Virtua Fighter 3: Lau FAQ v0.9
==============================
by Lars Holst Soerensen
([email protected] or [email protected])
11th February 1997

Copyright 1997.

No part of this FAQ may be reproduced for sale, compilation, or any other
form of commercial/non-personal distribution without express permission
from the author. Reproduction of this FAQ in any form by game magazines
is a direct violation of the applicable copyright laws. Copies of this
FAQ and the information within may be freely distributed throughout the
VF community or to would-be players of this great game.

+-------------------+
| TABLE OF CONTENTS |
+-------------------+

1.0 Introduction
2.0 The story so far
3.0 Playing Lau
4.0 Movelist
5.0 Move uses/describtion
6.0 Flowcharts
7.0 Advanced Strategies and Tactics
8.0 Character specific strategies
    8.1 Akira
    8.2 Kage
    8.3 Sarah
    8.4 Jacky
    8.5 Jeffry
    8.6 Wolf
    8.7 Pai
    8.8 Shun
    8.9 Lion
    8.10 Taka
    8.11 Aoi
    8.12 Lau
9.0 Credits


+------------------+
| 1.0 Introduction |
+------------------+

(will be added later)


+----------------------+
| 2.0 The story so far |
+----------------------+

Before VF1   A leading Chinese chef, he is also a master of the legendary
            Koen-ken martial art. A quiet man, he nevertheless has the
            air of resourcefulness and skill seen only in those skilled
            in the art of Koen-ken. His cold appearance belies a gentle
            nature. He achieved one of his life's ambitions when he was
            awarded the Grand Prix at the world's most renowned
            competition for Chinese chefs. Now, he is ready to fulfill
            his next ambition. He is resolved to enter the World Fighting
            Tournament and achieve his ultimate goal.

Before VF2   He is came from Northern China, Shandong Province. He was the
            strongest fighter and winner of the last Tournament. This made
            him happy as his martial arts school was looking for successor
            and the requirement was for him to win the Tournament. After
            the First Tournament, he retreated to the mountains to train
            and develop new techniques to improve his ultimate art. He is
            taking part in the Second World Fighting Tournament using
            advanced Koen-ken techniques.

Before VF3   Shortly after losing the 2nd tournament to Akira by only the
            tiniest of margins, Lau received word that his restaurant was
            in a dire financial situation. For a while, Lau returned to
            its kitchen in an attempt to revive his once famous restaurant.
            When he received an invitation to the 3rd tournament, Lau left
            the kitchen in the hands of his best apprentice, and began the
            preparations for his journey. They say a thin smile appeared
            on his lips...


+-----------------+
| 3.0 Playing Lau |
+-----------------+

(will be added later)


+--------------+
| 4.0 Movelist |
+--------------+

    Guard half attacks like P,P,P,d+K are not verified and the Gu
    could be mistaken.

