
  f+P                   M

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

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

> chin slap
  f,b+P                 H
  new move

> dodging chop
  b+P                   H
  new move

> standing palm
  b,f+P                 M
  new move

> = flip throw
  P+G                   Hit
  = link, cannot be escaped, new move

> double stop
  b,df+P                M

> uppercut
  FS,df+P               M
  G-cancel

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

> dashing elbow
  FC,df+P               M

> = shoulder throw
  b+P+G                 Hit
  = link on MC, cannot be escaped, new move

> low smash
  db+P                  L
  crouch, new move

> high kick
  K / F+K               H

> high kick-heel drop
  K,K                   HH

> standing knee
  f+K                   M

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

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

> low kick
  d+K                   L

> side kick
  df+K                  M

> ankle kick
  db+K                  L

> side chop
  P+K                   H
  -1 DP to Shun

> double side chop
  P+K,P                 HH
  -1 DP to Shun

> triple side chop
  P+K,P,P               HHH
  -1 DP to Shun

> spinning strike
  f+P+K                 M

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

> helix
  f,f+P+K               M

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

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

> phoenix palm
  df+P+K                M

> sweep
  d+K+G                 L
  G-cancel

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

> spinning roundhouse
  f+K+G                 H
  new move

> spinning roundhouse-body blow
  f+K+G,P               HM
  new move

> back punt kick
  b+K+G                 L
  new move

> jumping ground kick
  u+K+G                 M

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

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

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


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

> TA evade into screen
  u                     -
  stay in YY, new move

> TA evade out of screen
  d                     -
  stay in YY, new move

> TT evade into screen
  u                     -
  stay in YY, new move

> TT evade out of screen
  d                     -
  stay in YY, new move

> yin-yang auto-reversal (variant #1)
  -                     M
  vs. elbows, new move

> yin-yang auto reversal (variant #2)
  -                     M
  vs. mid-level kicks, new move

> yin-yang auto reversal (variant #3)
  -                     M
  vs. knees, new move


Throws
------

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

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

> fierce pat throw
  P+G                   back-Ht
  P+G to escape

> aiki throw
  FC,f+P+G              Ht
  f+P+G to escape

> reverse body flip
  f,f+P+G               Ht
  f+P+G to escape, new move

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

> arm lock & break
  db+P+K+G              Lt
  db+P+K+G to escape, new move


Reversals
---------

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

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

> high reversal (variant #3)
  b+P+K                 rev-H
  vs. high-level right kicks

> high reversal (variant #4)
  b+P+K                 rev-H
  vs. high-level left kicks

> high reversal (variant #5)
  b+P+K                 rev-H
  vs. high-level crescents

> high reversal (variant #6)
  TT,b+P+K              rev-H
  vs. high-level punches

> high reversal (variant #7)
  TT,b+P+K              rev-H
  vs. high-level kicks

> mid reversal (variant #1)
  db+P+K                rev-M
  vs. mid-level elbows

> mid reversal (variant #2)
  db+P+K                rev-M
  vs. mid-level right kicks

> mid reversal (variant #3)
  db+P+K                rev-M
  vs. mid-level left kicks

> mid reversal (variant #4)
  db+P+K                rev-M
  vs. mid-level right knees

> mid reversal (variant #5)
  db+P+K                rev-M
  vs. mid-level left knees

> mid reversal (variant #6)
  db+P+K                rev-M
  vs. mid-level somersaults

> low reversal (variant #1)
  d+P+K                 rev-L
  vs. low-level sweeps

> low reversal (variant #2)
  d+P+K                 rev-L
  vs. low-level punches

> low reversal (variant #3)
  d+P+K                 rev-L
  vs. low-level kicks

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

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


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

> hopping chop
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> hopping kick
  u+K,K                 M

> landing side kick
  u+K,,K                M


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

> ground chop
  df+P                  G

> jumping stomach punch
  u+P                   G

> jumping ground kick
  u+K+G                 G

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

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

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

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


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

> TT punch
  P                     H

> TT high kick
  K                     H

> TT high kick-heel drop
  K,K                   HM

> TT ankle kick
  df+K                  L

> TT smash
  d+P                   M

> TT low kick
  d+K                   L

> TT sweep
  D+K                   L


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

> TA knifehand
  b,b+P                 H


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-=-=
c) Jacky Bryant
=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
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 / F+P               H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> double punch-kick
  P,P,K                 HHH

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

> double punch-elbow-heelkick
  P,P,f+P,K             HHMH

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

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

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

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

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

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

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

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

> double punch-fast punch
  P,P,u+P               HHH
  -1 DP to Shun

> punch-crescent
  P,K far               HH

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

> punch-sidekick
  P,K near              HM

> punch-sweep
  P,d+K                 HL

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

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

> elbow
  f+P                   M

> elbow-backfist
  f+P,P                 MH

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

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

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

> elbow-heelkick
  f+P,K                 MH

> backfist
  b+P                   H

> double backfist
  b+P,P                 HH

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

> backfist-TA crescent
  b+P,K                 HH
  new move

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

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

> knuckle
  FS,df+P,P             HH
  -1 DP to Shun

> double knuckle-backfist
  FS,df+P,P,P           HHH
  -1 DP to Shun

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

> dashing uppercut
  FC,df+P               M
  new move

> low backfist
  db+P                  L

> low backfist-sweep
  db+P,K                LL

> roundhouse
  K / F+K               H

> roundhouse-backfist
  K,P                   HH

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

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

> roundhouse-heelkick
  K,K                   HM

> roundhouse-low kick
  K,d+K                 HL

> toe kick
  d+K                   M

> toekick-low backfist
  d+K,P                 ML
  new move

> knee
  f+K                   M

> punt kick
  f,f+K                 M

> axe kick
  b+K                   M

> side kick
  df+K                  M

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

> kickflip
  ub+K                  M

> low kick
  D+K                   L

> double low kick
  D+K,K                 LL

> beatknuckle
  P+K                   M
  -1 DP to Shun

> beatknuckle-backfist
  P+K,P                 MH

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

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

> beatknuckle-heelkick
  P+K,K                 MH

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

> 1 lightning kick
  d+P+K                 M

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

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

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

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

> shot knee
  db+P+K                M

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

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

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

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

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

> ?
  b+P+K                 H
  new move

> crescent
  K+G                   H

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

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

> shin slicer
  d+K+G                 L

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

> heel seed
  b+K+G                 M

> low crescent
  b,f+K+G               M

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

> evading big boot (variant #1)
  d,P+K+G               M
  new move

> evading big boot (variant #2)
  u,P+K+G               M
  new move

> ?
  f+P+K                 ?
  new move

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

> switch stance
  P+K+G                 -

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

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


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

> shuffle crouch dash
  SH,df,df              -
  SH step, new move

> body blow
  SH,df,df+P            M
  SH step, new move

> heelkick
  SH,K                  M
  SH step, new move

> heelkick feint
  SH,K,G                -
  SH step, new move

> low kick
  SH,d+K                L
  SH step, new move

> low kick-heelkick
  SH,d+K,K              LH
  SH step, new move

> inashi
  n                     rev-H/M
  vs. high-/mid-level punches, new move

> = backfist
  P                     H
  = link, new move


Throws
------

> one-inch punch
  P+G                   Ht
  P+G to escape, new move

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

> bulldog
  P+G                   back-Ht
  P+G to escape

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

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

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

> brainbuster
  df+P+G                Ht
  df+P+G to escape

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


Reversals
---------

> inashi
  n                     H/M
  vs. high-/mid-level punches, new move

> = backfist
  P                     H
  = link, new move


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

> soccer kick
  df+K                  G

> jumping knee smash
  u+P                   G


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

> TT backfist
  P                     H

> TT punch-crescent
  P,K far               HH

> TT punch-side kick
  P,K near              HM

> TT punch-sweep
  P,d+K                 HL

> TT low backfist
  d+P                   L

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

> TT axe kick
  K                     H

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

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

> TT beatknuckle
  P+K                   M
  new move


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

> TA backfist
  b,b+P                 H

> TA crescent
  b,b+K                 H


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

> hopping elbow
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


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

> crescent off the wall
  f+P+K+G               M
  new move

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-=-=-
d) Jeffry McWild
=-=-=-=-=-=-=-=-
introduced in:  Virtua Fighter 1
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 / F+P / B+P         H

