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| Advanced Variable Geo Two MiniFAQ // v. 0.0 // Sony Playstation JPN |
| ASCII : shouji // Last Update : 11 - o4 - o4 //
[email protected] |
|_____________________________________________________________________________|
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Copyright 2oo4 `Shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `Shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L assessable webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `Shouji´ has written, so it shall be spoken. =)
`Advanced Variable Geo 2´ and its characters are copyright 1998 TGL, Ltd.
All rights reserved.
This FAQ is available at the following places :
------------------------------------------- Advanced Variable Geo 2 MiniFAQ -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find all my hard work at other locations I KNOW I
didn`t send it to. With that said, I would like to take a moment to bitch
"Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
of my FAQs to their site, then take a moment to write me a damn letter to
ask me for them. Those that find that difficult to do, make your own FAQ.
.. Alright, I`m through ranting. Have a nice day. ^_^
( table of contents ) -- // ------------- \\ -- ( advanced v.g. 2 )
_______________________________________________________________________________
> > Advanced : 1 -- abbreviations + command notation
> > Advanced : 2 -- character command lists
< Ayako Yuuki
< Chiho Masuda
< Eleanor (Elirin) Goldsmith
< Jun Kubota
< Kaori Yanase
< Kyouko Kirishima
< Manami Kusunoki
< Material
< Miranda Jyahana
< Reimi Jyahana
< Saki Shinjou
< Satomi Yajima
< Tamao Mitsurugi
< Yuka Takeuchi
> > Advanced : 3 -- miscellaneous info
< Secrets / Codes
< Translations
< Revision History
This FAQ is in compilation with the `Advanced V.G. 2 MaxFAQ,´ which is also
located at the sites above. This FAQ will only give info on the charcater`s
special moves in a simplistic fashion. For the more full version which goes
into heavier detail, get the MaxFAQ.
( advanced : 1 ) -- // - \\ -- ( abbreviations + command notation )
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P / K - Press any Punch / Kick button.
PP / KK - Press both Punch / Kick buttons simultaneously.
+ - Stands for "and".
/ - Stands for "or".
dir. - Any of the eight directions can be used: u (up), d (down), b
(back), f (forward), ub (up-back), uf (up-forward), db (down-
back) or df (down-forward). (If there are any direction
exceptions, they are noted afterward.)
(air) - Stands for a move that can be performed both on the ground or
in the air. Most moves with this principle can be done off
the ground by adding ub~uf at the end of the command/motion
(qcf[,UF]), and pressing the button the moment you start to
ascend. (Note this is similar to Sagat`s original Tiger Knee
command from Super SFII.)
qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick.
hcf / hcb - Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
.. rapidly - Repeat the listed command(s) in a swift succession. ("Press
Punch rapidly" means to swiftly hit any Punch button over and
over.)
Hold - Hold down the indicated direction or button(s) for a minimum
of one full second before releasing (if needed).
Charge - Hold the primary indicated direction for a minimum of two
full seconds before performing the following command(s).
When close - Perform the following command(s) when player is near the
opponent.
.. - Used after attack commands to indicate that another attack
can be used as a follow-up. All continuing attacks will be
listed immediately underneath in a tree-like method:
Attack 1 Command ..
- Attack 2a Command after Attack 1 ..
- Attack 3 Command after Attack 2a
- Attack 2b Command after Attack 1
(movename) - A special move that has no specific name, but is noted in the
character`s movelist for having unique principles or command
to execute it. Although sometimes this notation means that I
don`t know the offical name for the move yet.
! - Indicates Tokushu Waza that can be powered up (EX) for the
cost of 1 Level of Power Gauge. There are two methods that
can be used to perform an (EX) version of an attack:
1. Use both attack button strengths simultaneously.
For Jun`s (EX) Earth Shaker (qcb + P), motion qcb + PP.
2. Perform the command motion twice.
For Ayako`s (EX) Mach Spin (qcf + K), motion qcf,qcf + K.
(This overall works only for simplistic motions. For any
Tokushu Waza with charge commands or compound motions (ie
- Saki`s Ren (hcb,f)), use method #1.)
