DDDDDDDDD    UUUU   UUUU  RRRRRRRR     AAAAAAAAA   LLLL
 Virtua    DDDDD  DDDD  UUUU   UUUU  RRRR  RRRR  AAAA   AAAA  LLLL       FAQ
 Fighter   DDDDD  DDDD  UUUU   UUUU  RRRR  RRRR  AAAA   AAAA  LLLL
    2      DDDDD  DDDD  UUUU   UUUU  RRRRRRRR    AAAAAAAAAAA  LLLL
           DDDDD  DDDD  UUUUUUUUUUU  RRRR  RRRR  AAAA   AAAA  LLLLLLLL
           DDDDDDDDD     UUUUUUUUU   RRRR  RRRR  AAAA   AAAA  LLLLLLLL


written by ReCharredSigh

e-mail me at [email protected]
(and title all your messages as "VF2 Dural FAQ comments", else i will ignore
them)

version 1.1  232 KB FAQ for VF2, not bad, not bad(although the really elaborate
            VF FAQs tend to climb into the 300s when it comes to space, heh heh)

December 10, 2001

Copyright 2000,2001 ReCharredSigh

First of all, lemme sum the legal mumbo jumbo regarding this FAQ in the simplest
terms, please don't be like those snobby lawyers that twist every word to their
own benefit, it's really degrading of you:

===================================================================================
1. I am not responsible for harm to you due to something in this FAQ, whether it
was in the computer sense(i.e. your computer crashed while you tried to save this
FAQ) or in the arcade playing sense(lost/won and got beat up due to some technique
in this FAQ).

2. This FAQ is free.  Plain and simple.  You can find it free at the websites I
listed.

3. Give me credit if you want to use anything from this FAQ, you don't need to
quote me on everything, just give me credit at the beginning/end of your work, and
I will have no beefs against you.  If you want to post this FAQ on your website,
please e-mail me first asking permission, else I will be pissed off.

4. And lastly, if you don't want to obey the above, please just ignore this FAQ,
and read some other.

5. What characters Sega has created, is of their entire copyright.  I have in no
effort tried to take one of their works as my own.

6. This FAQ is meant either for the Sega Saturn, or the PC 95/98 version of VF2.
This really isn't a legal thing, it's just that I don't want any of you crying to
me about how you can't find Dural at your arcade.

7. You can find this FAQ at the following sites:
Gamefaqs.com, http://www.gameadvice.com, http://www.neoseeker.com

If you didn't find it there, chances are it isn't in the latest version.
===================================================================================

WHAT TO EXPECT IN THIS FAQ

0.CREDITS
I.INTRO
  A.Storyline of Dural
  B.Why choose Dural(actually, how to choose Dural)
  C.What's the reasons to read this FAQ
II.MOVE COMMANDS
  A.General Move Commands
  B.Move Command Summary
  C.Dural's Normal Attacks
  D.Dural's Hopping Attacks
  E.Dural's Distant Jumping Attacks
  F.Dural's Turn-Toward Attacks
  G.Dural's Special Attacks
  H.Dural's Reversals
  I.Dural's Throws
  J.Dural's Ground Attacks
III.COMBOS
IV.STRATS
  A.General Strategy
    a.Defense
    b.Offense
    c.Misc
  B.Computer Strategy
    a.General Tactic
    b.Ending
  C.Vs. Challengers Strategy
    1.Lau
    2.Sarah
    3.Shun
    4.Pai
    5.Lion
    6.Jeffry
    7.Kage
    8.Jacky
    9.Wolf
   10.Akira
   11.Dural
V.REVISIONS
VI.IN CLOSING


***********************************************
| 000    CCC  RRRR  EEEEE DDDD  III TTT  SSSS |
|0  00  C   C R   R E     D   D  I   T  SSS  S|
|0 0 0  C     RRRR  EEE   D   D  I   T    SS  |
|00  0  C   C R   R E     D   D  I   T  S  SSS|
| 000 o  CCC  R   R EEEEE DDDD  III  T   SSSS |
***********************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Sega (www.sega.com)
-Yu Suzuki, you have always made the best 3D fighting games that I have seen.
Keep it up, and try to get Virtua Fighter to become more popular, it sucks when
I can't find it around here in the US or when you don't get good competition to
practice on.

VirtuaFighter.com
-For being such a great site for VFers.  Too bad it lacks in popularity and they
don't cover VF2 as much as VF4, but I can understand.  Besides, there's always
the FAQs that I can find elsewhere.

VirtuaProject.com
-Another good VF website to check out.

Gamefaqs.com
-For providing a place to put this FAQ.  And the great VF2 FAQs, by which I
learned about 90% of the game through.  That includes Joji's Akira FAQ, S. Hyun
Yim's Sarah FAQ, Colin Leong's Lau FAQ, and Tan Wu Meng's Kage FAQ.  And CHIA Jin
Ngee's FAQ for getting me started on the game at all.

Joji Suzuki([email protected], [email protected])
-THE man, because like many VF players he got me started on how to use Akira
through his VF2 Akira FAQ.  I will forever thank him.  Also used some info from
his FAQ in creating this FAQ.

S. Hyun Yim([email protected])
-He wrote a very good VF2 Sarah FAQ, which I learned quite a lot from, and
probably took some info from his FAQ to use in mine.

Colin Leong([email protected], [email protected])
-He wrote a very good VF2 Lau FAQ, which I used some info in creating this FAQ.

Tan Wu Meng([email protected])
-Wrote an awesome VF2 Kage FAQ, which I used some info from.

Silent J([email protected])
-My online game chatting buddy.  I wrote this FAQ for people who are still
hooked on VF like him(Silent J, if you're reading this, tell me if you like the
FAQ).

God
-Hey look!  Everyone else who has wrote a VF2 FAQ has thanked God!  Besides, if
it weren't for him, I'd wouldn't exist, or have hands and fingers coordinated
enough to play Virtua Fighter games.

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


************************************
| 11   III NN    N TTT RRRR   OOO  |
|  1    I  NNN   N  T  R   R O   O |
|  1    I  N NN  N  T  RRRR  O   O |
|  1    I  N   NNN  T  R   R O   O |
| 111o III N    NN  T  R   R  OOO  |
************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

===========
A.Storyline
===========
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dural is in fact, Kage's mother.  Kage's mother was kidnapped by a crime
organization called Judgement, and brainwashed.  They then applied an unknown
metal alloy to her skin, and taught her every single martial art known to man,
including everything from pro wrestling to Tiger Fist, thus turning her into the
most powerful fighter ever known.

When the Judgement organization realized Sarah Bryant was very close to
discovering who had almost killed Jacky in his seemingly-accidental car accident
(guess who?), they kidnapped Sarah.  They decided to brainwash her into joining
their organization, and then taught her Jeet Kune Do in a mixture of Muay Thai,
Kickboxing, and TaiKwanDo.  Once done, they decided to kill Jacky, who had also
found out who had kidnapped his sister, but they decided to do it in a sly way.
They would host an underground world tournament, and send invitations to every
single skilled opponent in the world.  They would also send Sarah into the
tournament to carry out the deed.  Thus, they would test the skills that Sarah
had picked up, and kill Jacky in the process.  Two birds with 1 stone.

However, the organizaiton also knew that Kage would also join to find out about
his whereabouts of his mother, and also suspected that Sarah wouldn't succeed in
killing her brother.  Thus, they decided to send Dural into the tournament to
overwatch Sarah.

That was one year ago.  Lau had won the 1st tournament, Sarah hadn't killed Jacky,
and Kage had discovered who his mother was, it was Dural.  Thus, to make sure
that Jacky and Kage would end up dead, the Judgement organization decided to train
both Dural and Sarah harder, and then host a 2nd tournament, to hopefully,
kill both Jacky and Kage in the process.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==================
B.Why Choose Dural
==================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Well, given that most people don't play VF2 much anymore, much less on the Saturn
or the PC, I'll give a simple rundown; Dural is THE best character(Hey, look,
there's a reason why she's the last character you fight)!  She has the
best moves from every single opponent in the game!  It is as fun winning with
Dural as it is figuring out every single move she has, as well as trying to
create combos of your own with her!

SPEED-Above-average, but I wouldn't say the best.  This is because Sarah does
move faster than her.  She does have Kage's jump, which is the best in the game,
but given that jumping in VF is suicide, why bother?  Nevertheless, Dural has a
ton of moves with fast startups and/or fast recoveries.
POWER-THE BEST!  Do I have to explain?  Given that she has Jacky's kickflip,
Akira's body check, and Wolf's Giant Swing, shouldn't that be enough?  Add to
that Dural's amazing ability to get the opponents into the air with many floats,
and you can kiss about 50% of your opponent's life goodbye with a simple 2-3 hit
combo.  She really does take down lifebar fast.
OFFENSE-THE BEST!  Given that she has the awesome Super Dashing Elbow, which
doubles as a Jumping Clothesline, a Grasping Mind throw, which doubles as an
elbow-whatever canned combo, a high reversal doubling as the infamous Ten-Foot
Toss, and numerous other throws and special attacks, trying to play Machi against
Dural is simple suicide.  Her Okizeme also rocks.  Dural can easily threaten
Ring Out from anywhere in the match, and has a great combination of low, middle
and high-leveled attacks.
DEFENSE-THE BEST!  Given that her reversals are extremely versatile, you can rock
playing Machi, Yomi, or whatever defensive skill you want with Dural.  Her high
reversal doubles a the 10-Foot Toss, and her low reversal doubles as a punch
reversal.  Counter attacks with a punch-kick combo into backheel sweep, or a
body check, or a kickflip.  Or, just Giant Swing them.  I seriously could go on
and on about how good Dural is.
RANGE-THE BEST!  Dural can play a really good long-range to up-close fight.  Like
I've said before, it's all in the special attacks.
COMBOBILITY-Above-average.  I still think Lau has the best floating combos in the
game, as his not only takes off 100% like Kage's, but are 10 times more easier
to pull off.  Dural also has great combobility, but you need to know the Senbon
Punch and the Iaigeri Kick to pull off long, impressive combos.  However, the fun
in using Dural is coming up with combos not possible with other characters.  Dural
has numerous combo starters; some don't even need to Major Counter!  She is a
combo character for everyone; beginners will enjoy her damaging SDE, kickflip
combo, and experts can easily do flash with her TFT combos!
WEIGHT-THE BEST!  Weight is kinda attributed to lifebar in VF games, as the
lightest characters will definately lose maybe 70% from one combo in a round.
Dural is enveloped with metal, so she hits the ground instantly from nearly every
floating attack pulled off against her.  Even Major Counter hits aren't any better
either.  The best one can do against her is knockdown attack into low pounce.
Basically Dural is even heavier than Jeffry, and has a smaller body build than
Pai, this makes her the hardest opponent to combo.  Enjoy the fact that you can
kill your opponent easily, while he/she has to put mega effort into beating you.

To choose Dural, you must go to the fighter select box and highlight Akira.  Then,
press Down, Up, Right, Attack, Left to choose the silver-colored Dural,
or press Down, Up, Left, Attack, Right to choose the gold-colored Dural.
In either case, the screen should flash back to Akira's biodata and his name, but
instead, you will see Dural's face.  You can also place the cursor on Lion.
On the Saturn, you can only use Dural in practice mode or versus mode(damn),
but on the PC, you can use Dural in ANY game(Arcade, Versus, Team Battle, Expert,
heck, even Multiplayer over the internet)!  Yeeha!
If you want to get the PC version of Virtua Fighter 2,(because I doubt you'll
find a Saturn anymore) visit www.sega.com.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=====================================
C.What's the reasons to read this FAQ
=====================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I think the reasons are simple enough;

-Learn every single move of Dural(let's face it; it's pretty tough figuring out
every one of her moves by yourself)
-Learn how to play with Dural well(Yomi, Machi, Okizeme, as well as threatening
Ring Out from anywhere and setting up mean strings)
-Learn how to take advantage of things only Dural can do
-And lastly; pull off some of the most phat ass combos ever in VF2, or how to take
advantage of Dural's combobility

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

*******************************************
|  222   MM MM  OOO  V      V EEEEE  SSSS |
| 2  22  M M M O   O VV    VV E     SS   S|
|   22   M M M O   O  VV  VV  EEEEE   SS  |
|  22    M M M O   O   VVVV   E     S   SS|
| 22222o M M M  OOO     VV    EEEEE  SSSS |
*******************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Here's a quick legend to help orient you with what means what

f: Tap the joystick towards the opponent once
b: Tap the joystick away from the opponent once
d: Tap the joystick towards yourself once
u: Tap the joystick away from yourself once
G: Tap the button that is labeled "Guard" once
P: Tap the button that is labeled "Punch" once
K: Tap the button that is labeled "Kick" once
all: Tap all the 3 buttons together simultaneously
+: And(i.e. for+P means "tap forward and punch together")
F: Tap and hold the joystick towards the opponent briefly
B: Tap and hold the joystick away from the opponent briefly
D: Tap and hold the joystick towards yourself briefly
U: Tap and hold the joystick away from yourself briefly
/: diagonal direction(i.e. up/for means tap the diagonal up-forward)
jump: a direction that is one of the three "ups"
SCR: semi-circle roll(i.e. back, SCR, for means roll the joystick from back to
     forward passing down)
QCR: quarter-circle roll
[]: commands in brackets optional
H: attack can only hit standing people, and must be blocked^ high
M: attack can hit both standing and crouching people, and must be blocked^ high
L: attack can hit both standing and crouching people, and must be blocked^ low
G: attack can only hit a person knocked down and on the ground
*: note the description
BEHIND: attack can only be executed when facing the standing/crouching opponent's
        back
FC: move requires a crouch first(this is NOT the same as D, as there are numerous
    ways to crouch)
O: no effect on opponent

Note in the above legend,
^ means that it only pertains to strikes.  throws and reversals can't be blocked.
  reversals with a certain hit level can only reverse attacks at that hit level.

=======================
A.General Move Commands
=======================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Standing Dash
=============
f, f or b, b
One of the most simple staple moves necessary for mastery of VF2, you must learn
it as a beginner.  It will help you to move in and out of your opponent's hit
range.  Rarely does a person ever walk in VF2 at all.  If you are crouching, you
can use the dash to instantly stand up.

Run
===
f, F or b, B(when back is to opponent)
If you are at a far distance from your opponent or have your back to him, pulling
this off will cause you to run all the way to your opponent and skid to a stop, or
in the back-to-opponent case, run all the way out the ring.  While it enables you
to cover range fast, you could easily end up running into an attack, so be ready
to Guard cancel your run.

Escaping Throws
===============
In VF2 you can only escape the default P+G throw and Jeffry's Body Press.  To
escape the P+G throw press P+G within 10 frames of being thrown.  To escape the
Body Press press B+P+G within 10 frames of being thrown.  Although you can't
escape any other throws, if you do a P+G throw at the exact same time, your
throws will take priority over theirs.

Guard Canceling
===============
G during move initiation
In VF2, the computer usually looks for canned combo inputs, and inputs them
whenever possible.  So if you wanted to do a punch, low kick, you'd get a
Punch-Kick combo.  Simply press G after the punch, and you will be free to do a
low kick.  This can also be used to help control your dash.  VERY crucial to learn.

Guard Buffering
===============
Hold G while inputting commands
If you are doing a "long" move command in VF2, i.e. f, f, f+P, chances are
you will see the twitching movements of your player.  This gives the move away.
In the above case, Guard Buffering requires that you hold down G while you tap in
f, f, then release G and tap f+P.  This has no twitching movements and thus
can help you perform moves with surprise.  Another crucial technique to learn.

Crouch Dash
===========
d/f, [d,] D/F or d/b, [d,] D/B
This is one of the more unknown secret techniques of VF2.  Many people simply use
the standing dash.  However, this has risks, as you are considered a standing
non-defender while dashing.  Thus, high attacks or even worse, throws can connect
against you.  Crouch dashing is one of the more powerful simple techniques when
mastered.  It places you into an instant crouch while moving so 1)your "from
crouching" moves can come out instantly and 2)it enables you to duck high punches
while moving forward.  Just imagine; crouch dash under Jeffry's Crucifix
Piledriver attempt then TFT him and proceed to float him across the ring.  Some
people find it more easier to add the d direction and then to roll the movements
point to point instead of tapping them, but that comes out slower.


Senbon Punch
============
Punch-Kick combo, Guard cancelled Kick
This is a major offensive weapon to everyone in VF2 except for Shun, Pai, Lau, and
Lion.  Basically, everyone else has a regular punch, regular kick combo.  In this
combo, the punch has NO RECOVERY, else the kick wouldn't combo.  However, by
canceling the kick before it connects, you are given about 11 frames by which the
opponent can't do anything to follow up.  First of all, before you think this is
the greatest thing and go out and senbon punch your opponent to death, many people
easily get pissed by this, and will rearrange your face for doing that.  So don't,
because as for now tourneys simply haven't allowed players to senbon punch the
opponent to death because it is simply too easy and too abusive to allow to occur.
If you want to use it, as many do, you should use it for; 1)closing in, 2)pushing
your opponent back(not all the way to ring out), 3)punch-whatever string, as you
remain initiative, or 4)repeat senbon punching in floating combos.  As for doing
the move, remember that you need to press P,K as fast as possible, but WAIT until
the punch is retracted and the kick begins to come out to press G.  A powerful
technique, you should learn to use it when possible in non-cheap ways.  You will
easily be able to tell if you did it right because you will see Dural "flicker"
after the punch.

Iaigeri Kick
============
Guard cancelled K on the 12th frame of animation
As far as I know, only really elite Akira, Jacky, and Dural players can do this.
Basically, this involves letting the K's animation go until it hits the opponent,
then cancelling the kick right there.  What will result is a kick that is short
ranged, but recovers instantly.  This is even harder to do than the senbon punch
because you MUST cancel on exactly the 12th frame; too soon, and the kick does no
damage, too late, and you missed the oppurtunity to follow up.  However, you can
get in some nasty float combos with this.  I've seen an Akira combo involving
Iaigeri(MC), Iaigeri, Iaigeri, Modified Double Palm, and it took off half of the
opponent's life.  I personally can't help you, because while I have some success
with the Senbon Punch, I really can't do this, no matter how much I try.  If you
can, you can do nasty Dural combos like TFT, Iaigeri, Iaigeri, Kickflip.

Getting up
==========
Ok, there are many ways to get up in VF2.  First of all, never rely on the rising
kick/sweep.  Okizeme masters can easily thrash your butt when you do.  Instead,
you have 5 options:
1)Tap P repeatedly- this results in you standing straight up faster.
2)Tap u repeatedly- this causes you to do the handspring and it's useful against
  people who choose the ground pounce, or against Lau.
3)Tap G or G+d repeatedly- this causes you to roll to the side.  In most cases,
  this is the most desired way to get up.
4)Tap b repeatedly- this causes you to roll away from your opponent.  Slow, but
  puts some distance between you and your opponent.
5)Do nothing until you are grounded, then D- this is known as the invincible stand
  up.  As you get up, you will crouch, and when you do crouch, you are invincible
  for 0.3 to 0.4 seconds.  It is useful in beating the okizeme game, but remember
  that before you get up, you are still vulnerable to pounces.
But since your opponent typically will pounce immediately after you get knocked
out, the best bet in getting up is to roll the joystick repeatedly while tapping P
and G, which ensures that you get up almost immediately.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

======================
B.Move Command Summary
======================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Damage points are given based on Wolf's Giant Swing(100 pts), and not the lifebar.
It usually takes about 200 points to kill someone.  Time is based on frames, and
there are 60 frames per second(although this is irrelevant because I don't know
the speed for each attack, it is nice to know).  If I'm uncertain about a piece of
information I'll put a "?" in place of it.