> double punch
  P,P                   HH

> double punch-uppercut
  P,P,P                 HHM

> double punch-elbow drop
  P,P,b+P               HHH
  -2 DP to Shun

> punch-kick
  P,K                   HH

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

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

> elbow
  f+P                   M

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

> dashing elbow
  f,f+P                 M

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

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

> elbow drop
  b+P                   M

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

> baseball pitch
  b,f,f+P               M

> double-fisted hammer
  b,df+P                M

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

> uppercut
  FS,df+P               M

> double uppercut
  FS,df+P,P             MM

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

> kenka uppercut
  df,df+P               M

> uppercut from crouch
  FC,df+P               M

> roundhouse
  K / F+K               H

> roundhouse-toe kick
  K,K                   HH

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

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

> toe kick
  d+K                   M

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

> toe kick-hammer
  d+K,P                 MM

> low kick
  D+K                   L

> knee
  f+K                   M

> big-ass boot
  f,f+K                 M

> shot knee
  b+K                   M

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

> axe kick
  b,f+K                 M

> side kick
  df+K                  M

> hell stab
  P+K                   H

> double hell stab
  P+K,P                 HH

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

> hell dunk hammer
  d+P+K                 M
  crouch

> dodging hell stab
  f+P+K                 M

> running body press
  run,P+K               M

> backfist
  b+P+K                 H
  new move

> backfist-big boot
  b+P+K,K               HM
  new move

> stomach crush
  b,df+P+K              M

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

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

> headbutt
  b,f+P+K               M

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

> body blow
  df+P+K                H
  new move

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

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

> overhead hammer
  db+P+K                M
  new move

> rolling heel
  uf+K+G                M
  ground, new move

> sliding kick
  d+K+G                 L

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

> running butt slam
  run,K+G               M
  ground

> jumping butt slam
  u+K+G                 M

> ankle kick
  df+K+G                L

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

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

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


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

> counter punch
  CT,P                  H
  new move

> = knee throw
  f+P+G                 Hit
  hit throw, new move

> counter big boot
  CT,K                  -M
  new move


Throws
------

> knee smash
  P+G                   Ht
  P+G to escape, new move

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

> backbreaker
  P+G                   back-Ht
  P+G to escape

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

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

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

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

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

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

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

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

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

> body press
  b+P+G                 Ht
  b+P+G to escape

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

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

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

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

> == 3rd headbutt
  f+P+G                 Ht
  == link, f+P+G to escape

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

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

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

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

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

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

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

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

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

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

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


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

> hopping hammer
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopping heel drop
  u+K,release K         M

> hopkick
  u+K,K                 M

> landing kick
  u+K,,K                M


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

> stomp
  df+K                  G

> body slam
  u+P                   G

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

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


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

> TT punch
  P                     H

> TT roundhouse
  K                     H

> TT hammer
  d+P                   M

> TT heel slide
  d+K                   M

> TT punch from crouch
  D+P                   H


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-
e) Kage-Maru
=-=-=-=-=-=-
introduced in:  Virtua Fighter 1
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:      black armor with mask, red trim
outfit #2:      blue outfit with yellow belt


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

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

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

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

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

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

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

> double punch-kick
  P,P,K                 HHH

> punch-kick
  P,K                   HH

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

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

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

> dragon punch
  f,d,df+P              M

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

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

> helix-heelkick
  b+P,K                 HM

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

> downward chop
  FC,df+P               M

> swipe (-> LF stance)
  db+P                  H
  hold P to LF stance, continue with punch sequence

> swipe-kick
  db+P,K                HH

> roundhouse
  K / F+K               H

> running slide
  run,K                 L

> low kick
  d+K                   L

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

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

> circular kick
  f,b+K                 M
  new move

> circular kick-sweep
  f,b+K,K               ML
  new move

> rising knee
  FC,f+K                M

> toe kick
  b+K                   M
  new move

> toe kick-crouching kick
  b+K,K                 ML*
  new move

> toe kick-crouching kick-sliding tackle
  b+K,K,K               ML*M
  new move

> heavy circular kick
  b,f+K                 M
  new move

> side kick
  df+K                  M

> sliding tackle
  db+K                  L

> backflip kick
  ub+K                  M

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

> whirling chop
  d+P+K                 M

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

> shuto chop
  f+P+K                 M
  -2 DP to Shun

> shuto chop-side chop
  f+P+K,P+K             MH

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

> jumping head smash
  u+P+K                 M

> heelkick
  d+K+G                 M

> corkscrew kick
  f,f+K+G               M

> back thrust
  b+K+G                 H

> inverted kickflip
  df+K+G                M

> kickflip
  ub+K+G                M

> reverse kickflip
  uf+K+G                M

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

> falling leaf stance
  d+P+K+G               -
  LF stance, new move


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

> body blow
  LF,P                  H
  new move

> body blow-toe kick
  LF,P,K                HM
  new move

> body blow-toe kick-flip kick
  LF,P,K,K              HMM
  new move

> toe kick
  LF,K                  M
  new move

> sliding tackle
  LF,d+K                L
  new move

> revolution evade (variant #1)
  LF,d                  -
  out of screen, new move

> revolution evade (variant #2)
  LF,u                  -
  into screen, new move

> punch-toe kick
  LF,P+K                M
  sabaki, new move

> turning elbow
  LF,f+P                M
  new move

> fast roll
  LF,f,f                -
  new move

> jumping heelkick
  LF~K                  M
  new move

> big boot
  LF,K+G                M
  new move

> knee
  LF,f+K                M
  new move

> flying takedown
  FL,P+G                catch-Ht
  new move

> high/mid auto reversal
  n                     rev-H/M
  vs. high-/mid-level punches, new move

> mid reversal
  LF,P+K+G              rev-M
  vs. mid-level kick new move

> cancel stance
  G                     -
  new move


Throws
------

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

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

> shoulder drop
  P+G                   back-Ht
  P+G to escape

> surprise exchange (variant #1)
  f+P+G                 Ht
  f+P+G to escape

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

> surprise exchange (variant #3)
  f+P+G                 back-Ht
  f+P+G to escape

> ten-foot toss
  b+P+G                 Ht
  b+P+G to escape

> = izuna drop
  u+P+G                 -

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

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

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

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

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


Reversals
---------

> high reversal
  b+P+K                 H
  vs. high-level punches

> mid reversal
  db+P+K                H
  vs. mid-level kicks


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

> hopping chop
  u+P,release P         M

> hopping punch
  u+P,P                 M

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

> hopkick
  u+K,K                 M

> landing sweep
  u+K,,K                L


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

> swat
  df+K                  G

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

> jumping stomp
  u+P (mid distance)    G

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


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

> TT punch
  P                     H

> TT kick
  K                     H

> TT low punches
  d+P                   LL

> TT low kick
  d+K                   L

> TT sky knee
  u+K                   M

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

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

> ?
  P+K                   M
  new move

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

> TT frankensteiner
  P+G                   catch-Ht


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

> TA swipe
  b,b+P                 H

> TA straight kick
  b,b+K                 H

> TA slide
  b,b+K+G               L


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

> backflip off the wall
  f+P+K                 M
  new move

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=
f) Lau Chan
=-=-=-=-=-=
introduced in:  Virtua Fighter 1
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 / F+P               H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> triple punch-crescent (variant #1)
  P,P,P,K               HHHH

> triple punch-sweep (variant #2)
  P,P,P,d+K             HHHL

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

> double punch-heelkick
  P,P,K                 HHH

> punch-TA palm
  P,b+P                 HM

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

> punch-heelkick
  P,K                   HH

> crescent
  K+G                   H

> punch-crescent
  P,K+G                 HH

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

> triple punch-crescent (variant #2)
  P,P,P,K+G             HHHH
  new move

> sweep
  d+K+G                 L

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

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

> triple punch-sweep (variant #2)
  P,P,P,d+K+G           HHHL
  new move

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

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

> elbow
  f+P                   M

> elbow-palm
  f+P,P                 MH
  -1 DP to Shun

> body blow
  b+P                   M
  new move

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

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

> downknife
  df+P                  M

> downknife-punch
  df+P,P                MH

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

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

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

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

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

> upknife
  FC,df+P               H

> upknife-punch
  FC,df+P,P             HH
  continue with punch sequence

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

> lunging knife
  df,df+P               M

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

> roundhouse
  K                     H

> roundhouse-crescent
  K,K                   HH
  can be delayed

> heelkick
  FC,n,K                M

> low kick
  d+K                   L

> low kick-heelkick
  d+K,K                 LH

> double low kick
  D+K,K                 LL

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

> lunging sweep
  f,d+K                 L

> side kick
  df+K                  M

> side kick-punch
  df+K,P                MH

> side kick-punch-palm
  df+K,P,P              MHH
  -1 DP to Shun

> backflip kick
  ub+K                  M

> cartwheel kick
  uf+K                  M

> double palm
  P+K                   M
  charge

> overhead smash
  d+P+K                 M
  new move

> elbow strike
  f+P+K                 M
  new move

> uppercut
  b+P+K                 M
  new move

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

> super knife
  df+P+K                M

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

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

> jumping roundhouse
  uf+K+G                M

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

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


Throws
------

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

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

> reaping throw
  P+G                   back-Ht
  P+G to escape

> overhead cannon
  f+P+G                 Ht
  f+P+G to escape

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

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

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

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

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

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


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

> hopping knife
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopkick
  u+K,release K         M

> landing sidekick
  u+K,K                 M

> landing sweep
  u+K,d+K               L


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

> stomp
  df+K                  G

> jumping stomp
  u+P                   G


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

> TT punch
  P                     H

> TT roundhouse
  K                     H

> TT downknife
  d+P                   M

> TT sweep
  d+K                   L

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

> TT crescent
  u+K+G                 H


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

> TA knifehand
  b,b+P                 M

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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-
g) Lei-Fei
=-=-=-=-=-
introduced in:  Virtua Fighter 4
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 / F+P               H