* - Indicates additional/follow-up notes/information pertaining
to a specific move, command, or ability. (A "see below".)
(?) - Indicates information that I am not 1oo% sure on at the
moment. Most times this shows up for translations or moves I
haven`t gathered the full properties of yet.
( advanced : 2 ) -- // ---------- \\ -- ( character command lists )
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2.o1 // AYAKO YUUKI SoTo
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Oshioki When close, b / f + HP
Kuuchuu Nage When close in air, dir. (not u) + HK
! Mach Spin qcf + K (SP1)
! Rave Storm qcb + K (SP2)
Tornado Attack hcb + P ..
- (cancel attack) .. Press K before reaching apex of T.A.
- Tornado Slide Kick .. Do nothing after Tornado Attack
- Tornado Fan Chop .. Press K after Tornado Attack
- Tornado Franken[steiner] .. Press K when above opponent after T.A.
(fan swipe) Hold HP
Final Tornado Illusion Crisis qcb,qcb + P
Spiral Dive When close, f,hcf + K
- After the LK Mach Spin, Ayako can perform an aerial attack while she`s
descending.
- Since Ayako`s beginning animation of the Rave Storm has her flipping
forward, her legs cannot be hit with any attacks. So it can be used to pass
through most projectiles if you perform it when the blast is close to
hitting her.
- For the (cancel attack), Ayako gets no special advantages but it cancels
out the automatic attack of the Tornado Slide Kick.
- The Tornado Fan Chop, (fan swipe), and last two hits of the (EX) Rave
Storm must be blocked high.
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2.o2 // CHIHO MASUDA CASO
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Kubikiri Nage When close, b / f + HP
Tomoenage When close, b / f + HK
Idzuna Otoshi [1] When close in air, dir. (not u) + HP
Sankaku Tobi Jump against a wall, press uf
Tobi Hiza Geri f + HK
! Shi Sen Ken qcb + P (SP1)
! Hien Geki Charge b,f + P (SP2)
En Raku Satsu When close, hcb + HK ..
- Idzuna Otoshi [2] .. hcf + HK after En Raku Satsu ..
- Sen Shuu Jin .. hcb + HK after Idzuna Otoshi [2]
(hopping backfist) Press PP
(heel launcher) df + LK
(slide) df + HK
Zan`ei Jin d,d + PP
Gen`ei Jin d,d + KK
Shin Kuu Ga Zan qcb,f + K
- Similar to Gallon`s (Jon Talbain in US) Mirage Body from `Vampire
Hunter/Nightwarriors´ (or V-ISM in SFZ3), The Zan`ei Jin will have Chiho`s
basic attacks all hit up to three times. Afterimages follow her movements
and each attack in close succession, chaining together the three attacks
smoothly.
- The Gen`ei Jin will increase Chiho`s speed _incredibly_. Only her movement
is increased - not the speed of her attacks and special moves. However most
of Chiho`s attacks that involve forward or backward movement will also be
enhanced. Below is a list of the changes the Gen`ei Jin will produce:
* Walking speed forward and backward will increase 2x.
* When fully scrolled out, Chiho`s regular jump will reach 6o% of the
screen (opposed to a usual 3o%). Her super jump will cover full-screen
distance.
* Because of her full-screen super jump, Chiho can triangle jump from
anywhere.
* All of her throws (Kubikiri Nage, Tomoenage, Idzuna Otoshi [1], and En
Raku Satsu) will be disabled.
* The LP Hien Geki will reach 55% of the screen (when fully scrolled out;
opposed to a usual 4o%). The HP version will reach 8o% (when fully
scrolled out; opposed to a usual 5o%). When she lands, Chiho will slide
the rest of the screen distance.
* The (hopping backfist) and (slide) will reach 45% of the screen (when
fully scrolled out; opposed to a usual 2o%).
* The (hopping knee) will reach 4o% of the screen (when fully scrolled out;
opposed to a usual 2o%).
* If you super jump, the afterimages will change yellow. If you dash or
backdash, they will turn transparent.