***Normal Attacks***
====================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Jab punch         |P             |H       |10       |
----------------------------------------------------------
Low punch         |d+P           |L       |10       |
----------------------------------------------------------
Roundhouse kick   |K             |H       |30       |feint possible
----------------------------------------------------------
Low kick          |d+K           |L       |10       |
----------------------------------------------------------
Side kick         |d/f+K         |M       |23       |staggers

***Hopping Attacks***
=====================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Hopping chop      |jump+P        |M       |30       |
----------------------------------------------------------
Hopping low jab   |jump,P while  |L       |24       |
                  |ascending     |        |         |
----------------------------------------------------------
Overhead kick     |jump,K        |M       |30       |
                  |              |        |         |
----------------------------------------------------------
Hopping side kick |jump,K while  |M       |20       |
                  |ascending     |        |         |
----------------------------------------------------------
Hopping sweep     |jump,K while  |L       |20       |
                  |descending    |        |         |
----------------------------------------------------------
Scissor kick      |u/f+K         |M       |16       |
----------------------------------------------------------
Scissor kicks     |u/f+K,K       |MM      |16+10    |

***Distant Jumping Attacks***
=============================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Overhead hammer   |JUMP,f+P      |M       |30       |
                  |while asc.    |        |         |
----------------------------------------------------------
Take-off j.kick   |JUMP+K        |M       |30       |
----------------------------------------------------------
Front drop kick   |JUMP,f+K      |M       |40       |
                  |while asc.    |        |         |
----------------------------------------------------------
Mid-air kick      |JUMP,K        |M       |30       |
                  |while asc.    |        |         |
----------------------------------------------------------
Landing kick      |JUMP,K        |M       |30       |
                  |while des.    |        |         |
----------------------------------------------------------
Rear drop kick    |JUMP,b+K      |M       |40       |
                  |while des.    |        |         |
----------------------------------------------------------
2.5 Somersault    |U/F+K         |M       |30       |far
slam              |              |        |         |

***Turn-Toward Attacks***
=========================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Turning punch     |P             |H       |12       |
----------------------------------------------------------
T.low double punch|d+P           |LL      |14+14    |
----------------------------------------------------------
T.standing punch  |D+P           |L       |12       |
----------------------------------------------------------
T.roundhouse      |K             |H       |30       |
----------------------------------------------------------
T.c.axe kick      |d+K           |L       |36       |
----------------------------------------------------------
T.s.roundhouse    |D+K           |L       |30       |
----------------------------------------------------------
Flipover knee     |u+K           |M       |30       |

***Special Attacks/Combos***
============================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Punch-kick combo  |P,K           |HH      |10+30    |feint possible
----------------------------------------------------------
2 punches         |P,P           |HH      |10x2     |
----------------------------------------------------------
2 punches,s.kick  |P,P,K         |HHH     |10x2+30  |
----------------------------------------------------------
2 punches,elbow   |P,P,f+P       |HHM     |10x2+15  |staggers
----------------------------------------------------------
" ",kickflip      |P,P,f+P,u/b+K |HHMM    |""+60    |
----------------------------------------------------------
Super d.elbow     |f,f,f+P       |M       |20-40    |staggers
----------------------------------------------------------
Elbow             |f+P           |M       |15       |staggers
----------------------------------------------------------
Elbow-hammer      |f+P,b+P       |MM      |15+30    |
----------------------------------------------------------
Elbow-knee combo  |f+P,K         |MM      |15+25    |
----------------------------------------------------------
Elbow-kickflip    |f+P,u/b+K     |MM      |15+50    |
----------------------------------------------------------
Knee              |f+K           |M       |35       |
----------------------------------------------------------
Rising knee       |FC,d/f,f+K    |M       |40       |
----------------------------------------------------------
Heel thrust       |d+K+G         |M       |35       |
----------------------------------------------------------
D.body check      |b,f,f+P+K     |M       |20-80    |
----------------------------------------------------------
Jumping kick      |f,f+K         |M       |30       |
----------------------------------------------------------
D.jumping kicks   |f,f+K,K       |MM      |30x2     |
----------------------------------------------------------
Kickflip          |u/b+K         |M       |60       |
----------------------------------------------------------
High kickflip     |u/b+K+G       |M       |50       |
----------------------------------------------------------
Thrusting headbutt|d/b,f+P+K     |M       |40       |
----------------------------------------------------------
Backheel sweep    |f,f,f+K       |L       |20-30    |
----------------------------------------------------------
Back thrust       |b+K+G         |H       |30       |
----------------------------------------------------------
Leg tackle        |d/b+K         |L       |19       |
----------------------------------------------------------
Triple kick       |f,f+K+G       |HHH     |10x3     |
----------------------------------------------------------
Flying kick       |f,f+all       |L       |40       |
----------------------------------------------------------
Backward kickflip |u/b,K         |M       |40       |
----------------------------------------------------------
Backflip          |u/b           |O       |O        |
----------------------------------------------------------
Roll              |b,SCR,f       |O       |O        |
----------------------------------------------------------
Backroll          |f,SCR,b       |O       |O        |
----------------------------------------------------------
Roll and sweep    |b,SCR,f+K     |L       |20-35    |
----------------------------------------------------------
Backroll and sweep|f,SCR,b+K     |L       |20-35    |


***Reversals***
===============
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
High reversal     |G,b+P         |H       |50       |reversal dependent on attack
----------------------------------------------------------
Middle reversal   |G,d/b+P       |M       |50       |reversal dependent on attack
----------------------------------------------------------
Low reversal      |G,d+P         |L       |50       |reversal dependent on attack
----------------------------------------------------------
Punch reversal    |d+P           |H       |50       |


***Throws/Up-Close Attacks***
=============================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Backfall suplex   |P+G           |H       |60       |escapable
----------------------------------------------------------
Torso takedown    |P+G           |BEHIND  |50       |
----------------------------------------------------------
J.clothesline     |f,f+P         |H       |40       |
----------------------------------------------------------
Reverse body check|b,d/f+P+K     |H       |35       |setup throw
----------------------------------------------------------
Grasping mind     |d/b,f+P       |H       |60       |
----------------------------------------------------------
In-close ram      |f,b,f+P+K     |H       |20+15+25 |
----------------------------------------------------------
Giant swing       |b,SCR,f+P     |H       |100      |
----------------------------------------------------------
Frankensteiner    |u/f+K+G       |H       |60       |
----------------------------------------------------------
Body press        |b+P+G         |H       |60       |escapable
----------------------------------------------------------
C.piledriver      |d/f,d/f+P+K   |H       |80       |
----------------------------------------------------------
Ten foot toss     |b+P           |H       |40       |setup throw
----------------------------------------------------------
Reaping throw     |b,f+P         |H       |50       |
----------------------------------------------------------
Toka throw        |all           |H       |50       |
----------------------------------------------------------
Tombstone         |d/f+all       |L       |70       |
----------------------------------------------------------
Triple knee bash  |FC,f+K        |L       |10x3+30  |

***Ground Attacks***
====================
Description       |Command       |Level   |Damage   |Notes
----------------------------------------------------------
Knee pounce       |u/U+P         |G       |30       |far
----------------------------------------------------------
Stomping pounce   |u/U+P         |G       |40       |mid
----------------------------------------------------------
Headbutt pounce   |u/U+P         |G       |30       |close
----------------------------------------------------------
Ground punch      |d/f+P         |G       |10       |
----------------------------------------------------------
Foot stomp        |d/f+K         |G       |20       |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

========================
C.Dural's Normal Attacks
========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Jab punch
---------
Dural basically does a standing jab punch.
If you are new at the game(which you most likely are, which is why you're reading
this), this is one of the most essential attacks to learn.  The jab is your
fastest attack(runs at about 10 frames to come out), and it's just 2 frames
slower than Sarah's jab.  Because of this, you can use it to interrupt your
opponent's attacks and give initiative back to you.  Also good for poking, if
you touch the opponent at all, you gain some initiative.  It sets up some
good followups too(like condition them to start ducking or blocking, then throw
them or stagger combo them).  Get into the habit of tapping guard after every
jab if you don't want to do anything but jab, so that you don't accidently do
something like the 2 punches or punch-kick combo when you don't want to.  If
you can do the senbon punch in place of this, that's even better, because if you
touch the opponent at all, you gain total initiative, enough to dash up and
throw or to really pour on the jabs in your juggle combos.  The jab is also
good for closing in.  Just remember not to abuse this move that much, it does
hit high after all.

Low punch
---------
Dural ducks and throws a crouching jab.
Again, a very, very important move.  The low punch gets you into an instant
crouch, which is actually very, very useful against high throws, because you
will avoid them way too easily.  You typically won't notice how effective this
strategy is until your opponent hits you with a jab then tries to throw you(if
you tried to duck normally, you'd get thrown).  That and the punch's speed in
startup and recovery makes this too good for poking safely at the opponent.  It
doesn't do a lot of damage like the standing jab, but again, way too important
in VF2 to ignore.

Roundhouse kick
---------------
Dural does a standing roundhouse kick, knocking the opponent down.
Well, the attack does good damage, is uncounterable if blocked, and knocks the
opponent down setting up a backheel sweep, but it is just too slow for you to
use consistently by itself.  If you are ever going to use this, use it in a
punch-kick combo.

Low kick
--------
Dural ducks and does Akira's low kick.
Nothing too special here, you won't be using this a lot, because it is quite
slow, and if blocked, the recovery is bad enough for you to get staggered or
low thrown.

Side kick
---------
Dural steps forward and does Lau's high side kick.
A very important attack, mainly due to the fact that this attack is uncounterable,
can juggle the opponent if it MCs, and the fact that when it hits crouchers, they
will stagger.  Everytime you see the opponent crouch, pull this out to cause them
to lose their balance, then follow up with a punch kick combo and sweep them.
Reliable good damage.  The other place to use this is always after your Reverse
body check, because it will be guarenteed in damage.  Anyways, the best place to
use this is midrange.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=========================
D.Dural's Hopping Attacks
=========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hopping chop
------------
Dural jumps and does Kage's hopping chop.
Eh.  Nothing to say here, the speed isn't really anything to get excited about.
Don't use this unless you are fooling around.

Hopping low jab
---------------
Dural jumps, then lands and does Kage's low jab.
Again, nothing much to say here, slow in execution like crazy, so don't use.

Overhead kick
-------------
Dural jumps, and then comes down with an axe kick.
Again, slow speed, don't use it at all.

Hopping side kick
-----------------
Dural jumps, then comes down with a side kick, knocking the opponent down.
Slow speed, but at least your sweep can combo and if you MC, you can possible
combo them.  It also leaves Dural somewhat safe if blocked, but still, don't
use this move all the time, maybe once in a while against an average opponent.

Hopping sweep
-------------
Dural jumps, then lands and does a sweep, knocking the opponent down.
Cool to look at, but sadly, not very useful.  Too slow to be considered a
powerful weapon.

Scissor kick
------------
Dural jumps forward with a scissor kick.
This is Dural's best hopping attack, because it comes out at an ok speed.
Beware that the recovery isn't as fast as you'd want it to be, but this attack
is good for closing the gap and for some reason, the hit detection is very
low, making it a good filler to juggle combos.

Scissor kicks
-------------
Dural follows her scissor kick with another scissor kick, knocking the opponent
down.
If you are ever comboing the opponent, you can do this if the opponent gets
low to the ground.  Otherwise, pretty much the same potential as the regular
scissor kick, just more damage, floors the opponent, and has a longer recovery.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=================================
E.Dural's Distant Jumping Attacks
=================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Overhead hammer
---------------
Dural high jumps, then comes down with a 2-handed hammer, knocking the opponent
down.
Nothing to say, jumping attacks are way too slow in VF2.  Don't use.

Take-off jump kick
------------------
Dural high jumps and immediately does a punt kick on the way up.
This is the fastest attack that Dural has.  The priority on this sucker is
insane.  If you honestly feel like your opponent is committed to doing a
slow attack and you MUST beat them out, do this, you'll win every time.  That
said, this attack has a terrible recovery, so you should use this sparingly.

Front drop kick
---------------
Dural high jumps and comes down with a 2-legged jump kick to the front.
Eh, nothing much to get excited about, don't even bother, it's too slow.

Mid-air kick
------------
Dural high jumps, then in mid-air, does a jump kick.
Uh, why do this at all, unless if your opponent was in the air?  And the
startup and recovery aren't good at all.

Landing kick
------------
Dural high jumps, then lands with a jump kick.
Despite the slow startup, this is worth some mention, because the initiative
you gain after landing this attack is HUGE, blocked or not.  If it hits, the
opponent can probably be combo'd to some extent.  If blocked, the block
stun is enough to almost give you a free throw.  That said, this is a high
jump attack, so you shouldn't be going for this all the time.

Rear drop kick
--------------
Pretty much the same as the front drop kick, except Dural aims backwards.  Only
useful if you can actually cross the opponent up, it becomes quite hard to
block if you do do that.  That said, insanely slow startup and recovery
definitely makes this not that abusable.

2.5 Somersault slam
-------------------
Dural dives into the air slowly, does two and a half somersaults, then comes
down and hits the opponent with her butt.
This is one of the most worthless moves in the game.  There is simply no way you
are going to hit your opponent with this, the startup is insanely slow, and if
you miss or get the attack blocked, expect to get MC'd like crazy.  Of course,
if you do hit your opponent with it, then you'll know that your opponent is a
definite scrub.  Anyways, for actually doing the attack, remember that you need
to be about 2-3 dashes away for this to come out.  Cool as heck if you do connect
it though.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=============================
F.Dural's Turn-Toward Attacks
=============================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Turning punch
-------------
Dural turns around with a backward slap.
Nothing much to say, Dural doesn't have any turn-away attacks, so you won't use
this a lot, but it is fast, and chains into your punch strings.  Do what you want
with it.

Turning low double punch
------------------------
Dural turns around then hits low, once with each hand.
Nothing to say again, it's also somewhat slow in startup and recovery, so not
that abusable.

Turning standing punch
----------------------
Pretty much the turning punch, except you need to fully crouch while doing it.
What's the use of this?  You shouldn't be using it at all.

Turning roundhouse
------------------
Dural turns around and does a roundhouse kick.
Nothing much to say, pretty much the same use as the roundhouse kick.

Turning crouching axe kick
--------------------------
Dural turns around then comes down with a weird axe kick.
Slow startup and recovery, why use this again?

Turning standing roundhouse
---------------------------
Dural turns around then stands up and does the turning roundhouse.
Why, oh why do you need to use this at all?

Flipover knee
-------------
Dural somersaults backwards, landing on top of her opponent with both her knees.
This is an insanely slow, slow recovering attack.  If you get it blocked, not
only do you have to go through an insanely slow recovery, but you remain with
your back to the opponent.  Plus, the startup is not good in speed at all either.
Another one of those I-can-only-connect-these-on-scrubs moves.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

=========================
G.Dural's Special Attacks
=========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Punch-kick combo
----------------
Dural does her jab, then follows up with her roundhouse kick.
Boring in appearance, but one of the most important combos for Dural to learn,
because the combo is guarenteed, and the fact that you can always add a backheel
sweep after the combo immediately makes it a great counter to many attacks(and
since it is Dural's fastest attack, if anything is counterable for her, it's
doable with this).  Nothing much to say here, if you are given a moment where
the opponent is vulnerable from a blocked attack or whiffed something, go for
this.  Just one last tidbit; if you hold forward before doing the punch, it gains
quite some range, so this is good to keep in mind.

2 punches
---------
Dural jabs, then does a straight punch with her other hand.
Eh, nothing much to really say here, good for poking, and the 2 punches are
a true combo, but has worse recovery than a single punch.  Nothing much to
really say here, if you do want to use this, always tap guard afterward.

2 punches,straight kick
-----------------------
Dural does the 2 punches, then does Sarah's straight kick, knocking the
opponent down.
This is NOT a true combo.  However, if you connect the entire thing, you can
follow up with a backheel sweep.  The main place you will use this is probably
as a followup of the Ten Foot Toss throw.  Don't abuse this at all, because
the straight kick can be ducked or blocked, and then you're dead.

2 punches,elbow
---------------
Dural does the 2 punches, then follows up with an elbow.
This is a true combo, but most of the time you use this will be when you do
the 2 punches, and the opponent ducks.  When this happens, the elbow will
stagger them.  Othewise, you won't use this a lot, the recovery is bad enough
for you to get countered.

2 punches,elbow-kickflip
------------------------
Dural does 2 punches, elbows, then immediately goes into a kickflip.
The kickflip at the end is Jacky's kickflip, so the kickflip comes out near
instantly, but the recovery is slow.  Anyways, this entire thing is a true
combo, and the damage you get from the entire thing is just sick, like a
point-blank Akira bodycheck.  That said, for the entire combo to connect,
you need to be pretty up-close or the kickflip will miss.  If you are in open
stance(more on this later), that won't matter as much, since the elbow will
have a greater range.  The best place to use this is when the opponent is
up-close and is vulnerable from some attack.  The other good place to use
this is in juggle combos.  Just remember, don't get greedy and attempt any
pounces after this, most likely, the opponent will recover in time.

Super dashing elbow
-------------------
Dural rushes forward and does an elbow strike, changing stance when she
stops.
IMO this is Dural's most important attack.  If you know Akira then you
know why this is good.  The attack has a very fast startup(comparable with
your jab), and the recovery is quick enough to avoid all throws and
counters(although you lose some initiative).  The damage is variable
depending on distance, it does good damage up close, but only ok damage
at max range.  The ways to use this attack are just endless.  It is simply
one of your best attacks used to maintain initiative, and because it hits
middle, this immediately makes it an excellant way to stay offensive.  Always
be ready to throw or reverse or combo after this attack, because it easily
flows into more followups.  If the opponent was crouching when you hit them
with this, then they will stagger.  The guarenteed followup after this will
always be the punch-kick combo, and then you follow up with the backheel
sweep.  If you normally hit them, they get knocked down, and your backheel
sweep will combo.  If you MC them, then the fun part begins, because the
opponent gets launched slightly, and so you can proceed to juggle combo the
opponent.  In addition, this is also an awesome attack for defense, because
of the large range, you can stay at midrange(where the opponent can't throw
you or usually can't hit you), and just use this to attack them from that
range.  A very, very important attack, like I've said all along, there are
many things you can do after the super dashing elbow, and many uses for this
attack.  The only thing to keep in mind is even though this is your most used
attack, it is not a total wonder move, because if you want to actually do
damage on your opponent, you will need to rely on other attacks.

Elbow
-----
Dural steps forward and sticks out her frontal hand hitting with her elbow.
The elbow technique that Dural uses is Sarah's, so it has a very fast
startup, and recovery is decent(but still beware, you can be hit out or
thrown).  Low damage.  The range of the attack depends on which stance
Dural is in(it goes a lot further in open stance).  This is a very important
attack to Dural, because if you detect an opponent crouching, then pull this
off.  It will stagger them.  From there, you are given a couple of
possibilities.  One is to dash forward and throw, and the other is to combo
them.  This is a very important attack to learn, mainly because of the fact
that it comes out decently quickly, and it plays a main role in staggering
the opponent and destroying crouchers.

Elbow-hammer
------------
Dural does her elbow, then slowly takes a step forward and does an overhead
2-handed hammer, knocking the opponent down.
This is not a true combo, and definitely too slow to not see coming.  That
said, a lot of damage gets done, but still, insanely slow, definitely not
possible to abuse.  I believe you can slightly delay the hammer, but it's
still not that useful.  That said, it looks sometimes that Dural recovers
before she throws the hammer, so this may fool some people into crouching
low and eating the hammer.  Don't follow up with a backheel sweep, it
won't connect.  Use this sparingly.

Elbow-knee combo
----------------
Dural does her elbow, then follows up with a hopping knee strike.
Definitely one of her best attacks, this attack comes straight from Sarah's
repetoire of moves.  The string is a true combo, so if your elbow hits,
the knee is guarenteed.  The knee is delayable if you keep holding forward
from the elbow, so this may fool some people into trying to attack you
and then you whip out the knee and MC them.  Speaking of which, if you either
hit the knee from this combo after an elbow that staggers the opponent or
as a MC, the opponent floats very high, so you can try for a juggle combo.
If you normally hit the opponent though, it still doesn't matter, a backheel
sweep will combo, so go for it.  Definitely the best option you go for
if your elbow staggers the opponent, just beware the recovery(it is very
fast, but you can still get nailed if your opponent is quick), and don't get
this attack blocked.

Elbow-kickflip combo
--------------------
Dural does an elbow, then immediately goes into a kickflip.
The kickflip is Sarah's.  Anyways, this combo(which is a true combo) does a lot
of damage.  Usually I don't use it when I stagger the opponent, because you can
go for an elbow-knee and follow up.  However, it is very good to use if your
elbow normally hits the opponent, as you ream some heavy damage.  I would
advise you to use this either inside of juggle combos(expect some huge damage
to occur, as well as pushing the opponent back very far to RO), or if your
elbow ever hits.  I believe you can't really delay the combo, you need to do
it immediately.  Anyways, very important combo for Dural to use, I use it a
lot, you should too.  Just beware the recovery, it is bad enough for you to
get hit by something quick.

Knee
----
Dural hops and does a knee strike.
Very important move for Dural.  The damage is surprisingly higher than the
other knees.  Recovery and startup are mediocre(still don't want it blocked),
but it still holds a very important role because of its juggle potential.  This
is one of the major attacks that will start your juggle combos.  If it MCs, you
have an oppurtunity to do some powerful damage on your opponent.  If it normal
hits, you can still follow up with the backheel sweep.

Rising knee
-----------
Dural crouches down and then does a very high hopping knee strike.
The rising knee that Dural does is actually Sarah's rising knee, not Kage's,
which is why it goes more horizontally than Kage's.  The recovery and startup
of this attack are terrible compared to the regular knee.  The damage is
slightly higher though.  However, this can play a major role in your juggle
combos if used properly(mainly after the Ten Foot Toss).

Heel thrust
-----------
Dural does an outward roundhouse kick.
This is definitely a very important attack for Dural, because the startup speed,
power, and range are all very good.  One of your best counters at midrange,
and you can even follow up with your backheel sweep if you MC.  Just beware the
recovery, and keep that in mind so you don't fully abuse this attack.

Dashing body check
------------------
Dural slides low forward then stands up and twists her body, slamming her back
into the opponent.
What can I say?  This is a must learn for Dural, because this is your most
powerful special attack(and one of your coolest I might add).  If you connect
with this sucker at point blank range, you take off 80 damage points, and you
can even dash up and connect your ground stomp(and I haven't even delved into
what damage you might cause if you MC'd with this!).  On top of that, this
attack is a middle level attack, and the startup is about just 1-2 frames
slower than your super dashing elbow.  The only thing to really beware here
is to never get the attack blocked, because the recovery reeks, and to always
connect this at point-blank range, because outside of it, this attack does
very very pitiful damage.  Although this attack works well in juggle combos,
I often find that the opponent gets pushed too far for the max damage of this
attack to happen(except if your opponent is really dumb and does a forward
hopping hammer, in which case, your super dashing elbow, dashing body check
combo hits for full damage, taking out 80% damage).  The best way to use this
is if you condition your opponent to try to hit you after some poke(like your
super dashing elbow or jab) with something slow.  That's when you whip out
this, and take off 50+% damage.  In fact, one of the best strings for Dural
is a blocked super dashing elbow, dashing body check.  Learn to use this
move and your breaks for connecting it, because it evens out your matches
and puts them in your favor so well.  Oh yeah, one last note, when you do
this move, always try doing a "deep bodycheck," that is to keep holding the
forward motion for the 2nd forward of the joystick input.  That way the
computer thinks you're going to dash, and so your bodycheck gets a bit more
range, making it easier to get that full 80 points of damage(so the full
command would be b,f,F+P+K).

Jumping kick
------------
Dural jumps up and does a puntlike kick.
The startup and recovery of this attack are ok(you can still be countered
though).  The main appeal for using this attack is that if you MC with it,
the opponent gets knocked upward, so you can juggle combo them.  However,
because Dural has no break guards like Akira, this attack doesn't play as
big a role as you'd like.  That said, the hit detection of this attack is
very low to the ground, so you could hit people off of the ground using this.

Double jumping kicks
--------------------
Dural does the jumping kick, then follows up with the other leg.
A very powerful attack(takes out about a 1/3rd of an opponent's life), and
it is a true combo.  The recovery is worse than the jumping kick, so don't
abuse this attack at all.  The best place to use this is in a juggle combo,
and when used as such, you can take out a TON of damage if both kicks
connect.  Also pushes the opponent very far back.

Kickflip
--------
Dural leaps upward, somersaulting backward and kicking the opponent on her
way up.
This is Jacky's kickflip.  The startup of this attack is very fast, and
the priority is pretty good.  The damage you get from this is very, very
insane, almost broken if you MC.  Another really good attack used to beat
the counterattacks of your opponent if timed properly.  The best places to
use this attack are either in juggle combo(watch the opponent die and fly
far away), or to counter the opponent if you detect their attack soon
enough.  Just don't get this blocked, you'll pay if you do.