> double punch
  P,P                   HH
  IN system

> triple punch
  P,P,P                 HHH
  DM system

> low punch
  d+P                   L*

> double palm
  d,df,f+P+K            M
  sabaki

> body blow
  FS,f+P                M

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

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

> quadruple body blow
  FS,f+P,P,P,P          MMMM

> single palm
  FC,f+P                M

> standing palm
  f,f+P                 M

> knuckle
  b+P                   M

> knuckle-punch
  b+P,P                 MM

> double hook
  b,f+P                 M

> split strike
  b,df+P                M
  DM system

> knifehand
  df,df+P               M

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

> high kick
  K                     H

> low kick
  d+K                   L

> toe kick
  f+K                   H
  TG stance

> upward kick
  f,f+K                 M
  IN system

> jumping kick
  u+K                   H

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

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

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

> punt kick
  df+K                  M

> knee strike
  P+K                   M

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

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

> back elbow
  d+P+K                 M

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

> vertical chop
  f+P+K                 M

> double vertical chop
  f+P+K,P               MM

> sweeping hand
  f,f+P+K               L

> slow double palm
  b,f+P+K               H

> charging body blow
  db+P+K                M

> dodging backfist
  df or uf+P+K          M

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

> van halen kick
  uf+K                  M

> high crescent
  K+G                   H
  IN system

> double leg sweep
  d+K+G                 L

> double leg crescent
  f+K+G                 H

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

> reverse crescent
  b+K+G                 H

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

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

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

> handspring kick
  df+K+G                M

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

> falling sweep
  df,df+K+G             L

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

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

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

> double leg hopkick
  uf+K+G                M

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

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

> evading crescent-backfist
  d or u,P+K+G,P        M

> 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
  P                     H
  DM system

> standing palm-body blow
  P,P                   HM
  DM system

> standing palm-double palm
  P,P+K                 HM

> toe kick
  K                     M
  IN system

> sweep
  d+K                   L

> crescent
  K+G                   H

> dashing palm
  P+K                   M
  charge


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

> single palm
  P                     M
  DM system

> punt kick
  K
  IN system             M

> punt kick-van halen kick
  K,K                   MM

> sweep
  d+K                   L
  DM system

> crescent
  K+G                   M

> double leg sweep
  d+K+G                 L
  DM system

> sliding kick
  u+K+G                 L
  IN system


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

> hammer
  P                     H

> hammer-heelkick
  P,K                   HH
  IN system

> jumping kick
  K                     H
  TG stance

> sweep
  d+K                   L

> backfist
  P+K                   M

> backfist-body blow
  P+K,P                 MM

> backfist-double body blow
  P+K,P,P               MMM


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

> hammer punch
  P                     M
  sweeps opponent's high- and mid-level attacks to the side

> upward kick
  K                     M
  ES stance

> slide
  d+K                   L
  DM system

> slide-backfist
  d+K,P                 LM
  IN system

> slide-backfist-body blow
  d+K,P,P               LMM


Throws
------

> jumping face smash
  P+G                   Ht

> kick tornado
  P+G                   side-Ht
  left side

> leg takedown
  P+G                   side-Ht
  right side

> shoulder throw
  P+G                   back-Ht

> returning wave
  f,f+P+G               Ht

> leg trip
  f,b+P+G               Ht

> reaping throw
  df+P+G                Ht


Reversals
---------

> high/mid/low reversal
  IN,n                  H/M/L
  vs. high-/mid-/low-level punches


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

> hoppping smash
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hop kick
  u+K,release K         M

> landing kick
  u+K,K                 M


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

> soccer kick
  df+K                  G

> jumping smash
  u+P                   G


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

> TT punch
  P                     H

> TT low strike
  d+P                   H

> TT heelkick
  K                     H

> TT low kick
  d+K                   L

> TT crescent
  K+G                   M

> TT single palm
  EV,P                  M

> TT double leg sweep
  EV,K                  L

> TT double palm
  TG,P                  M

> TT sweep
  TG,K                  L


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

> jumping back kick
  f+P+K+G               M

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-=-
h) Lion Rafale
=-=-=-=-=-=-=-
introduced in:  Virtua Fighter 2
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:      red tight jacket, black pants, high brown boots
outfit #2:      black t-shirt, black pants, leather extras


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

> punch
  P / F+P               H

> double punch
  P,P                   HH

> double punch-swipe
  P,P,P                 HHH

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

> double punch-dodging swipe
  P,P,b+P               HHH

> punch-heelkick
  P,K                   HH

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

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

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

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

> elbow
  FS,f+P                M

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

> rising uppercut
  FC,f+P                M

> lunging poke
  f,f+P                 M

> helix
  b+P                   M

> helix-reverse helix
  b+P,P                 MM

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

> lunging low poke
  b,df+P                L

> uppercut
  df+P                  M

> uppercut-upward swipe
  df+P,P                MM

> creeping peck
  FC,df+P               L*

> double creeping peck
  FC,df+P,P             L*L

> dodging peck
  db+P                  L

> double dodging peck
  db+P,P                LL

> high kick
  K / F+K               H

> high kick-hop kick
  K,K                   HH

> low kick
  d+K                   L

> double low kick
  d+K,K                 LL

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

> knee
  f+K                   M

> jumping kick
  f,f+K                 M

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

> hopping kick
  u+K                   M

> double hopping kick
  u+K,K                 MM

> side kick
  df+K                  M

> handstand kicks
  db+K                  LL

> flop over kick
  uf+K                  M

> double poke
  P+K                   M
  -2 DP to Shun

> sweeping hand
  d+P+K                 L

> TA double-handed peck
  f+P+K                 M
  new move

> TA double handed pack-evade
  f+P+K,b               M-
  new move

> TA double handed peck-side kick
  f+P+K,K               MM
  new move

> standing palm
  f,f+P+K               H
  new move

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

> standing palm-meteor hand-low swipe
  f,f+P+K,P,P           HML*
  new move

> eye poke
  b+P+K                 H
  charge, -2 DP to Shun

> overhead poke
  u+P+K                 M

> wind-up swipe
  df+P+K                L

> dodging swipe
  db+P+K                L

> sweep
  d+K+G                 L

> lunging spin kick
  f+K+G                 M
  new move

> lunging sweep
  df+K+G                L

> evading swipe (variant #1)
  d,P+K+G               H
  out of screen, new move

> evading swipe (variant #2)
  u,P+K+G               H
  into screen, new move

> forward dodge
  df+P+K+G              -

> backward dodge
  ub+P+K+G              -

> back step
  b+P+K+G               -


Throws
------

> trip throw
  P+G                   Ht
  P+G to escape

> piggy knee strike
  P+G                   side-Ht
  P+G to escape

> piggy back throw
  P+G                   back-Ht
  P+G to escape

> kickflip throw
  FC,f+P+G              Ht
  f+P+G to escape

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

> = dodge (variant #1)
  d                     -           
  = link, out of screen, new move

> = dodge (variant #2)
  u                     -
  = link, into screen, new move

> = flying takedown
  d+P+G                 Ht
  = link, d+P+G to escape, new move

> = bulldog
  u+P+G                 Ht
  = link, u+P+G to escape, new move

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

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

> reaping throw
  b+P+G                 Ht
  b+P+G to escape

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

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

> surprise exchange
  df+P+G                Ht
  df+P+G to escape

> falling neckbreaker
  uf+P+G                Ht
  uf+P+G to escape

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


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

> hopping strike
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopping swipe
  uf+P                  M

> hopkick
  u+K,release K         M

> landing sweep
  u+K,K                 L

> backward hopkick
  ub+K                  M


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

> ground chop
  df+P                  G

> elbow drop
  u+P                   G


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

> TT double punch
  P                     HH

> TT low swipe
  d+P                   L

> TT kick
  K                     H

> TT hopkick
  d+K                   L

> TT advancing swipe
  P+K                   H


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

> TA punch
  b,b+P                 H

> TA kick
  b,b+K                 H

> TA hopkick
  b,b+K+G               H

> TA half-moon kick
  b,f+K+G               M
  new move

> TA half-moon kick-sweeping hands (variant #1)
  b,f+K+G,d+P           MM
  new move

> TA half-moon kick-sweeping hands (variant #2)
  b,f+K+G,db+P          MM
  Lion stays TA, new move

> TA half-moon kick-low slide
  b,f+K+G,d+K           ML
  new move


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

> off the wall back kick
  f+P+K+G               M
  new move

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=
i) Pai Chan
=-=-=-=-=-=
introduced in:  Virtua Fighter 1
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 / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch
  P,P,P                 HHH