- The Zan`ei Jin and Gen`ei Jin can`t be activated simultaneously.
- While the Zan`ei Jin and Gen`ei Jin are activated, all of her throws
(Kubikiri Nage, Tomoenage, Idzuna Otoshi [1], and En Raku Satsu) will be
disabled.
- The Shin Kuu Ga Zan will track the opponent no matter where they are on
the screen.
- The (hopping backfist) must be blocked high. The (slide) must be blocked
low.
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2.o3 // ELEANOR (elirin) GOLDSMITH The Rival
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Eleanor Dynamic When close, b / f + HP
Eleanor Mach Punch Press Punch rapidly
Eleanor Sanren Bu qcb + K (x3)
Eleanor Chop hcb + P
! Eleanor Mach Punch f,qcf + PP
! Eleanor Fire Charge b,f + P (SP1)
! Eleanor Tsuutenkaku Otoshi Charge d,u + P (SP2)
(knockdown taunt) Press Select
(thrust sidekick) f + HK
(shoulder tackle) f,f + HP
Eleanor Smash When close, f,hcf + K
- Each attack of the Eleanor Sanren Bu can be delayed (you can delay longer
with the HP versions), but they only combo when done consecutively.
- The Eleanor Chop can reflect projectiles.
- The Eleanor Fire can negate projectiles.
- The Eleanor Chop, downward punch of the Eleanor Tsuutenkaku Drop, and
(thrust sidekick) must be blocked high.
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2.o4 // JUN KUBOTA Sukaraaku / Ska Lark
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Nagesute German When close, b / f + HP
Suichoku Rakka Shiki DDT When close, b / f + HK
! Earth Shaker qcb + P (SP1)
Kubota Sway b,d,db + K (SP2)
Kubota Buster f,hcf + P (misses from afar)
Kubota Lariat Charge b,f + HP
(hammer launcher) f + HP
(body splash) In air, d + HP
Kubota Shuttle f,hcf + K
Kubota Special hcb,hcb + HP (misses from afar)
- With the Kubota Sway, Jun can avoid any attack: physical, projectile, and
throws. You can also use this to buffer in command motions, which Jun will
execute immediately after returning to normal.
- You can technically link the Kubota Sway one after the other, having Jun
avoid for most of the match. However she is vulnerable again during the
frames she returns to stance from the sway.
- The Kubota Lariat has two hit properties. If Jun is more than two character
screen away, the punch will only hit the opponent for half its potential
damage. Otherwise it will become a knockdown attack. Jun can also knock the
opponent out the air with this move, in which case she`ll always do the
full clothesline for a knockdown attack.
- Regardless where Jun is, the punch of the (EX) Earth Shaker will pop the
opponent vertically off the ground. The gem behind this move lies in the
fact that even after it`s executed, Jun can still pop them up. For example,
if the opponent jumps to avoid the "tremor," they will _still_ be launched
when landing if Jun`s fist is touching the ground. The same goes for after
a knockdown attack, you can do the (EX) Earth Shaker to launch the opponent
the moment they stand again. Which usually happens as Jun stays in punching
animation for a little over a second.
- Though Jun swings her arm High for the Kubota Shuttle, it has the
properties of a Low-hitting move. Thus it must be blocked low. Since it`s
a powered-up clothesline, the only way to obviously avoid it is to crouch.
If the opponent guards while standing, it will hit as if unblockable.
- The (body splash) must be blocked high.
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2.o5 // KAORI YANASE MoHi Kan
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San Shuu When close, b / f + HP
Hiza Geri Age f + HP
2-dan Kakato Otoshi b + HK
! Ressen Shuu qcf + K (SP1)
! En Ken Fu qcb + K (SP2)
Rasen Geri In air, d + HP
Shuu Geki Jump ub / uf + d + HK
Ryuu Ren Tai When close, f,d,df + HK
(thrust kick) f + HK
Retsu Zan Dou f,hcf + K
- The LK En Ken Fu, second hit of the HK En Ken Fu, Rasen Geri, and Shuu Geki
must be blocked high.
