---------------------------------------------------------------------------
| |
| `` Stand back, and make way for the true goddess of the V.G! ´´ |
| |
---------------------------------------------------------------------------
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BMS3S2HPXZGP0MBRBM2PFJ7;;:r7JuBRBZ ;L,D :: advanced variable geo one
BM0uSFK1HHRRWMEMPKDWRDE0S7;,xE13Bx sMs :: maxFAQ // version : 4.5
rMMFXHORMDXO0HMSEEGZOEWDOHUF:cK1B M. :: japanese sony playstation
MBDWGKHFWBSSMOHZGXPZZXSMMX;;x1OUS :: faq + ascii by : `shouji´
xRsLuJ22RFDKWMDHE0KXKGBOXEKir2RM :: fan :
[email protected]
SRLU1HuWSUUHX0RBEPHEROPSSPKHrZM :: elirin has a lovely rack!
PEs3F3KGFFS1K0HEDMBRESS1HJ1MB7
HGs222WH3HFS2W0SDM0Z0RZKDBMv
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Copyright 2011 - 2014 `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´ and its characters are copyright 1996 TGL, Ltd.
All rights reserved.
This FAQ is available at the following places :
------------------------------------------- Advanced Variable Geo // MaxFAQ -
- 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 my work posted on other websites when I know
that I didn`t send it to them. If any other gaming or FAQ hub is so eager
to incorporate any of my FAQs to their site, then that`s great. But first
take a moment and send me an email to ask me properly for them. For those
that find that so difficult to do, then go forth and write your own FAQs.
.. Alright, I`m through ranting. Have a nice day. ^_^
[ Table Of Contents ] -- // ------------------------------------------------
_______________________________________________________________________________
> Advanced : 1 -- Story
> Advanced : 2 -- FAQ Notation
- Controller Notation
- Button Notation
- Abbreviations + Command Notation
- Arts Info Chart
- Frame Data
> Advanced : 3 -- Game Modes Explanation
- Normal Mode
- VS. Mode
- Story Mode
- Config Mode
> Advanced : 4 -- Basic Commands
> Advanced : 5 -- The VG Goddesses
- Ayako Yuuki
- Chiho Masuda
- Eleanor (Elirin) Goldsmith
- Jun Kubota
- Kaori Yanase
- K-1 / Keiichi Sonezaki
- K-2 / Kei Sonezaki
- Manami Kusunoki
- Reimi Jyahana
- Satomi Yajima
- Yuka Takeuchi
> Advanced : 6 -- Miscellaneous Info
- Special Thanks
- Secrets / Codes
- Translations
- Seiyuu Information
- Revision History
- Final Note
[ Advanced : 1 : Story ] -- // ---------------------------------------------
_______________________________________________________________________________
Variable Geo. .. This is a weaponless fighting tournament held once a year to
decide on the strongest waitress. The super major multinational corporation
Jyahana Group sponsors this tournament with a prize of a total amount of
1,000,000,000 (billion) yen. (About 10$ million US.) Furthermore the player
will belong to the enterprise, and will be given a first-class residence in
their district.
Already the meeting has been held three times to count, the defending champion
Reimi Jyahana has not been defeated, at least not yet ..
[ Advanced : 2 : FAQ Notation ] -- // --------------------------------------
_______________________________________________________________________________
[ // 2.1 - Controller Notation ] ------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat / Guard Neutral Advance
/ | \
db d df Crouch / Low Guard Crouch Offensive Crouch
- Reverse forward and back if you`re on the right side of screen.
[ // 2.2 - Button Notation ] ----------------------------------------------
L2 R2 n/a n/a
L1 R1 n/a n/a
Triangle Heavy Punch (HP)
Square Circle Light Punch (LP) Heavy Kick (HK)
X Light Kick (LK)
- Button notation can be changed at the Button Set menu in the Config Mode
screen. This FAQ utilizes the default setup shown above.
[ // 2.3 - Abbreviations + Command Notation ] -----------------------------
P / K - Press any Punch / Kick button.
PK - Press the same strength Punch + Kick buttons simultaneously.
PP / KK - Press both Punch / Kick buttons simultaneously.
+ - Stands for "and".
/ - Stands for "or".
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.)
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.
(x#) - Indicates the previous command can be repeated X-times.
(move name) - 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 official name for the move yet.
1,2,3,4 - Note numbers, listed along the side of the FAQ alongside the
attack/command to correspond to the information numbers
listed below. Some attacks will have multiple notes.
f - Stands for "frame/frames," used in conjunction with numbers
(7f) to explain frame data. (Can be read as either "frame 7"
or "7 frames".) An additional letter——S, A, R——may follow to
differentiate between a move`s startup, active, and recovery
periods, respectively. ('7fS' means '7 frame startup'.)
** - Indicates special notes or additional information pertaining
mainly to the character in general.
(!) - Indicates the character`s Super Attacks.
(Requires 25% health remaining——flashing RED.)
[ // 2.4 - Arts Info Chart ] ----------------------------------------------
Each of the character`s basic attack techniques are listed within a structure
like the one below:
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Crouching HK | 1 | L | 7 | 6 | 30 | —— | KND
------------------------+------+-----+-----+--------+-----+-----+------------
| | | | | | | |
a b c d e f g h
a - Attack Command
The position of the character, or the command input for the attack.
b - Hit Counter
The number of hits the attack does in full. (Brackets '[ ]' indicate how
many hits the attack will do if it is guarded, should it differ.)
c - Guard
The position in which the attack can be guarded.
M / MID - attack can be guarded standing or crouching
H / HIGH - attack must be guarded while standing
L / LOW - attack must be guarded while crouching
d - Startup Frames
The number of frames that initiate at the beginning of an attack. (This
also includes the first active frame of the move.)
e - Active Frames
The number of frames when it is possible for an attack to connect and
deal damage.
f - Recovery Frames
The number of frames after the attack has finished, and the character is
disallowed to do another action.
g - +Hit / Advantage on Hit
The difference in the number of frames between when both characters will
return to neutral stance after an attack has successfully hit. (Positive
numbers mean that the player can act first; negative means the opponent
can act first.)
h - Notes
Notable additions and details about the attack listed in shorthand:
KND (Knockdown) - attack knocks opponent to the ground.
FLT (Floats) - attack knocks opponent into the air to set up a
juggle or air combination for additional damage.
PRJ (Projectile) - attack that either appears as or creates an
independent object on screen.
(v-air) - property happens against an aerial opponent.
[ // 2.5 - Frame Data ] ---------------------------------------------------
The idea of "frame data" can be a bit intimidating to new players. It is one
of the best and scariest ways to help improve your game, but only if you fully
understand what you are looking at——and why you are looking at it. Many expert
players in the fighting game community will talk about 'advantage' and moves
that are 'unsafe,' and this is where it all stems from. Frame data is the most
accurate way to measure events and timing in fighting games. This area will
help to break down what a lot of this information means, to help you grasp the
concepts better in order to use it throughout your gameplay.
( Frames ) -----------------------------------------------------------------
A 'frame' is a game`s unit of time measurement. `Advanced Variable Geo´ (AVG)
runs at 60 frames per second like most modern games do. Which means in a span
of one full second, there are 60 frames of sprite animation that takes place.
Not all of it is noticeable or easy to recognize, but it`s there.
Like many older 2D games, AVG`s animation is built on "trailing sprites". That
means that each movement and attack frame is not a unique sprite; instead,
one sprite can last anywhere from 2-7 frames` worth of animation. So to the
naked eye, an attack can appear to be only four frames because that`s how many
different sprite animations there are, but in actuality the move is lasting
far longer due to the span of the frame. For example, with Jun`s Standing HP,
it carries out like this:
Sprite 1 (6f), Sprite 2 (6f), Sprite 3 (6f), Sprite 4 (4f), Sprite 5 (4f)
|___________| |__________________________| |__________________________|
Startup Active Recovery
The entire attack only has five -different- sprites of animation, so one might
believe the attack hits on its 2nd frame, but that`s not correct. The first
sprite lasts for 6 frames (1/10 of a second), then the next sprite lasts for
another 6 frames, and so on. So in full, Jun`s Standing HP is 26 frames long——
not 5 frames.
This was a very common practice in early 2D game making because drawing new
sprites can be both expensive and weigh on the graphics engines. So instead,
sprite durations were just stretched out and drawn in a way to not have the
game appear too blocky.
( Startup Frames ) ---------------------------------------------------------
The number of frames before the attack reaches its first active frame, which
is capable of hitting the opponent, after the command for the move has been
correctly input. In simplest terms: the lower the number is, the faster the
attack is able to execute. Startup frames naturally include the first frame
of the active period. This is for ease of looking for links under +Hit (frame
advantage): if something lists an advantage of +4, then any attack with a
startup of 4 frames or lower works.
For PROJECTILES, these are the number of frames until the character releases
the attack. For projectiles that don`t hit on their first active frame (eg -
Chiho`s Ryou Baku), additional notes will indicate when exactly the projectile
can cause damage.
( Active Frames ) ----------------------------------------------------------
The number of frames the attack is capable of striking. Basic attacks tend to
have a small amount of active frames——typically around 3-8 frames. Attacks
with a high number of active frames should be worth noting. Numbers listed in
parenthesis are inactive frames in between the active ones for multi-hitting
attacks. An active of 'Ground' means an aerial attack will remain able to
strike until the character lands to the ground.
Most PROJECTLE attacks are a bit of a special case, since the active part of
the animation is (usually) completely separate from the character`s animation.
So the character only actually has startup and recovery animations. In which
case projectiles have an active period listed as " —— " due to how their time
on screen is determined by the positions of the characters.