> triple punch-crescent (variant #1)
  P,P,P,K               HHHH

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

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

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

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

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

> punch-crescent
  P,K+G                 HH

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

> triple punch-crescent (variant #2)
  P,P,P,K+G             HHHH
  new move

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

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

> triple punch-sweep (variant #2)
  P,P,P,d+K+G           HHHL
  new move

> punch-heelkick
  P,K                   HH

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

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

> chop
  FS,f+P                M

> lunging palm
  f,b+P                 H

> lunging palm-standing palm
  f,b+P,P               HM

> double palm
  FC,f+P                M

> puncture fist
  f,f+P                 M

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

> lunging chop
  b+P                   M

> low blue fist
  df+P                  L

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

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

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

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

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

> retreating chop
  db+P                  H
  -2 DP to Shun

> high kick
  K                     H

> high kick-chop
  K,P                   HM

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

> high kick-kick
  K,K                   HM

> heelkick from crouch
  FC,n,K                M

> low kick
  d+K                   L

> low kick-heelkick
  d+K,K                 LH

> double low kick
  D+K,K                 LL

> slow mid kick
  f+K                   M
  new move

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

> running flying kick
  run,K                 M

> crane kick
  f,f+K                 H

> reverse heelkick
  b+K                   H
  new move

> = circular evade stance (CE)
  d                     -
  = link, CE stance

> side kick
  df+K                  M

> backflip kick
  ub+K                  M

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

> single swallow kick
  uf+K                  M

> double swallow kick
  uf+K,K                MM

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

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

> crescent
  K+G                   H

> sweep
  d+K+G                 L

> double moon kick
  f+K+G                 MM

> flipping double kick
  f,f+K+G               M
  new move

> reverse crescent
  b+K+G                 H

> jumping stomp
  u+K+G                 M

> quick sweep
  db+K+G                L

> reverse backflip kick
  uf+K+G                M

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

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

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

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


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

> body blow
  SW,P                  M
  CE stance, new move

> double body blow
  SW,P,P                MM
  CE stance, new move

> double body blow-double palm
  SW,P,P,P              MMM
  new move

> sweep
  SW,K                  L
  new move

> sweep-side kick
  SW,K,K                LM
  new move

> crescent
  SW,K+G                M
  new move

> crescent-lunging punch
  SW,K+G,P              MM
  new move

> crescent-lunging punch-sweep
  SW,K+G,P,K            MML
  new move


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

> punch
  CE,P                  H
  new move

> double punch
  CE,P,P                HH
  new move

> double punch-crescent
  CE,P,P,K              HHH
  new move

> double punch-sweep
  CE,P,P,d+K            HHL
  new move

> double punch-heelkick
  CE,P,P,f+K            HHH
  new move

> double punch-backflip kick
  CE,P,P,ub or b+K      HHM
  new move

> low kick
  CE,K                  L
  new move

> low kick-heelkick
  CE,K,K                LM
  new move

> double strike
  CE,P+K                M
  new move

> double leg sweep
  CE,K+G                L
  new move

> double leg sweep-double palm
  CE,K+G,P              LH
  new move


Throws
------
  
> pull down throw
  P+G                   Ht
  P+G to escape

> trap & back punch
  P+G                   side-Ht
  P+G to escape

> reverse stumbling trip
  P+G                   back-Ht
  P+G to escape

> overhead cannon
  FS,f+P+G              Ht
  f+P+G to escape

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

> flip over throw
  FC,f+P+G              Ht
  f+P+G to escape

> reaping throw & punch
  f,f+P+G               Ht
  f+P+G to escape

> ddt
  f,b+P+G               Ht
  b+P+G to escape

> wall ddt
  f,b+P+G               wall-Ht
  b+P+G to escape, opponent's back to wall

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

> roll over throw
  b,f+P+G               Ht
  f+P+G to escape

> cartwheel
  df+P+G                Ht
  df+P+G to escape, tsukame

> croucher cartwheel
  f+P+K+G               Lt
  f+P+K+G to escape, tsukame

> push over throw (variant #1)
  f+P+K+G               side-Lt
  f+P+K+G to escape, tsukame

> push over throw (variant #2)
  f+P+K+G               back-Lt
  f+P+K+G to escape, tsukame

> trip & fling (variant #1)
  d,f,u,b+P+G           Ht
  b+P+G to escape, new move

> trip & fling (variant #2)
  u,f,d,b+P+G           Ht
  b+P+G to escape, new move


Reversals
---------

> high inashi (variant #1)
  f+P+K                 rev-H
  vs. high-level punches

> high inashi (variant #2)
  f+P+K                 rev-H
  vs. right high-level kicks

> high inashi (variant #3)
  f+P+K                 rev-H
  vs. left high-level kicks

> high reversal (variant #1)
  b+P+K                 rev-H
  vs. high-level punches

> high reversal (variant #2)
  b+P+K                 rev-H
  vs. high-level kicks

> reversal parry
  P+G                   rev-H
  vs. Pai's high-level kick reversal

> mid inashi (variant #1)
  df+P+K                rev-M
  vs. mid-level punches

> mid inashi (variant #2)
  df+P+K                rev-M
  vs. right mid-level kicks

> mid inashi (variant #3)
  df+P+K                rev-M
  vs. left mid-level kicks

> mid inashi (variant #4)
  df+P+K                rev-M
  vs. right mid-level knees

> mid inashi (variant #5)
  df+P+K                rev-M
  vs. left mid-level knees

> mid inashi (variant #6)
  df+P+K                rev-M
  vs. right mid-level somersaults

> mid reversal (variant #1)
  db+P+K                rev-M
  vs. mid-level punches

> mid reversal (variant #2)
  db+P+K                rev-M
  vs. mid-level kicks

> mid reversal (variant #3)
  db+P+K                rev-M
  vs. mid-level knees


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

> hopping chop
  u+P,release P         M

> hopping punch
  u+P,P                 M

> downward kick
  u+K,d+K               M

> hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


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

> ground punch
  df+P                  G

> knee smash
  u+P                   G

> heavy knee smash
  u+K+G                 G


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

> TT reverse crescent
  K+G                   M

> TT punch
  P                     H

> TT kick
  K                     H

> TT low slap
  d+P                   M

> TT low kick
  d+K                   L

> TT reverse backflip kick
  ub+K                  M


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

> off the wall back kick
  f+P+K+G               M
  new move

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-=-=
j) Sarah Bryant
=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
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 / F+P / B+P         H

> double punch
  P,P                   HH

> triple punch (variant #1)
  P,P,P                 HHH

> triple punch (variant #2)
  P,P,b+P               HHH

> triple punch (variant #3)
  P,P,u+P               HHH

> triple punch-rising knee
  P,P,P,K               HHHM
  can also be done from other PPx variants

> triple punch-kickflip
  P,P,P,b or ub+K       HHHM
  can also be done from other PPx variants

> triple punch-upkick
  P,P,P,u+K             HHHM
  can also be done from other PPx variants

> double punch-kick
  P,P,K                 HHH

> punch-kick
  P,K                   HH

> punch-sidekick
  P,d+K                 HM

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

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

> elbow
  f+P                   M

> elbow-knee
  f+P,K                 MM

> elbow-chop
  f+P,df+P              MH
  -1 DP to Shun

> chop
  df+P                  H
  -2 DP to Shun

> chop-kick
  df+P,K                HH
  FL stance, new move

> moonsault
  uf+P                  -

> roundhouse
  K / F+K               H
  
> roundhouse-punch
  K,P                   HH

> roundhouse-kick
  K,K                   HH

> punt kick
  d+K                   M

> punt kick-side kick
  d+K,K                 MM

> knee
  FS,f+K                M

> knee-rising knee
  FS,f+K,df+K           MM

> lunging knee
  f,f+K                 M

> punt kick
  FS,b+K                M
  FL stance, new move

> full spin dive
  u+K / uf+K            M

> full spin dive-moonsault
  u+K,P / uf+K,P        M?

> side kick
  df+K                  M

> illusion kicks
  df+K,K                MM

> mirage kicks
  df+K,K,K              MMM

> illusion kicks-kick
  df+K,K,f+K            MMM

> illusion kicks-low kick
  df+K,K,b+K            MML

> dragon cannon
  db+K                  M

> kickflip
  ub+K                  M

> low kick
  D+K                   L

> double low kick
  D+K,K                 LL

> rising knee
  FC,f+K                M

> double rising knee
  FC,f+K,K              MM

> rising knee-landing knee
  FC,f+K,,K

> inside crescent
  P+K                   M
  FL stance, new move

> toe kick
  d+P+K                 M

> toe kick-punt kick
  d+P+K,K               MM

> tornado crash
  b+P+K                 M
  FL stance

> crescent
  K+G                   M
  charge

> running knee
  run,K+G               M

> shin slicer
  d+K+G                 L

> hopping spin kick
  f+K+G                 M

> overhead kick
  b+K+G                 M

> hopping crescent
  u+K+G                 M

> lunging sweep
  df+K+G                L

> axe kick
  db+K+G                M

> tornado kick
  uf+K+G                M

> heel seed (variant #2)
  ub+K+G                M

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

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


Flamingo Stance Attacks
-----------------------

> backflip
  b                     -
  new move

> forward dash
  f                     -
  FL stance, new move

> cut-in punch
  FL,P                  H
  continue with punch sequence, new move

> cut-in chop
  FL,df+P               H
  continue with punch sequence, new move

> cut-in chop-kick
  FL,df+P,K             HH
  FL stance, new move

> flamingo moonsault
  FL,uf+P               -
  new move

> flamingo high kick
  FL,K                  H
  FL stance, new move

> flamingo high kick-roundhouse
  FL,K,K                HH
  FL stance, new move

> flamingo high kick-roundhouse-side kick
  FL,K,K,K              HHM
  FL stance, new move

> flamingo high kick-roundhouse-dragon cannon
  FL,K,K,K+G            HHM
  FL stance, new move

> high kick-roundhouse-low kick
  FL,K,K,d+K            HHL
  FL stance, new move

> low kick
  FL,d+K                L
  FL stance, new move

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

> spinning high kick
  FL,f+K                M
  FL stance, new move

> spinning mid kick
  FL,df+K               M
  FL stance, new move

> kickflip
  FL,ub+K               M
  new move

> evading roundhouse (variant #1)
  FL,d+P+K              M
  out of screen, FL stance, new move