High kickflip
-------------
Dural leaps VERY HIGH upward, somersaulting backward and kicking the opponent
on her way up.
This is Kage's kickflip(or Jacky's special G-cancel kickflip).  For some reason
this attack is pretty darned worthless for Dural, because Jacky's comes out just
as fast, does more damage, and doesn't leave her as vulnerable if the opponent
blocks the attack.  It does look slightly cooler though, because Dural spends
more time in the air.  That said, same uses as the regular kickflip.  Like
Jacky's G-cancelled version, you can do this after an elbow stagger, and due
to the G input, the kickflip comes out with as little delay.  However, Dural
has the canned elbow-kickflip combo which does just as much damage, so why
bother?

Thrusting headbutt
------------------
Dural rears back then thrusts her head forward, knocking the opponent down.
This has ok startup and recovery(although you still need to beware).  The
damage is pretty good.  The main appeal of this attack is the beginning
animation, because during this time you can actually dodge some attacks,
so that should be kept in mind.

Backheel sweep
--------------
Dural SLOWLY slides forward, then sweeps, knocking the opponent down.
Slow startup, slow recovery, but damage is decent.  Nevertheless, this
attack plays a huge role in Dural's game, because about 80% of her knockdown
attacks enable her to tag on this afterward and get an extra 20-30 points
of damage.  For instance, her punch-kick combo, super dashing elbow, and
elbow-knee all can have this combo after them.  Learn which moves can combo
into this because the damage will add up.

Back thrust
-----------
Dural spins forward, then kicks the opponent.
The attack has slow startup and it hits high.  The damage is mediocre.  This
attack is definitely not to be abused, however, it has almost no recovery,
which is where the beauty of this attack comes in.  If you MC with this, you
can do a juggle combo.  You can also stick this in as a filler of a juggle
combo if done properly.  If you normal hit, I believe a backheel sweep will
combo.

Leg tackle
----------
Dural lies down to the side and brings her legs together, knocking the
opponent down.
This attack is quite weird, not much damage, the startup and recovery of
this attack are pretty bad, and on top of that, although it's not a throw,
it behaves like one, in that your opponent needs to be on the ground and
not in the air for this attack to connect.  The main appeal IMO for using
this is the fact that Dural dodges to the side and falls back while doing
this, so you can potentially avoid punches while connecting with this.
Definitely not to be abused though, but it is fun to fool around with once
in a while.

Triple kick
-----------
Dural slowly rushes forward, then jumps and quickly does 3 kicks.
This is probably Dural's only original attack.  It would have been one of
the most useless attacks in the entire game if it were in the hands of another
else.  This is cause it hits high, has slow startup and ok recovery, and the
damage is not impressive at all.  However, the attack gets its benefit if you
can do this after the Ten Foot Toss(I suppose if Sarah got a Ten Foot Toss,
her Tornado Kick wouldn't be useless too).  Otherwise, not much to say about
this attack.

Flying kick
-----------
Dural rolls forward then flings herself going feet first forward, then does
a handspring to get up.
This attack is pretty much very useless.  The startup and recovery are both
bad, and if you miss with it, expect a back throw.  The only good part about
this attack is the huge range, that it has an initial animation making it
duck all high attacks and then even some middle and possibly low attacks,
and the fact that it must be ducked(it is the only attack I know of that is
unblockable high, but can simply be avoided by ducking).  Otherwise, not an
attack to be used that much.

Backward kickflip
-----------------
Dural pauses a bit, then backflips, kicking along the way.
The way to do this is tricky.  You need to do the command for the backflip,
let the joystick go through the center, then press kick(helps if you press
G or P as you're doing the backflip command, then do the kick).  The startup
of this attack reeks.  You will only hit people who are confused as to what
the heck is Dural doing during that long startup where she appears to be head
faking.  The recovery may also not be that good, because you may be hit with
a midrange attack.  This is more an attack you throw in here and there for
variety, not to be abused or used frequently at all.

Backflip
--------
Dural backflips.
Eh, nothing much to say here, only useful for show, supposedly you can avoid
certain leveled attacks if you backflip, but it's so slow, if you really want
to get back, crouch dashing, backdashing or rolling are ten times better.  A
little tidbit though; you can buffer moves during the backflip, so if you keep
tapping u/b, you'll do multiple backflips.  Inapplicable, but cool to look at.

Roll
----
Dural tucks into a ball, rolls forward then stands up.
This is decent for getting in because you can avoid some high attacks while
doing this.  However, once you do it, you commit yourself totally unlike
crouch dashing, so only use this for show.

Backroll
--------
Dural tucks into a ball, rolls backward then stands up.
Ok to use to get away, since you can avoid high attacks, but again, like
rolling, you commit totally, the crouch dash it better, only use this for
show.

Roll and sweep
--------------
Dural does the roll, then comes out and sweeps the opponent.
Well, this is somewhat useful, because you can avoid high attacks, get
in and immediately attack the opponent.  But the sweep itself doesn't
come out and recover that quickly, so it's definitely not to be used that
much, this is mainly for show again.

Backroll and sweep
------------------
Dural does the backroll, then comes out and sweeps the opponent.
Useful for avoiding high attacks while retreating and if the opponent follows,
then you might be able to hit them.  However, the sweep shares the properties of
the sweep from the roll and sweep, and the backroll is right from the backroll
move, so again, mainly for show.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

===================
H.Dural's Reversals
===================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

All of Dural's reversals are very effective, used right they will take out the
steam from many of your opponent's options.  Just remember you can't reverse
attacks that use 2 limbs, come from body parts other than the limbs, come from
the air, or throws.  Keep in mind you can't really just stand around trying to
guess what the opponent will do and then reverse it, you need to condition the
opponent to pull out something you want, I'll cover more on this later.

High reversal
-------------
Dural either 1)dodges the opponent's attack and does a 2-handed uppercut or
2)parries and elbows the opponent.
This is Akira's high reversal.  Basically, you can catch most attacks that are
high or middle assuming that they are either arm or leg attacks.  The exception
would only be attacks that come from the air or use 2 limbs.  This is an
excellant counter to people who do jabs on you too much.

Middle reversal
---------------
Dural parries the opponent's attack and does some type of an elbow strike.
This is Akira's middle reversal.  This attack will reverse elbows and sidekicks.
This is the toughest of Dural's reversals to get down, but if you do, it
means no more staggering.

Low reversal
------------
Dural either grabs the opponent arm, pulls it straight and hammers the opponent
in the back(!), or blocks a low kick and does a double palm strike.
Akira's low reversal is what separates Dural from the rest of the people who
can reverse.  Most people can low punch to counter throws, but against Dural,
that tactic is worthless.  Basically, the opponent can't low punch to counter
Dural's high throws for fear of being reversed, and they can't throw Dural
because she can low punch(which is what you get if you miss the low reversal).

Punch reversal
--------------
Dural grabs the opponent's high punch, whips the arm around then throws the
opponent onto the ground.
The fact that Dural's low reversal doubles as Kage's punch reversal is just
ludicrous(I'll cover more on this later).  Anyways, the punch reversal will
grab almost every high level single armed attack.  The reversal always places
Dural right next to the opponent.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

================
I.Dural's Throws
================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Backfall suplex
---------------
Dural lifts the opponent onto her shoulders, then falls backward, slamming them
onto the ground.
Very good damage for a P+G throw, however, because it is Wolf's, if escaped,
Dural is left in the worst possible position; the opponent is right behind her.
Not a throw to be used a lot, because if escaped, you could be eating some
painful damage(like a behind the back bodycheck, ouch).  There are no guarenteed
followups after this because you need to get back up.  Always key in the throw
as d+P+G, because Dural can throw from a crouching position, so either you will
throw the opponent, or drop to a crouch immediately and low punch, which stops
their high throws.

Torso takedown
--------------
Dural slips her arm under the opponent's armpit, grabbing their torso and then
lifts them upward and slams them onto the ground.
If you've ever watched WWF, this resembles Rock's Rock Bottom.  Anyways, this
isn't that good of a back throw(although I think it looks cool), because some
back throws do a ton more damage.  The only good thing about this throw is
being a back throw it can't be ducked.  If you wanted to go for damage whenever
the opponent presented his back to you, go for a deep bodycheck or a kickflip or
kickflip combo.  Just a side note; the torso takedown is NOT a good followup
to the reverse body check.

Jumping clothesline
-------------------
Dural jumps past the opponent with her arm out, then brings the opponent down
to the ground with her.
The damage of this throw is very little.  However, this is definitely one of
the best throws in the game(used in the same way as Sarah), not due to the
damage, but due to the move commands.  Notice the f,f and the f+P?  That's
right, this throw has insanely far range.  You can almost throw from a dash
away.  And the best part is if they duck, then they will either eat an elbow
by which they'll get staggered, open to the knee followup and get combo'd,
or they will eat the super dashing elbow(if you did f,f,f+P), and then eat a
punch-kick, backheel sweep combo.  The only downside would be that you have
to not use this when you are close to the edge, or you could jump outside
the ring and lose by ring out.

Reverse body check
------------------
Dural steps inside the opponent's guard, then body checks the opponent from
behind, staggering them forward.
This throw is very useful, it does mediocre damage like the jumping clothesline,
but gives you an advantage, as the opponent has his/her back to you.  Like
Akira, your sidekick is guarenteed after the throw, making it a true combo,
and if they try to move or attack when the sidekick hits, they will get knocked
upward long enough for a super dashing elbow to connect.  Very powerful, and
makes this throw worth considering to use when you can.  If you did this throw
so the opponent is very close to the edge, don't be afraid to just charge
forward and rush them off the ring.

Grasping mind
-------------
Dural grapples the opponent's arm, pulls them forward, then headbutts them
forward, so they fly back quickly then gently fall back down and then take
a ton of damage.
This is a good throw to use, as it does good damage, and pushes the opponent
very far back for RO purposes.  What's even better about this throw is that
it doubles as the elbow if the throw doesn't come out, so against a croucher,
they will get staggered so you can follow up with the knee.

In-close ram
------------
Dural grabs the opponent's arm, ducks under it, rams them in the groin, then
stands upward and lets go of their arm, hitting them three times and knocking
them very far back.
This throw is comparable to the Grasping mind, because it does the same
high amounts of damage, and pushes the opponent very far back.  It looks
cooler too.  The downside is that this throw requires a very funky joystick
motion, and unlike Akira, Dural has no dashing palm that staggers the
opponent which could have been used to set up this throw.  If you can use
the throw though, great, it's an awesome throw.

Giant swing
-----------
Dural grabs the opponent by the legs, then swings around repeatedly before
throwing him/her backward.
This is the best throw in the game, period(the only one which is comparable
is Akira's Stun Palm of Doom, and that takes a ton of skill to do).  The
damage, and ring out potential are both very high, and if you ever connect
one of these, expect your opponent's lifebar to decrease by 50%.  If you
were anywhere remotely near the edge, expect your opponent to get ringed
out or close to being ringed out.  There is nothing really much else to
say, if you want to end the game quickly, this is the throw to use.

Frankensteiner
--------------
Dural jumps up, wraps her legs around the opponent, then slams her legs
backward, then rolls forward.
This throw is very cool to get out, it definitely looks stylish.  Also
seems to put a lot of distance between you and your opponent.  The downside
is that if you miss, Dural spends a long time in the air doing Wolf's
hopping downward kick, which is definitely not a good idea, so that means
this throw is mainly used for show.

Body press
----------
Dural picks up the opponent, supporting him/her lengthwise with both
hands, holds him/her there for a while, then throws the opponent forward.
This is a very powerful throw.  This throw plus the stomp you can add at
the end make this about 80 points in damage, which is very impressive.
The only downside to this throw is that if escaped, expect Dural to end
up with her back to the opponent, which is bad news.

Crucifix piledriver
-------------------
Dural picks up the opponent, holding the opponent behind her with both hands
near the armpit, then hoists them up and does a modified piledriver.
A very cool and damaging throw.  I also believe you can try for a stomp.
This is a very good throw for Dural, because of the built-in crouch dash,
you get a lot more range with this throw and can avoid high attacks with this
throw in order to land it.  I suggest going for these a lot.

Ten foot toss
-------------
Dural grapples the opponent, then rears back and pushes them off with her
foot.
Arguably the most useful and versatile throw in the entire game, not because
of its damage or ring out potential by itself, but because it is essentially
considered a setup throw, because it leaves the opponent helpless at such
a high height, combos are opened up with many possibilities which enables
you a very good chance at either ring out or KO.  I'll delve more into combos
you can try after the ten foot toss later, for now, just remember 2 things;
the 40 points are only given if the opponent doesn't get hit before touching
the ground, and that you should get into the habit of tapping guard right
before you do the commands, making this double as a high reversal.

Reaping throw
-------------
Dural grabs the opponent's face, then leans forward pushing the opponent downward
with the hand.
A cool looking throw, but the main strength in this throw is that the throw
doubles an an elbow if the opponent is crouching(stagger combos, anybody?), which
makes it much harder to avoid taking damage.  As for the throw itself, you can
try for a stomp afterward.  There's nothing much else to say, it's a good throw,
doing good damage and leaving the opponent at good positioning.

Toka throw
----------
Dural crouches, then puts her arm between the opponent's legs and then sweeps the
arm out, knocking the opponent down.
Cool-looking, and you can go for a stomp afterward, but that's about it, the throw
doesn't do huge damage, doesn't ring out that well, and doesn't exactly set up
anything, so you don't need to go for this at all.

Tombstone
---------
Dural grabs the opponent by wrapping her arms around the opponent's arms when
they are behind his/her back, then jumps up, flips them upside down and comes
down with a modified piledriver.
A very cool looking and powerful throw.  Whenever your opponent is vulnerable
crouching and you want to do a low throw, this is your best bet.  No ground
attacks are guarenteed though, I believe.

Triple knee bash
----------------
Dural grabs the crouching opponent, then knees them into the head three times,
before they fall down to the ground.
A totally brutal looking throw that is all style and damage.  Too bad it's hard
as heck to connect because you need to crouch when the opponent is crouching and
they are vulnerable to throws, but crouch dashing should help.  It also places
the opponent very close to you, allowing good positioning to occur.  It's mainly
going to take practice and anticipation for you to connect with this throw.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

========================
J.Dural's Ground Attacks
========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Knee pounce
-----------
Dural jumps into the air, does a flip, twists, and lands on the opponent with
both her knees.
Arguably the worst pounce in the game next to Akira's.  The damage is low, you
need to be far from your opponent to do the throw, and if you miss the recovery
is terrible.  You have no reason to be going for this at all.

Stomping pounce
---------------
Dural jumps into the air, does a flip, twists, and lands on the opponent with
a stomp.
This is Dural's best pounce, the damage is the best, and the recovery is also
pretty good, leaving Dural slightly away.  Just beware, you can still be
attacked if you miss.  If you connect the pounce, be ready to turn yourself
around.

Headbutt pounce
---------------
Dural jumps into the air, then dives downward hitting the opponent with her
head.
This pounce isn't that good because it has the same startup as the stomp
pounce, but also has less damage, and if you miss, expect to be hit hard(I
tend to go for deep bodychecks everytime I see Dural or Kage whiff one of
these).  If you are that close, just go for the other ground attacks.

Ground punch
------------
Dural crouches, then punches the opponent.
This is the fastest ground attack Dural's got.  If you feel that the opponent
might recover too quickly from the knockdown you did, this is your best
bet, sure the damage is low, but the startup/recovery are both excellant.

Foot stomp
----------
Dural slowly stomps on the opponent.
This is the 2nd fastest ground attack Dural's got, it does twice the damage of
the ground punch, at the cost of being slower in recovery and startup.  If you
are up close and want to do the headbutt pounce, always go for this instead.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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********************************************
|333333   CCC   OOO  MM MM BBB   OOO   SSS |
|   33   C   C O   O M M M B  B O   O SS  S|
|  33    C     O   O M M M BBB  O   O   SS |
|33  33  C   C O   O M M M B  B O   O S  SS|
| 3333 o  CCC   OOO  M M M BBB   OOO   SSS |
********************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

I'm pretty sure some of you skipped down just to read this.  ;)
Anyways, you should know that because Dural has access to a ton of characters'
attacks, there is a lot of combo potential for her.  Granted, you still can't
keep up the opponent in the air forever, but there are a lot more possibilities
for her to combo the opponent, and they're generally easier to get out compared
to Lau, Kage, or Akira.  Comboing is a must for Dural, it just makes her ability
to do damage increase all the more.  There are about 3 things to keep in mind
when you combo; the weight of the opponent, the stance you are in, damage changes.
Confused yet?  I'll give a quick rundown.

Weight classes:
Light-     Pai, Sarah, Lion
Mid Light- Shun
Mid-       Lau, Kage
Mid-heavy- Jacky, Akira
Heavy-     Wolf, Jeffry
Heaviest-  Dural

Basically, the lighter the weight, the longer the opponent stays in the air.
Due to the longer height spent in the air, the lighter characters tend to eat
more hits in combos.  Pai is the lightest character and tends to eat about
70% worth of damage against people who really know how to juggle combo.  Sarah
comes pretty close too.  On the other hand, you just aren't going to be able
to juggle combo Dural, no matter how well you MC, because she hits the ground
hard everytime quickly.  When I talk about the character requirements next to
each combo, I list 2 characters, and any character that falls between them plus
the aforementioned 2 are the people you can do the combos on.

Stance:
God's eye view of the two character's feet alignment

    Closed stance
   *         *       or       *         *
       *         *        *         *
    P1        P2           P1        P2
     Open stance
   *             *   or       *     *
       *     *            *             *
    P1        P2           P1        P2

Basically, in closed stance the two character's legs have the same leg sticking
forward, and in open stance, they have different legs sticking forward.  This
is very important to learn, because certain attacks that use frontal or dorsal
limbs tend to have their effectiveness changed by what stance the character
is in.  For instance, Dural is much more likely to connect an elbow in open
stance because since it requires the frontal limb, she gets more range in an
open stance.  However, throwing is much more effective in closed stance because
it requires both arms.  The easiest way to tell which stance you are in is to
look at the bodies of the characters(2 backs or 2 fronts=closed, and opposites
equal to open stance).

Damage changes:
Basically, there are 2 different types of counters; major counters(MCs) or
minor counters(mCs).  Major counters are interrupting an opponent as he's
doing an attack.  These tend to be heard with loud sounds and whenever they
connect, not only does 50% extra damage get awarded, but the opponent tends
to enter a longer stun, or gets knocked higher into the air-critical in attempts
to start juggle combos, especially against the heavyweights.  Minor counters
(hitting an opponent during the recovery phase of his attacks)are less noticable,
but are still crucial to VF play and award the character with 25% extra damage.
One last thing concerning damage changes; the attacks that stagger will do 25%
less damage when they do stagger, so keep that in mind.

Anyways, I'll get right to the point, I know some of you are dying to know the
combos.  There are basically 3 types of combos in VF2: canned combos, stagger
combos, and juggle combos.

**Canned Combos**
=================
These are by definition the preset combos of VF.  Not all canned combos are true
combos, so I'm just going to list the ones that are guarenteed.  Keep in mind
canned combos tend to work better on the heavier characters, because they don't
get pushed as far back.

1)Punch-kick
This is your main combo to use as a counter if you detect that the opponent is
left open.  And always remember to follow it up with a backheel sweep.
2)2 punches,elbow-kickflip
If you are presented with the same situations as the 1st combo, but are up close,
then do this combo, it simply rapes the opponent.  What's interesting is against
female characters, you can actually combo a backheel sweep afterward!  I tried
this against Sarah and reamed about 60% damage out of her!  Never forget this!
(In fact, a backheel sweep will also combo after a kickflip by itself against
the female characters too, so don't forget this either)
3)Elbow-knee
This is a good combo to learn, if your elbow ever connects, usually from poking,
and you can go for a backheel sweep after it.
4)Elbow-kickflip
Another good combo to learn if your elbow ever connects normally, it does a lot
of damage.
5)Scissor kicks
I don't find this combo useful as a standalone tactic, due to the recovery, so
I usually stick this in combos, but it is nice to know that it is a guarenteed
combo.
6)Double jumping kicks
Again, a combo that is guarenteed, but usually more useful in a juggle combo,
not by itself.

**Stagger combos**
==================
Staggers result when the opponent is hit by some mid-level attack and then they
stumble backward for a while, vulnerable to attacks.  This is a stagger.  Staggers
can be struggled, so keep that in mind for your followups.  That said, a lot of
potential can result from these combos.  Here are some attacks that will stagger
the opponent.

-Sidekick
 this is a good stagger weapon to consider at midrange, at this range, the
 sidekick is rather safe to throw out, and it does stagger the opponent quite
 well

-Elbow
 a major tool used for staggering the opponent, most of the times that you
 connect the elbow and it staggers, go for the followup knee so you can juggle
 them

-Super dashing elbow
 another good stagger option considering how many times you are going to use
 this attack during a round(and how many times the opponent will crouch to
 avoid the Jumping clothesline)

That said, here are some good combos using those three to start stagger combos
(on a side note, some of the damage points I calculated were guesses, since
 some of the attacks have variable damage, so I guessed to the best of my
 ability, anyways, onto the combos):

Sidekick stagger combos
-----------------------
1)Sidekick,super dashing elbow,backheel sweep
 -inputs: d/f+K-->f,f,f+P-->f,f,f+K
 -damage: 17.25+30+30=77.25 pts
 -characters: any
 -stance: any
 -tips: Start the super dashing elbow right as the sidekick is connecting, and
        start the sweep as the dashing elbow knocks them down.
  This is probably your most reliable sidekick stagger combo.
2)Sidekick,punch-kick,backheel sweep
 -inputs: d/f+K-->F+P,K-->f,f,f+K
 -damage: 17.25+10+30+30=87.25 pts
 -characters: any
 -stance: any
 -tips: Make sure to keep holding forward during the sidekick, until you key
        in the punch.  When the opponent goes down from the kick, immediately
        key in the sweep.  Also, this combo may get harder against the lighter
        characters combined with the distance you are from the opponent.
        Against the lighter characters, you need to make sure you are pretty
        close for the combo to start out with, or the punch will not combo.
  Surprisingly, I don't consider this better than the other combo in terms
  of reliability.  That's cause against the lighter characters(like Sarah),
  if you aren't on top of the opponent when you do the sidekick, sometimes
  they stagger pretty far(and it seems sometimes that if you key in punch-kick
  early there, the punch seems to whiff), giving them a pretty good chance of
  staggering out of the combo.  In addition, it is possible that no matter
  how close this combo is done on Pai, that she will get staggered too far
  for the punch to combo.  That, and the fact that the sidekick needs to be
  done pretty close against the lighter characters(which is pointless, since
  the sidekick is best used at midrange), makes this combo that much reliable.