( Recovery Frames ) --------------------------------------------------------
The number of frames in which the attack is recovering and no longer active,
where the character transitions back to their neutral stance so they can act
again. Characters can`t guard or perform other actions while recovering, so
they are left vulnerable. The recovery period is the portion that is
circumvented when using any kind of cancel into other moves. For PROJECTILE
attacks, recovery begins the frame after the projectile is actually released.
'Landing Frames' are unique recovery frames that happen after the character
lands from a jump, or after some aerial special attacks. (Some uppercut-type
attacks that send the opponent into the air included.) What makes them unique
is that they all can be canceled with attacks and special moves, allowing the
character to recover faster. Recovery frame counts listed all reflect if the
full amount of landing recovery frames transpire.
'Ground' (or 'Grd') signifies that the character remains in recovery animation
until they land on the ground.
If there are two numbers in the Recovery table (eg - 3/6), the first number is
the amount of frames if the attack hits, while the second number is if the
attack misses. This typically is used for command throws, throw on hits, or
attacks that have different animations on hit.
( Advantage on Hit ) -------------------------------------------------------
After an attack strikes an opponent, two things occur: the attacking character
will go through their recovery animation, and the defending character either
goes into hitstun or guardstun (depending on if the move was blocked or not).
Different attacks go through different recovery periods and inflict different
amounts of guardstun or hitstun. After these times, both the attacker and the
defender will eventually leave those animations and be allowed to act again.
The discrepancy between when the character and the opponent both return to
neutral stance and can perform another action is expressed with the concept of
frame advantage (listed as '+Hit' or 'On Hit' in this FAQ). A frame advantage
of "+7" means the character can act a full 7 frames before the opponent can do
anything——a rather sizable advantage! A frame advantage of "-3" means that the
opponent instead has 3 frames to act before the character does. Whereas having
"0" advantage means both characters return to neutral at the exact same time.
For PROJECTILE attacks, the +Hit is based upon if the attack hits on its very
first active frame; typically point-blank range.
Another special case are aerial/jumping attacks. This FAQ does not include any
frame advantage from jumping attacks simply because the numbers will always
differ depending on when the grounded opponent is struck. The greatest amount
of frame advantage is typically when the aerial attack hits on its very first
active frame, like with projectiles, and then the character landing as soon as
they possibly can——usually on the next frame. However, that seldom will ever
occur. Whether it is air-to-air, or air-to-ground, aerial attacks generally do
not ever hit on their first active frame unless they are used in an air combo.
In addition, where on the opponent`s body they are hit is also a factor. Yuka
attacking Reimi with a Jumping HK that hits at the top of her head will give
Yuka a much different frame advantage than if she hits Reimi much deeper in
the chest region. (Character sprite sizes would also be a factor.)
There is no real significant degree of guardstun in AVG like other fighting
games, so this FAQ does not include tables to show "advantage on guard."
( Super Techniques ) -------------------------------------------------------
Super Techniques in AVG do not have a dramatic buildup and feel like they do
in other fighting games. They lack a darkening phase, or "charging up" period,
that normally takes place during the startup frames. So these super attacks
carry out and are executed like any other special move.
+-- [ Additional Notes ] ---------------------------------------------------+
- `Advanced Variable Geo´ runs at 60fps on both the Sony Playstation and
on a Playstation emulator. However, the Sega Saturn version seems to run at
30fps, but plays at 60fps. (Is that even possible?) I say that because when
the game is played, it runs as smooth as its Playstation counterpart. But
when footage is recorded and played back at 60fps, there is almost double
the amount of frames that should normally be there. For example, Eleanor`s
Standing Close HP plays back at its normal 10fS when captured off the PSX
version, but has 19-20 frames of startup if played back at 60fps from the
Saturn version. I will do some more investigation into this to see if I am
doing anything wrong, but so far Fraps hasn`t steered me wrong.
- The frame data listed is when the game is set at the default speed of 1. If
the speed is altered, there is a good chance many of the numbers will be
different due to frame skipping (or extension) that takes place for the game
to run at that new speed. Game Speed 1 is the setting for tournament play.
[ Advanced : 3 : Game Modes Explanation ] -- // ----------------------------
_______________________________________________________________________________
[ // 3.1 - Normal Mode ] --------------------------------------------------
Arcade mode. Select one of the nine characters (K-1 and K-2 cannot be chosen)
to go through the game. You must defeat nine opponents in 2-out-of-3 rounds.
Reimi Jyahana is the final opponent for every character, except Reimi herself.
(Stage 6 is usually a mirror match with most characters.) Each character will
have a set order in which they fight their opponents, and will always remain
the same:
Ayako | Chiho | Elirin | Jun | Kaori | Reimi | Satomi | Yuka
--------+--------+--------+--------+--------+--------+--------+--------
1st Elirin | Manami | Satomi | Ayako | Yuka | Chiho | Chiho | Chiho
2nd Yuka | Jun | Yuka | Elirin | Chiho | Manami | Manami | Manami
3rd Chiho | Ayako | Manami | Satomi | Manami | Jun | Jun | Jun
4th Manami | Satomi | Jun | Yuka | Jun | Ayako | Ayako | Ayako
5th Jun | Yuka | Ayako | Chiho | Elirin | Elirin | Elirin | Elirin
6th Ayako | Chiho | Elirin | Jun | Satomi | Satomi | Satomi | Yuka
7th Satomi | Elirin | Chiho | Manami | Kaori | Reimi | Yuka | Satomi
8th Kaori | Kaori | Kaori | Kaori | Ayako | Yuka | Kaori | Kaori
9th Reimi | Reimi | Reimi | Reimi | Reimi | Kaori | Reimi | Reimi
The entire chart changes in the Sega Saturn version, which looks like this:
Ayako | Chiho | Elirin | Jun | Kaori | Reimi | Satomi | Yuka
--------+--------+--------+--------+--------+--------+--------+--------
1st Satomi | Manami | Manami | Elirin | Ayako | Elirin | Jun | Jun
2nd Yuka | Jun | Jun | Satomi | Elirin | Satomi | Ayako | Ayako
3rd Chiho | Ayako | Ayako | Yuka | Satomi | Chiho | Elirin | Elirin
4th Manami | Elirin | Satomi | Chiho | Yuka | Manami | Chiho | Manami
5th Jun | Satomi | Yuka | Manami | Jun | Jun | Manami | Chiho
6th Elirin | Yuka | Chiho | Ayako | Manami | Ayako | Yuka | Satomi
7th Ayako | Chiho | Elirin | Jun | Kaori | Reimi | Satomi | Yuka
8th Kaori | Kaori | Kaori | Kaori | Chiho | Yuka | Kaori | Kaori
9th Reimi | Reimi | Reimi | Reimi | Reimi | Kaori | Reimi | Reimi
( credit to: David "OLLIVER" Bullock )
Losing against an opponent brings up a Continue screen. You have ten seconds
to decide on whether or not you wish to continue. Pressing Start activates the
continue, allowing you to start the stage over against the opponent that
defeated you. Hold the X button to speed up the time. Once the timer reaches
0, continuing is disabled and the game is over.
[ // 3.2 - Vs. Mode ] -----------------------------------------------------
Vs. Mode is made for anywhere between 0- to 2-players. There are three modes
to choose from: "1P VS 2P," "1P VS COM," and "COM VS COM." In each mode, any
of the 11 characters can be selected to fight 2-out-of-3 rounds.
During the character select screen, a player has control of various functions:
- Press the Circle button over a character to select their 1P color.
- Press the Triangle button over a character to select their 2P color.
- Press the Select button to select the speed of gameplay: 1 = slow, 5 = fast.
- Press the Start button to switch the control of a character to "COM" (the
computer) or the player.
- Press the X button to return to the main menu. The player who has not
selected their character can only do this.
After characters are chosen, a screen comes up to allow you to alter the
player`s handicaps and select a stage. Pressing the Square button only offers
the stages of the selected characters (eg - if it`s Ayako v. Chiho, pressing
Square will switch between only CASO and SoTo).
[ // 3.3 - Story Mode ] ---------------------------------------------------
Story Mode takes you through the game`s plot, which is mainly centered around
Yuka Takeuchi`s story and her trial through the Variable Geo tournament. She
has to fight her way through each of the other V.G. combatants (divided into
"Chapters") to open up more about the story, the characters, and eventually
meet up against the reigning champion Reimi Jyahana.
Story Mode consists of ten Chapters:
- Chapter 1 : v. Jun Kubota
"Tsudoe! Saikyou no Megami no na no Shimoni"
("Assemble! Under the name of the Strongest Goddess")
- Chapter 2 : v. Manami Kusunoki
"Neko Rocket Punch no Himitsu"
("Secret of the Neko Rocket Punch")
- Chapter 3 : v. Ayako Yuuki
"Gekiha Rave Dancer"
("Crushing Rave Dancer")
- Chapter 4 : v. Satomi Yajima
"Taiketsu! Honoo no Rival"
("Showdown! A Blazing Rival")
- Chapter 5 : v. Eleanor 'Elirin' Goldsmith
"Arashi o Yobu Elirin! Osaka Kenka Battle"
("Elirin who Invokes a Storm! The Osaka Brawl Battle")
- Chapter 6 : v. Chiho Masuda
"Utsukushiki Kunoichi no Himitsu"
("Secret of the Beautiful Female Ninja")
- Chapter 7 : v. Yuka Takeuchi (clone/cyborg)
"Yuka Zettaizetsumei! 15 Nenme no Fukushuu"
("Yuka Driven into a Corner! The 15th Year Revenge")
- Chapter 8 : v. Kaori Yanase
"Tokenai Houteishiki"
("An Equation that can`t be Solved")
- Chapter 9 : v. Reimi Jyahana
"Tsukiyo ni Mau wa Akai Bara"
("The Red Rose Dances in the Moonlit Night")
- Final : v. K-1 & K-2
"Shouri wa Tagatame ni"
("For Whose Sake is this Victory")
Additional Notes about the Chapters:
* All opponents must be defeated in 2-out-of-3 rounds with 99 seconds. This
remains the same even if changes are made in Config Mode.