> evading roundhouse (variant #2)
  FL,u+P+K              M
  into screen, FL stance, new move

> heel seed
  FL,K+G                M
  new move

> heel seed-neck cutter
  FL,K+G,f+P+G          MHit
  new move

> double leg sweep
  FL,d+K+G              L
  FL stance, new move

> heel slash
  FL,f+K+G              ?
  new move


Throws
------

> suplex
  P+G                   Ht
  P+G to escape

> elbow smash
  P+G                   side-Ht
  P+G to escape

> back drop
  P+G                   back-Ht
  P+G to escape

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

> jumping suplex
  f,db+P+G              Ht
  db+P+G to escape, new move

> triple knee bash
  b+P+G                 Ht
  b+P+G to escape

> leg hold takedown
  b,f+P+G               Ht
  f+P+G to escape

> neckbreaker
  uf+P+G                catch-Ht

> quadruple knee bash
  b+P+G                 wall-Ht
  b+P+G to escape

> hop kick throw
  FL,P+G                Ht
  P+G to escape, new move

> kick tornado (variant #1)
  FL,u,b,d,f+P+G        Ht
  f+P+G to escape, new move

> kick tornado (variant #2)
  FL,d,b,u,f+P+G        Ht
  f+P+G to escape, new move

> low back drop
  P+K+G                 Lt
  P+K+G to escape


Reversals
---------

> low reversal
  FL,P+K                rev-L
  vs. low-level punches, FL stance, new move


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

> hopping straight
  u+P,release P         M

> hopping elbow
  u+P,P                 M

> hopping hook kick
  u+K,release K         M

> hopping heelkick
  u+K,K                 M


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

> soccer kick
  df+K                  G

> jumping knee slam
  u+P                   G


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

> TT knuckle
  P                     H

> TT low punch
  d+P                   L

> TT roundhouse
  K                     H

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

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

> TT hopkick
  f+K                   H

> TT hook kick
  df+K                  M


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

> TA punch
  b,b+P                 H

> TA hopkick
  b,b+K                 H

> TA spin kick
  FC,b+K                H

> TA spin kick-TT roundhouse
  FC,b+K,K              HH


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

> off the wall crescent
  f+P+K+G               M
  new move

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-
k) Shun-Di
=-=-=-=-=-
introduced in:  Virtua Fighter 2
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 / F+P               H

> double punch
  P,P                   HH

> double punch-uppercut
  P,P,P                 HHM

> double punch-spinning low kick
  P,P,d+K               HHL
  requires 6 DP

> double punch-spinning low kick-fall
  P,P,d+K,G             HHL-
  requires 6 DP, ground

> double punch-spinning low kick-high kick
  P,P,d+K,K             HHLH
  requires 6 DP

> double punch-spinning low kick-high kick-fall
  P,P,d+K,K,G           HHLH-
  requires 6 DP, ground

> punch-heelkick
  P,K                   HH

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

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

> chouwan uppercut
  d,df,f+P              M

> chouwan uppercut-backfist
  d,df,f+P,P            MM
  requires 6 DP

> knuckle
  f+P                   H
  -1 DP to Shun

> knuckle-hip check
  f+P,K                 HM
  -1 DP to Shun

> double knuckle
  f+P,P                 HM
  -1 DP to Shun

> double knuckle-hip check
  f+P,P,K               HMH
  -1 DP to Shun

> double knuckle-backfist
  f+P,P,P               HMM
  -1 DP to Shun

> double knuckle-backfist-hip check
  f+P,P,P,K             HMMM
  -1 DP to Shun

> backfist
  b+P                   H

> straight punch
  b,f+P                 H

> double straight punch
  b,f+P,P               HH

> triple straight punch
  b,f+P,P,P             HHH

> lunging uppercut
  b,df+P                M

> uppercut
  FS,df+P               M

> uppercut-thrust punch
  FS,df+P,P             MH
  requires 8 DP

> uppercut-thrust punch-toekick
  FS,df+P,P,K           MHM
  requires 8 DP

> uppercut-thrust punch-toekick-handstand
  FS,df+P,P,K,P+K+G     MHM-
  can be delayed, requires 8 DP, HS position, new move

> uppercut from crouch
  FC,df+P               M

> backpush
  db+P                  L*

> backpush-sweep
  db+P,K                L*L

> forward corkscrew punch
  uf+P                  M

> backward corkscrew punch
  ub+P                  M

> high kick
  K                     H
  DR stance, new move

> high kick-jumping kick
  K,K                   HH
  DR stance, new move

> high kick-jumping kick-backfist
  K,K,P                 HHH

> high kick-jumping kick-low backfist
  K,K,d+P               HHL

> high kick-jumping kick-low backfist-toekick
  K,K,d+P,K             HHLM
  requires 16 DP, new move

> low kick
  d+K                   L

> spin kick
  f+K                   M
  DR stance, new move

> cartwheel
  f,f+K                 M

> falling kick
  b+K                   M
  ground

> mule kick (variant #1)
  u+K                   M

> side kick
  df+K                  M

> spinning low kick
  db+K                  L

> spinning low kick-fall
  db+K,G                L-
  ground

> spinning low kick-high kick
  db+K,K                LH

> spinning low kick-high kick-fall
  db+K,K,G              LH-
  ground

> sacrifice drop kick
  ub+K                  M
  ground

> flipover kick
  uf+K                  M
  ground

> thrust punch
  P+K                   M

> thrust punch-sacrifice toe kick
  P+K,K                 MM
  ground

> thrust punch-sacrifice toe kick-handstand
  P+K,K,P+K+G           MM-
  HS position, can be delayed, new move

> 1 drunken sweep
  D+P+K                 L
  requires 1 DP

> 2 drunken sweeps
  D+P+K,K               LL
  requires 6 DP

> 3 drunken sweeps
  D+P+K,K,K             LLL
  requires 7 DP

> double-fisted strike
  f+P+K                 M
  +3 DP

> drunken crash
  f,f+P+K               M
  requires 8 DP

> handstand
  u+P+K                 -
  HS position

> dashing elbow
  df+P+K                M
  charge, new move

> evading poke
  db+P+K                M
  new move

> evading poke-chop
  db+P+K,P              MM
  new move

> hopping spin kick (-> DR stance)
  K+G                   M
  hold K+G to DR stance, new move

> hopping spin kick-push
  K+G,P                 MM

> scorpion kick
  d+K+G                 M

> slow sweep
  D or FC,df+K+G        L

> retreating hopping kick (-> DR stance)
  b+K+G                 M
  hold K+G to DR stance, new move

> mule kick (variant #2)
  u+K+G                 M

> falling double kick
  db+K+G                H
  ground

> dodging cartwheel (variant #1)
  d,P+K+G               M

> dodging cartwheel (variant #2)
  u,P+K+G               M

> backward dodge
  b+P+K+G               -

> backward dodge-swipe
  b+P+K+G,P             -H

> forward evade (variant #1)
  uf+P+K+G              -
  into screen

> forward evade (variant #2)
  df+P+K+G              -
  out of screen

> backward evade (variant #1)
  ub+P+K+G              -
  into screen

> backward evade-swipe (variant #1)
  ub+P+K+G,P            H

> backward evade-double-fisted strike (variant #1)
  ub+P+K+G,P+K          H

> backward evade (variant #2)
  db+P+K+G              -
  out of screen

> backward evade-swipe (variant #2)
  db+P+K+G,P            H

> backward evade-double-fisted strike (variant #2)
  db+P+K+G,P+K          H

> drink
  u+P+K+G               -
  +1 DP

> sit down
  d+P+K+G               -
  ST position

> handstand
  f,df,d,db,b           -
  HS position

> lie down
  b,db,d,df,f           -
  LD position


Sitting Position Attacks
------------------------

> stand up
  G or f or u           -

> lie down
  d,d                   -

> flipover kick
  ST,K                  M

> low kick
  ST,d+K                L

> drink
  ST,P+K+G              -
  +3 DP


Handstand Position Attacks
--------------------------

> back to regular stance
  G                     -

> forward hop
  f                     -

> backward hop
  b                     -

> handstand kicks
  HS,K                  MMM

> rolling elbow smash
  HS,P+K                M

> flipover mule kick
  HS,K+G                M

> frankensteiner
  HS,P+G                catch-Ht


Lying Down Position Attacks
---------------------------

> stand up
  G                     -

> handstand
  b                     -

> thrust kick
  LD,K                  M

> thrust kick-punch
  LD,K,P                MH

> thrust kick-punch-falling kick
  LD,K,P,K              MHM
  ground

> thrust kick-punch-spinning low kick
  LD,K,P,d+K            MHL
  requires 10 DP

> thrust kick-punch-spinning low kick-fall
  LD,K,P,d+K,G          MHL-
  requires 10 DP, ground

> thrust kick-punch-spinning low kick-high kick
  LD,K,P,d+K,K          MHLH
  requires 10 DP

> thrust kick-punch-spinning low kick-high kick-fall
  LD,K,P,d+K,K,G        MHLH-
  ground, requires 10 DP