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2.o6 // KYOUKO KIRISHIMA
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Kotegaeshi When close, b / f + HP
! Kirishima-shiki: Ominaeshi qcf + P .. (SP1)
- Kirishima-shiki: Otokoeshi .. Press P after Ominaeshi
! Kirishima-shiki: Sazanka f,d,df + K (SP2)
Kirishima-shiki: Shakunage b,d,db + P
Kirishima-shiki: Jinchouge When close, hcf + HK
(long taunt) Press Select
(elbow) b + HP
Kirishima-shiki: Housenka When close, f,hcf + K
- The Kirishima-shiki: Shakunage is a counterattack move. The LP version
reverses Mid-level and jumping attacks, while the HP version reverses High-
level, standing, and crouching attacks. Low-level attacks (ie - any
Crouching LK / HK) and unblockables cannot be reversed. Kyouko can only
counter physical attacks, which includes normal and special moves. If
Kyouko catches an attack, she takes no damage. The LP counter is a backhand
that knocks the opponent into the air as a launcher, allowing Kyouko to air
combo or juggle. The HP counter is an elbow that causes knockdown and you
can (otg) afterward.
- Kyouko randomly says one of her three sentences for her taunt. They can
be interrupted by moving the control pad or pressing a button.
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2.o7 // MANAMI KUSUNOKI Fusiya
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Dadakko Punch When close, b / f + HP
Neko Rocket Punch qcf + P (SP1)
! Gorogoro Attack Charge b,f + P (SP2)
Gorogoro Attack 2 Charge b,f + K
Banzai Attack Charge b,f + KK
Neko Chotto Ranbu When close, hcb + HK
(sleep) Do nothing for 22 seconds
(rolling dash) Press f,f, hold f
(neko swat) f + LP
(neko mitten swing) f + HP
Gottsui Neko Rocket Punch f,hcf + P
Ultra Gorogoro Attack Charge b,f + HP + HK (hold HP to charge)
- Regardless of if the Neko Rocket Punch and Gottsui Neko Rocket Punch hits
or not, Manami will always take .5% damage when the mitten returns and hits
her in the head. However she won`t defeat herself if she drops to 0% HP.
- Manami`s (sleep) doesn`t do anything, but she is able to attack out of it
with no delay. The attack you do to "wake her up" will always be a
crouching version. She can also be woken up just by moving the controller.
- If you hit the opponent with the (neko swat) twice consecutively (to
combo), it will launch them. Manami can then air combo or juggle them.
- For the Gottsui Neko Rocket Punch, only the large mitten itself does
damage. The opponent can jump over it and land where the string is to
avoid it. However the mitten also can hit on its way back to Manami.
- The longer you hold HP for the Ultra Gorogoro Attack, the more damage
Manami will do when she finally pounces. The full damage is about 45%.
Regardless how long you charge it, it will always be unblockable.
- The Gorogoro Attack 2 must be blocked high.
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2.o8 // MATERIAL
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Psi-Throw When close, b / f + HP
! Thunder Spear qcf + P (SP1)
! Thunder Bolt b,d,db + P (SP2)
Thunder Spark hcb + P
(warp dash) Press b,b / f,f, hold b / f
Thunder Burst f,hcf + K
- The Thunder Spear can negate projectiles.
- The LP Thunder Bolt will have the lightning strike in front of Material.
But the HP version will have it strike over the opponent no matter where
they are on the screen.
- During the (warp dash), Material is only invincible when she`s completely
invisible. If she`s slightly opaque, she can still be hit. During her dash,
she`ll pass through normal attacks, special moves, projectiles, and even
some Hissatsu Waza. She can also pass through the opponent and appear on
the other side of them (even if they`re in the corner).
- The length and range of Material`s dash can be altered depending on how
long back or forward are held. If you just tap f,f, Material will blur and
advance just a step. However if you tap f,f and hold it, Material will fade
into her warp until you release forward or she reaches her max distance.