    Command       Lev  Rev  Dam  Ex-Co-Ri   Gu  Hit  Cou   Misc

    P             H    HiP  12    9-2-12    -1  -2    -7
    P,b+P         M    HiP  24   15-3-27     7   4    -5   Cr. Guard Up
                                                           Turn-Around
    P,b+P,b+P     M    ---  28!  28-2-33    10   6    -5
    P,P           H    HiP  12    8-2-16     3   2    -3
    P,P,P         H    HiP  14   10-2-19     6   3    -2
    P,K           H    HiK  29   14-2-27     8& -1   -12
    P,P,K         H    HiK  30!  15-3-25    11& -3   -15
    P,P,P,K       H    HSp  50!  17-5-35    15  -7   -27
    P,P,P,d+K     L    LSp  40!  17-5-35    15   1   -15
    P,P,P,u/b+K  Air   Som  26!  10-3-41    21  17     6
    d/f+P
     < 1.4        M    HiP  17   13-1-22    6    3    -4   Cr. Guard Up
     > 1.4        M    HiP  15   17-1-23    7    5     0   Cr. Guard Up
    d/f+P,P       H    HiP  10    9-1-23   11    9     5
    d/f+P,P,P     H    HiP  14   10-2-21    8    5     0
    d/f+P,P,K     H    HiK  20   14-2-27    7&   4&    0&
    d/f,d/f+P     M    HiP  15   17-1-23    4   -3&   -8   Stagger
    d/f,d/f+P,P   H    HiP  16    9-1-13   -3   -5   -12
    D_, d/f+P
     < 1.7        M    HiP  22   13-3-23    5    2    -7   Cr. Guard Up
     > 1.7        M    HiP  20   13-3-23    7    3    -5   Cr. Guard Up
     Float        M    HiP  20   13-3-23    7    3    -5   Cr. Guard Up
    D_, d/f+P,P
     < 1.7        H    HiP  12   13-1-14    0    7&   -6
     > 1.7        H    HiP  12   13-1-14    0    7&   -6
    D_, d/f+P,d/f+P+K
                  M    HiP  22!  23-4-28   13&   8    -1
    b,f,f+P       M    ---  35!  15-2-42   19    9    -4
    b,f+P         H    HiP  24!  12-2-27    6    3    -6   Dr(2)
    f+P           M    Elb  19   11-2-25    8    5    -2   Stagger
    f+P,b,f+P     H    HiP  20   21-2-20    3   -1    -9   Dr(1)
    b,b+P         M    HiP  30!  21-5-29   15    3    -9   Cr.Guard Up
                                                           Turn-Around
    b,b+P,K+G     M    HSp  40!  33-4-28    7   -7   -23
    b,b+P,d+K    VL    LoK  30!  18-2-31    8    2   -10
    b,b+P,d+P     M    HiP  18   27-1-19    1   -1    -8   Cr. Guard Up
    d+P
     Standing     L    LoP  11   16-1-14    2    0    -4
     Crouch       L    LoP   9   10-1-14    2    1&   -2&
     Enemy Down   L    LoP   9   10-1-14    2    1&   -2&
    u+P         Air    ---  15   21-3-22   18&   6     1
    K             H    HiK  25!  14-2-23    2   -2   -11   Cancel(12,4,5)
    f,f+K         H    HiK  25!  14-2-25    4    0    -9   Cancel(12,4,5)
    K,K           H    HSp  30!  22-3-31    9    3    -9
     Delay        H    HSp 20-30! 16-4-31  10    4    -8
    d+K           L    LoK  15   14-1-27   11    9     4
    d+K,K         H    HiK  19!  16-2-30   13   10     3
    d+K,d+K       L    LoK  19   19-2-28   11    6&    0&
    d+K,d+K
     N.d+K        L    LoK  10   18-3-30   20   18    14
    d+K,d+K
     N.d+K,d+K+G  L    LSp  12!  18-5-38   28   27    22


+---------------------------+
| 5.0 Move uses/describtion |
+---------------------------+

In this section I will go through all the moves, and comment on the uses
of each one. In most cases I will make list of good follow-ups, since
following up or "rushing" is a very important part of playing with Lau.


P,G       The single punch plays a very important part in VF3, and Lau's is
         no different. The main purpose of the PG is to interupt whatever
         you opponent is throwing at you, and this way regain the
         initiative. It's also a way to keep the pressure on you opponent.

  Follow-ups:

  The "normal" follow-up to a PG interupt is to throw. This works
  especially well if you can catch your opponent by surprise with the PG
  interupt. If you are playing against an experienced player, he might
  expect/predict the interupt and try to escape the coming throw. A throw
  is still a good option in this case since you can vary your throw to
  make if difficult for him to guess which throw to escape. However, there
  are other options which you might wanna consider, and which often can
  give more damage than a throw. These options are, in order from most
  damaging to safest.

  K+G - If you are able to connect with the K+G you can follow-up with a
        b,b+P of the bounce and continue with a d+PPPsweep float. The
        complete combo will look like this,

          K+G, b,b+P, d+P,P,P,d+K    "huge damage AND style"

        The downside to this follow-up is of course the possibility that
        your opponent might block or crouch under it, making you open for
        what probably will be a huge punishment :)

  d/f+P+K - This option is good because it dodges high punches and it
            can usually be followed by a PPPsweep for good damage.

  b,b+P - An added d+P makes this a very safe option (the b,b+P,d+P is
          uncounterable when blocked). But not only is it safe, but also
          very damaging when it floats your opponent (b,b+P,d+PPPsweep).

  f,d+K - This, although low damaging, option is good if you expect your
          opponent to either try escaping your throw or keep blocking
          standing. And even should your opponent manage to block this,
          he'll have a hard time countering it.

  d/f+K - The sidekick is another good option, especially if your opponent
          tried to crouch in which case you'll get a sidekick stagger which
          leads to a good float opportunity (more on this under the
          sidekick description).

  f+P,b,f+P - Since the elbow,palm is your primary "rush" starter, you
              should use this if you want to initiate a "rush" after the
              PG.