* Yuka`s fighting gloves change color after Chapter 7 from white to red.
* The first time you meet K-2, the screen and her will be cloaked black. You
can move and attack as normal, but you will never hit K-2. Plot-wise, Yuka
is supposed to lose that fight. It`s supposed to demonstrate Yuka`s lack of
focus and insight on this type of opponent, in addition to the power of the
Hybrids. After a cut-scene you fight K-2 again in a normal fight.
* You can exit out of Story Mode during cut-scenes by holding the Select
button and pressing Start. Sometimes it takes a moment before the option
pops up until there is a break in the dialogue.
* Losing against an opponent brings up a Continue screen. You have an
infinite amount of time to decide on whether or not you wish to continue.
Press Circle to activate the continue as you hover on "YES," allowing you
to start the stage over against the opponent that defeated you. Select "NO"
to deactivate the continue and end the game.
* Any Chapters that you have completed will be saved so that you can swiftly
jump to it without having to start from the beginning. When you enter Story
Mode again, all Chapters you have successfully beaten will be displayed for
you to choose which to begin from.
[ // 3.4 - Config Mode ] --------------------------------------------------
The Config Mode screen allows you to change the settings of the game. The
modes are as follows (listed from top to bottom):
- GAME LEVEL
Select the difficulty of the CPU opponents from 1-8 units: 1 = jaku (weak),
8 = kyou (strong). 4 is default.
(Effects: Normal Mode, Vs. Mode (1P VS COM), Story Mode)
- TIME LIMIT
Select the amount of time for each round in seconds: 30, 60, 99, or
Infinite. 60 is default.
(Effects: Normal Mode, Vs. Mode)
- MUSIC SELECT
Select a track to listen to from the game. It seems that all the Playstation
copies of the game have this not working right, and only offering three
tracks. Whereas the Saturn one has all 21 tracks available. Plus the music
does not play in my versions of the game, so I am unable to hear anything.
- SOUND MODE
Select the sound output: Stereo or Mono.
- BUTTON SET
Change the button configuration of the Punch and Kick buttons.
- CONTROLLER CHECK
Brings up a screen where you can check the D-pad and buttons of your
joystick to see if they are functioning correctly. Each time you press a
button, it lights up red on the screen and make a sound.
When you exit Config Mode, it automatically saves the changes to your memory
card.
[ Advanced : 4 : Basic Commands ] -- // ------------------------------------
_______________________________________________________________________________
The following list are moves and attacks that most characters overall possess.
Standing Guard Hold b when attacked
Crouching Guard Hold db when attacked
Forward Dash Press f,f
Back Step Press b,b
Nage (throw) When close, b / f + HP
Ground Recovery Normally stand after knockdown
[ Advanced : 5 : The VG Goddesses ] -- // ----------------------------------
_______________________________________________________________________________
===============================================================================
5.01 // AYAKO YUUKI
// "Ookini~!"
===============================================================================
A carouser who hangs out at discos. 19 years old.
Quite popular, but it`s not understood why she loves to dance and stand out
from the other men and women. Considerably she`s a large space case type, this
casual behavior is part of her reputation. Ayako was bored of the tedium of
every day and sought new excitement, so she participates in Variable Geo. Her
fighting has rhythm that utilizes the characteristics of her light body as her
strong point.
( Personal Information ) ---------------------------------------------------
Name Meaning : AYAKO = "design/child"
YUUKI = "contract/fortress"
Origin : Kyouto/Kyoto (metropolitan area)
Restaurant : SoTo
Fighting Skill : Garyuu Dance Kakutougi (Self-taught Dance Weaponless
Fighting)
( Colors ) -----------------------------------------------------------------
Circle : Pink (top), black (miniskirt, high heels), purple (hair)
Triangle : Aqua (top), black (miniskirt, high heels), green (hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 : Turns to the side with a hand on a hip and fan over her
face, "Oya oya!" ("Oh my!")
Round 2 : Places hand on her cheek and bends to look down at opponent,
"Oya oya!" ("Oh my!")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 10 frames
Backward Dash Duration : 21 frames
Pre-jump Frames : 3 frames
Jump Duration : 34 frames
Landing Frames : 4 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 5 | 4 | 4 | +8 |
Standing HP | 1 | M | 7 | 6 | 8 | +6 |
Standing LK | 1 | M | 5 | 4 | 5 | +8 |
Standing HK | 2 | M | 7 | 12 | 12 | +3 |
Crouching LP | 1 | M | 5 | 4 | 0 | +12 |
Crouching HP | 1 | M | 7 | 14 | 0 | +6 |
Crouching LK | 1 | M | 5 | 4 | 4 | +9 | KND (v-air)
Crouching HK | 1 | L | 7 | 6 | 30 | —— | KND
Jumping LP | 1 | H | 1 | 6(6)6 | Grd | —— |
Jumping HP | 1 | H | 1 | 6(6)6 | Grd | —— |
Jumping LK | 1 | H | 5 | Ground | —— | —— |
Jumping HK | 1 | H | 5 | 16 | Grd | —— |
Jump Diagonal LP | 1 | H | 7 | Ground | —— | —— |
Jump Diagonal HP | 1 | H | 5 | 16 | Grd | —— |
Jump Diagonal HK | 1 | H | 5 | 16 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Oshioki | 1x3 | Thw | 1 | 1 | —— | —— | KND
2 | (dash cancel) | —— | —— | —— | —— | —— | —— |
3 | LK Mach Spin | 2-4 | L,M | 4 | 3(9)25 | 14 | +20 | KND, FLT
| HK Mach Spin | 2-4 | L,M | 4 | 3(9)24 | 24 | —— | KND
4 | LK Rave Storm | 1[2] | H | 13 | 8 | 12 | —— | KND
| HK Rave Storm | 2 | H | 16 | 10 | 12 | +4 | KND
5 | Spiral Dive | 1x10 | Thw | 1 | 1 | —— | —— | KND
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Oshioki When close, b / f + HP
2 (dash cancel) Press b / d / u while dashing
3 Mach Spin qcf + K
4 Rave Storm qcb + K
5 (!) Spiral Dive When RED and close, qcf,uf + HK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 ——
3 The aerial kicks that follow the first sweeping LOW 'flare' are MID. The
flare knocks the opponent into the air so the following kicks can connect.
- Ayako only gets frame advantage and a chance to juggle if at least two of
the aerial kicks connect. She gets +10 if two connect, +20 if all three.
4 ——
5 Unblockable.
- Has a fairly large throw range; Ayako can be about a full character
distance away from the opponent and still be able to catch.
===============================================================================
5.02 // CHIHO MASUDA
// "Kakugo!"
===============================================================================
Senior high school student in her 1st year, 16 years old.
Her birthplace has descendants from the Yagyuu ninja army, Chiho`s past from
the time of infancy has had her body forged for extortion in the art of the
shinobi/ninja by her grandfather. After she started living alone and arranging
"Koppou" to that, Chiho was in the process of inventing a unique style of
kenpou. She can`t let her guard down to strangers even for a little bending.
( Personal Information ) ---------------------------------------------------
Name Meaning : CHIHO = "thousand/(wave) crest"
MASUDA = "increase/rice field"
Origin : Toukyou/Tokyo (metropolitan area)
Restaurant : CASO
Fighting Skill : Yagyuu Ninjutsu, Koppou (a bone breaking art)
( Colors ) -----------------------------------------------------------------
Circle : Brown (apron, hair), white (shirt)
Triangle : Purple (apron, hair), white (shirt)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Turns away from opponent flicking her hair, "Hmph!"
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 12 frames
Backward Dash Duration : 12 frames
Pre-jump Frames : 5 frames
Jump Duration : 42 frames
Landing Frames : 8 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 4 | 4 | 3 | +9 |
Standing HP | 1 | M | 9 | 6 | 8 | +6 |
Standing LK | 1 | M | 4 | 4 | 3 | +10 |
Standing HK | 1 | M | 9 | 6 | 12 | +2 |
Crouching LP | 1 | M | 4 | 4 | 4 | +9 |
Crouching HP | 1 | M | 7 | 6 | 8 | +7 |
Crouching LK | 1 | M | 1 | 4 | 0 | +13 | KND (v-air)
Crouching HK | 1 | M | 7 | 6 | 8 | +4 | KND
Jumping LP | 1 | H | 1 | 30 | Grd | —— |
Jumping HP | 1 | H | 7 | 5 | Grd | —— |
Jumping LK | 1 | H | 5 | 30 | Grd | —— |
Jumping HK | 1 | H | 7 | 6 | Grd | —— |
Jump Diagonal HK | 1 | H | 7 | 8 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Tomoenage | 1 | Thw | 1 | 1 | —— | —— | KND
2 | Shinkuu Nage | 1 | Thw | 1 | 1 | —— | —— | KND
3 | Sankaku Tobi | —— | —— | —— | —— | —— | —— |
4 | Sliding | 1 | L | 6 | 17 | 16 | +1 | KND
5 | LP Shi Sen Ken | 1 | M | 18 | —— | 18 | -2 | PRJ
| HP Shi Sen Ken | 1 | M | 22 | —— | 22 | -2 | PRJ
6 | Ryou Baku | 1 | M | 23 | —— | 25 | +5 | KND, PRJ
7 | LP Hien Geki | 1 | M | 14 | 24 | 4 | —— | KND
| HP Hien Geki | 5 | M | 14 | 24(3)4 | 1 | +14 | KND, FLT
8 | Shi Sen Retsu Ha | 2-9 | M | 17 | —— | 28 | -1 | KND (v-air),
| | | | | | | | PRJ
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Tomoenage When close, b / f + HP
2 Shinkuu Nage When close in air, b / f + HP
3 Sankaku Tobi Jump against a wall, press uf
4 Sliding df + HK
5 Shi Sen Ken qcb + P
6 Ryou Baku qcf,db + PK
7 Hien Geki Charge b,f + P
8 (!) Shi Sen Retsu Ha When RED, qcf,b,f + PP
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 Unblockable.