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2.o9 // MIRANDA JYAHANA
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Guillotine Throw + When close, b / f + HP
Death Stinger qcf + P (SP1)
Darkness Stab qcb + K (SP2)
(warp dash) Press b,b / f,f
(axe kick) b + HK
Chaos Hurricane Press KK
Twin Burn f,d,df + P
Nemesis Halo f,hcf + P
- A weird tidbit with the Guillotine Throw +: If you throw the opponent in
the corner and hit them with a Crouching HP immediately, the opponent will
pop back up to a stand with their back turned. But they`ll be in hit
animation and immediately fall back down. Miranda can still hit them as
they are standing with another attack though before they re-fall.
- Anytime Miranda is even slightly opaque for the (warp dash), she`s
invincible. She`ll pass through normal attacks, special moves, projectiles,
and even some Hissatsu Waza. She can also pass through the opponent and
appear on the other side of them (unless they`re in the corner).
- Miranda can cancel her forward dash with a jump, Standing HP, Death
Stinger, Darkness Stab, Chaos Hurricane, Twin Burn, or Nemesis Halo. She
can`t cancel her backdash.
- The Nemesis Halo can be used as an (otg) attack.
- The (axe kick) must be blocked high.
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2.1o // REIMI JYAHANA
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Guillotine Throw When close, b / f + HP
! Burning Rose qcf + P (SP1)
! Rose Stinger Charge b,f + K (SP2)
! Hurricane Rose Charge d,u + K
(hurricane kick) f + HK
(air downward elbow) Jump ub / uf + d + HP
Griffon Nail f,hcf + K
- The instruction book has the Hurricane Rose as her SP2 button, but it`s
actually her Rose Stinger.
- The (air downward elbow) must be blocked high.
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2.11 // SAKI SHINJOU
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Betsu When close, b / f + HP
! Tetsu qcb + P (SP1)
! Ryou qcb + K
Sen f,d,df + P
! Shoku f,d,df + K (SP2)
! Ren When close, hcb,f + P
(slash) f + LP
(reverse elbow) f + HP
(step sidekick) f + HK
Homura qcf,qcf + P (air)
Mizuchi hcb,qcf + K
- The Mizuchi and second part of the Sen must be blocked high.
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2.12 // SATOMI YAJIMA Bikkuri Monkey
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Daisharin Nage When close, b / f + HP
Ouhou qcb + P
! Goku En Shou qcb + K (SP1)
! Kaen Zan b,d,db + P (SP2)
! Shinkuu Karatakewari hcf + P (move b / f) ..
- Tsuika .. Press HP after Shinkuu Karatakewari
(flame taunt) Press Select
(uppercut launcher) df + HP
(slide) df + HK
Hissatsu Kyokushin Ken f,hcf + K
- The Ouhou can reflect projectiles.
- Satomi isn`t invincible during her ascension of the Kaen Zan. She won`t
pass through attacks or projectiles. However she will still possess
advantage against most other physical attacks as long as she executed the
uppercut at the same time. There`s only about two frames where Satomi is
slightly invincible, and that`s when she`s crouching before doing the
uppercut. It`s hard, but Satomi can "swoop" under a projectile before she
uppercuts.
- You can hold back or forward on the controller to alter the range of
Satomi`s Shinkuu Karatakewari arc.
- If close to the opponent during the (EX) Shinkuu Karatakewari, Satomi`s
ascension will knock them into the air. Satomi will juggle them with two
more hits as she descends. However this does less damage than if she
lands on them from afar.
- Satomi`s (flame taunt) will hit if close.
- The (uppercut launcher) launches. Opponent can be air comboed or juggled.
- The Ouhou, Goku En Shou, and descent of the Shinkuu Karatakewari must be
blocked high. The (slide) must be blocked low.
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2.13 // TAMAO MITSURUGI Silver Parrot
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Seoinage When close, b / f + HP
! Ki Kou Dan qcf + P (SP1)
! Kuu Sen Kyaku qcb + K
! Souryuu Geki f,d,df + P (SP2)
Pokopoko Midare Uchi When close, hcb + HP ..