  P,G - Another PG is probably your safest option, and should be used if
        you don't feel like risking too much, and just want to keep the
        initiative.

d/f+PPP    The d/f+PPP is great for when you play against those pesky low kicking
  players who do nothing but look for that MC low kick to get a throw off.
  The d/f+P hits mid and forces crouchers up to block the following punches.
  This is a great weapon against low kicks and sweeps AND you'll retain the
  initiative after any of the punches, so it's a good basic pressuring move
  that offers you a wealth of good options at the end.

  Follow-ups:

  [d/f+PPP]d+K and - These are good basic options that will give you a lot
  [d/f+PPP]u/b+K     of mileage if you mix them up. Add some delays here
                     and there and they become even better. However, both
                     of these are fairly easy to punish when blocked, so
                     don't overuse them. One reason why these works better
                     than one should expect is because good players often
                     won't expect you to use them, simply do to the fact
                     that they are so easy to counter when blocked.

  b,f,f+P - Another fairly good option that hits mid, and dodges some high
            attacks and the build-in delay fits well after the d/f+PPP.

  f,d+K - Well, the f,d+K is a good option after almost any move, and this
          is no exception.

  d/f+K - Good safe follow-up, and chance of a sidekick stagger is good
          because your opponent will have to watch out for the built-in
          sweep, the f,d+K, and throws.


  Throw - Fairly good option when your opponent is wary of the build-in
          kickflip and sidekick stagger. (The throw becomes an even better
          option is you only do d/f+PP).

  E, throw - Good option if you expect your opponent to do a P,G.
  E, b,b+P - Good option if you expect your opponent to do a P,G.

  E, f,d+K - Good option if you expect your opponent to do a P,G.


d/f,d/f+PPP - "Closing the gap"

  The d/f,d/f+P basically work like the d/f+P in terms of follow-up options.
  However, it also works if you just to the d/f,d/f+P and then the
  follow-up. The main difference between the two is the huge reach of the
  d/f,d/f+P, so the main use of this is to close the distance between you
  and your opponent, so that you, Lau, can get in close where Lau is
  strongest.

  Follow-ups: same as for d/f+PPP


elbow,palm - "The rush starter"
(f+P,b,f+P)

  This is IMO one of the three most (if not THE most) important moves that
  Lau has. This is your main "rush" starting move. Why? Because of the
  incredible fast recovery (20 frames), and because the opening move is a
  simple, fast, and easy to hit with, elbow! Due to this fast recovery Lau
  retains the initiative even when blocked and that's what makes it such
  a great move. And the follow-ups.... too many to list! You can basically
  tag on whatever you feel like, some options are of course better than
  others. Here's a list of those that should use most frequently.

  Follow-ups:

  d/f+K - This is my favorite follow-up, because I'm a sucker for sidekick
          staggers :) (And it seems that the chance is bigger than normal
          in this case).

  elbow,palm - Yes, another elbow,palm is also a good option if your
               opponent likes to crouch after the first. The only reason
               why I ever use this over the sidekick is the slightly faster
               execution time of the elbow (11 frames compared to the
                       sidekicks 14 frames).

  f,d+K - Another very good option since it dodges any high and many mid
          level attacks, so this works like a charm if your tried to P,G
          interupt you.

  b,f,f+P - This will often catch opponents who either P,G or keep blocking
            high in anticipation of what you do. The b,f,f+P will the P,G
            and it's build-in delay is just slow enough for the waiting
            opponent to start something which you then interupt.

  Throw - This becomes a very good option once you have your opponent so
          scared of the other follow-ups that all he can think of is
          standing there holding defense :) (this is usually refered to
          as getting the opponent into "brain-freeze") I prefer to do the
          d/f,d/f+P+G throw in this situation because of the slightly
          longer range it has with the build-in crouch dash.