> rollover scissor kicks
  LD,f+K                LL

> sweep
  LD,d+K                L

> drink
  LD,P+K+G              -
  +3 DP, new move


Drunken Stance Attacks
----------------------

> forward hop
  f                     -
  DR stance, new move

> backward hop
  b                     -
  DR stance, new move

> vertical chop
  DR,P                  H
  new move

> high kick
  DR,K                  M
  DR stance, new move

> sweep
  DR,K+G                L
  new move

> fall down throw
  DR,P+G                Ht
  LD position

> lie down (variant #1)
  DR,d                  -
  new move

> lie down (variant #2)
  DR,u                  -
  new move

> sit down
  DR,P+K+G              -
  ST position, new move


Throws
------

> dances with punches
  P+G                   Ht
  P+G to escape, +5 DP

> hip check throw
  P+G                   side-Ht
  P+G to escape

> tidy bowl throw
  P+G                   back-Ht
  P+G to escape, +5 DP

> elbow smash
  b+P+G                 Ht
  b+P+G to escape

> wall elbow smash
  b+P+G                 wall-Ht
  b+P+G to escape, opponent's back to wall

> grab & fling (variant #1)
  d,f,u,b+P+G           Ht
  b+P+G to escape, requires 10 DP, +6 DP, new move

> grab & fling (variant #2)
  u,f,d,b+P+G           Ht
  b+P+G to escape, requires 10 DP, +6 DP, new move

> switch & kick
  b,df+P+G              Ht
  df+P+G to escape, requires 6 DP

> rollover throw
  df+P+G                Ht
  df+P+G to escape, tsukame


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

> hopping smash
  u+P,release P         M

> hopping punch
  u+P,P                 M

> hopping corkscrew punch
  uf+P                  M

> hopkick
  u+K,release K         M

> landing sweep
  u+K,K                 L


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

> spinning elbow drop
  df+P                  G

> somersault smash
  u+P                   G

> sacrifice strike (variant #1)
  uf+P                  G

> sacrifice strike (variant #2)
  ub+P                  G


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

> TT punch
  P                     H
  continue with punch sequence

> TT thrust kick
  P+K                   M

> TT thrust kick-head strike
  P+K,K                 MM

> TT kick
  K                     H

> TT low backfist
  d+P                   L

> TT low kick
  d+K                   L

> TT butt push
  P+G                   Ht
  requires 5 DP


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

> TA punch
  b,b+P                 H

> TA kick
  b,b+K                 H


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



=-=-=-=-=-=-=-=-
l) Vanessa Lewis
=-=-=-=-=-=-=-=-
introduced in:  Virtua Fighter 4
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

> double punch
  P,P                   HH

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

> double punch-uppercut
  P,P,P                 HHM

> double punch-uppercut-crescent
  P,P,P,K               HHMH

> punch-elbow smash
  P,df+P                HM

> dashing uppercut
  P                     M
  between stance transition

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

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

> elbow smash
  f+P                   M

> elbow smash-roundhouse
  f+P,K                 MH

> elbow smash-roundhouse-sidekick
  f+P,K,K               MHM

> elbow smash-punt kick
  f+P,df+K              MM

> = underarm knee bash
  f+P+G                 Hit
  = link on MC

> dashing body blow
  f,f+P                 M

> dashing body blow-uppercut
  f,f+P,P               MM

> body blow
  b+P                   M

> slap
  df+P                  H

> slap-body blow
  df+P,P                HM

> vertical elbow
  db+P                  M

> toe kick
  K                     M

> toe kick-shooto kick (variant #1)
  K,u+K                 MH

> toe kick-shooto kick (variant #2)
  K,d+K                 MH

> back kick
  K                     M
  between stance transition

> low kick
  d+K                   L

> low kick-punch
  d+K,P                 LH

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

> slide kick
  D+K                   L

> standing knee
  f+K                   M

> = underarm knee bash
  f+P+G                 Hit
  = link on MC

> shooto kick
  f,f+K                 M

> punt kick
  b+K                   M

> heavy roundhouse
  b,f+K                 H

> heavy roundhouse-backfist
  b,f+K,P               HH

> jumping kick
  u+K                   M

> spinning kick
  df+K                  M
  charge

> dashing elbow
  P+K                   M

> dashing elbow-backfist
  P+K,P                 MH

> overhead smash
  d+P+K                 M

> leg tackle
  f,f+P+K               M

> = ground punch
  P                     Hit
  = link

> dashing body blow
  b,f+P+K               M

> double dashing body blow
  b,f+P+K,P             MM

> super dashing elbow
  df+P+K                M

> crouching body blow
  b,df+P+K              M
  sabaki

> jumping roundhouse
  K+G                   H

> sweep
  d+K+G                 L

> heel seed
  f+K+G                 M

> low crescent
  f,f+K+G               M

> = leg takedown
  f+P+G                 Hit
  = link

> jumping back kick
  b,b+K+G               M
  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

> heavy punt kick
  df+K+G                M

> = underarm knee bash
  f+P+G                 Hit
  = link

> evading elbow (variant #1)
  G,u+P                 M
  into screen

> evading elbow (variant #2)
  G,d+P                 M
  out of screen

> evading chop (variant #1)
  G,uf+P                M
  into screen

> evading chop (variant #2)
  G,df+P                M
  out of screen

> evading standing knee (variant #1)
  G,ub+K                M

> = surprise exchange
  f+P+G                 Hit
  = link on MC

> evading standing knee (variant #2)
  G,db+K                M
  out of screen

> = surprise exchange
  f+P+G                 Hit
  = link on MC

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

> evading big boot (variant #1)
  u,P+K+G               M
  into screen

> switch to attack stance
  P+K+G                 -
  AT stance


Attack Stance Attacks
---------------------

> switch to regular stance
  AT,P+K+G              -

> punch
  AT,P                  H

> double punch
  AT,P,P                HH

> triple punch
  AT,P,P,P              HHH

> low blow
  AT,d+P                M

> body blow
  AT,f+P                M

> double body blow
  AT,f+P,P              MM

> double body blow-shooto kick
  AT,f+P,P,K            MMM

> elbow smash
  AT,b,f+P              M

> double elbow smash
  AT,b,f+P,P            MM

> double elbow smash-body blow
  AT,b,f+P,P,P          MMM

> double elbow smash-body blow-shooto kick
  AT,b,f+P,P,P,K        MMMM

> dashing uppercut
  AT,df+P               M

> dashing uppercut-standing knee
  AT,df+P,K             MM

> shooto kick
  AT,K                  M

> back kick
  AT,K                  M
  between stance transition

> low kick
  AT,d+K                L

> low kick-punch
  AT,d+K,P              LH

> low kick-double punch
  AT,d+K,P,P            LHH

> low kick-punch-standing knee
  AT,d+K,P,K            LHM

> ankle kick
  AT,D+K                L

> standing knee
  AT,f+K                M

> standing knee-big boot
  AT,f+K,K              MM

> standing knee-big boot-uppercut
  AT,f+K,K,P            MMM

> dashing knee
  AT,f,f+K              M

> dashing knee-straight kick
  AT,f,f+K,K            MH

> dashing knee-low kick
  AT,f,f+K,d+K          ML

> dashing knee-low kick-roundhouse
  AT,f,f+K,d+K,K        MLH

> ?
  AT,db+K               L

> side kick
  AT,df+K               M

> dashing body blow
  AT,P+K                M

> dashing body blow-backfist
  AT,P+K,P              MH

> dashing body blow-backfist-standing knee
  AT,P+K,P,K            MHM

> spinning elbow
  AT,f+P+K              H

> dashing elbow
  AT,f,f+P+K            M

> dashing elbow-punch
  AT,f,f+P+K,P          MM

> dashing elbow-double punch
  AT,f,f+P+K,P,P        MMM

> super dashing elbow
  AT,df+P+K             M

> jumping roundhouse
  AT,K+G                H

> sweep
  AT,d+K+G              L

> half moon kick
  AT,f+K+G              M

> heavy roundhouse
  AT,f,f+K+G            H

> back kick
  AT,b+K+G              M

> jumping back kick
  AT,b,b+K+G            M
  charge

> jumping back kick feint (crouch)
  AT,b,b+K+G,K,G        -

> jumping back kick feint (stand)
  AT,b,b+K+G,G          -

> low crescent
  AT,db+K+G             M

> evading elbow (variant #1)
  AT,G,u+P              M
  into screen

> evading elbow (variant #2)
  AT,G,d+P              M
  out of screen

> ?
  AT,K,K                ?

> ?
  AT,K,K,P              ?

> ?
  AT,K,K,P,P            ?

> ?
  AT,K,K,P,K            ?

> ?
  AT,b,f+K              ?

> ?
  AT,b,f+K,K            ?


Throws
------

> knee flip
  P+G                   Ht
  P+G to escape

> takedown into ground punch
  P+G                   side-Ht
  P+G to escape, both stances (?)