- And Punch! .. Press HP after Pokopoko Midare Uchi
- And Kick! .. Press HK after Pokopoko Midare Uchi
(butt spring) f + HK
(backfist) b + HP
(ground punch) df + HP
(diving headbutt) f,f + HP
Lightning Crash f,hcf + P
- The Ki Kou Dan dissipates after a small distance (ala Sakura`s Hadou Ken in
SFZ2). When fully scrolled out, the LP version will travel 1/3 screen and
the HP version will travel 1/2 screen.
- Tamao isn`t invincible during her ascension of the Souryuu Geki. She won`t
pass through attacks or projectiles. However she will still possess
advantage against most other physical attacks as long as she executed the
uppercut at the same time. There`s only about two frames where Tamao is
slightly invincible, and that`s when she`s crouching before doing the
uppercut. It`s hard, but Tamao can "swoop" under a projectile before she
uppercuts.
- The And Punch! or And Kick! can only be input when Tamao has fully climbed
atop the opponent of the Pokopoko Midare Uchi, and during her first two
punches. If you try to mash the button beforehand, sometimes it won`t work.
- The (EX) Kuu Sen Kyaku has two attack properties: the Kuu Sen Kyaku, and
Tamao`s fall afterward. Since the fall doesn`t naturally combo after the
kicks, the opponent will be hit if they stop guarding after the Kuu Sen
Kyaku.
- Tamao can`t use the Lightning Crash in Story Mode until after her fight
against Yuka (Chapter 8).
- Tamao`s falling attack at the end of the (EX) Kuu Sen Kyaku must be
blocked high. The (ground punch) must be blocked low.
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2.14 // YUKA TAKEUCHI Hanna Miller`s
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Ippon Seoi When close, b / f + HP
! Ki Kou Dan qcf + P (SP1)
! Idaten Soku qcb + K
! Souryuu Geki f,d,df + P (SP2)
(elbow) b + HP
(knee launcher) b + HK
(air downward kick) Jump ub / uf + d + HK
Kyuukyoku Ki Kou Dan f,hcf + P
Kiryuu Idaten Geki f,hcf + K
- Yuka isn`t invincible during her ascension of the Souryuu Geki. She won`t
pass through attacks or projectiles. However she will still possess
advantage against most other physical attacks as long as she executed the
uppercut at the same time. There`s only one frame where Yuka is slightly
invincible, and that`s when she`s crouching before doing the uppercut. But
the frame is so swift, you need perfect timing to pass it through an attack
flawlessly.
- The (air downward kick) must be blocked high.
( advanced : 3 ) -- // --------------- \\ -- ( miscellaneous info )
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3.o1 // Secrets / Codes
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- Unlock Miranda Jyahana
Beat the game in Normal Mode on Normal difficulty. Miranda will be on the
lower righthand corner.
- Unlock Material
Beat the game in Story Mode. Material will be on the lower lefthand corner.
- Unlock Extra Config
Unlock Miranda Jyahana and Material.
- Random Select
At the Player Select screen, press the L1 or L2 button. It will randomly
place the cursor on a character. Or hold L1 / L2 to have it shift through
all the characters, and press a button to select.
- Remove Speech Bar
During any screen where the character says anything and there`s a text box,
press L1 to make it disappear. Pressing L1 again brings it back. Press and
hold L2 for the same effect, releasing the button to make the text appear
again.