  E +  - This is very good against players who loves that P,G interupt :)
         After the dodge you against have a number of options, here's a
         small list,

         -> elbow,palm
         -> b,f+P
         -> b,f,f+P
         -> throw
         -> d/f+P+K
         -> b,b+P
         -> f,d+K

  P,b+P - I haven't really experimented enough with this option to really
          tell now good it is. But if you like "blind fighting" chances
          are you'll like this option. After the P,b+P you have four good
          option. One is a dodge which works well against the type of
          player who jumps at the sight of your exposed back :) Two is a
          d+K TT sweep which is ok IF they don't block it :) Three is a
          u+K+G, which is very safe since it's uncounterable when blocked
          and close to impossible to punish even when it misses. Finally
          there's the d+P into a PPP style combo.

  P,G - The P,G is very safe and it will interupt just about anything your
        opponent might try.

  d/f+P - Another really great option that will interupt most of what the
          opponent will try. This is actually a better option than the P,G
          above, because this also interupts low kicks and sweeps, and the
          P,G doesn't.


Sidekick - "Getting those dreaded staggers"
(d/f+K)

  The sidekick has gotten very important in VF3, mainly because elbow
  stagger isn't near as strong in VF3 as they were in VF2. Meaning, that
  an elbow stagger doesn't amount to much in terms of floats, but the
  sidekick stagger does! Here's a couple of good sidekick stagger
  combos/floats.

    - sidekick(stagger), elbow,palm, d+K, ground stomp   (my favorite :)
    - (deep)sidekick(stagger), d/f+PPPsweep
    - sidekick(stagger), K,K

  This is your stable sidekick stagger follow-ups. But I'm sure even bigger
  floats are possible. Another viable option after a sidekick stagger is
  of course to throw.

d/f+K,f+P,b,f+P

  The first two parts are quite safe to use. If you hit (or stagger)
  someone with the sidekick they can't crouch in time for the f+P. However
  they CAN crouch the third part of the combo even if the first two hits.
  This doesn't mean that you should never do the thrid parrt. Because it
  is in fact very good IF your opponent block it. This is due to the
  insanely fast recovery of the b,f+P (19 frames). Many opponents
  mistakenly thinks it recovers slower and will often try to throw you,
  which is not possible it you buffer in a throw for yourself. the b,f+P+G
  works particulary well for some reason. It's often a good idea to buffer
  in the throw even if your opponent doesn't try to throw you, more often
  than not you'll catch your opponent with the throw anyway.


UpKnP (D/F+P,P)



d/f+P+K - "Dealing with P,G maniacs"

  The main use of the d/f+P+K is (IMO) as a weapon against players who
  use a lot of P,G's. The reason for this is because the d/f+P+K dodges
  high punches.


b,b+P,d+P

  This is a truely great move. Like the d/f+P+K, this move is somewhat good
  at stuffing high punches. This is not the main use though. Because of its
  ability to inflict high damage at a very low risk (it's uncounterable
  when blocked), you can really use this quite a lot and in all kinds of
  different situations. I mean, if you connect with just one of these
  babies you can take about 50% damage against anyone (with the
  b,b+P,d+PPPsweep), and this often means that you'll win that round.


K+G - "Damage and Style"

  This is not a move that you want to overuse, in fact it should be used
  with extreme caution and only in the right situations. The only reason
  for using it at all is the fact that you can make one highly damaging
  combo when it connects, the being this beauty,

     K+G, b,b+P,d+PPPsweep

  The b,b+P hits off the bounce of the K+G, and it's a most gratifying
  and not to mention humiliating combo :) These is basically two situations
  in which you can use the K+G.

   1) When you have put some distance between you and your opponent, and
      you see your opp. come running in for a throw.

   2) After a dodge. This is the best way to setup the K+G (IMO). You
      do a dodge and immidiately input the K+G. If you're lucky enough to
      dodge a slow recovery move, you'll be awarded by the sweatest combo
      there is :)


u/f+P - "Death from above"

  A standalone u/f+P is good for okizeme against low rising attacks. And
  after a blocked u/f+P a kickflip is a very good option because many
  players will try to attack or throw and the kickflip will interupt =all=
  of these attempts. When the u/f+P hit you have one of two options. First
  is the before mentioned kickflip which is capable of hitting off the
  bounce of the u/f+P. And the second more damaging option, is a
  b,b+P,d+PPPsweep combo! Yes, the b,b+P can hit off the bounce too,
  although the timing is somewhat difficult.