3 Can initiate aerial attacks on 14th frame.
4 Once the slide hits, Chiho cancels any additional active frames.
5 If Chiho is right next to the opponent, her arm may pass through them and
the projectile will be thrown behind them.
6 LP+LK throws the bomb 30º; HP+HK throws the bomb 45º.
- Explodes after 14 frames. Explosion lasts 24 frames.
7 LP causes Chiho to bounce off the opponent for 51 frames if it hits or is
guarded; HP continues to have Chiho advance forward.
- The FLOAT caused is very small, but since Chiho only has a 1-frame recovery
on the HP-version, she can juggle with Standing HP or Standing HK.
8 The patterns that the kunai fly in is always random, so their angles will
differ each time. Because of this, the full nine hits of the Super may not
always register. Or simply hit the opponent at different intervals, which
can allow the opponent to guard in the middle.
===============================================================================
5.03 // ELEANOR (ELIRIN) GOLDSMITH
// "Icchayaru ze~!"
===============================================================================
Her nickname (self-named?) is "Elirin".
Her outward appearance is contrary, but with her growth in Naniwa (former name
for Osaka region) from when she was very young, Eleanor`s content is like a
natural-born Osaka person. At the time of a child, there was a complex held
because of the color of her hair and eyes (read: being American) during junior
high school/senior high school, which sent everyday life into a fighting
situation. Thoroughly calm toward the time of graduation, Eleanor seems to
have become the popular person who is loved by people in the neighborhood. 20
years old who currently is in the middle of recruiting a sweetheart.
( Personal Information ) ---------------------------------------------------
Origin : Oosaka/Osaka (metropolitan area)
Restaurant : The Rival
Fighting Skill : Kenka Satsu Hou (Brawling Kill Method)
( Colors ) -----------------------------------------------------------------
Circle : Red (leotard, shoes), black (leggings), white (ears, shoes,
cuffs)
Triangle : Violet (leotard, shoes), black (leggings), white (ears,
shoes, cuffs)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Stretches her arms out, then looks toward the screen in a
quarter-turn to flex and wink as her breasts bounce, "Okay!"
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 14 frames
Backward Dash Duration : 16 frames
Pre-jump Frames : 3 frames
Jump Duration : 34 frames
Landing Frames : 8 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 5 | 4 | 0 | +12 |
Standing HP | 1 | M | 9 | 6 | 12 | +2 |
Standing LK | 1 | M | 5 | 4 | 8 | +4 |
Standing HK | 1 | M | 16 | 12 | 9 | -4 |
Standing Close HP | 1 | M | 10 | 6 | 8 | +7 |
Standing Close HK | 1 | M | 7 | 6 | 8 | +6 | KND (v-air)
Crouching LP | 1 | M | 5 | 4 | 0 | +13 |
Crouching HP | 1 | M | 9 | 20 | 4 | -4 |
Crouching LK | 1 | L | 5 | 4 | 4 | +9 | KND (v-air)
Crouching HK | 1 | L | 7 | 6 | 6 | +6 | KND
Jumping LP | 1 | H | 1 | Ground | —— | —— |
Jumping HP | 1 | H | 6 | 19 | Grd | —— |
Jumping LK | 1 | H | 5 | 24 | Grd | —— |
Jumping HK | 1 | H | 5 | 16 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Elirin Dynamic | 1 | Thw | 1 | 1 | —— | —— | KND
2 | LP E. Mach Punch | 10+ | M | 6 | 48 | 11 | -27 | KND (v-air)
| HP E. Mach Punch | 12+ | M | 6 | 64 | 10 | -18 | KND (v-air)
3 | LK E. Sanren Bu | 1 | M | 9 | 4 | 12 | +12 | KND (v-air),
| | | | | | | | FLT (v-air)
| > (2nd hit) | 1 | M | 5 | 4 | 12 | +5 | KND (v-air)
| > (3rd hit) | 1 | M | 13 | 7 | 44 | —— | KND
| HK E. Sanren Bu | 1 | M | 9 | 4 | 12 | +12 | KND (v-air),
| | | | | | | | FLT (v-air)
| > (2nd hit) | 1 | M | 5 | 4 | 12 | +11 | KND (v-air)
| > (3rd hit) | 1 | M | 13 | 7 | 44 | —— | KND
4 | Elirin Chop | 1 | H | 6 | 15 | 20 | —— | KND
5 | LP Elirin Fire | 2 | M | 12 | 20 | 16 | —— | KND, PRJ
| HP Elirin Fire | 2 | M | 13 | 20 | 16 | —— | KND, PRJ
6 | LP E. Nouten Punch | 2 | M | 13 | 9 | 18 | +2 | KND
| HP E. Nouten Punch | 2 | M | 14 | 12 | 18 | —— | KND
7 | Elirin Smash | 12 | Thw | 1 | 1 | —— | —— | KND
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Elirin Dynamic When close, b / f + HP
2 Elirin Mach Punch Press Punch rapidly
3 Elirin Sanren Bu qcb + K,K,K / qcb + K (x3)
4 Elirin Chop hcb + P
5 Elirin Fire Charge b,f + P
6 Elirin Nouten Punch Charge d,u + P
7 (!) Elirin Smash When RED and close, qcf,b + HK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 Has a set duration; mashing the punch buttons will not cause the Elirin
Mach Punch to continue indefinitely.
- Eleanor slides backward as the punches are connecting, and typically will
continue to attack after the opponent is out of range and recovered.
3 Can be performed using two different methods. There isn`t much difference
between the methods except you can delay the input of the next attack until
the last active frame if you use a 'qcb' command. If you just press a Kick
button, Eleanor must complete the three attacks in sequence.
4 ——
5 There appears to be a collision detection glitch with this attack. If -can-
negate projectiles, but it won`t. There`s been times during Vs. Mode play
where I have used the Elirin Fire to cancel a projectile, but other times
the blast goes right through the flames. In addition, whenever I used it in
Normal Mode, it never negates a projectile. So unless you`re feeling lucky,
don`t attempt to cancel out projectiles with it.
6 ——
7 Unblockable.
- If you perform the command but Eleanor is too far, she will instead perform
a Standing HP. Which is kind of odd since you`re pressing Hard Kick.
===============================================================================
5.04 // JUN KUBOTA
// "Maketekenai!"
===============================================================================
Senior high school student in 3rd year, 17 years old.
A member of the wrestling club at school. She was a candidate to be an Olympic
athlete, but was declared as troublesome with just one word ("difficult"), and
has had to carry out through her career being pulled out. Her sense of justice
is tough, but senses she slides away from that in some respect.
( Personal Information ) ---------------------------------------------------
Name Meaning : JUN = "charm"</pre><pre id="faqspan-2">
KUBOTA = "long time/protect/rice field"
Origin : Kanagawa Prefecture (Kantou area)
Restaurant : Sukaraaku / Ska Lark
Fighting Skill : Wrestling
( Colors ) -----------------------------------------------------------------
Circle : Sand (uniform), red (boots, headband, bow), white (pads)
Triangle : Purple (uniform), red (boots, headband, bow), white (pads)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Raises her index finger in the air, "Yosha!" ("Alright!")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 10 frames
Backward Dash Duration : 14 frames
Pre-jump Frames : 3 frames
Jump Duration : 38 frames
Landing Frames : 12 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 5 | 4 | 10 | +2 |
Standing HP | 2 | M | 7 | 12 | 8 | +7 |
Standing LK | 1 | M | 5 | 4 | 6 | +6 |
Standing HK | 1 | M | 8 | 6 | 15 | -1 |
Crouching LP | 1 | M | 1 | 4 | 0 | +13 |
Crouching HP | 1 | M | 7 | 6 | 10 | +4 |
Crouching LK | 1 | L | 5 | 4 | 7 | +6 | KND (v-air)
Crouching HK | 1 | L | 9 | 8 | 12 | —— | KND
Jumping LP | 1 | H | 5 | Ground | —— | —— |
Jumping HP | 1 | H | 5 | 18 | Grd | —— |
Jumping LK | 1 | H | 7 | 16 | Grd | —— |
Jumping HK | 1 | H | 5 | 10 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Bulldog D.H. | 1 | Thw | 1 | 1 | —— | —— | KND
2 | German Suplex | 1 | Thw | 1 | 1 | —— | —— | KND
3 | Bear Hug | 1x4 | Thw | 1 | 1 | —— | +3 | KND
4 | LP Earth Shaker | 2 | M | 10 | 24 | 12 | -12 | KND (v-air),
| | | | | | | | PRJ
| HP Earth Shaker | 2 | M | 16 | 40 | 20 | -32 | KND (v-air),
| | | | | | | | PRJ
5 | LP Yoke | —— | —— | —— | 36 | —— | —— |
| HP Yoke | —— | —— | —— | 48 | —— | —— |
6 | Kubota Buster | 1 | Thw | 1 | 1 | —— | —— | KND
7 | Kubota Special | 1 | Thw | 1 | 1 | —— | —— | KND
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Bulldog Docking Headlock When close, b / f + HP
2 German Suplex When close, b / f + HK
3 Bear Hug When close, b / f + HP + HK
4 Earth Shaker qcb + P
5 Yoke f,d,df + P
6 Kubota Buster When close, f,hcf + P
7 (!) Kubota Special When RED and close, hcb,hcb + HP
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 Unblockable.