Elbow stagger combos
--------------------
1)Elbow,punch-kick,backheel sweep
 -inputs: f+P-->F+P,K-->f,f,f+K
 -damage: 11.25+10+30+30=81.25 pts
 -characters: any
 -stance: any
 -tips: Keep holding forward right after the elbow, so the punch gets extra
        range, other than that, right as the kick comes out, do the sweep.
  Arguably your most effective elbow stagger combo, boring to look at,
  but gets its damage out for you.
2)Elbow,2 punches,elbow-kickflip
 -inputs: f+P-->F+P,P,f+P,u/b+K
 -damage: 11.25+10+10+15+60=106.25 pts!
 -characters: any
 -stance: any
 -tips: Keep holding forward right after the elbow, so the punch gets extra
        range, but be sure to let go for the forward movement right as you
        start the combo or you might accidently miss the elbow.
  A very powerful combo, and pretty easy to get out too.  Just make sure
  you're close enough.  Also very effective.  Against the female characters,
  you can tag on a backheel sweep if you execute the sweep right as you hit
  the ground from the kickflip and up the damage to 136.25 points!
3)Elbow-knee,kickflip
 -inputs: f+P,K-->u/b+K
 -damage: 11.25+25+60=96.25 pts
 -characters: Akira-Pai
 -stance: closed
 -tips: Just do the kickflip as soon as you land.
  This is your most reliable closed stance elbow stagger-float combo.
4)Elbow-knee,low punch,backheel sweep
 -inputs: f+P,K-->d+P-->f,f,f+K
 -damage: 11.25+25+10+30=76.25 pts
 -characters: Akira-Pai
 -stance: open
 -tips: Start tapping in the sweep commands as you are low punching.
  This is your most reliable open stance elbow stagger-float combo.
5)Elbow-knee,low punch,rising knee
 -inputs: f+P,K-->d+P-->d/f,f+K
 -damage: 11.25+25+10+40=86.25 pts
 -characters: Jacky-Pai
 -stance: open
 -tips: You can slide the joystick from d to f and tap K instead of having to
        tap d/f,f and press K.
  This is essentially Sarah's elbow-knee combo.  Very cool to get out, and very
  reliable(although it won't hit the heavier characters).
6)Elbow-knee,low punch,sidekick
 -inputs: f+P,K-->d+P-->D/F+K
 -damage: 11.25+25+10+23=69.25 pts
 -characters: Jacky-Pai
 -stance: open
 -tips: Make sure you slide the down on the joystick to the d/f position and
        hold it there in order to do the sidekick, or the ground stomp will
        come out.
  This combo is more for variety, still it's pretty good to get out here and
  there, and looks pretty cool.
7)Elbow-knee,elbow-kickflip
 -inputs: f+P,K-->f+P,u/b+K
 -damage: 11.25+25+15+50=101.25 pts!
 -characters: Lion-Pai
 -stance: closed
 -tips: Just do the inputs as soon as possible.
  If you aren't so good with your combos, always go for this whenever you
  face the light characters because it does so much damage for such an easy
  combo.
8)Elbow-knee,guard-cancelled jab punch,kickflip
 -inputs: f+P,K-->P,G-->u/b+K
 -damage: 11.25+25+10+60=106.25 pts!
 -characters: Lion-Pai
 -stance: closed
 -tips: You can instead do the high kickflip, and then you won't have to guard-
        cancel the punch, but then you lose about 10 pts in damage.  Make sure
        to wait until the opponent is in the same horizontal lining as your
        punch before doing the punch and kickflip as soon as possible.
  A very powerful combo, enough said.
9)Elbow-knee,2 punches,elbow-kickflip
 -inputs: f+P,K-->F+P,P,f+P,u/b+K
 -damage: 11.25+25+10+10+15+60=131.25 pts!
 -characters: Lion-Pai
 -stance: closed
 -tips: Hold forward right as the knee connects, so that you're as close as
        possible to ensure that the punch combo will connect.
  This is the flashiest you're going to get with the elbow-knee stagger
  combos, and a TON of damage!  Just slightly off-center and I managed to
  ring-out Sarah using this!
10)Elbow-knee,jumping kick,backheel sweep
  -inputs: f+P,K-->f,f+K-->f,f,f+K
  -damage: 11.25+25+30+30=96.25 pts
  -characters: Sarah-Pai
  -stance: any(but usually easier in open stance)
  -tips: Start tapping in the jumping kick command as you connect the knee, and
         tap in the backheel sweep command as you're doing the jumping kick.
   If you skip the backheel sweep, I believe you can do the combo on characters
   up to Jeffry(damage BTW will be 66.25 pts).
11)Elbow-knee,low punch,super dashing elbow
  -inputs: f+P,K-->d+P-->f,f,f+P
  -damage: 11.25+25+10+30=76.25 pts
  -characters: Kage-Pai
  -stance: open
  -tips: Make sure to start tapping the forward motion during the low punch.
   This combo is more for variety, but good to mix in here and there.
12)Elbow-knee,low punch,elbow-knee
  -inputs: f+P,K-->d+P-->f+P,K
  -damage: 11.25+25+10+15+25=86.25 pts
  -characters: Lion-Pai
  -stance: open
  -tips: Nothing really, just make sure you do the 2nd elbow as soon as you
         recover from the low punch.
13)Elbow-knee,low punch,low kick
  -inputs: f+P,K-->d+P-->d+K
  -damage: 11.25+25+10+10=56.25 pts
  -characters: Akira-Pai
  -stance: open
  -tips: Nothing really, just make sure you try to do the low kick as soon as
         the low punch connects.
   Not really a damaging combo, but still looks cool, feel free to try this
   if you're winning or feel like blowing a stagger combo.
14)Elbow-knee,double jumping kicks
  -inputs: f+P,K-->f,F+K,K
  -damage: 11.25+25+30+30=96.25 pts
  -characters: Sarah-Pai
  -stance: open
  -tips: Key in the commands as soon as possible, and make sure you're as
         close as possible!  I have done this combo, but you need to hit as
         early as you can in order for that crucial 2nd jump kick to combo!
         Also keep holding the 2nd forward when you do the jumping kicks,
         that seems to help making you closer to the opponent so there's
         a higher chance of the 2nd kick connecting.
   Another nice phat combo that does almost as much damage as the 1st, and
   pushes the opponent very far back.  However, it is very hard to get down, but
   I have done this on Sarah and Pai(although not consistently, very rarely
   actually), so I know it works, but you need to really get it down.
15)Elbow,super dashing elbow,backheel sweep
  -inputs: f+P-->f,f,f+P-->f,f,f+K
  -damage: 11.25+30+30=71.25 pts
  -characters: any
  -stance: any
  -tips: Start tapping in the dashing elbow as the opponent is staggering,
         and tap in the sweep as the opponent is getting knocked down.
16)Elbow,elbow-kickflip
  -inputs: f+P-->f+P,u/b+K
  -damage: 11.25+15+50=76.25 pts
  -characters: any
  -stance: any
  -tips: This combo may be escapable.

Super dashing elbow stagger combos
----------------------------------
1)Super dashing elbow,punch-kick,backheel sweep
 -inputs: f,f,f+P-->F+P,K-->f,f,f+K
 -damage: 15+10+30+30=85 pts
 -characters: any
 -stance: any
 -tips: Keep holding down forward right after the elbow until you do the punch
        kick combo so that when you do the punch it gets extra range.  Key
        in the sweep as soon as possible.
  The most reliable of your dashing elbow stagger combos, keep this in mind
  the most.
2)Super dashing elbow,2 punches,elbow-kickflip
 -inputs: f,f,f+P-->F+P,P,f+P,u/b+K
 -damage: 15+10+10+15+60=110 pts!
 -characters: any
 -stance: any
 -tips: Just keep holding forward as soon as that super dashing elbow connects,
        and keep holding it until you start doing the punch combo.
  A very phat combo, just make sure you're close enough, or it won't work.
  Against the female characters, if you time a backheel sweep to come out right
  as you recover from the kickflip, it will combo, uping the damage to 140
  points!
3)Super dashing elbow,kickflip
 -inputs: f,f,f+P-->u/b+K
 -damage: 15+60=75 pts
 -characters: any
 -stance: open
 -tips: This combo may be escapable if the opponent mashes hard enough.
        Otherwise, just do the kickflip as soon as possible so that it will
        combo.
  If you time a backheel sweep to come out right as you recover from the
  kickflip, it will combo on the female characters, making the combo worth
  105 points!
4)Super dashing elbow,super dashing elbow,backheel sweep
 -inputs: f,f,f+P-->f,f,f+P-->f,f,f+K
 -damage: 15+30+30=75 pts
 -characters: any
 -stance: any
 -tips: Keep tapping forward as the opponent is staggering so you can throw
        out the dashing elbow just as you recover, and keep tapping forward so
        that when they get knocked down, you can do the sweep as soon as
        possible.
  Cheesy, but a good solid combo to know for the beginner.

**Juggle combos**
=================
Now here's the fun part, combos here enable you to inflict the maximum amount
of damage on the opponent, and there are quite a lot of possibilities here to
consider, here are some launchers.

-Knee
 the all-purpose juggle combo starter, if you MC with the knee, you float the
 opponent very high for you to combo them, and against some light characters,
 you may not even need a MC to connect with some attacks

-Elbow-knee
 a variant to the knee, MCing will not launch the opponent very high(the ideal
 way to connect the elbow-knee for juggle combo purposes is as a stagger), but
 against the more lighter characters, you can still connect a little something
 before they land besides the backheel sweep, however, I will not list any
 specific combos because the elbow-knee stagger combos will work fine

-Super dashing elbow
 a definite juggle combo starter, because you will end up using this a lot,
 and everytime you manage to MC the opponent, you can tag on something quick
 for comboing

-Sidekick
 if you MC with this, it will juggle the opponent much the same way like the
 super dashing elbow, so this makes it a legit juggle starter, but you won't
 use this as much, since it doesn't place Dural right on top of the opponent
 like the super dashing elbow

-Back thrust
 due to the fast recovery, if you manage to MC the opponent, you can do
 something quick and damaging to juggle the opponent

-Jumping kick
 if you MC the opponent, they will fly very high up, the bad part about the
 jumping kick is that it tends to knock the opponent farther back than the
 other juggle combo starters, but you can still add stuff, so it's not
 completely worthless

-Reverse body check
 it doesn't really juggle the opponent, but it sets up some combo initiative
 given that the opponent has his/her back to you

-Ten foot toss
 the ultimate setup throw, some very powerful combos that are very fun to
 get out as well as watch can be done following this throw, just remember,
 because Dural doesn't have Kage's 8-frame punch, you can't exactly do his
 exact combos, you need to deviate a bit

-Rising knee
 most of the time, if you connect the rising knee on most characters, they are
 only vulnerable to a backheel sweep or stomping pounce, however, if you MC
 against some of the most lighter characters of the game, you can actually juggle
 them

That said, let's look at some good juggle combos for Dural to use(keep in mind
that if an opponent is MC'd, they take 150% damage for the attack that MC'd
them)

Knee juggle combos
------------------
1)Knee,guard-cancelled jab punch,kickflip
 -inputs: f+K-->P,G-->u/b+K
 -damage: 52.5+10+60=122.5 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: You can instead do the high kickflip, and then you won't have to guard-
        cancel the punch, but then you lose about 10 pts in damage.  Make sure
        to wait until the opponent is in the same horizontal lining as your
        punch before punching and kickflip as soon as possible.
  This is a very effective knee juggle combo, because it will work on everyone,
  and does a lot of damage.
2)Knee,double jumping kicks
 -inputs: f+K-->f,F+K,K
 -damage: 52.5+30+30=112.5 pts!
 -characters: Jeffry-Pai
 -stance: open
 -tips: Start tapping in the jumping kick command as you are landing from the
        knee.  It helps if you hold down the 2nd forward when doing the
        jumping kicks making them get more range, which increases the chance
        of getting that 2nd kick in.
  This is the Akira power float combo from Joji's Akira FAQ.  Insane damage
  and very easy to do(unlike Akira).  I believe it works better in open
  stance, and unlike the elbow-knee variant, the double jumping kicks easily
  connect as long as you start the combo as close as possible.
3)Knee,elbow-kickflip
 -inputs: f+K-->f+P,u/b+K
 -damage: 52.5+15+50=117.5 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: Just do the commands as soon as possible.
  The relative of the elbow-knee stagger combo.  Again, if you're a beginner,
  a fairly good combo to learn, does a ton of damage for such an easy combo.
4)Knee,2 punches,elbow-kickflip
 -inputs: f+K-->F+P,P,f+P,u/b+K
 -damage: 52.5+10+10+15+60=147.5 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: Keep holding forward right as the knee connects, giving your punch
        extra range.
  Sick damage, expect to push your opponent very far with this combo!
5)Knee,jumping kick,backheel sweep
 -inputs: f+K-->f,f+K-->f,f,f+K
 -damage: 52.5+30+30=112.5 pts!
 -characters: Kage-Pai
 -stance: any(easier in open stance though)
 -tips: Start tapping out the jumping kick as the opponent is getting hit by
        the knee, and start tapping out the sweep command as the opponent is
        getting hit by the jumping kick.
  Easier than the elbow-knee stagger combo variant, because the opponent gets
  knocked higher.
6)Knee,knee,kickflip
 -inputs: f+K-->f+K-->u/b+K
 -damage: 52.5+40+60=152.5 pts!
 -characters: Shun-Pai
 -stance: open
 -tips: Do the 2nd knee as soon as you touch the ground, and do the kickflip as
        soon as you recover from the 2nd knee.
  Such a ludicrously powerful combo.
7)Knee,knee,2 punches,elbow-kickflip
 -inputs: f+K-->f+K-->F+P,P,f+P,u/b+K
 -damage: 52.5+40+10+10+15+60=187.5 pts!
 -characters: Sarah-Pai
 -stance: open
 -tips: Just make sure to do the 2nd knee as soon as you land from the 1st, then
        immediately hold down the forward motion, and right when you land start
        the punch combo.
  Such an insanely powerful combo, too bad it works only on the female characters,
  but it should be obvious why.

Super dashing elbow juggle combos
---------------------------------
1)Super dashing elbow,kickflip
 -inputs: f,f,f+P-->u/b+K
 -damage: 45+60=105 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: Just do the kickflip as soon as you recover.
  Way too easy of a combo and does way too much damage.
2)Super dashing elbow,guard-cancelled jab punch,kickflip
 -inputs: f,f,f+P-->P,G-->u/b+K
 -damage: 45+10+60=115 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: You can instead do the high kickflip, and then you won't have to guard-
        cancel the punch, but then you lose about 10 pts in damage.  Make sure
        to wait until the opponent is in the same horizontal lining as your
        punch before punching and kickflip as soon as possible.
  Basically, the original SDE,kickflip combo with a punch added for more damage
  and flash, if you are fairly good at guard-cancelling, that you can do it
  automatically, always do this combo over the 1st one mentioned.
3)Super dashing elbow,elbow-kickflip
 -inputs: f,f,f+P-->f+P,u/b+K
 -damage: 45+15+50=110 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: Just do the elbow-kickflip as soon as you recover.
  Again, a sick combo that requires that the super dashing elbow MCs.
4)Super dashing elbow,2 punches,elbow-kickflip
 -inputs: f,f,f+P-->F+P,P,f+P,u/b+K
 -damage: 45+10+10+15+60=140 pts!
 -characters: Jeffry-Pai
 -stance: closed
 -tips: Keep holding forward as the super dashing elbow knocks them into the
        air, giving your punch more range.
  Sick damage and distance.
5)Super dashing elbow,low punch,rising knee
 -inputs: f,f,f+P-->d+P-->d/f,f+K
 -damage: 45+10+40=95 pts
 -characters: Jeffry-Pai
 -stance: open
 -tips: You can slide the joystick from d to f and tap K for the 2nd rising knee
        instead of having to tap d/f,f and press K.
  A very reliable juggle combo if you are in open stance, since it works on so
  many characters.
6)Super dashing elbow,double jumping kicks
 -inputs: f,f,f+P-->f,F+K,K
 -damage: 45+30+30=105 pts!
 -characters: Lion-Pai
 -stance: open
 -tips: Start tapping out the jumping kick command just as you are hitting
        the opponent.  The 2nd jumping kick is very hard to get out, but
        it's very possible.
  A very powerful combo, it rapes the heck outta opponents.

Sidekick juggle combos
----------------------
1)Sidekick,kickflip
 -inputs: d/f+K-->u/b+K
 -damage: 34.5+60=94.5 pts
 -characters: Jeffry-Pai
 -stance: open
 -tips: Make sure you're pretty close to start with.
2)Sidekick,guard-cancelled jab punch,kickflip
 -inputs: d/f+K-->P,G-->u/b+K
 -damage: 34.5+10+60=104.5 pts!
 -characters: Akira-Pai
 -stance: open
 -tips: You can instead do the high kickflip, and then you won't have to guard-
        cancel the punch, but then you lose about 10 pts in damage.  Make sure
        to wait until the opponent is in the same horizontal lining as your
        punch before punching and kickflip as soon as possible.
  Basically combo #1 with an extra punch added.  Does slightly more damage and
  slightly more flashier at the cost that it will not work on the heavier
  characters in the game.
3)Sidekick,elbow-kickflip
 -inputs: d/f+K-->f+P,u/b+K
 -damage: 34.5+15+50=99.5 pts
 -characters: Akira-Pai
 -stance: closed
 -tips: Make sure you're pretty close to start the combo, or the elbow will
        whiff.
4)Sidekick,2 punches,elbow-kickflip
 -inputs: d/f+K-->F+P,P,f+P,u/b+K
 -damage: 34.5+10+10+15+60=129.5 pts!
 -characters: Akira-Pai
 -stance: open
 -tips: Keep holding forward after the sidekick so the punch gets extra range.
        Make sure you are pretty close to start the entire combo, or the punch
        is going to whiff.
  Insane damage, that's all I'm gonna say.
5)Sidekick,low punch,rising knee
 -inputs: d/f+K-->d+P-->d/f,f+K
 -damage: 34.5+10+40=84.5 pts
 -characters: Akira-Pai
 -stance: open
 -tips: You can slide the joystick from d to f and tap K for the 2nd rising knee
        instead of having to tap d/f,f and press K.
  A cool combo you can do if you are in open stance, mainly for variety though,
  cause you do better damage or have more reliable sidekick combos than this.

Back thrust juggle combos
-------------------------
1)Back thrust,elbow-kickflip
 -inputs: b+K+G-->f+P,u/b+K
 -damage: 45+15+50=110 pts!
 -characters: Jeffry-Pai
 -stance: open
 -tips: Just make sure you do the inputs as soon as possible.
2)Back thrust,2 punches,elbow-kickflip
 -inputs: b+K+G-->F+P,P,f+P,u/b+K
 -damage: 45+10+10+15+60=140 pts!
 -characters: Akira-Pai
 -stance: open
 -tips: Make sure you keep holding forward so that the punch gets extra range.

Jumping kick juggle combos
--------------------------
1)Jumping kick,scissor kicks
 -inputs: f,f+K-->u/f+K,K
 -damage: 45+16+10=71 pts
 -characters: Jeffry-Pai
 -stance: any
 -tips: Just do the scissor kicks as soon as you recover from the jumping kick.
2)Jumping kick,super dashing elbow
 -inputs: f,f+K-->f,f,f+P
 -damage: 45+30=75 pts
 -characters: Akira-Pai
 -stance: closed
 -tips: Start tapping in the super dashing elbow as you are hitting with the
        jumping kick.

Reverse body check combos
-------------------------
1)Reverse body check,sidekick
 -inputs: b,d/f+P+K-->d/f+K
 -damage: 40+28.75=68.75 pts
 -characters: any
 -stance: any
 -tips: Make sure the key in the sidekick right as Dural is beginning to turn
        around, or keep mashing d/f+K during the combo.
  A staple combo whenever you connect the reverse body check, the sidekick
  is 100% unavoidable, so always go for it.  Reverse body check,sidekick
  should be thought of as one move.
2)Reverse body check,sidekick,super dashing elbow
 -inputs: b,d/f+P+K-->d/f+K-->f,f,f+P
 -damage: 40+34.5+30=104.5 pts!
 -characters: any
 -stance: any
 -tips: Make sure to key in the sidekick right as Dural is beginning to turn
        around, or keep mashing d/f+K during the combo.  Keep tapping forward
        during the sidekick so that when the sidekick MCs(it needs to), you
        can just press P and get the super dashing elbow.
  Should your sidekick from the above combo MC, then you can tag on
  a super dashing elbow and up that damage so that you take off half a
  lifebar.  A very powerful and cool combo.
3)Reverse body check,sidekick,backheel sweep
 -inputs: b,d/f+P+K-->d/f+K-->f,f,f+K
 -damage: 40+34.5+30=104.5 pts!
 -characters: any
 -stance: any
 -tips: Make sure to key in the sidekick right as Dural is beginning to turn
        around, or keep mashing d/f+K during the combo.  Keep tapping forward
        during the sidekick so that when the sidekick MCs(it needs to), you
        can just press K and get the backheel sweep.
  A variation of combo #2, again requires a MC on the sidekick.