u/f+K and u/f+K+G

  These two moves each has thier different strengths and weaknesses. The
  u/f+K (the most useful of the two IMO) has the ability to dodge some
  high attacks most notably punches! It also recovers faster (21 frames)
  than the u/f+K+G (26 frames). It does however have block animation, which
  the u/f+K+G has not. This leaves you more vulnerable when it's blocked.
  The main use of these moves is to interupt an opponent who is closing
  in, preferable to MC them for a good float opportunity. You basic float
  combos is the PPPK and the PPPsweep, but you can sometime do more
  damaging floats such as b,b+P,d+PPPsweep. After a MC u/f+K you can also
  do this, although not very damaging, nice float combo,

     u/f+K(MC), D+K,K,D+K,K+G

  Another thing to note about the two is that a single punch after either
  one produces what is called an "autopalm" (an autopalm is really a
  D/F+P). This means that you can do floats like this with it,

     u/f+K(MC), P,d/f+P+K

  (the P,d/f+P+K becomes a D/F+P,d/f+P+K combo)


D+K,K,D+K,K+G

  These sweeps (or low kicks) are a good tool for making your opponent
  crouch. Since you can alternate between 1, 2, 3, or 4 sweeps you can
  keep your opponent guessing. And this will make them wary of trying to
  attack you before they are certain you won't do more sweep. Now you have
  your opponent right where you want him.... crouching! At this point you a
  couple of good options you might wanna try. First is the ever so good
  sidekick, in hope of getting a sidekick stagger. Second is a heelkick,
  which is easily done since you're already crouching from the sweep(s), so
  you just release the joystick and hit K after your last sweep. Third is
  the elbow,palm which is good if you want to keep as much pressure on your
  opponent as possible.


Heelkick
(D,N+K)

  This is IMO a very underrated move. I mean, it's (somewhat) fast in
  execution (14 frames), it hits mid level, and it does good damage (40pts)
  and you can almost always connect with a small pounce afterwards for an
  additional 30pts. Even though it has to be unleshed from a crouch you
  can sorta make it come out from standing by inputting a crouch dash
  like you would with a m-UpKn.


THROWS
------

P+G (40pts)

  This is your basic throw, and probably the fastest to get off. So you
  should use this when you don't have time to make another throw. And for
  some reason, this is usually not the throw your opponent try to get out
  off. Damage is not too bad considering that a ground stomp (d/f+K) is
  guaranteed for an additional 13 points of damage.

f+P+G & b+P+G (50pts)

  These throw are good dash-in-and-throw throws :) Because they only
  require one joystick movement, and this make them fast to execute.

d/f,d/f+P+G (65 pts)

  Because of the build-in crouch dash, this throw has slightly more range
  than the other throws. I don't use this throw to much, since it leaves
  *you* open to a throw if it's reversed.

b,f+P+G (60pts)

 This is the throw that gives you the most guaranteed damage, namely 60pts
 + 13pts for the guaranteed ground stomp for a total of 73pts. Sure there
 are other throws where it is *possible* to get more damage from (like ST
 combos), but none of the others are *guaranteed*.

b,d+P+G (10pts) also known as Stumbling Throw, or ST for short.

  This is not a normal throw like the others, but more a way to setup
  (float) combos. Here's a list of some of the combos which are possible
  after the ST. I'll add a (G) on the combos what are guaranteed (being
  marked guaranteed means that these combos can't be escaped even if you
  struggle!). That doesn't however mean that you never should use any of
  the *not* guaranteed follow-ups, cause not all players tries to struggle,
  and even though the try they might not struggle hard enough!

  Here goes:

    - ST, b,b+P,d+P,P,P,d+K
    - ST, b,b+P,d+P,d/f+P+K, ground stomp (only against Jeff and Wolf)
    - ST, u/f+P, b,b+P,d+P,P,P,d+K
    - ST, b,b+P,d+P, D+K,K, ground stomp  (only against Jeff and Wolf)
    - ST, d/f+P+K, F+P,P,P,d+K
    - ST, d/f+P+K, F+P,G, F+P,P,P,d+K (against light characters downhill)
    - ST, d/f+P+K, P,G, b,f,f+P
    - ST, u/f+K, D+K,K[,K], ground stomp
(G) - ST, b,f+P, d+K, ground stomp
(G) - ST, HCT+K+G