3 Unblockable.
4 LP invincible frames 10-27; HP invincible frames 16-45.
5 LP invincible frames 1-36; HP invincible frames 1-48.
- Jun is completely invincible once the Yoke begins all the way until its
completion——she has no startup or recovery frames. It is possible to buffer
another Yoke command during her active Yoke, and press the button once she
finishes to immediately go back into it. Virtually increasing the duration
of her avoidance by performing them back-to-back.
- While swaying back, Jun avoids most physical and projectile attacks. She
can still be thrown with normal and command throws.
6 Unblockable. Throw switches sides.
- Has a fairly large throw range; Jun can be about a full character distance
away from the opponent and still be able to catch.
- During Jun`s leap, she either arcs backward or forward. It can`t be
controlled which way she moves.
7 Unblockable.
- Unlike the Kubota Buster, Jun has to be right next to the opponent to catch
them with the Kubota Special.
===============================================================================
5.05 // KAORI YANASE
// "Ganbattemasu!"
===============================================================================
Preceding year Variable Geo runner-up. 18 years old.
Kaori began to attend a Tae Kwon Do doujou since the time she was three years
old, and is the owner of a gifted sense for martial arts who has applied this
ability toward obtaining a countless number of trophies. A person who is too
serious, but in any case will battle on in difficult circumstances. However it
seems that she is not immune to confronting men. After suffering a crushing
defeat by Reimi one year ago, she re-challenges to clear away the humiliation
from last year.
( Personal Information ) ---------------------------------------------------
Name Meaning : YANASE = "weir/rapids"
Origin : Chiba Prefecture (Kantou area)
Restaurant : MoHi Kan
Fighting Skill : Tae Kwon Do
( Colors ) -----------------------------------------------------------------
Circle : Purple (uniform, hair), white (uniform, pads), black (skirt)
Triangle : Green (uniform, hair), white (uniform, pads), black (skirt,
hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Takes off her glasses and cleans them, "Gomenasai." ("Sorry
about that.")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 8 frames
Backward Dash Duration : 13 frames
Pre-jump Frames : 3 frames
Jump Duration : 38 frames
Landing Frames : 1 frame
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 2 | 4 | 6 | +7 |
Standing HP | 1 | M | 9 | 6 | 12 | +2 |
Standing LK | 1 | M | 5 | 4 | 8 | +5 |
Standing HK | 1 | M | 9 | 9 | 20 | -9 |
Standing Close HP | 2 | M | 12 | 8 | 16 | +4 |
Crouching LP | 1 | M | 4 | 4 | 4 | +9 |
Crouching HP | 1 | M | 7 | 6 | 8 | +7 |
Crouching LK | 1 | L | 4 | 4 | 4 | +9 | KND (v-air)
Crouching HK | 1 | L | 7 | 6 | 24 | —— | KND
Jumping LP | 1 | H | 7 | 20 | Grd | —— |
Jumping HP | 1 | H | 5 | 8 | Grd | —— |
Jumping LK | 1 | H | 7 | 20 | Grd | —— |
Jumping HK | 1 | H | 5 | 8 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | San Shuu | 1x5 | Thw | 1 | 1 | —— | +20 | KND, FLT
2 | (double kick) | 2 | M | 9 | 5(12)11| 26 | -17 |
3 | LP Ressen Shuu | 1 | M | 18 | —— | 14 | +2 | PRJ
| HP Ressen Shuu | 1 | M | 22 | —— | 16 | +4 | PRJ
4 | LK En Ken Fu | 3 | M | 13 | 20 | 16 | -6 | KND (v-air)
| HK En Ken Fu | 3 | M | 14 | 20 | 16 | -2 | KND (v-air)
5 | Rasen Geri | 4 | H | 1 | Ground | 10 | —— |
6 | Shuu Geki | 1 | H | 6 | Ground | 8 | —— |
7 | Retsu Zan Dou | 20 | M | 19 | 20 | 12 | -24 |
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 San Shuu When close, b / f + HP
2 (double kick) b / f + HK
3 Ressen Shuu qcf + P
4 En Ken Fu qcb + K
5 Rasen Geri In air, d + HP
6 Shuu Geki In air, d + HK
7 (!) Retsu Zan Dou When RED, qcf,hcb + HK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
- Kaori`s throw causes a FLOAT. This allows her to juggle the opponent with
one of her attacks: Standing Close HP, Standing HK, (double kick), or En
Ken Fu. However this FLOAT will not work against Eleanor; she instead just
falls to the ground.
2 The two kicks will only combo if Kaori is right next to her opponent.
3 If Kaori is right next to the opponent, her leg may pass through them and
the projectile will be thrown behind them.
4 ——
5 ——
6 Similar to Chun-Li`s Yousou Kyaku, Kaori can use the Shuu Geki multiple
times while airborne by holding down on the joystick and pressing HK for
each new kick. She will continue to do kicks as long as she can hit the
opponent. If you manage to hit the opponent deep with the kick near their
feet, she will "climb" them with the additional kicks.
7 ——
** All of Kaori`s basic attacks are kicks, even her Light and Heavy Punches.
===============================================================================
5.06 // K-1 (Keiichi Sonezaki)
===============================================================================
( Personal Information ) ---------------------------------------------------
Name Meaning : KEIICHI = "disclose/one"
SONEZAKI = "once/root/cape (on coast)"
(K-1 is the male version of the twins.)
( Colors ) -----------------------------------------------------------------
Circle : Brown (jacket, shorts, shoes), black (shirt), aqua (hair)
Triangle : Rust (jacket, shorts, shoes), black (shirt), honey (hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Hovers while surrounded in a large forcefield of energy,
"Hmph!"
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 16 frames
Backward Dash Duration : 12 frames
Pre-jump Frames : 3 frames
Jump Duration : 34 frames
Landing Frames : 4 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 4 | 3 | 3 | +11 |
Standing HP | 1 | M | 7 | 6 | 8 | +7 |
Standing LK | 1 | M | 5 | 4 | 4 | +9 |
Standing HK | 1 | M | 7 | 6 | 18 | -4 |
Crouching LP | 1 | M | 5 | 4 | 4 | +9 |
Crouching HP | 1 | M | 7 | 6 | 8 | +7 |
Crouching LK | 1 | M | 6 | 5 | 6 | +6 | KND (v-air)
Crouching HK | 1 | M | 7 | 6 | 8 | +4 | KND
Jumping LP | 1 | H | 7 | Ground | —— | —— |
Jumping HP | 1 | H | 5 | 8 | Grd | —— |
Jumping LK | 1 | H | 7 | Ground | —— | —— |
Jumping HK | 1 | H | 5 | 6 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Psi-Throw | 1 | Thw | 1 | 1 | —— | —— | KND
2 | LP Thunder Spark | 3 | M | 13 | 54 | 14 | —— | KND
| HP Thunder Spark | 3 | M | 17 | 72 | 16 | —— | KND
3 | LK Thunder Spear | 1[3] | M | 9 | 22 | 8 | —— | KND, PRJ
| HK Thunder Spear | 1[3] | M | 11 | 22 | 8 | —— | KND, PRJ
4 | LP Thunder Bolt | 4[5] | M | 25 | —— | 58 | —— | KND, PRJ
| HP Thunder Bolt | 4[5] | M | 32 | —— | 71 | —— | KND, PRJ
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Psi-Throw When close, b / f + HP
2 Thunder Spark Press Punch rapidly
3 Thunder Spear qcb + K
4 Thunder Bolt hcf + P
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 LP invincible frames 13-69; HP invincible frames 17-92.
3 ——
4 LP invincible frames 5-71; HP invincible frames 6-90.
- Projectile lasts 32 frames.
- Tracks the opponent`s location.
- While his arm is raised, K-1 avoids most physical and projectile attacks.
He can still be thrown with normal and command throws.
** K-1 has no LOW attacks, or Super attacks.
===============================================================================
5.07 // K-2 (Kei Sonezaki)
===============================================================================
( Personal Information ) ---------------------------------------------------
Name Meaning : KEI = "kindness"
SONEZAKI = "once/root/cape (on coast)"
(K-2 is the female version of the twins.)
( Colors ) -----------------------------------------------------------------
Circle : Brown (jacket, shorts, shoes), olive (shirt), green (hair)
Triangle : Brown (jacket, shorts, shoes), gray (shirt), maroon (hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Hovers while surrounded in a large forcefield of energy,
"Hmph!"