Ten foot toss juggle combos (now here's the fun part! ;D)
---------------------------
1)Ten foot toss,stomping pounce
 -inputs: b+P-->b,b-->u+P
 -damage: 40+40=80 pts
 -characters: any
 -stance: any
 -tips: TFT them, backdash, then execute the pounce.
  The most basic of the TFT combos, it is fairly easy for the beginner
  to pick up and does good damage.  Some people consider this cheap, but it's not
  like other people can't ream out 80+ points of damage in one combo.
2)Ten foot toss,backheel sweep
 -inputs: b+P-->f,f-->f,f,f+K
 -damage: 40+30=70 pts
 -characters: any
 -stance: any
 -tips: Toss them, dash forward, then wait until they fall more than halfway
        then do the sweep so that you sweep them just as they touch the ground
        and bounce slightly up.
  Another fairly easy TFT combo for the beginner.
3)Ten foot toss,flying kick
 -inputs: b+P-->b,b-->f,f+all
 -damage: 40+40=80 pts
 -characters: any
 -stance: any
 -tips: Toss the opponent, backdash and about 1/4 to 1/8 of a second later,
        guard cancel then immediately execute the flying kick.  The heavier the
        opponent, the sooner the flying kick must be done.
  To be honest, this is a fairly hard combo to get out, because you want to hit
  your opponent just as they touch the ground.  It's hard to get down, but it's
  pretty cool once you do.  Read Tan Wu Meng's Kage FAQ if you want more info
  on this combo.
4)Ten foot toss,rising knee,backheel sweep
 -inputs: b+P-->d/f,D/F,f+K-->f,f,f+K
 -damage: 40+30=70 pts
 -characters: any
 -stance: any
 -tips: Toss the opponent, buffer in a forward crouch dash just as Dural is
        beginning to recover from the throw, then slide the joystick forward
        and press kick after you dash a short distance.  Do the sweep as you
        land.
  Another good combo for the intermediate player to pick up, you will typically
  go for this if you muck up your TFT-knee combos.
5)Ten foot toss,triple kick,dashing bodycheck
 -inputs: b+P-->f,f+K+G-->b,f,F+P+K
 -damage: 10+10+10+30=60 pts
 -characters: Jeffry-Pai
 -stance: any
 -tips: Be finished with the triple kick commands just as Dural puts her 2nd
        foot down from the throw.  You should hit the opponent extremely early
        (like slightly above your height), and should have enough time to
        do a bodycheck just as you land(start the commands just as Dural is
        beginning to triple kick the opponent).
  A flashy combo.  Just remember to go for the deep bodycheck so that you do the
  most damage.
6)Ten foot toss,2 punches,straight kick,backheel sweep
 -inputs: b+P-->f,f-->F+P,P,K-->f,f,f+K
 -damage: 10+10+30+30=80 pts
 -characters: Jeffry-Pai
 -stance: any
 -tips: Dash forward right as you recover from the throw.  Wait until the
        opponent has passed halfway down the screen, then do the combo.
        Immediately do the sweep as you are starting to kick them.
  The CPU Dural combo.
7)Ten foot toss,elbow-kickflip
 -inputs: b+P-->f,f-->f+P,u/b+K
 -damage: 15+50=65 pts
 -characters: any
 -stance: any
 -tips: Dash forward right as you recover from the throw.  Wait a few
        milliseconds, then do the rest of the combo.
  One of the more reliable TFT combos because it can be done on everyone.  It's
  not hard either, a good combo for the beginner.
8)Ten foot toss,triple kick,elbow-kickflip
 -inputs: b+P-->f,f+K+G-->f+P,u/b+K
 -damage: 10+10+10+15+50=95 pts
 -characters: Jeffry-Pai
 -stance: any
 -tips: Be finished with the triple kick commands just as Dural puts her 2nd
        foot down from the throw.  You should hit the opponent extremely early
        (like slightly above your height), and should have enough time to
        do the elbow-kickflip just as you land.
  This TFT combo will work on pretty much everyone and it does a lot of damage,
  besides looking very flashy.  The downside is that it doesn't push the opponent
  that far though, if you want to do that, use the 2-punches,elbow-kickflip combo.
9)Ten foot toss,2 punches,elbow-kickflip
 -inputs: b+P-->f,f-->F+P,P,f+P,u/b+K
 -damage: 10+10+15+60=95 pts
 -characters: any
 -stance: any
 -tips: Dash forward right as you recover from the throw.  Wait until the
        opponent has passed halfway down the screen, then do the combo.  Just
        remember to get the timing down; the main part of this combo where you can
        flub is if you do the combo too far, the 2 punches will hit and so will
        the kickflip, but the elbow will miss.  And of course, do it too late, and
        the entire combo misses.  In addition, you want to try to nail the attacks
        right in the victim's head; it appears that if you do the hits in the
        opponent's back, the combo seems to do less damage even if all the hits
        connect.
  This the best TFT combo for intermediate Dural players.  It is very reliable to
  get out, pushes them back well and does a lot of damage.  It's not that hard to
  get down either.
10)Ten foot toss,guard-cancelled jab punch,2 punches,elbow-kickflip
  -inputs: b+P-->f,f-->P,F,G-->F+P,P,f+P,u/b+K
  -damage: 10+10+10+15+60=105 pts!
  -characters: any
  -stance: any
  -tips: Dash forward right as you recover from the throw.  Wait until the
         opponent has passed halfway down the screen(slightly above your punching
         range), then press P,F,G in that order.  Keep holding the forward.  The
         opponent's fall should get slowed down, then they should be at level
         punching height, so just continue with the rest of the combo.  You might
         want to pause a little after doing the guard-cancelled jab punch before
         continuing with the combo; the opponent tends to fly slightly upward as
         they get hit, so you need to wait until they get into the same vertical
         lining as your punch, or the combo screws up; the lighter the character,
         the longer time you want to delay(against Jeffry, don't even pause).  Just
         remember to get the timing down; the main part of this combo where you can
         flub is if you do the combo too far, the 2 punches will hit and so will
         the kickflip, but the elbow will miss.  And of course, do it too late, and
         the entire combo misses.  In addition, you want to try to nail the attacks
         right in the victim's head; it appears that if you do the hits in the
         opponent's back, the combo seems to do less damage even if all the hits
         connect.
   This is Dural's bread and butter TFT combo.  I'd probably label it as the
   DTFToD, or Dural Ten Foot Toss of Doom.  There are more powerful combos, but
   they either involve senbon punches(which is not easy to time to perfection if
   you are anything save for an expert or master), or they will not work on every
   character.  Anyways, as for this combo, it will work on everyone(even Dural
   if you do it right), and its power rivals Wolf's Giant Swing throw.  The ring
   out power of this combo is also very good, rivaling Kage's TFTKoD combo(I
   managed to ring out Sarah slightly outside of half of the ring).  This combo
   is not even that hard to get out, and since you are playing Dural on the
   PC or Saturn, people float longer in the air than the arcade, making a PG
   possible in place of a PKG(although you probably need a PKG against Dural).
11)Ten foot toss,3 senbon punches,2 punches,elbow-kickflip
  -inputs: b+P-->f,f-->P,F,K,G-->F+P,K,G-->F+P,K,G-->F+P,P,f+P,u/b+K
  -damage: 10+10+10+10+10+15+60=125 pts!
  -characters: Jeffry-Pai
  -stance: any
  -tips: Dash forward right as you recover from the throw.  Wait until the
         opponent has passed halfway down the screen(slightly above your punching
         range), then press P,F,K,G in that order.  Keep holding the forward.  Then
         just key in the rest of the combo as soon as possible.  Just remember to
         get the timing down; this combo is tough due to the multiple senbon
         punches, it's easy to begin rushing the commands and thus do a PG in place
         of a PKG.  In addition, you want to try to nail the attacks right in the
         victim's head; it appears that if you do the hits in the opponent's back,
         the combo seems to do less damage even if all the hits connect.
   This is a theoretical combo, because I am not very adept at senbon punching.
   However, I know this is possible because Kage can do TFT,triple swipe,PPPK as a
   combo, one of his swipes comes out at 14 frames, and Dural has a 10 frame punch.
   If you can do this consistently, this is the best combo Dural can do.  Very
   powerful, and pushes them insanely far back.
12)Ten foot toss,rising knee,2 punches,elbow-kickflip
  -inputs: b+P-->d/f,D/F,f+K-->F+P,P,f+P,u/b+K
  -damage: 40+10+10+15+60=135 pts!
  -characters: Akira-Shun
  -stance: any
  -tips: Timing must be very precise, because Dural doesn't have an 8-frame
         punch and her rising knee is Sarah's thus it hits the opponent later
         on the throw, so she is going at a stricter timing than Kage.  If you
         are practicing the combo, practice on Akira or Jacky, because unlike
         Kage's related TFT combo, heavier characters are easier victims for
         this combo(against Shun, you need to have the rising knee dead on, or
         he falls just a hair width out of your punching range).  Basically,
         buffer in a crouch dash right after the TFT so you crouch dash forward
         just as you come out, then after a certain distance, slide the joystick
         forward and hit kick.  Lighter characters require a longer distance and
         require that you hit lower on their body(around the neck area).  Continue
         holding forward until you land, then do the canned combo when they fall
         to punching height.  If you want more detail on the timing, read Tan Wu
         Meng's Kage FAQ(although I speculate that since Dural has Sarah's rising
         knee, the timing might be a bit earlier).  Again, I can't stress it,
         this combo must be precise in timing, dead-on totally.
   Sick.  Total sickness.  This combo is TOTAL flash, does some really sick
   damage, and pushes the opponent insanely far, you won't believe it(I managed to
   ring out Jacky from about close to halfway across the ring).  I'm gonna
   nickname it the DTFTKoD(Dural Ten Foot Toss Knee of Doom).  Total props to you
   if you can get this combo out dead-on everytime.
13)Ten foot toss,triple kick,back thrust,jumping kick,scissor kicks
  -inputs: b+P-->f,f+K+G-->b+K+G-->f,f+K-->u/f+K,K
  -damage: 10+10+10+30+30+16+10=116 pts!
  -characters: Jeffry-Wolf
  -stance: any
  -tips: For beginners, practice this combo on Jeffry.  Anyways, for the combo,
         toss the opponent, then right away do the triple kick so that Dural does
         it just as she comes out of the TFT.  Then time the back thrust so that it
         hits the opponent just as they touch the ground.  From there, it's just
         doing the attacks as soon as possible.  All the hits after the triple kick
         will hit the opponent as he touches the ground resulting in him sort of
         bouncing this way and that as you combo him.
   I bet you're wondering how I managed to do such a powerful and flashy combo,
   or how I managed to discover it at all. ;D  Basically, there's a playback
   movie included in the VF2PC game where Dural is doing this phat combo on
   Jeffry.  So I gave it a try and I have to admit, it really does work!  Tons
   of damage, and this is probably the flashiest Dural is going to get!  It's a
   tough combo, but if you can get it down, major props to you.  If you can get it
   down consistently, I would go for it all the time against Jeffry and Wolf(since
   these two have so few combo possibilities for Dural).  Only downside to this combo
   is that it doesn't push the opponent very far back.  I will call it the DTFTToD
   (Dural Ten Foot Toss Triple(Kick) of Doom).
14)Ten foot toss,rising knee,back thrust,jumping kick,scissor kicks
  -inputs: b+P-->d/f,D/F,f+K-->b+K+G-->f,f+K-->u/f+K,K
  -damage: 40+30+30+16+10=126 pts!
  -characters: Jeffry-Wolf
  -stance: any
  -tips: Timing must be very precise, because Dural doesn't have an 8-frame
         punch and her rising knee is Sarah's thus it hits the opponent later
         on the throw, so she is going at a stricter timing than Kage.  Basically,
         buffer in a crouch dash right after the TFT so you crouch dash forward
         just as you come out, then delay just slightly and slide the joystick
         forward and hit kick.  Then time the back thrust so that it hits the
         opponent just as they touch the ground.  From there, it's just doing the
         attacks as soon as possible.  All the hits after the knee will hit the
         opponent as he touches the ground resulting in him sort of bouncing this
         way and that as you combo him.
   You thought you couldn't get a more powerful and flashy combo than the #11
   special?  Think again!  A TON of damage and total flash!  Again, if you can get
   this out on Jeffry and Wolf, go for it!  A very powerful combo(again), but not
   that much ring-out distance(once again).

Rising knee juggle combos
-------------------------
1)Rising knee,2 punches,elbow-kickflip
 -inputs: FC,d/f,f+K-->F+P,P,f+P,u/b+K
 -damage: 60+10+10+15+60=155 pts!
 -characters: Lion-Pai
 -stance: any
 -tips: Keep holding forward as you rising knee the opponent so that the followup
        punch will combo.
  Insane damage, it's rare that you will MC with the rising knee, so when you do,
  make sure you ream out as much as you can and push them insanely far back!
2)Rising knee,low punch,rising knee
 -inputs: FC,d/f,f+K-->d+P-->d/f,f+K
 -damage: 60+10+40=110 pts!
 -characters: Shun-Pai
 -stance: open
 -tips: You can slide the joystick from d to f and tap K for the 2nd rising knee
        instead of having to tap d/f,f and press K.
  Insane damage once again, if you can MC the opponent with the rising knee and
  are in open stance, you should really go for this combo.
3)Rising knee,low punch,sidekick
 -inputs: FC,d/f,f+K-->d+P-->D/F+K
 -damage: 60+10+23=93 pts
 -characters: Shun-Pai
 -stance: open
 -tips: Make sure you slide the down on the joystick to the d/f position and
        hold it there in order to do the sidekick, or the ground stomp will
        come out.
  This combo is more for variety, still it's pretty good to get out here and
  there, and looks pretty cool.

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


**************************************
|  4    SSS  TTT RRR   AAA  TTT  SSS |
| 44   SS  S  T  R  R A   A  T  SS  S|
|4 4     SS   T  RRR  AAAAA  T    SS |
|4444  S  SS  T  R  R A   A  T  S  SS|
|  4 o  SSS   T  R  R A   A  T   SSS |
**************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

==================
A.General Strategy
==================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As you probably already guessed, Dural is meant to be played in a style that
combines all the characters together, because she has a lot of good attacks from
each of the characters.  So just meld them together to produce what Dural should
do.

***********
*a.Defense*
***********
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Defense is basically removing the initiative from your opponent.  That said, here
are some of Dural's choices that are BEST suited for that purpose.  Keep in mind
it is quite hard to play effective defense if you just sit around.  The way to
effective defense is to continuously move around and to not look vulnerable.

1)--> Crouch dash
  A crouch dash backwards is one of the best defenses available in VF2.  This
  gets you out of the range of your opponent's attacks while leaving yourself
  invulnerable to high attacks.  The only thing to worry about here then are
  mid attacks and low attacks.  However, since you're moving backward, there is
  a small chance that the attacks will whiff, and when they do, dash back in
  and punish them.
2)--> Jab punch
  The jab is the safest attack you can throw out and one of your fastest.  If you
  anticipate attacks well enough, you can do a guard-cancelled standing punch and
  it returns initiative to you.  Because of the speed, you have really good
  priority.  If you can do the senbon punch, then that's even better, because
  then if you touch the opponent at ALL, you regain initiative, enough initiative
  to close the gap with a dash and throw.
3)--> Low punch/Punch reversal/Low reversal
  This is one of your main counters to high throws, because it instantly gets
  you into a crouch.  To top it off, if the opponent tries to low punch yourself,
  you reverse them, and if they try a senbon punch or jab punch of their own,
  you reverse that too.  Just too good.  This is rather safe to just throw out
  as long as you know you will touch the opponent, good for harassing, and sure
  to beat out a lot of attacks.
4)--> Heel thrust
  One of your best midrange attacks, especially for countering as well as beating
  out attacks at that range.  It comes out very quickly too.  Anticipate an
  attack at midrange and then countering with this is very effective.
5)--> Sidekick
  An alternative to the heel thrust, because it comes out slightly slower, but
  is safe if blocked.  In addition, if you hit a croucher, you stagger them.
  Again, a good option at midrange for countering and beating out attacks.
6)--> Super dashing elbow
  This is an incredible attack, because it has quite a lot of range, enabling
  you to stay out of throwing range, yet be able to attack the opponent.  The
  way to use this attack is at midrange, for keeping them from attacking you.
7)--> Kickflip
  One of your main attacks used to beat out other attacks.  Takes some anticipation
  and mind games, but has quite some priority and does a lot of damage.  Use it
  to counter slow attacks or attacks with a long recovery.
8)--> Dashing body check
  If you are point-blank, use this instead of the kickflip.  It does a lot more
  damage.  Basically, your other attack used to beat other attacks, it does a
  ton of damage and is good to use to counter slow attacks or attacks with
  long recovery.  One of the best places to use this are in canned combos where
  the recovery of one attack combined with the startup of another attack ensures
  you that you will interrupt their attack(i.e. between the sidekick and elbow
  in Jacky's elbow-sidekick combo).  Anticipate, and BOOM! make them pay.
9)--> Reversals
  Takes some mind games, but yes, always remember your reversals, they don't
  fail you.  The high reversal is best used against standing jabs, as well as
  the various palm/fist attacks at high/mid level, and against a lot of kicks.
  Best way to set this up is by having the opponent try to close the distance
  between the two of you when he's on offense(i.e. Lau).  Your mid reversal is
  used against elbows and sidekicks.  Most of the time, people will try to go
  for these attacks when you are crouching, so that they can stagger you, so
  you know how to set those reversals up.  And the low reversal, well, that
  sets up when you know the opponent will try to low punch you to avoid a throw
  from you.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

***********
*b.Offense*
***********
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Offense is basically keeping the initiative with you, usually with constant
attack.  Offense is where Dural shines, because she gets about a million things
she can do on her opponent.  IMO what helps her offense the most is that many
of her attacks have similar motions, so you have an increased chance of hitting
the opponent.  This is known as option select.

1)Jab punch/Senbon punch/High reversal/Ten foot toss
  Ok, if you know how to do the senbon punch, then this option is G,[b+P,K,G],
  repeat bracketed section.  If you can't do the senbon punch, this is done by
  G,[b+P,G].  This is a sick option select.  First of all, senbon punching is
  incredible at closing in, if you touch the opponent at all, you gain initiative,
  enough to dash and throw.  If you see the opponent duck, then you can immediately
  throw a mid-level attack and stagger them.  In addition, because the high
  reversal command is inside here, if the opponent tries to attack you back with
  a high attack, they get reversed.  And to top it all off, the ten foot toss
  command is in there too, so if you get close enough and do this and the opponent
  wasn't doing anything, they get thrown, and then you can combo them.  Total
  sickness(on a side note, you can close in with G,[d/b+P,K,G] if you want, then
  you'll reverse mid attacks instead, but you won't be able to throw the opponent,
  and you still have to worry about low attacks).  But even if you can't do the
  senbon punch close-in, G,[b+P,G] is still a good offensive tool to know, because
  you'll be able to option select too.  The only thing to worry about are low
  attacks, which you should be able to see coming, and then switch to a mid-level
  attack to stagger them.  If you want to throw/jab/high-mid reverse, always go for
  G,[b+P,G], G,[b+P,K,G], or G,[d/b+P,K,G], these techniques are very powerful,
  and they won't fail you, they are all excellant tools for your offense.
2)Super dashing elbow/Jumping clothesline
  Another sick option select, it follows much like Sarah offensive strategy.
  The clothesline throw has sick range due to the built-in dash.  The only way
  to avoid high throws is to duck, and that becomes a problem, because the dashing
  elbow hits middle and staggers crouchers.  The fact that doing f,f,f+P lets
  the computer choose which one is best for the situation is just sick.  Against
  turtlers, this totally destroys them, because they either get thrown, or combo'd.
  In addition, the super dashing elbow starts a total flowchart much like the
  jab punch.  Basically, offensively, after the super dashing elbow, get ready to
  either reverse, bodycheck, throw, or poke some more(usually with low punch, jab
  or another super dashing elbow).  Go for the throw or more poking against the
  more turtlish people.  Against offensive people, get ready to reverse them, or
  hit them back.  Speaking of which, super dashing elbow,bodycheck deserves some
  explaination.  Although it is a poor juggle combo(save for a very rare
  circumstance), it is a totally deadly trap.  The bodycheck buffered after a
  dashing elbow seems to come out much faster.  Combine that with the opponent's
  want to try to beat out your initiative after a blocked super dashing elbow
  and you can easily see how you can get a free 50% damage on them right there,
  especially if you notice the opponent constantly trying for slow attacks after
  the dashing elbow.  So basically, this again is a very sick tactic for Dural
  to know, so use it well.
3)Jumping clothesline/Elbow-X
  Jumping clothesline is done by f,f+P, and opponents can avoid that by ducking,
  but that means they can be staggered by the elbow, but suppose the opponent
  blocked the elbow at high level(with careful machi play)?  Well, then you can
  delay the knee followup and juggle them with a combo!  This tactic doesn't
  deserve that much explaination, after all, VF2 Sarah users do this all the
  time.  Just remember that the knee can be delayed up to 1/2 a second, but only
  if you keep holding forward.
4)Grasping mind/Elbow-X
  Yet another option select.  Grasping mind is a very good throw because it
  pushes the opponent very far, and suppose the opponent ducked that?  Well, the
  elbow will come out.  Suppose they block the elbow?  You can delay the knee.
  Enough said.
5)Reaping throw/Elbow-X
  And yet ANOTHER option select.  Reaping throw basically has the elbow command
  in the motions, and you can delay the knee if the elbow gets blocked, enough
  said.
6)Crouch dash/Crucifix piledriver
  Crouch dashing is a very important way to get in and out of VF2.  The
  Crucifix piledriver has a built in command of the crouch dash, so you can
  delay hitting the buttons a bit thus giving your throw a bit more range,
  making it all the more deadly.  Imagine ducking your opponent's jab from
  afar to throw them!  Crouch dashing is also useful all its own because it
  avoids high attacks and leaves you only with low and mid attacks to worry
  about(which are taken care of with your reversals).
7)Low punch/Low reversal/Punch reversal
  Yet another option-select.  The low punch is excellant for pecking at the
  opponent and setting up your next attack.  If they try to attack back, well,
  you know what the reversals are going to do, right?
8)Low punch/Backfall suplex
  By doing d+P+G to throw up close, if the opponent tries to throw you, you
  will low punch to avoid their throw.  If you are out of range for the throw,
  you also do a low punch, which is safe.  And if the opponent tries to turtle,
  the throw catches them.  Just beware of people who are late on pressing P+G
  themselves, which will result in them reversing your throw.
9)Kickflip
  One of your main attacks used to interrupt the opponent if you detect their
  attacks well enough.
10)Dashing body check
   Another one of your main attacks used to interrupt the opponent if you detect
   their attacks well enough.  One of the best places to throw this out is
   after a blocked super dashing elbow(read the super dashing elbow/jumping
   clothesline section).  Generally good for slow-recovery attacks and
   slow-startup attacks.  And remember to do the deep bodycheck to increase
   the chances of doing the full damage.
11)Reverse body check
   This is one of the main throws you want to go for as Dural, because not
   only can you combo afterwards, but it sets up some flowcharting afterwards.
12)Giant Swing
   I don't think I need to explain why you need to go for this throw, high damage,
   high distance covered behind you, what else do you need?  It gets kinda boring
   when you start winning only with these(which is just too easy), which is why
   I don't use this as much and usually use the TFT in place of it.
13)Delayed elbow-knee
   If you keep holding forward, you can delay the knee by up to 1/2 second.  This
   means you can trick them into attacking you, and then interrupt them and combo
   them.
14)Sidekick
   A good option at midrange because it is safe to get blocked, and of course
   if it interrupts or staggers, that's good.
15)Tombstone/Triple knee bash
   These are low throws to be used if you detect the opponent crouching after a
   barrage of attacks.  Just remember you need to be close up for them to connect.
16)Reversals
   I don't think I need to explain.  To use reversals offensively, simply stick
   them in after pokes and set them up with pokes in such a way that the opponent
   wants to strike back a certain way(reversals after a super dashing elbow or
   jab punch are both good).