- Game Shark Codes
Infinite Life (P1) 800C8E70 00DC
Infinite Life (P2) 800C8E78 00DC
Infinite Power Gauge (P1) 800C9364 012C
800C9366 012C
Infinite Power Gauge (P2) 800C9900 012C
800C9902 012C
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3.o2 // Translations
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( AYAKO YUUKI )
Kuuchuu Nage Air Throw
Oshioki Punishiment
( CHIHO MASUDA )
En Raku Satsu Prolonged Falling Murder
Gen`ei Jin Illusion Position
Hien Geki Flying Swallow Attack
Idzuna Otoshi Fox Spirit Drop
Kubikiri Nage Decapitation Throw
Sankaku Tobi Triangle Hop
Sen Shuu Jin Rotation Kick Blade
Shi Sen Ken Violet Flash Blade
Shin Kuu Ga Zan True Sky Fang Kill
Tobi Hiza Geri Hopping Knee Kick
Tomoenage Overhead Throw (in Judo)
Zan`ei Jin Traces Position
( ELEANOR GOLDSMITH )
Eririn Sanren Bu Eleanor Three-Stranded Dance
Eririn Tsuutenkaku Otoshi Eleanor Tsuutenkaku Drop
( JUN KUBOTA )
Nagesute German Throwing German / German Suplex
Suichoku Rakka Shiki DDT Vertical Drop Style DDT
( KAORI YANASE )
En Ken Fu Swallow Sword Axe
Hiza Geri Age Knee Kick Rise
Rasen Geri Spiral Kick
Ressen Shuu Split Sharp Kick
Retsu Zan Dou Violent Kill Work
Ryuu Ren Tai Dragon Party Thigh
San Shuu Scatter Kick
Shuu Geki Kick Attack
2-dan Kakato Otoshi 2 Step Heel Drop
( KYOUKO KIRISHIMA )
Kirishima-shiki: Housenka Kirishima Style: Balsam
Kirishima-shiki: Jinchouge Kirishima Style: Daphne
Kirishima-shiki: Ominaeshi Kirishima Style: Patrinia (Scabiosaefolia)
Kirishima-shiki: Otokoeshi Kirishima Style: Patrinia (Villosa)
Kirishima-shiki: Sazanka Kirishima Style: Sasanqua (Camellia)
Kirishima-shiki: Shakunage Kirishima Style: Rhododendron
Kotegaeshi Forearm Return
* All of Kyouko`s "Kirishima-shiki" attacks are the names of flowers.
( MANAMI KUSUNOKI )
Banzai Attack Hurrah Attack
Dadakko Punch Spoiled Child Punch
Gorogoro Attack Purring Attack
Gorogoro Attack 2 Purring Attack 2
Gottsui Neko Rocket Punch Big Cat Rocket Punch
Neko Chotto Ranbu Cat Short Time Boisterous Dance
Neko Roketto Punch Cat Rocket Punch
Ultra Gorogoro Attack Ultra Purring Attack
( SAKI SHINJOU )
Betsu Glance At
Homura Blaze
Mizuchi Dragon
Ren Forge Metal
Ryou Pillage
Sen Drill
Shoku Eclipse
Tetsu Binding
( SATOMI YAJIMA )
Daisharin Nage Giant Swing Throw
Goku En Shou Prison Flame Heel
Hissatsu Kyokushin Ken Certain Kill Rising Sun God Fist
Kaen Zan Flame Kill
Ouhou Retribution
Shinkuu Karatakewari Vacuum Cutting Straight Down
Tsuika Addition
( TAMAO MITSURUGI )
Ki Kou Dan Spirit Lion`s Roar Bullet
Kuu Sen Kyaku Sky Rotation Leg
Pokopoko Midare Uchi Here And There Disorder Strike
Seoinage Shoulder Throw
Souryuu Geki Blue Dragon Attack
( YUKA TAKEUCHI )
Idaten Soku Swift-Running Heavenly Warrior Leg
Ippon Seoi One Blow Shoulder (Throw)
Ki Kou Dan Spirit Lion`s Roar Bullet
Kiryuu Idaten Geki Devil Dragon Swift-Running Heavenly
Warrior Attack
Kuu Sen Kyaku Sky Rotation Leg
Kyuukyoku Ki Kou Dan Ultimate Spirit Lion`s Roar Bullet
Souryuu Geki Blue Dragon Attack
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3.o3 // Revision History
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v. 0.0 / 11 - o4 - o4
- The AVG2 MiniFAQ, and probably the only version.
- `Shouji´ <
[email protected]>
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| `I get to go to lots of overseas places, like Canada.´ |
| - Britney Spears |
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----------------------------------------- (c) Deal With It Productions 2oo4 ---