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 16 frames
Backward Dash Duration : 12 frames
Pre-jump Frames : 3 frames
Jump Duration : 34 frames
Landing Frames : 4 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 4 | 3 | 3 | +11 |
Standing HP | 1 | M | 7 | 6 | 8 | +7 |
Standing LK | 1 | M | 5 | 4 | 4 | +9 |
Standing HK | 1 | M | 7 | 6 | 18 | -4 |
Crouching LP | 1 | M | 5 | 4 | 4 | +9 |
Crouching HP | 1 | M | 7 | 6 | 8 | +7 |
Crouching LK | 1 | M | 6 | 5 | 6 | +6 | KND (v-air)
Crouching HK | 1 | M | 7 | 6 | 8 | +4 | KND
Jumping LP | 1 | H | 7 | Ground | —— | —— |
Jumping HP | 1 | H | 5 | 8 | Grd | —— |
Jumping LK | 1 | H | 7 | Ground | —— | —— |
Jumping HK | 1 | H | 5 | 6 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Psi-Throw | 1 | Thw | 1 | 1 | —— | —— | KND
2 | LP Thunder Spark | 3 | M | 13 | 54 | 14 | —— | KND
| HP Thunder Spark | 3 | M | 17 | 72 | 16 | —— | KND
3 | LK Thunder Spear | 1[3] | M | 9 | 22 | 8 | —— | KND
| HK Thunder Spear | 1[3] | M | 11 | 22 | 8 | —— | KND
4 | LP Thunder Bolt | 2[5] | M | 19 | —— | 58 | —— | KND, PRJ
| HP Thunder Bolt | 2[5] | M | 24 | —— | 71 | —— | KND, PRJ
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Psi-Throw When close, b / f + HP
2 Thunder Spark Press Punch rapidly
3 Thunder Spear qcb + K
4 Thunder Bolt hcf + P
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 LP invincible frames 13-69; HP invincible frames 17-92.
3 ——
4 LP invincible frames 5-65; HP invincible frames 6-82.
- Projectile lasts 32 frames.
- Tracks the opponent`s location.
- While her arm is raised, K-2 avoids most physical and projectile attacks.
She can still be thrown with normal and command throws.
- Unlike K-1`s version, K-2`s lightning will move a small distance either
forward or back. If the opponent moves to avoid the initial strike, the
lightning will try to move toward them and hit.
** K-2 has no LOW attacks, or Super attacks.
===============================================================================
5.08 // MANAMI KUSUNOKI
// "Mn, arigatou~!"
===============================================================================
Manami doesn`t particularly know any type of martial arts, but it does not
mean that she isn`t strong at any rate. Her method of fighting is similar to
the quarrel of a child. In addition, she learned ballet for a small time, and
has beautiful kicks by using this skill. While everything is chaotic, she
doesn`t understand what to think about all of it, nevertheless she is a geeky
fan and has an idol-like existence to her neighborhood boys` high school. 15
years old.
( Personal Information ) ---------------------------------------------------
Name Meaning : MANAMI = "true/what?/beautiful"
KUSUNOKI = "camphor tree"
Origin : Hyougo Prefecture (Kinki area)
Restaurant : Fusiya (sometimes 'Fujiya' or 'Fushiya') ("Fuji House")
Fighting Skill : Kodomo no Kenka (Quarrel of a Child)
( Colors ) -----------------------------------------------------------------
Circle : Aqua (dress), white (apron, socks), pink (hair), red (shoes,
bow), orange (neko gloves)
Triangle : Green (dress), white (apron, socks), gold (hair), red
(shoes, bow), orange (neko gloves)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Faces screen and raises an arm while laughing.
( Data Arsenal ) -----------------------------------------------------------
Backward Dash Duration : 12 frames
Vertical Pre-jump Frames : 5 frames
Diagonal Pre-jump Frames : 3 frames
Jump Duration : 40 frames
Landing Frames : 4 frames
* Manami cannot dash forward.
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 5 | 4 | 0 | +13 |
Standing HP | 1 | M | 7 | 8 | 5 | +7 |
Standing LK | 1 | M | 5 | 4 | 6 | +6 |
Standing HK | 1 | M | 9 | 11 | 9 | +1 |
Crouching LP | 1 | M | 5 | 4 | 0 | +13 |
Crouching HP | 1 | M | 7 | 6 | 4 | +11 |
Crouching LK | 1 | M | 5 | 4 | 4 | +9 | KND (v-air)
Crouching HK | 1 | L | 7 | 6 | 6 | +4 | KND
Jumping LP | 1 | H | 5 | 30 | Grd | —— |
Jumping HP | 1 | H | 7 | 8 | Grd | —— |
Jumping LK | 1 | H | 1 | 30 | Grd | —— |
Jumping HK | 1 | H | 7 | 8 | Grd | —— |
Jump Diagonal HP | 1 | H | 5 | 20 | Grd | —— |
Jump Diagonal HK | 1 | H | 7 | 30 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Dadakko Punch | 1x4 | Thw | 1 | 1 | —— | +17 | KND, FLT
2 | LP Neko R. Punch | 1 | M | 10 | —— | 44 | -1 | KND (v-air),
| | | | | | | | FLT (v-air),
| | | | | | | | PRJ
| HP Neko R. Punch | 1 | M | 6 | —— | 40 | +10 | KND (v-air),
| | | | | | | | FLT (v-air),
| | | | | | | | PRJ
3 | LP Gorogoro Attack | 1 | M | 1 | 24 | 4 | -13 | KND (v-air)
| HP Gorogoro Attack | 1 | M | 1 | 16 | 4 | -17 | KND (v-air)
4 | LP G. Attack 2 | 1 | H | 21 | 27 | 1 | -14 | KND (v-air)
| HP G. Attack 2 | 1 | H | 23 | 27 | 1 | -22 | KND (v-air)
5 | Banzai Attack | 1 | M | 1 | 24 | 4 | -17 | KND (v-air)
6 | Neko Shou Ranbu | 5 | Thw | 1 | 1 | —— | —— | KND
7 | Gottsui Neko R. P. | 5 | M | 18 | —— | 33 | -14 | KND (v-air),
| | | | | | | | PRJ
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Dadakko Punch When close, b / f + HP
2 Neko Rocket Punch qcf + P
3 Gorogoro Attack Charge b,f + P
4 Gorogoro Attack 2 Charge b,f + K
5 Banzai Attack Charge b,f + PP
6 Neko Shou Ranbu When close, hcf + HK
7 (!) Gottsui Neko Rocket Punch When RED, qcf,d,df + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
- Manami`s throw causes a FLOAT. This allows her to juggle the opponent with
one of her attacks: Standing HP (corner), Standing HK, Neko Rocket Punch,
Gorogoro Attack, or Banzai Attack. However this FLOAT will not work against
Eleanor; she instead just falls to the ground.
2 LP projectile lasts 27 frames (24 frames forward, 3 frames backward); HP
projectile lasts 30 frames (22 frames forward, 8 frames backward).
- The neko glove can hit either on its propulsion or return.
3 ——
4 ——
5 ——
6 Unblockable.
7 Projectile lasts 30 frames (21 frames forward, 9 frames backward).
- The neko glove can hit either on its propulsion or return.
===============================================================================
5.09 // REIMI JYAHANA
// "Maa, tou de ne."
===============================================================================
Multinational corporation "Jyahana Group" leader, 19 years old.
Present "Variable Geo" three year consecutive undefeated champion. From the
time of infancy she received a hard ("Spartan") education from her mother (the
present "Jyahana Group" honorary president), and was trained by "the man who
supports things" (aka - her father). She received a special education for
gifted children in martial arts as an educational idea from her mother who was
a former A-rank National Delta Force instructor, and from her father of a
former foreign affairs vice-minister, being taught the art of "ki" due to Zen
Buddhism, and acquired the means to handle it freely. A true queen that
recognizes the body and mind in both herself and others.
( Personal Information ) ---------------------------------------------------
Name Meaning : JYAHANA = "apologize/flower"
Origin : Unknown
Occupation : Takokusekikigyou "Jyahana Group" Sousui
(Multinational corporation "Jyahana Group" Leader)
Fighting Skill : Martial Arts
( Colors ) -----------------------------------------------------------------
Circle : Dark gray (vest, shoes, gloves), white (shirt), light gray
(pants), violet (hair)
Triangle : Dark gray (vest, shoes, gloves), white (shirt), light gray
(pants), yellow (hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Brushes her hair up as she raises an arm and poses while
chuckling.
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 8 frames
Backward Dash Duration : 12 frames
Pre-jump Frames : 3 frames
Jump Duration : 35 frames
Landing Frames : 8 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 7 | 4 | 0 | +12 |
Standing HP | 1 | M | 11 | 6 | 10 | +4 |
Standing LK | 1 | M | 5 | 4 | 6 | +7 |
Standing HK | 1 | M | 21 | 6 | 12 | +2 |
Crouching LP | 1 | M | 7 | 4 | 0 | +13 |
Crouching HP | 1 } M | 13 | 6 | 8 | +7 |
Crouching LK | 1 | L | 5 | 4 | 0 | +13 | KND (v-air)
Crouching HK | 1 | L | 13 | 6 | 12 | —— | KND
Jumping LP | 1 | H | 5 | Ground | —— | —— |
Jumping HP | 1 | H | 5 | 8 | Grd | —— |
Jumping LK | 1 | H | 9 | Ground | —— | —— |
Jumping HK | 1 | H | 13 | 15 | Grd | —— |
Jump Diagonal HK | 1 | H | 3 | 10 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Guillotine Throw | 1 | Thw | 1 | 1 | —— | —— | KND
2 | (high kick) | 1 | M | 7 | 6 | 8 | +6 |
3 | LP Burning Rose | 1 | M | 13 | —— | 30 | -14 | PRJ
| HP Burning Rose | 1 | M | 14 | —— | 36 | -16 | PRJ
4 | LK Rose Stinger | 4 | M | 13 | 27 | 25 | —— | KND
| HK Rose Stinger | 5 | M | 9 | 30 | 25 | —— | KND
5 | LK Hurricane Rose | 2 | M | 3 | 16 | 34 | —— | KND
| HK Hurricane Rose | 2 | M | 4 | 20 | 43 | —— | KND
6 | Griffon Nail | 2 | M | 6 | 10 | 12 | —— | KND
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Guillotine Throw When close, b / f + HP
2 (high kick) b / f + HK
3 Burning Rose qcf + P
4 Rose Stinger Charge b,f + K
5 Hurricane Rose Charge d,u + K
6 (!) Griffon Nail When RED, b,hcb + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 ——
3 If Reimi is right next to the opponent, her arm may pass through them and
the projectile will be thrown behind them.