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

********
*c.Misc*
********
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Here are some miscellaneous strategies that won't fit in the other sections that
I think you should know.

Guard cancelling:
Basically, the way the machine of VF2 works is that once the command of a canned
combo is done, the machine will look for the next followup input for a certain
time and then if anything similar to the input is done, the computer will
execute the input.  If after a while nothing is pressed, the computer will
do nothing.  This can become quite annoying at times.  For instance, suppose
you want to do a sidekick after your elbow staggers the opponent.  Because of
the potential to do a knee, you'd need to wait a certain time until the possibility
of a knee coming out disappears before doing the sidekick(which obviously doesn't
play to your advantage considering how by that time the opponent must have
recovered from the stagger).  By simply pushing guard after the elbow, you can
instantly execute the sidekick after the elbow's recovery and it will come out.
This is very important to learn, because execution time is very important, and if
you don't have it down, you will lose.  So remember to guard cancel if you aren't
going for canned followups.  You can also cancel dashes and crouch dashes, so
that you can avoid attacks in time or make your dashes more useful.

Countering:
I kinda already covered this before.  Basically, there's the major counter and
then the minor counter.  Major countering is hitting an opponent out of the
execution phase of their attack.  You should hear a very high and loud sound
when this occurs.  The opponent will get stunned for a very long time, or
in the case of knockdown attacks, they get knocked higher into the air.  Major
countering is very important to keep in mind, because most of the time, if you
want to get out power combos, you need to hit the opponent out of the execution
phase of their attacks.  Yomi plays a very good role in here.  Also remember
that major countering does 50% more damage than it would normally do.  Minor
countering is hitting the opponent out of the recovery of their attack.  Basically,
while it isn't as flashy as major countering, it plays a huge role in your
game, because it gives you the oppurtunity to punish attacks that would go
away empty-handed(like a blocked elbow from Kage).  In addition, it rewards
you for 25% extra damage for doing so.  Throwing as minor counter is also
quite possible, and also will award you with 25% extra damage(imagine a minor
counter Giant swing, ouch!).

Struggling out of staggers:
Very important to learn, because most likely you'll get caught in a couple
of staggers in a good round, and if you're not good at getting out, you could
be eating some major damage.  Just remember that mashing will reduce your
stagger time.  Most of the time, punch-kick followup combos will be guarenteed,
and a few other things, but slow attacks like bodychecks and kickflips aren't,
but a lot of that depends on how well you mash.  Just remember that any input
whether that's a joystick direction or a button pressed contributes to mashing.
The best way is to hold down the guard button while you swirl the joystick and
tap the punch and kick buttons rapidly.  However, if you want to escape a throw,
it might be advisable to instead rapidly tap d+P+G or G,d+P, so while you
escape slower, you instantly do a low punch as you come out.  In addition, you
can struggle out of stumble throws such as Akira/Pai/Lau's b,d+P+G, the various
guard breaks of Akira, and Akira's single palm, so keep that in mind.

Crouch dashing:
See the general moves section if you want to know how to crouch dash.  Basically,
crouch dashing is very important in this game with any character.  Only middle
and low attacks can hit you during the dash(as opposed to the regular dash where
throws and various high attacks could hit you).  Very important for dashing in
or getting out.  And EXTREMELY useful against someone who uses the senbon punch
to close in.  There are many uses for this type of dash, one of the main ones
is to duck high attacks while closing in/moving out.  And because your crucifix
piledriver has the command in the inputs, you can delay the throw, resulting in
a very effective and far throw.

Option select:
This is basically the ability to do 2 or more things at the same time and then
getting the best scenario possible.  I've already slightly explained the tactic
in the defense and offense sections, so I'll go more into depth here.  Dural is
broken because of this.  Since so many move commands are blurred together with
her, it's insanely easy to use option select to your advantage.  Here are just
some of them:

G,b+P,K,G   Senbon punch/High reversal/Ten foot toss
            If you touch them, you have advantage.  If they try to touch you,
            you reverse them.  If they turtle, they get thrown.
G,d/b+P,K,G Senbon punch/Mid reversal
            If you touch them, you have advantage.  If they try to touch you,
            you reverse them.
G,d+P       Low punch/Low reversal/Punch reversal
            The low punch is fast enough to beat a lot of stuff and avoid
            high throws.  Opponents who try to low punch themselves or senbon
            punch to close in will end up being reversed.
f,f,f+P     Super dashing elbow/Jumping clothesline
            Opponents who try to duck will end up being staggered.  Opponents
            who stand will be thrown(from pretty far too).  And opponents who
            carefully stand so the super dashing elbow touches them when they
            block still don't have it easy because the super dashing elbow is
            uncounterable.
f,f+P       Jumping clothesline/Elbow
            Opponents who stand get thrown from afar.  Opponents who crouch
            will get staggered.  Opponents who manage to carefully block the
            elbow will have to face the possibility of a delayed knee, so
            their counterattacking possibilities become limited.
d/b,f+P     Grasping mind/Elbow
            Opponents who stand get thrown.  Opponents who crouch get staggered,
            and even if they block the elbow, they face the possibility of a
            delayed knee, limiting their counterattacking possibilities.
b,f+P       Reaping throw/Elbow
            Opponents who stand get thrown.  Opponents who crouch get staggered,
            and even if they block the elbow, they face the possibility of a
            delayed knee, limiting their counterattacking possibilities.
d+P+G       Low punch/Backfall suplex
            Opponents who stand still get thrown.  Opponents who crouch end up
            being low punched.  Opponents who try to throw end up whiffing and
            Dural punches them.

Machi:
This is the style of totally defensive play, moving around, waiting for the
opponent to make the first move, and then reacting appropriately.  Dural is
quite capable of doing this.  What you need to know are her more fast attacks
to interrupt the opponent if they poke around, and her slow powerful attacks
for the more slower attacks for huge damage.  You can also use her reversals,
but you have to tempt them to do various attacks that you want for this to
succeed.  I believe machi play is sort of active turtling, so remember machi
is not the same as setting yourself down and blocking everything, it's
continously dashing/crouch dashing around while you wait for your break.

Yomi:
This is the style of mind-reading the opponent.  While this is physically
impossible for any human to do, there is something called conditioning, where
you create certain scenarios so you get the proper response you want.  This is
a must learn if you want to ever land your reversals and power hits.  Your jab
punch, super dashing elbow, and low punch all set up good flowcharts that can
lead to you getting the response you want, so fool around with those.  For
instance, suppose your opponent is fond of trying to avoid high throws by
low punching a lot.  Now suppose he sees that you are fond of going for a high
throw after a blocked super dashing elbow.  Just get the super dashing elbow
blocked, and then do the G,d+P command.  Or suppose your opponent tries going
for the elbow a lot whenever he seems someone crouching, dashing or not.  So
just crouch dash in, he'll probably do an elbow, you do the mid reversal.  Of
course being that you're doing the crouch dash, if he all of a sudden gets
scared of you doing a mid reversal and decides to block thinking a blocked
punch is better than a reverse, then do the special mid/reversal/senbon punch
command, then dash up and throw him.  Just fool around and practice, and you'll
see how to apply yomi.

Okizeme:
This is one of the most powerful offensive tactics known.  Many scrubs think this
style of play is cheap, but it's not, it takes a ton of skill to totally kill
someone from okizeme alone.  Basically, it's when you knock the opponent down,
then pressure them when they get up to knock them back down.  Basically, you're
going to expect 3 things when your opponent gets up in VF2; low sweep, rising kick,
or just a normal get-up(of course, expect a kip, roll to the side or back).  What
you want to do is get yourself just slightly out of the range of the rising kick
and then crouch down so that you can block the sweep.  Once your opponent gets
up, you should go for the super dashing elbow/jumping clothesline tactic to
either punish them for whiffing their rising attack, or after you see that they
have fully gotten up.  Just beware of them doing the invincible get-up.

Senbon punch:
I kinda already covered this before, do a punch-kick combo, but cancel the
kick before it completely comes out(you need to wait until the punch is actually
retracted to cancel the kick, or it'll be a regular punch).  That's the senbon
punch, a punch that has 0 recovery time.  If you can't do this, that's ok, but
if you are serious about playing VF2 extremely well, maybe you might want to get
this under consideration.  DO NOT try to infinite combo your opponent to death
using the senbon punch(it is quite possible, and since about 80% of the characters
can do it, it is frankly quite cheap, but even then, even if it were legit, it
would make games so boring, so don't).  However, you can use it for a couple of
extremely effective purposes:
juggle combos- the senbon punch is infamous in making combos do about a huge
amount of damage more than they would normally do since they have no recovery.
For instance, Akira can tag about 8 of these suckers in plus a modified double
palm after he MC's Pai(ouch!), or Kage can MC Pai with a rising knee, and then
do about 10 of these things, then add a backheel sweep(100% combo, ack!).  Now,
since I can't get the senbon punch down consistently, I can't tell you specific
combos that involve this, but surely if you can do the senbon punch consistently,
you can do about 1-3 of these things after you TFT the opponent, and then go
into Dural's P,P,f+P,u/b+K combo for more that 50% damage.
closing in- I've already given some elaboration on this, and the senbon punch is
extremely effective for closing in.  Due to the speed, if the opponent tries
to interrupt you, they will get interrupted(most likely), and then you gain
total initiative.  If they try to crouch, due to the recovery, you can instantly
stop and throw a mid attack to stagger them.  And of course, if they get hit or
have to block the punch, you again gain initiative.
setting up throws- most of the time, it's hard as heck to throw good opponents.
That's where the senbon punch comes in.  If you touch the opponent, blocking or
not, because of the huge advantage in frames(about 14 frames, give or take),
that is enough to dash in(the time it takes to dash is enough for the opponent
to just about recover, making them open to throws) and throw them.  You can also
stick this in stagger combos and then throw them, turning staggers into powerful
setups for throws.  Confused?  Look at a simple scenario.  Suppose you face a
scrub Sarah player.  You're doing P,G in an attempt to close in.  The Sarah
player does the shin slicer, which you block low, then immediately do a super
dashing elbow.  The Sarah player staggers, so you do a senbon punch, putting
her in a stun while you're ready to move, then dash forward(Sarah should have
finished the stun animation by now) and TFT her, dash then do a DTFToD combo,
taking off 50% life and floating her about more than halfway across the
ring.  In the same vein, suppose you were a bit slow on keying the senbon punch
so that the Sarah player struggled out of the super dashing elbow and blocked
your senbon punch.  Due to the huge advantage in block stun, you could still
dash forward and then TFT her.  That's the power of the senbon punch setting up
throws; you stagger the opponent or interrupt their attack or get them blocking
at punch range, and suddenly the opponent is ripe for a DTFTKoD.  Scary, and
definitely worth learning well.
flowcharts- basically, use this in place of the P,G for starting flowcharts, and
you're good.  Due to the 0 recovery, it become much more easier to gain initiative
and keep it that way.

Iaigeri kick:
This is basically a standing kick that's cancelled on exactly the 12th frame of
animation.  What results is a kick that has 0 recovery time.  There's not much use
for this(because it doesn't come out as fast as the jab punch), but if you can do
it, your juggle combos can get quite nasty.  Although I can't do it constantly, if
you can get the iaigeri kick down, you can do stuff like MC with your super dashing
elbow, then add on 2 iaigeri kicks and then a bodycheck or a kickflip.

Rising attacks:
As for rising attacks(attacks you can do getting up), I haven't really delved into
what Dural does after certain things, but I will say that anything you input into
the computer much like the stagger contributes to making yourself get up faster,
which obviously is a good idea since you don't want to get hit by pounces.  That
said, because you don't want to throw out rising attacks by accident(all rising
attacks have recovery if blocked, although they outprioritize everything), only
rotate the joystick and tap the punches and guards.  As for your rising attacks,
your sweep(d+K) hits low and your rising kick(K) hits middle.

Invincible get-up:
This was discovered in Japan and helps even out the inequalities of okizeme.
Once you get knocked down and are in the face up,feet towards the opponent
position, don't press anything until you are completely still on the ground, then
hold down until you get up into a crouching position.  Once you enter the
crouching position, you are invincible for about 0.3-0.4 seconds, which if your
opponent doesn't know about, could spell disaster for him.  Remember this, and
against the more aggressive opponents, go for this occasionally.

What to do if you've got your back to the opponent:
Run.  ^_^  No seriously, most attacks to your back do minor counter to major
counter damage, and there is no way to block when you've got your back to the
opponent.  Some characters have fast turnarounds(Sarah's sweep), and Dural can
use P,K,G to turn around sometimes(it is comparable with Kage's which isn't a
bad thing), but it is still risky and you are better off just running away then
cancelling your run with G, and then safely turning around by tapping f.

Flowcharts:
Ok, it's useless to sum up Dural's style of play with a few flowcharts like so
many people are so fond of doing, but I'll put a general offensive flowchart
(I like to call it the "duh" flowchart) so beginners who read this know exactly
how to play offensively.

Using a high level fast poke(like senbon punch or guard cancelled jab punch):
If opponent standing blocks-->1.Poke again(use mid-level poke or do another high
                                           poke if the opponent remains standing)
                              2.Throw(might have to add a dash)
                              3.Reverse(assuming you know they try blocking and
                                        then striking)
                              4.Counterstrike(use a powerhit if you know they will
                                              hit back with a slow attack)
                              5.Low punch(conditions them to remember your low
                                          attacks)
                              6.Dash/crouch dash(gets them wary of more poking,
                                                 remember to guard cancel)
If opponent gets hit-->1.Poke again
                       2.Combo(assuming you poked with jab punch)
                       3.Throw as they come out of hit stun
                       4.Low punch
                       5.Counterstrike(you have some inititative, so if the
                                       opponent tries hitting back, for sure
                                       you're going to beat them out with a
                                       powerhit)
                       6.Dash/crouch dash(again, remember to guard cancel, this
                                          gets them vary of more poking)
If opponent ducks-->1.Low throw
                    2.Low punch
                    3.Middle-level attack(super dashing elbow,elbow and sidekick
                                          are all good options)
                    4.Counterstrike(it's MUCH harder than the other two, since
                                    the opponent has initiative, so throwing
                                    out a bodycheck afterward isn't that good of
                                    an idea, but if you're sure the opponent is
                                    trying some really slow attack, go for it)
                    5.Dash/crouch dash
If opponent attempts to strike back-->1.Jab punch/senbon punch
                                      2.Reverse(takes some anticipation)
                                      3.Low punch(counters high attacks)
                                      4.Crouch dash(this will avoid high attacks,
                                                    setting them up for throws)
                                      5.Counterstrike(try a bodycheck if you
                                                      know they're trying a slow
                                                      attack)

Using a mid-level fast poke(like super dashing elbow, elbow or sidekick):
If opponent standing blocks-->1.Poke again(use mid-level poke or do a high
                                           poke if the opponent remains standing)
                              2.Throw(might have to add a dash)
                              3.Reverse(assuming you know they try blocking and
                                        then striking)
                              4.Counterstrike(use a powerhit if you know they will
                                              hit back with a slow attack)
                              5.Low punch(conditions them to remember your low
                                          attacks)
                              6.Dash/crouch dash(gets them wary of more poking,
                                                 remember to guard cancel)
If opponent gets hit-->1.Poke again
                       2.Combo(assuming you MC'd them)
                       3.Throw as they come out of hit stun
                       4.Low punch
                       5.Counterstrike(you have some inititative, so if the
                                       opponent tries hitting back, for sure
                                       you're going to beat them out with a
                                       powerhit)
                       6.Dash/crouch dash(again, remember to guard cancel, this
                                          gets them vary of more poking)
If opponent staggers-->1.Senbon punch,dash,throw
                       2.Combo
                       3.Dash,throw(for the beginner if you can't do the senbon
                                    punch,throw option)
If opponent attempts to strike back-->1.Jab punch/senbon punch
                                      2.Reverse(takes some anticipation)
                                      3.Low punch(counters high attacks)
                                      4.Crouch dash(this will avoid high attacks,
                                                    setting them up for throws)
                                      5.Counterstrike(try a bodycheck if you
                                                      know they're trying a slow
                                                      attack)

Using a low level fast poke(like low punch):
If opponent crouch blocks-->1.Poke again(use mid-level poke or do another low
                                         poke if the opponent remains crouching)
                            2.Low throw(might have to add a dash)
                            3.Reverse(assuming you know they try blocking and
                                      then striking)
                            4.Counterstrike(use a powerhit if you know they will
                                            hit back with a slow attack)
                            5.Dash/crouch dash(gets them wary of more poking,
                                               remember to guard cancel)
If opponent gets hit standing-->1.Poke again
                                2.Throw as they come out of hit stun
                                3.Low punch
                                4.Counterstrike(you have some inititative, so if
                                                the opponent tries hitting back,
                                                for sure you're going to beat
                                                them out with a powerhit)
                                5.Dash/crouch dash(again, remember to guard
                                                   cancel, this gets them vary
                                                   of more poking)
If opponent gets hit crouching-->1.Low throw
                                 2.Low punch
                                 3.Middle-level attack(super dashing elbow,
                                                       elbow and sidekick are
                                                       all good options)
                                 4.Dash/crouch dash
If opponent attempts to strike back-->1.Jab punch/senbon punch
                                      2.Reverse(takes some anticipation)
                                      3.Low punch(counters high attacks)
                                      4.Crouch dash(this will avoid high attacks,
                                                    setting them up for throws)
                                      5.Counterstrike(try a bodycheck if you
                                                      know they're trying a slow
                                                      attack)

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

===================
B.Computer Strategy
===================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

******************
*a.General Tactic*
******************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Having trouble against the computer?  Well, for the first time in history, it is
revealed here the most foolproof method of beating the computer on any difficulty
level, and that is...dash back, wait til the opponent dashes forward, then dash
forward, and do the high throw of your choice!  Ooooohhh!!!(sense the sarcasm
all along, folks?)  No, but seriously, the computer doesn't require much to beat,
usually the computer will always dash forward after you dash back, so then you
dash forward and then either TFT and then combo them all the way back to ringout,
or Giant Swing them, and if they aren't yet out of the ring, once the opponent
gets up, pressure them with a couple of super dashing elbows and jab punches as
well as low punches out of the ring.  Now if you want to get a real challenge
against the computer, just pretend you're playing against a real opponent and
treat them that way.  Usually the opponent gets more difficult as you progress
through the levels, at the beginning, Lau and Sarah barely do anything against
you, so they are perfect for combo practice.  From about Kage onward though,
things start getting tough, and that's when you need to start relying on throws
a lot in order to win(unless if you're that good at anticipating the computer).
By the time you get around to dealing with Akira and Dural, if you are able to
win against them by strikes alone, I'll be pretty impressed.  I will say this
though; since you are playing underwater against Dural, things can get pretty
interesting.  What I like to do against her is TFT, then dash up and then do
a deep bodycheck on her as she falls down(usually takes out about close to
50% damage).  Looks pretty cool.  All I'm gonna say is that against the opponents
that come later in the game, you can't really turtle around, or you get thrown
like crazy, you need to pressure them.

Now if you think playing normally is boring, you can try the expert mode(where
the computer learns from you and then tries to beat you using that information)
or ranking mode(where you need to beat the game in a certain amount of time as
well as get a certain amount of different attacks to connect on the computer in
order to get a high rank).  The expert mode gets kinda interesting though.
Played enough, the computer will learn not to let itself be thrown by you, but
then it does some weird things to avoid that(like a hopping overhead hammer
towards you, which is how I managed to do a MC super dashing elbow, point blank
bodycheck combo with Akira on CPU Sarah, which btw, took off 80% of her life,
ouch).  However it does learn from you and then tries to prevent itself from
being beat by you that way.  Give it a try.  Then there's the ranking mode.
It's really not that hard, you basically need to beat the game in a certain
amount of time as well as do almost all your special attacks and throws up to
4 times each on the computer.  Again, give it a try if you think you are bored.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

**********
*b.Ending*
**********
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

You just get a congratulations screen with Dural in it.  Depending on which Dural
you used, you'll get a different screen.  However, you don't get that special
cinema that occurs when you beat Dural with another character on difficult.
This is probably cause you're Dural, heh heh.  BTW, Sega never really concentrated
on the storyline of their VF games and thus maybe this is why you don't get a
character specific ending(maybe things will change if Yu Suzuki decides to make
Virtua Fighter 5, sigh).

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==========================
C.Vs. Challengers Strategy
==========================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is where I actually dive into how to beat your human opponents.  Enough said,
you're Dural, that already is a huge advantage going for you.