> back kick tornado
  P+G                   side-Ht
  P+G to escape

> suplex
  P+G                   back-Ht
  P+G to escape

> surprise exchange
  db+P+G                Ht
  db+P+G to escape

> sacrifice arm lock
  df,df+P+G             Ht
  df+P+G to escape

> elbow & palm
  b,db,d,df,f+P+G       Ht
  f+P+G to escape

> spinning elbow throw
  f+P+G                 Ht
  f+P+G to escape

> flip & leg lock
  f,d+P+G               Ht
  d+P+G to escape

> wall slam
  f,f+P+G               wall-Ht
  f+P+G to escape

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

> = head knee strike
  f+P+G                 Ht
  = link, f+P+G to escape

> spine break (variant #1)
  d,f,u,b+P+G           Ht
  b+P+G to escape

> spine break (variant #2)
  u,f,d,b+P+G           Ht
  b+P+G to escape

> spinning takedown (variant #1)
  d,b,u,f+P+G           Ht
  f+P+G to escape

> spinning takedown (variant #2)
  u,b,d,f+P+G           Ht
  f+P+G to escape

> dashing body blow
  d+P+K+G               catch-Lt
  can be performed from any stance

> dashing knee strike
  df+P+K+G              catch-Lt
  can be performed from any stance

> evading elbow throw
  AT,P+G                Ht
  P+G to escape

> dashing blow throw
  AT,f+P+G              Ht
  f+P+G to escape

> knee strike throw
  AT,df+P+G             Ht
  df+P+G to escape


Reversals
---------

> high/mid auto reversal (variant #1)
  n                     rev-H
  vs. right high-/mid-level punches

> = side roundhouse
  K                     M
  = link

> = ankle kick
  d+K                   L
  = link

> = spine break (variant #2)
  P+G                   Ht
  = link

> high/mid auto reversal (variant #2)
  n                     rev-H
  vs. left high-/mid-level punches

> = punt kick
  K                     M
  = link

> = low kick
  d+K                   L
  = link

> = spine break (variant #2)
  P+G                   Ht
  = link

> high reversal (variant #1)
  b+P+K                 rev-H
  vs. high-level punches

> high reversal (variant #2)
  b+P+K                 rev-H
  vs. right high-level kicks

> high reversal (variant #3)
  b+P+K                 rev-H
  vs. left high-level kicks

> mid reversal (variant #1)
  db+P+K                rev-M
  vs. mid-level punches

> mid reversal (variant #2)
  db+P+K                rev-M
  vs. right mid-level kicks

> mid reversal (variant #3)
  db+P+K                rev-M
  vs. left mid-level kicks

> mid reversal (variant #4)
  db+P+K                rev-M
  vs. mid-level knees


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

> soccer kick
  df+K or AT,df+K       G

> rolling leg drop
  u+P or AT,u+P         G


Turn-Towards Attacks
--------------------
All TT attacks can be performed from any stance.

> TT backfist
  P                     H

> TT low smash
  d+P                   H

> TT roundhouse
  K                     H

> TT ankle kick
  d+K                   M

> TT body blow
  P+K                   H

> TT crescent
  K+G                   L


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

> spinning back kick (variant #1)
  b+K+G                 M

> spinning back kick (variant #2)
  AT,b+K+G              M


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

> hopping punch (variant #1)
  u+P,release P         M

> hopping punch (variant #2)
  AT,u+P,release P      M

> landing body blow
  u+P,P                 M

> hopping kick
  u+K,release K         M

> hopping kick-spin kick
  u+K,K                 M


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

> off the wall backflip
  f+P+K+G               M

> jumping crescent off the wall
  uf+P+K+G              M


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

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

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

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

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

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

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

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

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

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

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L



=-=-=-=-=-=-=-=-=
m) Wolf Hawkfield
=-=-=-=-=-=-=-=-=
introduced in:  Virtua Fighter 1
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 / F+P               H

> double punch
  P,P                   HH

> double punch-uppercut
  P,P,P                 HHM

> double punch-elbow
  P,P,f+P               HHH

> double punch-elbow-swat
  P,P,f+P,b+P           HHHH

> double punch-elbow-double-arm-suplex
  P,P,f+P,db+P+K+G      HHHLt

> punch-kick
  P,K                   HH

> low punch (variant #1)
  d+P                   L*

> low punch (variant #2)
  D+P                   L*

> body blow
  f+P                   M

> body blow-overhead smash
  f+P,P                 MM

> upward lift
  FC,df,f+P             M

> clothesline
  f,f+P                 H
  unblockable

> screw shot
  f,df,d,db,b+P         M

> screw shot-lariat
  f,df,d,db,b+P,P       MH

> elbow drop
  b+P                   H

> shoulder ram
  b,f+P                 M
  charge

> shoulder ram feint
  b,f+P,D               M-
  new move

> overhead elbow
  b,df+P                H
  new move

> arrow knuckle
  FS,df+P               M
  new move

> uppercut from crouch
  FC,df+P               M

> comet hook
  db+P                  M

> tomahawk chop
  uf+P                  M
  -1 DP to Shun

> = shoulder throw
  f+P+G                 Hit
  = link

> roundhouse
  K / F+K               H

> double roundhouse
  K,K                   HH

> low kick
  d+K                   L

> knee
  f+K                   M

> low dropkick
  f,d+K                 L

> side kick
  df+K                  M

> drop kick
  uf+K                  H

> back chop
  P+K                   H
  charge

> running shoulder ram
  run,P+K               M

> tomahawk flash
  f+P+K                 H

> short shoulder
  b,f+P+K               M

> grizzly lariat
  FC,df+P+K             L

> scissor kick
  K+G                   H
  ground

> ballet kick
  f+K+G                 M

> flying knee kick
  f,f+K+G               H

> heavy toe kick
  b+K+G                 M
  new move

> = diamond cutter
  P+G                   Hit
  = link, new move

> heavy toe kick-side kick
  b+K+G,K               MM

> front roll kick
  b,f+K+G               M
  ground

> missile kick
  uf+K+G                H

> sidestep catch-leg takedown (variant #1)
  d,P+K+G               catch-Ht
  new move

> sidestep catch-leg takedown (variant #2)
  u,P+K+G               catch-Ht
  new move

> running body slam
  run,P+K+G             H
  new move


Throws
------

> face crash chop
  P+G                   Ht
  P+G to escape, new move

> leg takedown
  P+G                   side-Ht
  P+G to escape

> back suplex
  P+G                   back-Ht
  P+G to escape

> arm whip
  f,f+P+G               catch-Ht

> wrist lock swing
  f,df,d,db,b+P+G       Ht

> = clothesline
  P+G
  = link, P+G to escape, new move

> wall wrist lock swing
  f,df,d,db,b+P+G       wall-Ht
  b+P+G to escape, opponent's back to wall

> catch
  f+P+G                 catch-Ht

> = power bomb
  P+G                   Ht
  = link, P+G to escape

> = push
  df+P+G                Ht
  = link, df+P+G to escape

> = neck chantry
  db+P+G                Ht
  = link, db+P+G to escape

> = front suplex
  b+P+G                 Ht
  = link, b+P+G to escape

> = change
  f+P+G                 Ht
  = link, f+P+G to escape

> == german suplex
  P+G                   Ht
  == link, P+G to escape

> == push
  f+P+G                 Ht
  == link, f+P+G to escape

> == shove & grind
  df+P+G                Ht
  == link, df+P+G to escape

> == tiger suplex
  b+P+G                 Ht
  == link, b+P+G to escape

> backfall suplex
  b+P+G                 Ht
  b+P+G to escape

> german suplex
  d+P+G                 back-Ht
  d+P+G to escape

> arm throw
  b,f or f,b+P+G        side-Ht
  f+P+G or b+P+G to escape

> tackle
  b,b+P+G               catch-Ht
  new move

> giant swing
  b,db,d,df,f+P+G       Ht
  f+P+G to escape

> body slam
  df+P+G                Ht
  df+P+G to escape

> wall body slam
  df+P+G                wall-Ht
  df+P+G to escape, opponent's back to wall

> steiner screwdriver
  df,df+P+G             Ht
  df+P+G to escape

> = jackhammer
  P+G                   Ht
  = link, P+G to escape, new move

> frankensteiner
  uf+P+G                catch-Ht
  can be performed on backfacing opponent

> arm lock & break
  d+P+K+G               side-Lt
  P+K+G to escape

> side suplex
  d+P+K+G               Lt
  d+P+K+G to escape

> tiger drop
  df+P+K+G              Lt
  df+P+K+G to escape

> dash-in tiger drop
  df,df+P+K+G           Lt
  df+P+K+G to escape, new move

> double-arm suplex
  db+P+K+G              Lt
  db+P+K+G to escape

> low german suplex
  P+K+G                 back-Lt
  P+K+G to escape


Reversals
---------

> high reversal
  b+P+K                 rev-H
  vs. high-level kicks

> mid reversal
  db+P+K                rev-M
  vs. mid-level kicks

> low reversal (variant #1)
  d+P+K                 rev-L
  vs. low-level right punches

> low reversal (variant #2)
  d+P+K                 rev-L
  vs. low-level left punches