4 ——
5 Each version is able to hit twice. However it seems that the hitbox is a
bit random because at times it will hit once, and other times twice. Even
if Reimi is at the exact same distance from the opponent each time. For
some reason it seems that it will hit twice more often if the opponent is
under 50% life.
6 ——
===============================================================================
5.10 // SATOMI YAJIMA
// "Satomi, ikimasu!"
===============================================================================
Senior high school student in 2nd year, 16 years old.
When both of her parents died in a traffic accident, Satomi was living for two
people for her 6th grade younger brother and managing the apartment building,
earning income with a part-time job to pay for tuition and living expenses.
She commutes to the same school as Yuka, and trains at the same dojo with 4th
Level Kyokushin Karate. Her personality has an impulsiveness style, and she is
the type to always have zeal.
( Personal Information ) ---------------------------------------------------
Name Meaning : SATOMI = "wise/beauty"
YAJIMA = "eight/island"
Origin : Toukyou/Tokyo (metropolitan area)
Restaurant : Bikkuri Monkey ("Surprise Monkey")
Fighting Skill : Kyokushin Karate
( Colors ) -----------------------------------------------------------------
Circle : Rose (uniform), orange (skirt), white (shirt, pads), brown
(hair)
Triangle : Green (uniform), orange (skirt), white (shirt, pads), violet
(hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Gives a peace sign toward screen, "Yatta!" ("I did it!")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 16 frames
Backward Dash Duration : 12 frames
Pre-jump Frames : 3 frames
Jump Duration : 36 frames
Landing Frames : 4 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 1 | 4 | 4 | +8 |
Standing HP | 1 | M | 7 | 6 | 8 | +7 |
Standing LK | 1 | M | 4 | 4 | 3 | +10 |
Standing HK | 1 | M | 13 | 6 | 12 | +2 |
Crouching LP | 1 | M | 1 | 4 | 5 | +9 |
Crouching HP | 1 | M | 7 | 6 | 6 | +9 |
Crouching LK | 1 | L | 1 | 4 | 4 | +9 | KND (v-air)
Crouching HK | 1 | M | 7 | 6 | 8 | +4 | KND
Jumping LP | 1 | H | 1 | 30 | Grd | —— |
Jumping HP | 1 | H | 5 | 6 | Grd | —— |
Jumping LK | 1 | H | 1 | 30 | Grd | —— |
Jumping HK | 1 | H | 5 | 6 | Grd | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Daisharin Nage | 1 | Thw | 1 | 1 | —— | —— | KND
2 | Sliding | 1 | L | 17 | 5 | 0 | +12 | KND, FLT
3 | Shou En Kyaku | 2 | H | 11 | 15 | 15 | -3 | KND (v-air)
4 | LP Kaen Zan | 3 | M | 1 | 25 | 24 | +4 | KND
| HP Kaen Zan | 2 | M | 6 | 20 | 24 | +2 | KND
5 | LP S. Karatakewari | 1 | H | 30 | 27 | 0 | +17 | KND
| HP S. Kararakewari | 1 | H | 19 | 46 | 0 | +8 | KND
6 | Satomi Bringer | 9 | M | 10 | 17 | 9 | +8 | KND
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Daisharin Nage When close, b / f + HP
2 Sliding df + HK
3 Shou En Kyaku qcb + K
4 Kaen Zan b,d,db + P
5 Shinkuu Karatakewari hcf + P, move b / f
6 (!) Satomi Bringer When RED, qcb,hcf + HP
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 ——
3 ——
4 ——
5 Hold back or forward on the joystick to alter the range of Satomi`s arc.
You can`t backtrack her arc; once Satomi starts moving in one direction,
she is unable to be moved in the other. She can reach full-screen distance
with either button strength. Satomi`s shadow doesn`t appear on the ground
while she`s in flight, so you have to guess where she is. It disappears
when she reaches her peak and doesn`t appear again until she lands.
6 ——
===============================================================================
5.11 // YUKA TAKEUCHI
// "Yoroshiku!"
===============================================================================
Senior high school student in 2nd year, 17 years old.
Yuka has gone through a "Kyokushin Ken" neighborhood karate doujou, and is
ranked 4th Level in Full-Contact System Karate. Recently she has found
interest in the "Beheading From Within" Fist (a Qiguon Fist variety), and has
started an arrange. (Has started to teach herself the method.) An invigorating
sports girl with a strong sense of justice. She adores her classmates as well
as an upperclassmen.
( Personal Information ) ---------------------------------------------------
Name Meaning : YUKA = "skilled/perfume"
TAKEUCHI = "warrior/within"
Origin : Toukyou/Tokyo (metropolitan area)
Restaurant : Hanna Miller`s
Fighting Skill : Kyokushin Karate, Uchi Kei Ken (Kikou Ken no Isshu)
(Rising Sun God Karate, "Beheading From Within" Fist (Qiguon
Fist variety))
( Colors ) -----------------------------------------------------------------
Circle : Orange (apron, skirt), white (shirt, pads), brown (hair)
Triangle : Purple (apron, skirt), white (shirt, pads), violet (hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 : Looks down at opponent and swings her fist down, "Yosh`!"
("Alright!")
Round 2 : Removes hair ribbon and raises a hand to her head as her
breasts bounce, "Yosh`!" ("Alright!")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 18 frames
Backward Dash Duration : 14 frames
Pre-jump Frames : 5 frames
Jump Duration : 36 frames
Landing Frames : 6 frames
------------------------+------+-----+-----+--------+-----+-----+------------
| Command | Hits | Grd | Str | Active | Rec | +Ht | Notes |
------------------------+------+-----+-----+--------+-----+-----+------------
Standing LP | 1 | M | 5 | 4 | 4 | +8 |
Standing HP | 1 | M | 7 | 12 | 6 | +2 |
Standing LK | 1 | M | 5 | 4 | 4 | +9 |
Standing HK | 1 | M | 7 | 6 | 24 | -10 |
Standing Close HP | 1 | M | 7 | 9 | 6 | +5 |
Crouching LP | 1 | M | 1 | 4 | 6 | +7 |
Crouching HP | 1 | M | 7 | 6 | 6 | +9 |
Crouching LK | 1 | L | 5 | 4 | 4 | +9 | KND (v-air)
Crouching HK | 1 | L | 9 | 8 | 8 | +2 | KND
Jumping LP | 1 | H | 1 | 30 | Grd | —— |
Jumping HP | 1 | H | 7 | 20 | Grd | —— |
Jumping LK | 1 | H | 1 | 30 | Grd | —— |
Jumping HK | 1 | H | 7 | 20 | Grd | —— |
Jump Diagonal HP | 1 | H | 7 | 10 | Grd | —— |
Jump Diagonal HK | 1 | H | 7 | Ground | —— | —— |
---+--------------------+------+-----+-----+--------+-----+-----+------------
1 | Ippon Zeoi | 1 | Thw | 1 | 1 | —— | —— | KND
2 | LP Ki Kou Dan | 1/2 | M | 13 | —— | 21 | +2 |
| (LP fireball only) | —— | M | 14 | —— | —— | -4 | PRJ
| HP Ki Kou Dan | 1/2 | M | 17 | —— | 21 | +6 |
| (HP fireball only) | —— | M | 18 | —— | —— | 0 | PRJ
3 | LK Idaten Soku | 3 | M | 5 | 12(3)4 | 24 | —— | KND
| HK Idaten Soku | 3 | M | 7 | 12(3)4 | 24 | —— | KND
4 | LP Souryuu Geki | 3 | M | 3 | 15 | 26 | +16 | KND, FLT
| HP Souryuu Geki | 4 | M | 4 | 23 | 33 | +12 | KND, FLT
5 | Ki Kou Rendan | 3 | M | 26 | —— | 22 | 0 | KND (v-air)
6 | Kiryuu Idaten Geki | 7-9 | M | 23 | 70(8)23| 33 | +8 | KND
---+--------------------+------+-----+-----+--------+-----+-----+------------
( Movelist ) ---------------------------------------------------------------
1 Ippon Zeoi When close, b / f + HP
2 Ki Kou Dan qcf + P
3 Idaten Soku qcb + K
4 Souryuu Geki f,d,df + P
5 (!) Ki Kou Rendan When RED, qcb,qcb + HP
6 (!) Kiryuu Idaten Geki When RED, f,hcf + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 If Yuka is right next to the opponent, her palm thrust will hit in addition
to the blast for two hits.
- The frame data shows the information for if the palm thrust and the blast
both connect, or just the blast by itself. The palm thrust knocks the
opponent backward, to which the fireball will hit a few frames later, thus
is why Yuka is at positive advantage.
3 ——
4 ——
5 If Yuka is right next to the opponent, her arm may pass through them and
the projectiles will be thrown behind them.
6 If Yuka is right next to the opponent, her palm thrust will hit in addition
to the blast for an additional hit.
- Yuka will advance full screen distance with the Idaten Soku attack, which
travels further than her normal version. Sometimes if at full screen, she
will actually pass the Ki Kou Dan blast (which is thrown first) as she is
dashing forward toward the opponent and attack them first. Thus the Ki Kou
Dan won`t even hit as part of the combo.