*******
*1.Lau*
*******
Hands down, the best offensive opponent in the game.  With the ability to do at
least 70% damage in one combo on any character except Dural, the ability to push
opponents back very far, and the ability to maintain initiative with many fast
uncounterable palm strikes, it's no wonder why things can get pretty hard against
a good Lau opponent.  Tons of painful guessing games and uncertainty when you
play against Lau, especially since he's on top of you the entire time, and one
wrong guess equals pain.  That said, his main weakness is that he has trouble
returning initiative back to him once he loses it and finds the opponent
pressuring him.  Add to that Dural's ability to reverse many of his attacks like
Akira and the ability to pressure just as well, on top of Dural's insanely huge
weight, and Lau will get knocked over pretty soon.  Lau still has the ability
to push you back very quickly though, he might not be able to get out multiple
modified lifting palms in a combo on you, but he can still do around 45% damage
on you in a combo if he feels like it(MC Lifting Palm,PPPSweep still connects
against Dural if I am correct).  The key to beating him is learning how to
struggle out of his elbow staggers so he can't follow up with his upward palm or
lifting palm, beating his lifting palm-punch sequence without getting MC'd,
and avoiding his heelkick.  Lau can also throw you, and he has pretty solid
throws.  Lau players don't use a lot of his attacks, but the ones they use are
very good, so just learn how to deal with them.  Amongst the more commonly used
attacks:
Modified lifting palm-
guard cancelled punch: The core of Lau's powerhouse strength.  This simple string
                       is very quick, and has the same recovery as his punch.
                       Due to the lifting punch, the attack hits middle, forcing
                       a crouching opponent up to block the punch.  He can do
                       this over and over, forcing you back slowly, and if you
                       try to interrupt the lifting palm and fail, you get
                       interrupted and lose about 45% life.  In order to beat
                       this, you need to carefully reverse him or senbon punch
                       to beat him out, but be careful, like I said, you could
                       get beat out.  Another option is to crouch dash backward
                       and then try to heelkick him out.  You could try the
                       leg tackle if you put enough distance between him and
                       you first.
Elbow(or basically
any mid attack he
has that staggers): Beware staggers.  If Lau staggers you, you can bet he's
                    going for the lifting palm or the upward palm, both which
                    juggle you and enable him to again combo you.  It is generally
                    worth your while to struggle like crazy.  All he can do in
                    this case is tag on the punch-kick combo and pounce you.  BTW,
                    a blocked elbow is a prime oppurtunity to punish him.  You
                    can't do that with the sidekick though(and don't get interrupted
                    by the sidekick, that juggles you and sets up his juggle combos
                    again).  Lure him to try a elbow by crouching, then reverse.
Sliding tackle: This is Lau's low attack, which comes out quickly and recovers
                quickly(but not quick enough to enable you to stagger him with your
                super dashing elbow).  Beware of it, and be ready to block low
                or crouch dash backwards to avoid it.
Heelkick: This is probably Lau's best defensive measure.  The attack is just
          about as good as Kage's, except it is uncounterable.  Beware of Lau
          crouching or going into a crouch dash to initiate this attack, and be
          ready to stagger him when you see that he does.
Stumble throw: There's nothing much else you can do about Lau's other throws, the
               best thing is to try to avoid getting thrown in the first place.
               However, with this throw, there's a chance.  Be ready to struggle
               like crazy to avoid followup combos.  But don't get so intent on
               struggling that he waits til you finish struggling and then throws
               you again.
P+G throw: If escaped, Dural cartwheels over Lau, exposing his back.  Immediately
           go for a deep bodycheck.
So again, to reiterate about how to defeat Lau: take the initiative away from Lau,
then pressure him.  Lau has problems taking the initiative away from his opponents
once they start putting the pressure on him, and that's what you need to do in
order to win this match.  TFT combo the bastard.

*********
*2.Sarah*
*********
Sarah is a very straightforward character; granted she's not the most balanced,
but it's pretty easy to figure out how to play her and what not to do.  She's
very fast, has a lot of range with her kicks(definitely one of the best
characters to play machi style with), can tag a light pounce onto nearly
any knockdown, can delay her elbow-knee combo, can combo very well(although
to say that she can match Akira/Kage/Lau is a misstatement), and her
jumping clothesline throw has huge range and if you duck that you could get
elbowed.  She also has one of the fastest punches in the game(although its
range is very limited), and has some of the best turn-toward attacks in the
game, which is easily accessed via the shun-puri.  That said, Sarah has a
huge number of weaknesses, it's basically she's weak, has very little
effective low level attacks, and that she is the 2nd lightest character in
the game, plus has incredibly poor variety(note that having poor variety
like Lau and Jacky isn't bad, but Sarah has almost no mind games at all).
Sarah's main weaknesses are that she simply can't confuse you that well,
and she is just way too light, making your power combos way too easy to
do on her.  Stagger elbow-knee,elbow-kickflip, stagger elbow-knee,jumping
kick,backheel sweep, as well as stagger elbow-knee,2 punches,elbow-kickflip
all work insanely well against her.  Also remember that most of her attacks
can be countered if blocked.
Elbow-knee: The main weapon to beware of in the case of an aggressive Sarah.
            The elbow can be delayed.  The elbow if it staggers you, will
            make the knee strike juggle you higher than usual.  That said,
            if the Sarah player just does the elbow and it's blocked, you
            can punish her.  The knee if blocked is very quick in recovery;
            you must punish her quickly.
Knee: You need to beware of this main cause if it MCs, it does extra damage
      on you, and Sarah can connect her heavy pounce.  If you block it,
      then bodycheck the lights outta her.
Kickflip: Fast, high priority, high damage, pounce guarenteed afterward.
          Nothing else to say, it is a kickflip after all.  If you block it,
          immediately go for a throw or a super dashing elbow; Sarah has
          the fastest kickflip in the game.
Punt kick-side kick: Sarah's other main weapon.  It has huge range, comes out
                     very quickly, and a pounce can be done afterward.  Her
                     best midrange attack.  That said, you can reverse it,
                     and if totally blocked, you can punish her.
Jumping clothesline: Probably Sarah's best offensive strategy; the reason
                     is simple; you either get staggered or thrown.  The
                     cool part though is that you can do this too.  The
                     best way to counter this is to try a crouch dash
                     backward into a heel thrust or sidekick.
Punch-kick: Sarah has the fastest punch, tied with Kage and Pai in speed.
            If it connects, expect to lose 70 points of damage(she can add
            her pounce).  Just something to beware of.  Her punch is actually
            quite short-ranged, so keep that in mind.
Punch-sidekick: Another attack to beware of against Sarah, the sidekick is
                very fast in startup and recovery and can stagger, so don't
                automatically block low after a turnaround backfist or a
                jab.
Shun-puri: Sarah's instant turnaround, which enables her to use her sweep,
           one of the game's best low attacks in startup, recovery, and the
           fact that a pounce is guarenteed, and if it does counter, a
           combo can be done.  In addition, her backfist will float the
           opponent, enabling a juggle combo.  If you are quick about
           putting pressure on Sarah when she starts crouch dashing to
           turn away, you might be able to MC her with a deep bodycheck for
           huge damage.
P+G throw: If escaped, Dural shrugs off of Sarah, leaving her back exposed.
           She can then run around in a circle to your back, so beware of
           that.  If she doesn't, then deep bodycheck her.
There are probably more attacks you need to beware of, but as you can see,
Sarah is a pretty straightforward character; if you are far away, she either
tries to punt kick you, side hook kick you, or jump clothesline you.  If
you are up close, she tries to elbow you, jump clothesline you, or kickflip
you.  And she will mix that up with the occasional shun-puri to use her
sweep.  The key to beating her is simply learn what's what.  Try to remain
standing; she has very little low attacks to hit you effectively(if she
tries her shin slicer, hit, miss or blocked she's vulnerable to a powerful
stagger combo).  And take advantage of every combo oppurtunity you get; Sarah
is very light, many of your combo exhibitions will connect on her, doing huge
damage and pushing her very far out of the ring.

********
*3.Shun*
********
Shun is the most unorthodox character in the game; all I can say about how
to play against a Shun player is learn how he's predictable; most of Shun's
attacks are either weak, slow to startup, or slow to recover.  The main
strength of Shun is his unpredictability.  To be honest, I have no idea how
Shun is played, all I know is that you shouldn't let him get the oppurtunity to
P+G throw you or do his 2-handed push; both get him drunk, making him
stronger and giving him more attacks to use.  I also know that he can duck your
elbow since he's so short, so be sure to remember that.  Remember; find where he's
predictable.  If he does an attack that automatically puts him on the ground,
don't immediately do a ground attack; he can rise unexpectedly quick.  His
cartwheel kick leaves him vulnerable if blocked.  Oh yeah, watch out for his
dodges(you can senbon punch to realign yourself with him if you know how)
and their various followups.  And look out for his d/b+K,K; the first attack
is low-level.  So to reiterate; Shun can't use a specific set of attacks; he
needs to use everything in order to beat you.  Find where he's being predictable
and punish him.  Consult a VF movelist and find out which attacks hit which
level and familiarize yourself with them.

*******
*4.Pai*
*******
Pai is the most beginner-friendly character in this game.  But ignoring
that, she is really quite a force, being the fastest character, being
insanely small, having good combobility, having good throws, and possessing
reversals.  You need to capitalize on the fact that Pai is very weak and
the most light character in the entire game and TFT her or combo her to your
delight.  That said, it is going to be hard to strike her because she
has reversals to take away many of your high and mid level attacks.
Sidekick: This is uncounterable, and of course it staggers.  If this occurs,
          struggle, because Pai is probably going for the downward chop.
          Also has quite some range.
Downward chop: Also uncounterable, and if it connects during a stagger,
               expect to be juggled.
Reversals: Pai has high and mid reversals.  Because of this, she can take out
           your jab punch and super dashing elbow, as well as various other
           attacks.  This is definitely something you want to beware of.  This
           doesn't mean you just stick to low attacks, but it definitely means
           you need to mix up your attacks and hit levels so it becomes much
           harder to get reversed.
DDT: Do you find it weird that Pai, a small chinese girl does a pro-wrestling
     attack in combat?  I do.  Ignoring that, this is Pai's best throw.
     It does quite some damage and reverses the ring.  Expect this throw
     to be used a lot, especially since Pai is weak and so will throw a lot
     to conpensate for this.
Stumble throw of Doom: This is Pai's rolled combo; she basically does the
                       stumble throw, then follows up with the PPPK string.
                       Only the 3rd P and the K will connect, but it still
                       hurts, taking out 92 points of damage.  Try to struggle
                       though; you might get out before she pulls the combo
                       on you.  But again, beware throws.
Cartwheel: This is Pai's low throw.  She will cartwheel over you leaving
           you vulnerable to attacks from behind, but she really doesn't have
           that much of an advantage.  Just make it a habit to immediately
           run away when you see this.
I'm sure there's more attacks to beware of, but mainly expect a barrage of
jab punches mixed in with low punches, reversals, throws and sidekicks
against Pai players.  To beat her, carefully look for oppurtunities to combo
her, and when they come, take them and use them; Pai is light, so she will
eat more punishment and get knocked further away from the ring.

********
*5.Lion*
********
Lion has the fastest mobility in the game, and is the best distance opponent.
He is also the smallest opponent, and in fact can duck elbows if he doesn't
block, which can lead to a major pain.  His sidekicks are also the fastest
in the game.  Also has quite a variety of dodges to complement his already
excellant mobility.  And his pounces are relatively quick.  Fights against
good Lion opponents can often be quite annoying because Lion is slightly
scrub-friendly, so he doesn't even need to do things that correctly.  That
said, he is not without his weaknesses.  He is light, weak, almost all of
his attacks are counterable, and none of his attacks will switch sides with
the opponent(making it insanely hard for him to regain momentum when you've
pushed him to the edge of the ring).  He is also definitely NOT a combo-based
fighter at all.  Lion is a distance fighter quite frankly, and if he's played
any other way, he will lose.  The key to winning against him is NOT to let
him get in and out of your range poking at you.  You need to apply pressure
and keep applying it, pushing him back towards the edge of the ring.  If you
can senbon punch, do it to realign yourself with him when he dodges.  Keep
in mind some of your mid-level attacks will miss him if he crouches(I believe
your elbow and maybe your sidekick will miss as well as possibly your
heel thrust, but your super dashing elbow will always hit, so that's a plus).
Some attacks to keep in mind:
Double low kicks: Nothing spells scrub Lion more than the overuse of this
                  attack.  If you see your Lion opponent doing this over
                  and over, block, super dashing elbow him, then senbon punch
                  into TFT combos or Giant Swing, or just go for your
                  typical dashing elbow combos.  This is a fun fight.
Spin forward mid-kick
and spin forward sweep: Here's two moves that look insanely alike yet hit at
                        totally different levels(mid and low).  The way to
                        tell them apart is to listen at what Lion yells during
                        the start.  As far as I remember, Lion yells "Ng!" for
                        any low attack, and "Hui!" for any middle attack, or
                        I could've switched those two, but that's basically the
                        two things he yells.  Once you get used to them, you
                        can just block on reaction and punish him as he's
                        recovering.
Single low kick: Basically the first d+K in the canned d+K,K combo.  He can
                 delay the followup into the high kick or the low kick.  Just
                 be ready to block the right way or counter immediately.
Double hop kicks: This is the u+K,K canned combo, the main reason why this is
                  deadly is because the 2nd K can be delayed, but of course, if
                  you block it, punish him.
Lunging fist: This is Lion's longest attack, and he yells something right before
              he does it, so get used to hearing it so you can block and throw
              him.
Elbow: Lion's elbow is SLOOOWW.  Block it and counter.  It's not even good for
       conventional staggering unlike other people in the game.
Knee: Much like his elbow, Lion's knee is worthless because it's much slower
      than other knees and recovers much slower.  Useless for comboing.  Block
      and counter.
There are a lot of things to beware of against a Lion player, most of his attacks
are quite confusing much like Shun's.  Unlike him though, a lot of the times Lion
yells something right before he does an attack, which immediately will tell you
what level he's aiming to hit you at.  Remember to lure him to hit you then
block and counter.  And to reiterate, keep pressuring him towards the edge of
the ring and combo him if you get the chance; he's light and he has no effective
way to reverse the ring to avoid ringout.

**********
*6.Jeffry*
**********
Jeffry is definitely an excellant character.  He has an excellant arsenal of
throws, good juggle combos, good pokes, good range, and good mobility.  Due
to his weight, it will also be harder to combo him compared to the others.  His
only weaknesses are his lack of speed and that he is not a beginner's character
at all.  Obviously the way to take advantage of Jeffry is to find weaknesses
connected to his lack of speed.  You want to overwhelm him with your faster
array of attacks.
Dashing elbow-uppercut: Definitely one of Jeffry's best attacks.  The dashing
                        elbow by itself is uncounterable, and the uppercut
                        can be delayed to catch you.  Beware of guard cancelled
                        followups from the elbow, such as his crucifix piledriver.
Uppercut: Whether it's the standing canned 2-hit type, or the crouching version,
          this is Jeffry's best juggle combo starter.  Now, given that you're
          Dural, he can't really combo you, but he can still go for a light
          pounce.  Beware of him delaying the 2nd hit of the standing version.
          And the crouching version comes out faster.  Anyways, this is one of
          his faster attacks, so you need to trick him into pulling it out
          when you're blocking, then counter.
Knee: Jeffry's other main juggle combo starter, beware of this too, cause he will
      use it to beat out a lot of attacks, then follow up with a pounce.  Keep
      in mind it's semi-slow and if you block it, you can go for a counter.
Toe kick-X: Basically Jeffry can either go for the hammer or the Toe kick of
            Doom after this attack.  Both aren't guarenteed, but the fact that
            the attacks could be delayed leads to some problems.  The best solution
            is to crouch dash backwards; you will avoid both attacks.  As for
            the toe kick, it's rather slow, so if you block it, immediately go
            for your counter.
Elbow-hammer: Again, Jeffry can delay the followup hammer, so that's something
              to beware of, and of course, you block, you counter.
Axe kick: One of his longer-reaching attacks, it will beat a lot of attacks at
          mid range if done properly, however it starts up kinda slow, so be
          ready to block and counter.
Crucifix Piledriver: Jeffry's best throw, because it not only does the most
                     damage for him, but it has a built-in crouch dash.  Always
                     beware crouch dashing Jeffrys, and watch out for other
                     followups, such as maybe him low throwing you when you
                     crouch dash to avoid the crucifix piledriver.
Backbreaker: His other best throw, because of the built-in dash.  However, if
             he whiffs, he ends up doing his butt attack, which is a prime
             time for a MC bodycheck.  If you managed to hit him with a low
             punch in an attempt to avoid this throw, you will end up MCing
             his butt attack, ending up with his back towards you.  Quickly
             run forward and do an elbow-kickflip.
Powerbomb: Jeffry can low throw, so don't leave yourself too vulnerable or
           caught whiffing a low punch.  That said, that's all I can really
           give you on help against low throws.
b+P+G throw: Always key in b+P+G to counter Jeffry's throw, so that you counter
             both his Body press and Fireman's carry throws.  If you reverse
             the body press, you will end up right behind Jeffry, so immediately
             so for the bodycheck.  If you reverse the fireman's carry, both
             of you have your backs away so you need to press your luck and
             turn around first.
Pounces: If Jeffry misses either of his pounces, he is left vulnerable for
         a darn long time.  Quickly stomp on him before he gets up.
The way to winning like I said is to find weaknesses that are tied to Jeffry's
lack of speed.  Poke, poke, poke to win.  Pressure plays a high role here.  And
when you do decide to combo, you're not going to get a lot a variety, since
Jeffry's so heavy.  Make sure it's either the canned combo variety, or TFT him
and go for the 2 power combos that only work on him and Wolf. ;)

********
*7.Kage*
********
Kage IMO, is the 2nd best non-Dural character in the game.  He is the most
well-rounded character, and has no real weakness.  He can play at any range
and defensively as well as offensively.  He is also known for his above-average
speed and arguably the best punch(he has the longest range of those people who
have an 8-frame punch).  But probably what he most known for is his ability to
ring out.  His pressuring game is very good when it comes to pushing the opponent
back, and his TFT combos will not only push people insanely far back, but do
about 50% life per combo if the opponent really knows what he's doing.  In
addition, he has the best "regular" elbow, and can turn any stagger into a
prime TFT oppurtunity.  The good thing is that because of Dural's weight it is
impossible for Kage to do his TFT-Rising Knee combos, and even the triple swipe
PPPK TFT combo won't really work that well.  So his ability to do massive
damage on you is lessened(but you still need to beware, because he can still
do PK,sweep after an elbow stagger), but he can still ring you out well and
pressure you well if he wants to.  This is one of the toughest fights, but just
remember that Kage needs to play a well-rounded game to succeed, he is decent
in every aspect of the game, but has no really outstanding trait(save for his
TFT).
Senbon punch: If you haven't seen this move used by a veteran Kage player, you
              don't know the massive potential behind it.  This is the best
              jab punch in the entire game, its speed is unmatched, and its
              priority beats out nearly anything.  Kage players will use this
              to close in, making it very scary.  The best bets are either to
              reverse(G,d+P or G,b+P,K,G) or to crouch dash backwards and try
              a heel thrust.  But when you do that, watch out for that sidekick
              or elbow(be prepared to do a mid reversal).  And like I covered
              before in the senbon punch section, if he touches you at all, it
              becomes a HUGE throw oppurtunity.  Stay calm, if you don't and
              panic, it's over.
Elbow: As stated before, Kage has the best regular elbow.  It comes out the
       fastest, has the longest range, and has the fastest recovery.  Kage will
       use this as his main offensive weapon against crouching opponents.  Once
       they stagger, they will either eat major punishment from a followup
       PKsweep combo, or eat a senbon punch linked to a TFT combo.  The good
       thing is Dural can reverse the elbow, which takes some of the steam off,
       but then Kage might bait you to try the reversal then on reaction crouch
       dash and TFT you.  But beware of this attack whenever you crouch.  If
       you do block it, remember that Kage is vulnerable, so immediately counter.
Sidekick: Kage also has an excellant sidekick, which is one of his best midrange
          attacks, being that it's uncounterable, and will stagger the opponent
          too.  On MC, he can combo you.  He won't use it as much as the elbow,
          but still expect this to come out if you're midrange and crouching.
          Best bet is to reverse it, because you can't punch-kick combo it
          as a counter.
Heel thrust: You have this too; this is Kage's best midrange weapon; it is
             fast, does very good damage(and more is guarenteed if he goes
             for his sweep), has very good range and is irreversable.  Beware of
             him using this for a counter or to beat you out at midrange.  The good
             thing is if you block it, he's left vulnerable, and you can punish
             him.
Back thrust: It hits high, so if you duck it, punish him.  It also starts out slow,
             but the main reason why you need to beware this attack is that it has
             zero recovery.  If it MCs, you can bet you're going to eat more
             punishment.  The best thing is to beat him right out; after all, it has
             a pretty slow startup.
Kickflip: Do I need to explain?  One of his best counterattacks, due to the insane
          speed and damage.  You should always beware this attack.  However, the
          recovery is terrible, so if you block it, he's all yours for the reaming.
Turn-away slide: This is the only low level turning away attack, and it is
                 unreversable.  It also has a semi-slow startup.  However, it is
                 very effective, because it has very little recovery time and reaches
                 pretty far, he can use this to keep you blocking low more often(which
                 increases the risk of you crouching into an elbow), and if he does
                 connect the attack, a turn-toward slide kick is guarenteed,
                 resulting in a good 36 points of damage(give or take).  That said,
                 if you block the attack, remember that he has his back towards you,
                 and that he either needs to runaway, or turn-around, so immediately
                 do a deep bodycheck.  And BTW, if you block the TT-slide kick, it
                 has a slow recovery, so do as you wish.
Backheel sweep: Slow recovery and startup.  However, this is almost his pounce,
                because almost any knockdown=an extra 30 points of damage from this
                attack.  If the Kage player does do this outside of a knockdown,
                feel free to MC with a deep bodycheck.
Corkscrew kick: This is something to beware of when near the edge of the ring because
                it pushes the opponent pretty far.  However, outside of that, it hits
                middle, has a terrible recovery and has a bad startup.  The main
                reason why you need to beware this is compared to the flying kick,
                the two look pretty similar, and could cost you some hits.  Just
                remember this starts out with Kage running towards Dural.  Block the
                attack and give Kage a nice TFT combo or deep bodycheck.
Flying kick: This attack is often confused with the corkscrew kick because they both
             start with Kage quickly advancing on the opponent.  However, this attack
             starts with Kage ROLLING towards the opponent.  This attack hits low,
             so block low, and Kage will fly right over you and end up with his back
             towards you, so run up and do what you want(do the torso takedown if
             you want style points, or the deep bodycheck for damage).  That said,
             this attack has a pretty bad startup and recovery.  However, the
             initial animation of Kage rolling enables him to roll under many attacks,
             even some mid and low level attacks, so beware.
Reversal: Kage possesses a high level punch reversal.  This can take out your jab
          punch.  If he whiffs, he does a low punch.  Avoid becoming too predictable
          with high leveled punch attacks.  However, this attack won't take out your
          mid leveled pokes, so that's a good thing.  Just avoid becoming too
          predictable with the jab punch.
Ten foot toss: The #1 reason why Kage is feared.  The cool part is that against Dural,
               about 90% of his power followups are negated.  Still, beware of setups
               to this throw(like senbon punching, staggering, whiffed attacks),
               because Kage can still push you pretty far back with this throw.  That
               said, if the Kage player really knows the triple swipe,PPPK combo,
               expect to take 50% damage and get pushed very far back.  You need to
               play hard to make sure you don't get thrown.
Pounces: Kage's pounces are just like yours(or maybe, Dural's pounces are modeled
         after Kage's).  So the knee pounce is worthless and if you dodge it, deep
         bodycheck him.  In fact, if you dodge his pounces at all, and he's wide
         open, don't pass up that deep bodycheck.  This is one of the greatest
         places to equalize the match.
Because Kage is really so well-rounded, the weaknesses you find are often from the
player akin to a particular method of play.  Kage is a player who simply can't get
predictable, because he's not the best at everything, so once you see a similar
pattern he goes for(like always sidekicking at midrange), punish him.  Remember that
Dural can actually do almost everything Kage can do(most of his more powerful
weapons are in Dural's possession) save for having an 8-frame jab punch, so you
can play like Kage.  TFT combo him whenever you can.