Hopping Attacks
---------------

> hopping hammer
  u+P,release P         M

> landing punch
  u+P,P                 M

> hopkick
  u+K                   M

> squatting hopkick
  u+K,release K         M

> landing side kick
  u+K,K                 M


Ground Attacks
--------------

> elbow drop
  df+P                  G
  ground

> jumping elbow drop
  u+P                   G
  ground

> front roll kick
  b,f+K+G               G
  ground

> devil's claw (variant #1)
  d+P+G                 Gt
  opponent face up

> devil's claw (variant #2)
  d+P+G                 Gt
  opponent face down


Turn-Towards Attacks
--------------------

> TT punch
  P                     H

> TT roundhouse
  K                     H

> TT low hammer
  d+P                   M

> TT side kick
  d+K                   M

> TT low smash
  D+P                   M

> TT low drop kick
  D+K                   L


Turn-Away Attacks
-----------------

> TA heelkick
  df+K+G                H


Wall Attacks
------------

> knee off the wall
  f+P+K+G               M
  new move


Rising Attacks
--------------

> face down, head towards
  K,K,K...              M

> face down, feet towards
  D+K,K,K...            L

> face down, head towards (delayed)
  K,K,K...              M

> face down, feet towards (delayed)
  D+K,K,K...            L

> face down, feet towards (side roll)
  K,K,K...              M

> face down, feet towards (side roll)
  D+K,K,K...            L

> face down, feet towards (forward roll)
  K,K,K...              M

> face down, feet towards (forward roll)
  D+K,K,K...            L

> face down, head towards (side roll)
  K,K,K...              M

> face down, head towards (side roll)
  D+K,K,K...            L

> face down, head towards (backward roll)
  K,K,K...              M

> face down, head towards (backward roll)
  D+K,K,K...            L

> face up, feet towards
  K,K,K...              M

> face up, feet towards
  D+K,K,K...            L

> face up, feet towards (delayed)
  K,K,K...              M

> face up, feet towards (delayed)
  D+K,K,K...            L

> face up, feet towards (side roll)
  K,K,K...              M

> face up, feet towards (side roll)
  D+K,K,K...            L

> face up, feet towards (backward roll)
  K,K,K...              M

> face up, feet towards (backward roll)
  D+K,K,K...            L

> face up, head towards
  K,K,K...              M

> face up, head towards
  D+K,K,K...            L

> face up, head towards (delayed)
  K,K,K...              M

> face up, head towards (delayed)
  D+K,K,K...            L

> face up, head towards (side roll)
  K,K,K...              M

> face up, head towards (side roll)
  D+K,K,K...            L

> face up, head towards (forward roll)
  K,K,K...              M

> face up, head towards (forward roll)
  D+K,K,K...            L




==============
IV. APPENDICES
==============
Basically anything that didn't fit into previous section has been placed here ;)
Seriously though, this is the place for more detailed descriptions of mostly
anything VF-related, advanced strategies and statistics, and so on. Read at your
own risk ;)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
a) Arcade Hardware Specification
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Source: http://www.segaweb.com

Virtua Fighter 4 runs on Sega's NAOMI 2 board. Detailed specification follows:

CPU:                   200 MHz Hitachi SH-4 (SH7091)
CPU Memory:            32 MBytes, 100 MHz SDRAM
CPU Memory Data Path:  64-bits
Memory Bandwidth:      800 MBytes/sec

Geometry Co-processor: VideoLogic custom transformation & lighting (T&L) chip
                       (Code named: ELAN)
Clock Rate:            100 MHz
Sustained Polygonal
and Lighting Rate:     10 million polygons/sec with 6 light sources!
Supported Lights:      ambient, parallel, point and spot 
Vertex Support:        combined dynamic and static model processing
Geometry Memory:       32 MBytes

GPU:                   Two PowerVR2 (CLX2) 
Pixel Fill-Rate:       200 MPixels/sec (400 MPixels/sec to 600 MPixels/sec due
                       to infinite plane architecture assuming depth overdraw
                       complexity of 2 to 3 layers) 
Graphics Memory:       2 x 32 MB (100 MHz SDRAM) 
External Data Path:    64-bits per GPU (128-bits total) 
Memory Bandwidth:      800 MB/sec per GPU (1.6 GB/sec total) 
Graphic Effects:       Polygons/strips/fans engine, 16-bit and 24-bit color,
                       multiple fog modes, super sampling for full scene anti-
                       -aliasing, specular highlighting, texture filtering:
                       bilinear, trilinear, anistropic, MIP mapping, bump
                       mapping, perspective correction, 8-bit alpha blending
                       with 256 levels of transparency, ARGB gouraud shading,
                       general modifier volumes (GMV) for such effects as
                       shadows, light, transpararency, etc. 

Sound Engine:          45 MHz Yamaha ASIC with ARM7 CPU core supporting 64
                       channels of 48 KHz, 16-bit sound (64 channel ADPCM)
Sound Memory:          8 MB DRAM

Media:                 ROM board, optional GD-ROM drive 
Display:               dual monitor support 
Communications:        RS232C serial port 
Game Port:             JAMMA video system (JVS) 


Naomi 2 has a dedicated geometry coprocessor to handle transformations and
lighting which is rated at 10 million polygons per second with 6 light sources.
Note that the T&L processor is not limited to 6 lights, as a maximum of 16
lights per polygon can be achieved, but with a reduction in the polygon rate.
The geometry chip will offload all T&L calculations previously performed by the
128-bit matrix math unit on the SH-4. The SH-4 will now be free to devote more
of its resources for physics, artificial intelligence, collision detection and
overall game code. The hardware T&L unit features combined dynamic and static
model processing, and multiple light type support (ambient, parallel, point and
spot).

Almost all T&L processors on the market never state what their polygon rate is
with the number of light sources present per polygon, and the reason why, is
because the polygon rate goes way down with more light sources, with the
current T&L processors on the market. T&L should always be rated with number of
polygons with number of light sources present. Note: the lighting information
for a polygon does not have to be related to a light source, as light
information can also be used to make an object look more realistic. Like trying
to make plastic look like plastic in a game.

Dual Graphics Chips

Two PowerVR2 (CLX2) GPU's with 32 MB of memory each, which is twice the amount
that the PVR2 GPU had on the Naomi 1 board. Each chip renders half the screen
(rectangular, stripes, and checker board options), so game textures have to be
repeated in both local memory pools, but the display list (infinite plane) data
covers only the area of the screen that each GPU has to render.

Overall Bandwidth

Hard to determine the exact overall bandwidth, as SEGA has not released the
data path size for the geometry coprocessor. It most likely would be 32-bits or
64-bits in size, and we will assume 64-bits to help give us a rough ideal on
the overall bandwidth. If it is only 32-bits, then the final total below would
be 400 MB/sec less.

Data Path
	
Bandwidth

CPU SH-4 <-> 32 MB Main Memory
	
64-bits x 100 MHz = 800 MB/sec

"ELAN" Coprocessor <-> 32 MB Memory
	
64-bits x 100 MHz = 800 MB/sec

1) PVR2DC <-> 32 MB Graphics Memory
	
64-bits x 100 MHz = 800 MB/sec

2) PVR2DC <-> 32 MB Graphics Memory
	
64-bits x 100 MHz = 800 MB/sec

Total:
	
~3.2 GigaBytes/sec

Total overall bandwidth is roughly twice the bandwidth of Naomi 1. Note that
the PowerVR GPU's can push the equivalent of 2 to 3 times their bandwidth as
compared to a traditional renderer, so that would give the comparative overall
bandwidth to be roughly 5 to 6 GigaBytes/sec. Note: I did not include the sound
sytem which also has it's own local memory pool. 

Naomi 2 motherboard shows geometry processor (under heatsink), the
SH-4 CPU (upper middle part of the board), and the two PowerVR2 (CLX2) chips
(under the fans).
 
Naomi 2 daughterboard shows two DIMM slots and can contain 256 MB of
memory in these configurations: 128 MB x 2 or 256 MB x 1. This DIMM
daughterboard is needed for the games that will be distributed on GD-ROM's.
Sports Jam (WOW Entertainment) for the Naomi 1 is the first game to be
distributed on a GD-ROM disk.
 
Load Balancing 

Naomi 2 shows excellent load balancing between processors and local memory
pools. The three most computational tasks for a 3D game is: 

* Game AI & Code
* Transformation and Lighting
* Rendering

The Naomi 2 board has a dedicated processor and local memory pool for each of
the three major tasks in a 3D game. This will help minimize processor
contention for the three tasks, and allow for more efficient memory accesses.
This efficient segmented memory design allows for the use of cheaper single
data rate SDRAM's instead of DDR SDRAMs. At the time of this writing SDR SDRAM
is much cheaper than DDR SDRAM, but soon DDR SDRAM will achieve similar pricing
as volume production is ramped up. Note: The sound system also has it's own
processor and memory pool, so it's tasks and resources will not interfere with
the other processors. 

GD-ROM Distribution 

It was at the JAMMA Fall 2000 arcade show that SEGA showed off a new
distribution method for arcade games, as both the Naomi 1 and Naomi 2 boards
allow a daughter board for RAM, and both allow GD-ROM drives to be hooked up.
The RAM daughter board holds the game to be played that is spooled off of the
GD-ROM. This will help eliminate any load times. 

The Games 

The first games announced for Naomi 2 at the JAMMA Fall 2000 arcade show were: 

* Virtua Striker 3 (Amusement Vision)
* Wild Riders (Wow Entertainment)
* Club Kart Racing
* Virtua Fighter 4 (AM2)


=-=-=-=-=-=-=-=-=-=
b) 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! Oh, and 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)
* sega's official website (http://www.sega-rd2.com/vf4),
* 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-Fei details
* Rich Williams - corrections, suggestions, ideas, proofreading, overall help
* Christopher Tan - VFDC posts, corrections, suggestions
* spotlite - VFDC posts
* Jason Cha - VFDC posts
* Yamcha - VFDC posts
* Jeffrey Yuwono - VFDC posts
* SummErs - VFDC posts, suggestions, proofreading

Sorry in advance to anyone I forgot to mention ;) Feel free to remind me!



[end of file, (c) GLC]