** For the otaku out there, Yuka`s restaurant is a play on an actual Japanese
and Hawaiian restaurant chain named Anna Miller`s. It`s basically like a
Denny`s and serves breakfast, lunch, and dinner at all times. Yuka`s outfit
is an exact replica of the ones worn by the real waitresses.
[ Advanced : 6 : Miscellaneous Info ] -- // --------------------------------
_______________________________________________________________________________
[ // 6.1 - Special Thanks ] -----------------------------------------------
- TGL (Technical Group Laboratory, Inc.) ( tgl.co.jp/ )
A great concept for an all-female fighting game, that`s for sure. The anime
wasn`t all that great, but I won`t blame them on that. Like I can`t blame
Capcom for that ass of a Street Fighter movie. Still I would love a new
`Advanced V.G.´ fighting game, with some high-quality sprites and better
gaming engine.
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ )
The man and his FAQ-emporium lives on as the best site out there for all-
game information.
(GameFAQs :
http://www.gamefaqs.com/users/CJayC)
- Harold "Kageh" Hess (
[email protected] )
My TMChi bro who bought this and Advanced V.G. 2 for me when he was over in
Japan.
(GameFAQs :
http://www.gamefaqs.com/users/!H+Bomb)
- David "OLLIVER" Bullock
The fight layout of the characters from the Sega Saturn version of the game.
(GameFAQs :
http://www.gamefaqs.com/users/OLLIVERZero)
[ // 6.2 - Secrets / Codes ] ----------------------------------------------
- Skip Dialogue
Keep pressing the Start button after you select your characters and stage
and you will be able to skip the intro speech the characters do between one
another. That screen will still be seen, but the speech itself will be
skipped over. This also works after a character wins and dialogue is done
between the characters before the W/L records are shown.
- Unlock K-1 + K-2
Beat the game in Story Mode on Level 8 difficulty. K-1 will be on the lower
left-hand corner, K-2 will be on the lower right-hand corner.
- 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
[ // 6.3 - Translations ] -------------------------------------------------
- [ AYAKO YUUKI ]
Oshioki Punishment
- [ CHIHO MASUDA ]
Hien Geki Flying Swallow Attack
Ryou Baku Tree Spirit Bomb
Sankaku Tobi Triangle Leap
Shi Sen Ken Violet Flash Blade
Shi Sen Retsu Ha Violet Flash Line Break
Shinkuu Nage Vacuum Throw
Tomoenage Overhead Throw (judo)
- [ ELEANOR (ELIRIN) GOLDSMITH ]
(Eleanor uses her nickname "Elirin" at the beginning of all her attack names.)
Elirin Nouten Punch Eleanor Head Crown Punch
Elirin Sanren Bu Eleanor Three-Stranded Dance
- [ JUN KUBOTA ]
Yoke Avoiding (physical contact with)
- [ KAORI YANASE ]
En Ken Fu Swallow Sword Axe
Rasen Geri Spiral Kick
Ressen Shuu Sharp Splitting Kick
Retsu Zan Dou Violent Kill Grieve
San Shuu Scatter Kick
Shuu Geki Kick Attack
- [ MANAMI KUSUNOKI ]
Banzai Attack (1) Banzai Attack
Dadakko Punch Spoiled Child Punch
Gorogoro Attack Purring Attack
Gorogoro Attack 2 Purring Attack 2
Gottsui Neko Rocket Punch (2) Rough Cat Rocket Punch
Neko Rocket Punch Cat Rocket Punch
Neko Shou Ranbu Cat Victory Boisterous Dance
1 "Banzai" is an exclamation for "cheers!" or "long life!"
2 "Gottsui" is a Kansai-ben (Kansai dialect) term from West Japan, where
Manami is from. It`s kind of a funny word that is native to them, and not
many other Japanese people use it unless from there.
- [ SATOMI YAJIMA ]
Daisharin Nage Giant Swing Throw
Kaen Zan Flame Kill
Shinkuu Karatakewari Vacuum Chinese Bamboo Divide
Shou En Kyaku Soaring Flame Leg
- [ YUKA TAKEUCHI ]
Ippon Zeoi One-armed Shoulder Throw (judo)
Idaten Soku Great Runner Leg
Ki Kou Dan Spirit Roar Bullet
Ki Kou Rendan Spirit Roar Party Bullet
Kiryuu Idaten Geki Demon Dragon Great Runner Attack
Souryuu Geki Blue Dragon Attack
[ // 6.4 - Seiyuu Information ] -------------------------------------------
The following is a listing of each character`s seiyuu (voice actress), along
with some of the other characters they have given voice to (if applicable).
Many seiyuu have done hundreds of voices, so the titles listed below are from
anime/games that are some of their better known roles. Each seiyuu is listed
in alphabetical order by their surname:
- AMANO YURI (voice of "Ayako Yuuki")
Hokuto (Street Fighter EX)
Ibuki (Street Fighter III)
Kawai Kawai (Iczelion)
Nanvel (Burn Up W)
- ARAKI KAE (voice of "Manami Kusunoki")
Chibi Usa/Black Lady (Bishoujou Senshi Sailormoon)
Felicia (Super Puzzle Fighter II X, Vampire, Vampire Hunter)
Karina Toyota (Asuka 120% Burning Festival Limited)
Lei Lei/Hsien-Ko (Super Puzzle Fighter II X)
Minnie May Hopkins (Gunsmith Cats)
- MATSUSHITA MIYUKI (voice of "Eleanor Goldsmith")
Bulleta/B.B. Hood (Marvel v. Capcom 2, Vampire Savior)
Q-Bee (Vampire Savior)
Erika (Wedding Peach [episode 9])
Madonra (Hello Kitty)
- NOGAMI YUKANA (voice of "Yuka Takeuchi")
C.C. (Code Geass)
Felicia (Vampire Hunter [anime])
Honoka Yukishiro/Cure White (Futari no Pretty Cure)
Meirin Li (Card Captor Sakura)
- SHIINA HEKIRU (voice of "Chiho Masuda")
Hikaru Shidou (Mahou Kishi Rayearth)
Kyouko Shibusawa (Shin Megami Tensei)
Rifani (Langrisser III)
Seung Mi Na (Soul Edge)
- SHIRATORI YURI (voice of "Kaori Yanase")
Cherry (Saber Marionette J)
Maria Robotnik (Sonic Adventure 2)
Mei Narusegawa (Love Hina)
Noriko (Goldenboy [episode 3])
- TEZUKA CHIHARU (voice of "Jun Kubota")
Akira Kazama (Shiritsu! Justice Gakuen)
Misaki (Devilman Lady)
Reika Yamamoto (Serial Experiments Lain)
Yukari Kashima (Vampire Princess Miyu [TV])
- WATANABE KUMIKO (voice of "Reimi Jyahana")
Hideki Isobe (Hikaru no Go)
Kumiko Gotou (Sokkou Seitokai: Sonic Council)
Mauri (Lunar Eternal Blue)
Shippo (Inuyasha)
- YOKOYAMA CHISA (voice of "Satomi Yajima")
Chun-Li (Street Fighter II V)
Lucia (Lunar Eternal Blue)
Maria Renard (Akumajou Dracula X)
Sakura Shinguuji (Sakura Taisen)
[ // 6.5 - Revision History ] ---------------------------------------------
v. 4.5 / 04 - 11 - 2014
- Added details on Kaori`s and Manami`s throws not able to FLOAT Eleanor. Also
toying with the idea of adding a system dissection section to further break
down the game, but according to the number of hits this FAQ gets, I don`t
believe that many people play this version to merit me putting in the time.
v. 4.0 / 04 - 10 - 2014
- Frame data added on all characters` basic attacks and special moves in full.
This is my second attempt and installment to doing this for fighting games
that no one will ever play seriously. I`m still relatively new to doing this
type of work, but after researching on Shoryuken.com and some other gaming
forums, I now have a firmer grasp on how to properly gather and distribute
this type of information. Some of the old information concerning certain
attacks and special moves might now be changed from the previous reversion
due to the frame data added. This is another notch toward creating involved
FAQs for games no one else is ever going to. Also corrected a couple of the
titles for Story Mode that I had incorrectly translated.
v. 2.5 / 03 - 30 - 2013
- Corrected information on K-2`s Thunder Bolt and Reimi`s Hurricane Rose.
v. 2.0 / 03 - 13 - 2013
- Two years since I updated this FAQ. A great deal of both fixed and new
information added with all the characters.
v. 1.0 / 03 - 11 - 2011
- Additional information added to Ayako, Kaori, and Reimi. Also found that you
can skip the speech at the end of the fight as well.
v. 0.5 / 02 - 24 - 2011
- A correction on Satomi`s Shinkuu Karatakewari notes. Also added a method of
skipping character intro dialogue.
v. 0.0 / 02 - 24 - 2011
- There`s already a good AVG FAQ out there made by OLLIVER, but it`s missing a
lot of information and character special moves. And I doubt the person is
going to update it again since the last revision was 2002. Plus that FAQ is
for the Saturn version which is slightly different than the Playstation one.
So I just decided to make my own general FAQ in addition to a ComboFAQ to
coincide with it. Most of the information is present in this version.
[ // 6.6 - Final Word ] ---------------------------------------------------
Oss`!
After I made the `Advanced V.G. 2´ MaxFAQ, I decided to go back and do one for
the original Playstation version as well. I had both and I wasn`t very busy,
so I might as well get it out the way. This one is thorough, but still not as
as involved and detailed as the AVG2 FAQ. However it still contains a great
amount of important information for both casual and high-level players who are
anyone interested in playing this title.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `shouji´ <
[email protected]>
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| `"Mr. White, I don`t think Rolex makes a radio." "It`s a clock radio."´ |
| - Ron White |</pre><pre id="faqspan-3">
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