+----------------+
| 6.0 Flowcharts |
+----------------+

  P,G
  ---
  PG -> PG       -> ...
  PG -> Sidekick -> ...
  PG -> Elbow    -> ...
  PG -> d/f+P+K  -> ...
  PG -> b,b+P    -> ...
  PG -> E        -> ...
  PG -> d/f+P    -> ...
  PG -> f,d+K
  PG -> Throw

  d/f+P (or d/f,d/f+P)
  --------------------
  d/f+P -> PP   -> d+K
  d/f+P -> PP   -> u/b+K
  d/f+P -> P[P] -> Elbow    -> ...
  d/f+P -> P[P] -> Sidekick -> ...
  d/f+P -> P[P] -> f,d+K
  d/f+P -> P[P] -> Throw

  Sidekick
  --------
  Sidekick -> f+P   -> b,f+P -> Throw
  Sidekick -> f+P   -> b,f+P -> f,d+K
  Sidekick -> f+P   -> b,f+P -> b,f,f+P
  Sidekick -> f+P   -> Elbow -> ...
  Sidekick -> f+P   -> Throw
  Sidekick -> f+P   -> f,d+K
  Sidekick -> PG    -> ...
  Sidekick -> f,d+K
  Sidekick -> E     -> ...
  Sidekick -> d/f+P -> ...

  Elbow
  -----
  Elbow -> Palm  -> Sidekick -> ...
  Elbow -> Palm  -> Elbow    -> ...
  Elbow -> Palm  -> E        -> ...
  Elbow -> Palm  -> d/f+P    -> ...
  Elbow -> Palm  -> f,d+K    -> ...
  Elbow -> Palm  -> d/f+P+K  -> ...
  Elbow -> Palm  -> b,b+P    -> ...
  Elbow -> Palm  -> b,b+K+G  -> ...
  Elbow -> Palm  -> Throw
  Elbow -> Palm  -> Kickflip
  Elbow -> Palm  -> b,f,f+P
  Elbow -> Throw
  Elbow -> f,d+K
  Elbow -> PG    -> ...
  Elbow -> d/f+P -> ...

  d/f+P+K
  -------
  d/f+P+K -> Throw
  d/f+P+K -> f,d+K

  b,b+P
  -----
  b,b+P -> d+P   -> PP    -> d+K
  b,b+P -> d+P   -> PP    -> u/b+K
  b,b+P -> d+P   -> P[P]  -> Throw
  b,b+P -> d+P   -> P[P]  -> f,d+K
  b,b+P -> d+P   -> P[P]  -> Elbow  -> ...
  b,b+P -> d+P   -> f,d+K
  b,b+P -> d+P   -> Throw
  b,b+P -> d+K
  b,b+P -> u+K+G -> d+K
  b,b+P -> u+K+G -> d+P   -> ...
  b,b+P -> u+K+G -> u+K+G
  b,b+P -> E     -> ...

  E
  -
  E -> f,d+K
  E -> d/f+P   -> ...
  E -> b,b+P   -> ...
  E -> d/f+P+K -> ...
  E -> Kickflip
  E -> Elbow   -> ...

  UpKnP (D/F+P, P)
  ----------------
  UpKnP -> Elbow    -> ...
  UpKnP -> Sidekick -> ...
  UpKnP -> b,b+P    -> ...
  UpKnP -> b,f,f+P
  UpKnP -> f,d+K
  UpKnP -> Throw

 "..." means that you should look in another flowchart for the follow-ups.

+-------------------------------------+
| 7.0 Advanced Strategies and Tactics |
+-------------------------------------+


+-----------------------------------+
| 8.0 Character specific strategies |
+-----------------------------------+

(will be added later)


+-------------+
| 9.0 Credits |
+-------------+

This FAQ would never have been, had it not been for these people.

AM2 and SEGA              For making the best arcade game ever... VF1 :)
Gamest
Henry Kong & Mike Abdow   Thanks for all your help and support. And for
                         taking the time to comment on this thing.
                         And Henry, I *will* come around to incorporate
                         your suggestions :)
Colin Leong               For the use of the layout from his great VF2 Lau
                         FAQ.
Firestarter & Yupa        For (without actually knowing it) allowing me to
                         use their movelist for this FAQ.