*********
*8.Jacky*
*********
Jacky is definitely one of the best characters in this game(I think he's the
3rd best in this game right behind Kage).  The main reason is all his canned
strings are excellant.  Jacky is in fact, not a combo character.  The reason why
his canned strings make or break Jacky is because they can all be delayed on the
2nd hit.  Jacky is the master of traps.  When playing against a good Jacky player,
typical thinking goes like this, "Wait, I blocked this attack, now's my
oppurtunity, wait no, it could be a trap!"  Jacky is designed that often you
don't know whether he was on purposely delaying his attacks or accidently making
mistakes.  If you guess wrong, you eat an MC kickflip and followup pounce, losing
about 70% of your life.  It definitely takes all the skill you need to beat a
great Jacky player, and sometimes even just an average Jacky player, because he
is also one of the easiest to learn characters, and most players who use him
concentrate on about 4-7 core attacks.  That said, this game isn't hopeless.
Almost all of Jacky's attacks leave him vulnerable if blocked, and once you get
the chance, punish him.  Also, Jacky is a character who must play close-in in
order to do well.  If you put him on defense, he doesn't have a lot of good
measures to regain initiative.  So this game will be about keeping him from
going offensive and trying to catch you in his traps.
Jab punch: The jab punch for Jacky starts one of his most confusing strings.
           He can delay the followup sweep(and even if he doesn't, you'll be so
           surprised when the jab punch hit that you automatically block high and
           get hit by that low sweep).  Or if the punch hit, he could go for
           the P,P,f+P,K combo and pounce, doing huge damage.  Of course, he
           could also delay the heelkick there.  Or he could just do the atypical
           punch-kick combo and pounce.  I don't what else to say other than
           practice and learn the followups.  Oh yeah, if you ever see scrubs
           doing P,P,f+P over and over, punish them, because those fights are
           so easy(another trademark scrub tactic that is done with Jacky is
           the K,K combo over and over, and the shin slicer, both can be blocked
           and countered, the shin slicer you don't even need to block to
           counter).  I think it's rather safe to say that for the jab punch and
           its followups, block high for the 1st hit, then low, then high, then
           high.  The low block should avoid the sweep(but watch our for the
           up close punch-sidekick combo because it hits middle), then the rest
           should block the elbow and heelkick.  But then, he could do a guard-
           cancelled jab punch and go into a mid-level attack, like the elbow-
           heelkick or kickflip and then pounce afterward, so always blocking
           low after the jab punch doesn't solve anything.  Like I said before,
           the best way to beat the jab punch and its followups is practice
           and anticipation.
Low backfist: Arguably Jacky's best attack.  It is irreversable, comes out fast,
              hits low, and on MC he can combo into his kickflip.  It is also
              uncounterable, so often, people eat Jacky's low backfist,kickflip
              trap cause they thought the opponent was trying for the sweep
              followup.  And like said, he can link this into the sweep, so he
              can actually delay the sweep followup(often a downfall for many).
              Your best bet is to interrupt him.  This is risky, but it's
              probably your best bet against this attack(even if you want to
              block both the kickflip and sweep, what if he decides to throw
              you?).  That said, if you are pretty sure he's going for either
              the kickflip or sweep, if you block both, you can punish him.
Elbow: Jacky can use this attack to stop you if you crouch.  He can also link
       it into the heelkick and the light pounce for a guarenteed combo.  But
       why it's so powerful is because he of course can delay the followup.
       That said, block either the elbow or heelkick and Jacky's vulnerable.
Beat knuckle: Yep, one of the attacks that people who detest Jacky hate.  It
              is very fast and often catches people by surprise.  Also does
              quite some damage and allows a pounce.  However, people who
              totally abuse this attack are most definitely scrubs.  The
              recovery time is just too slow for you to run up and combo him
              to death.  In addition, Dural can reverse it using either the
              punch reversal or the high reversal.  Supposedly the properties
              of the attack change when Jacky has different stances(in closed
              it recovers slowly, but comes out quickly and in open stance,
              SUPPOSEDLY it comes out slowly, but recovers quickly), so keep
              his stance in mind cause it may affect how you deal with him.
Punt kick: Jacky's best midrange attack.  It has quite some range, does quite
           some damage, and if he connects it, he can go for a pounce.  It
           also comes out pretty quickly.  Of course, block it, and he's yours
           for the taking.
Knee: Jacky's main juggle combo starter.  Get hit by this, and expect to eat
      that power kickflip and a pounce.  Ouch.  That said, it has a semi-slow
      startup, and if you block it, he's vulnerable.
Kickflip: Jacky's main counterattack.  Get hit by this, and expect the match
          to be over(he can connect a light pounce afterward), especially if
          he MCs.  It does some pretty sick damage and comes out very quickly.
          He can even connect the special guard-cancel version after an elbow
          stagger, making it come out with nearly any delay.  And expect this
          to come out in traps whenever you start getting the momentum.  Just
          remember not to get overconfident whenever you think you've gotten
          what you think the Jacky player is doing in his traps, because you
          just might end up eating MC kickflip and light pounce.  That said,
          if you block this, DO NOT hesitate in running forward to TFT combo
          him; openings for Jacky players are so few, so take them whenever
          you can and kill him.
Crescent kick: It is slow and recovers slow.  The main reason why you want to
               beware this is because he can delay the followup sweep.  Whenever
               the crescent kick comes out, don't hesitate in doing the deep
               bodycheck so that you avoid that dreaded followup sweep.
Trip & hammer: Jacky's best throw(not his jumping clothesline, he's not Sarah
               you know).  It does a LOT of damage especially when he adds the
               guarenteed ground kick afterward.  Nothing else to say except
               you don't want to turtle a lot for the sake of this one attack.
Jacky doesn't use a lot of his attacks, but the few attacks that he uses will
confuse you like heck.  Remember that when you think you've found an opening
in his attacks, punish him, he is vulnerable after almost ALL of his attacks.
The way to beat Jacky is to put him on the defensive and pressure him.  Jacky
is very much a character who is designed to fight up close and use offensive
traps to get his opponents.  Remember three things to beating him; put him
on the defensive, figure out his traps, and punish with the TFT combo whenever
you can.  Take advantage of every combo oppurtunity you can get to even the
score.

********
*9.Wolf*
********
Wolf plays very similar to Jeffry, so he poses about the same threat.  He has
great range, is very powerful and heavy, and has a very high variety of throws,
all which do pretty insane damage.  He is still slow, but a bit faster than
Jeffry, so he has a better time against quick people.  He also has a better time
against people up close in his face.  But in general, the same principles apply
to stopping him; swarm over him and take advantage of his slow speed.
Elbow drop: This attack comes out very quickly and at max range will interrupt
            many attacks, like your elbows.  The way to beat this is to block
            and counter.
Ballet kick: Due to the fact that this interrupts a whole slew of attacks and
             is uncounterable if blocked or whiffed(just barely), this is probably
             Wolf's best attack.  Wolf will use this attack at about sidekick
             range.  This is a darn tough attack to beat.  The best way to beat
             it is to not give Wolf the chance to use it, or to trick him to
             whiff it, when he whiffs, you can just barely counter.
Body blow: Wolf's 2nd best attack, next to the ballet kick, because it also
           overrides a lot of attacks, and is almost uncounterable, just barely
           punch-kick counterable.  The best way to beat this attack, is like I
           said, to block and punch-kick combo.
Shoulder ram: An attack with a semi-slow startup and recovery.  Block it and
              counter.
Sliding tackle: Hits low, comes out quickly, gives Wolf a free pounce.  Definitely
                something to beware, but it is very slow in recovery, giving you
                a free low throw or stagger into high throw or combo.
Upward slap: Comes out very quickly, beats out a lot of attacks and is technically
             uncounterable if blocked.  Get it to whiff in order to punish Wolf.
Knee: Wolf's main juggle starter.  If you get MCd by one of these, expect something
      else and then a pounce.  If you do block the knee, then counter.
Uppercut: Wolf's secondary juggle starter.  Much like Jeffry, they come out
          faster and on MC also float the opponent.  They also don't leave him
          as vulnerable as the knee if blocked.  But Dural can reverse them, or
          block and counter.
Reversal: Wolf's reversal stops sidekicks.  But it really doesn't matter against
          Dural; you have the elbow at close range, and the super dashing elbow
          for midrange.  Keep in mind a backwards crouch dashing Wolf is
          probably trying to get you to hit him with the sidekick(since the
          elbow obviously misses), so either surprise him with a dashing elbow,
          or dash forward and elbow.
Giant Swing: Well, I had to get to it sometime; this is Wolf's most powerful
             throw, and does 50% besides pushing the opponent very far back.
             A definitely good argument to not stay too vulnerable to high
             throws.  NEVER forget that your opponent can do this, or you will
             get nailed by it, even when Wolf is playing the game without using
             this attack at all, because you'll know he's trying to make you
             forget it.
Ghostbuster: Wolf's piledriver, probably another throw to beware of, because
             of the built-in crouch dash option.  Anytime you see crouch dashing
             Wolfs, immediately whip out the super dashing elbow.
Body slam: Wolf's 3rd best high throw, because it is very easy to execute.  Beware
           of it, especially considering how it shares the same command as the
           body blow.
Low throws: Wolf has a variety of low throws that he can use on you if you end
            up vulnerable in crouching position, so don't ever leave yourself
            whiffing a low punch.
P+G throw: If you reverse this throw, Wolf is at your mercy.  His back is totally
           vulnerable to a deep bodycheck.
Remember, the key to fighting Wolf is to bog him down with your faster attacks.
Keep in mind that while Wolf is slow, he has many excellant attacks for
interrupting your attacks.  And try not to give him throw oppurtunities.  Of
course, remember to seize all throw oppurtunities of your own.  Using that
senbon punch will help set him up for your TFT combos.  Remember; pressure.

**********
*10.Akira*
**********
Akira is IMO the best regular character in this game(Dural is more of a "boss").
He has the ability to pressure very well at midrange to point blank range,
possesses very powerful attacks, combos and throws, has the ability to maintain
initiative, and can take it from his opponents and turn it into his intiative
via his reversals, and possesses guard breaks.  In addition, many of his attacks
are pretty fast, and Akira is very good at ringing out.  His only weaknesses
are that he can't play extremely long range(although he can play a good midrange
game), and that he is arguably tied with Shun as being the hardest character
to master in the game.  Plus, aside from his dashing elbows and sidekicks, most
of Akira's attacks leave him vulnerable if blocked.  Go up against a really good
Akira player, and you'll see why he's so good.  In addition, many of the staple
combos that good Akira players use aren't really juggle combos, which makes that
even worse for you as Dural, because that means you're just good as combo bait
as other people.  The best way to play against a good Akira is to play at every
angle of the game; although Dural excels at long ranged fighting better than
Akira, you still can't do it the entire game.  I believe occasionally pressure
Akira inward, then back slightly out to ward him off of you with your reversals
and heel thrusts, bodychecks, super dashing elbows, and kickflips.  But overall,
remember, don't get predictable, that's the worse thing you could do, Akira
can punish you like you wouldn't believe(only people who come close are Lau
and Kage).
Senbon punch: Face a good Akira, and you'll see him close in with this punch
              much like Kage.  Akira has the 2nd fastest punch in the entire
              game.  Until Kage though, he can tap b or d/b right before he
              does the punch(much like you), doubling his senbon punches as
              high and mid reversals.  And of course, you block, that's enough
              initiative for him to throw you or stagger you then combo you.
              Like Kage, you can either try crouch dashing back, and either
              heel thrust, reverse, bodycheck, you get the idea, but you need
              to do it correctly, or you get staggered or juggled or worse,
              hit.
Dashing elbow: Normal or super, this is probably Akira's best weapon.  It is
               insanely quick startup, and if blocked, he is safe from
               counterattack.  If it hits you crouching, you stagger, and you
               eat some major punishment.  If it interrupts, you float and
               probably eat some punishment too.  And the super version covers
               a lot of range, making it very hard for you to throw him while
               he can still attack you.  However, therein lies one of the biggest
               weaknesses of this attack; while safe if blocked, Akira loses
               initiative by about 4 frames, thus if he keeps doing dashing
               elbows all over the place, just punch-kick combo and sweep.
               Plus, even if he connects on you this attack all the time, this
               attack doesn't that much damage, so he can't rely just on this
               attack to defeat you.  That said, it is still one of his most
               effective pokes, so expect to see these a lot in games.  And
               like yourself, expect him to followup afterward.  Ok, ways to
               defeat the dashing elbow are either get him to whiff it, MC him
               with a bodycheck, or reverse it.
Dashing palm: If you block this at point-blank range, the attack is uncounterable.
              This is also one of Akira's main offensive weapons, because it
              comes out almost as fast as the dashing elbows, except they do more
              damage.  And the worse case scenario; if you are crouching when this
              hits you, you go flying backward on your butt in a stagger, and
              worse of all, unlike other staggers, in this one, throws WILL COMBO.
              Generally, struggling like mad afterward will escape all things he
              can do on you, but watch out for him waiting for you to finish
              struggling and then catching you by surprise by throwing.  As for
              beating the actual attack, you can either reverse it with the high
              reversal, or the punch reversal.  Or you can hope to be lucky and
              block then throw, or interrupt him.
Double palm: An attack to note of because a good Akira will use the modified
             version of this attack in juggle combos for good damage.  It is
             also unreversible and does quite some damage if it connects.  That
             said, it comes out slightly slower, and recovers much more slower
             than the dashing palm, so if you block it, well, you know what to do.
Bodycheck: Akira's power move.  It's pretty much the bodycheck that yours is
           based on.  Thus, try not to punish Akira with anything too slow, and
           never forget the dashing elbow,bodycheck trap.  If you do forget about
           it up close, then say goodbye to 70% life.  In addition, much like your
           bodycheck, it has an initial animation that suggests that it may be
           able to duck high attacks momentarily, so watch out for that.  Ways to
           defeat it: either block and counter, or throw while it is going on.
           Due to a bug in the game, this is probably the only case where you
           can throw during the startup of an attack ANYWHERE on the screen.
           Watch for Akiras who do deep bodychecks, which make the attack gain
           a bit more range, making it easier to get that full 80 pts of damage.
Knee: Only people who have this attack's bizarre move commands down will use this.
      It is essentially the hopping knee strike that others have.  You don't
      really have anything to worry about since you're Dural, so even if it MCs
      against you, he has no good followups except to try for a ground punch.
Jumping kicks: Akira's other juggle starter, or power attack.  If he goes for
               the single kick version after a guard break, it would float
               opponents extremely high, however since you're Dural, you don't
               even really get off the ground, so nothing to fear.  However,
               if he does the double jumping kicks, expect to lose a lot of
               life.  Ways to counter them, well, they essentially have a slower
               startup than a knee, and the recovery is either tied with the
               knee in Sarah's elbow-knee combo(the single jump kick), or
               a regular knee(the double jumping kicks), so just immediately go
               for your counters.
Reversals: Akira has the best reversals in the entire game.  He basically has
           a reversal for every occasion.  Akira can reverse almost all of your
           key attacks, the super dashing elbow, elbow, sidekick, punch, low
           punch, just to name the ones you probably will use a lot.  However,
           he can't reverse everything, your heel thrust, rising knee, bodycheck
           and kickflips(just to name a couple of key attacks) can't be reversed.
           The key is to mix up your attacks and hit levels and do not get
           predictable, or you will get baited at every turn.  Keep in mind that
           you too can reverse about 90% of Akira's core arsenal, so it's kinda
           even.
Grasping mind: One of the main throws to beware of from Akira.  Its power is
               good, its ring out power is very good, and on top of that, if you
               duck it, an elbow will come out, which means there is a chance
               that it will stagger you, setting you up for punishment.  Of
               course, also expect this to come out if you get staggered by the
               dashing palm.  I can't really help you on how to deal with
               throws, except to not get thrown, but don't get abusive with
               those low punches(you should know why), however, you might want
               to try ducking, then immediately standing up to block the elbow,
               then counter.
In-close ram: The cousin to the grasping mind, it essentially fulfills the
              same purpose, doing huge damage, and pushing the opponent back
              far.  However, it has quite a long command, so unless if Akira
              put you on your butt with the dashing palm, you don't have to
              worry too much about this throw.
Reverse bodycheck: Your throw is modeled after this attack, and like yours,
                   you probably know there's a lot of guessing games going
                   on after this attack, as well as the painful, guarenteed
                   sidekick followup that awaits.  If you get hit by the
                   reverse bodycheck, watch the followups that Akira
                   does and you'll know whether he's done his homework or
                   is stupid.  If he tries to dash forward and attack, he's
                   obviously not cued into what to do after the RBC; try
                   a senbon punch to turn around or runaway.  Now if he
                   always does a sidekick afterward and waits to see what
                   happens, he knows about what to do, and you're facing an
                   uphill battle.  In this case, do not immediately try to
                   run away; the sidekick is guarenteed(and already dishes
                   out a ton of damage by itself), and if it hits you, the
                   super dashing elbow is guarenteed.  If it isn't(i.e. the
                   sidekick hit normally), but he still attempts it, you
                   can either run away, or turn around with a senbon punch
                   and interrupt him.  But be careful trying to turn
                   around after the sidekick; get it wrong, and if you
                   get interrupted with the SDE, he will followup with
                   a low punch and double palm, turning this into a powerful
                   70% combo.  So to reiterate, if you get hit by the
                   throw, take the sidekick hit, then immediately run away.
Break guards: I'm referring to Akira's b+P+G,d+P+G(known as the trip throws),
              the f+P+G(break stance), and the b,d+P+G stumble throw.  The
              d/b+P+G surprise exchange is also a break guard, but it's a
              special case, I'm discussing it later.  Anyways, concerning these
              break guards, they are throws that basically do either very
              little or no damage at all, but put you in a stun giving Akira
              a chance to hit you.  However, there's no guarenteed followup
              (even the break stance,punch-kick combo wasn't truly guarenteed,
              even the computer can block it).  If you hold guard and swirl
              the joystick as well as tap the punch and kick buttons rapidly,
              you should escape whatever followup Akira wanted to try on you.
              However, don't dismiss the notion that these setup throws are
              thus worthless; he can use them to setup another throw if he
              sees you struggling like mad to avoid followups, like run up
              and catch you by surprise by doing a throw that actually does
              damage.  Just keep that in mind.
Surprise exchange: Arguably Akira's best throw(or break guard, whatever you want
                   to call it), unlike the other break guards, he can take out
                   more than half of your life with combos following the surprise
                   exchange.  Putting your back to him, he has many followups to
                   try from.  First of all, if it's a scrub you're against, the
                   double jumping kicks and bodycheck are both not good followups,
                   simply running away as soon as you are being thrown will
                   avoid both.  Now, the double palm if executed with a half
                   circle motion backward then forward and punch will be
                   guarenteed, but you should still run away, you can avoid
                   taking the full damage that way.  In addition, if the Akira
                   player gets lazy, it may miss, and then you can quickly
                   turn around with a senbon punch and hopefully lie still in
                   range to hit him.  The super dashing elbow and deep
                   bodycheck are both guarenteed, but again, running away will
                   help lessen the damage.  However, the most dangerous case
                   is the Akira player who does the Taiwan Backbreaker.  What
                   is this?  After the surprise exchange, Akira will crouch
                   dash at you and do a dashing palm.  Due to the crouch dash,
                   it will be impossible to run away from the attack, making
                   it do its full damage.  Opponents who do run away or try
                   to interrupt Akira get themselves shot across the ring,
                   and Akira can even connect a super dashing elbow after that,
                   resulting in a major 70% combo.  You can defeat the Taiwan
                   Backbreaker by rolling away, which will avoid the dashing
                   palm, but the super dashing elbow and deep bodycheck will
                   both in those cases connect while you're rolling for MC
                   damage.  Overall, it seems like there is a 50/50 guess
                   after this break guard, and in either case if you guess
                   wrong, you're going to lose at least 50% life, which sucks.
Stun Palm of Doom: Akira's best throw.  Total style and damage, this is
                   a powerful 3-hit combo that takes off 50% life from you,
                   and even leaves you with your back turned and feet toward
                   him so he can even try a pounce.  There's nothing much
                   to say; if Akira decides to go for all 3 hits and can do
                   the throw-combo consistently as well as turn staggers and
                   senbon punch touches on you into prime throw oppurtunities,
                   you are facing a total uphill battle.  However, if he
                   only does the 1st 2 hits, you are left at a position
                   much like the one presented after getting thrown by the
                   reverse body check; read that section for what he may try
                   after you.  And if he can only do the 1st hit, there's a
                   slight chance that you might even be able to hit him before
                   he recovers, so be ready.
Pounce: Akira has arguably the worst pounce in the game; the hit range is small,
        and the damage is weak.  The speed is also very slow.  If you see him
        constantly going for this, always rise up with a rising kick.  Most
        likely though if Akira really knows that he's doing, he'll only go for
        the ground punch, which leaves him at a better positioning.
Like I said, I really believe Akira is the best character in this game.  You
are facing an uphill battle.  It's not impossible, but definitely hard.  The
best way to play is to mix it up well, play at varying distances, and NEVER,
NEVER get predictable.  Look for that oppurtunity to land that DTFTKoD combo.

**********
*11.Dural*
**********
Well, it's basically you vs. you.  Hopefully, you read up this FAQ, practiced the
DTFToD and learned what attacks Dural possessed, because I can't really help you;
if I wanted to tell you how to beat Dural with Dural, I might as well just double
the size of this FAQ.  Just remember; mix it up, remember your DTFToD, and never
get predictable.  Good luck!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


************************************************************
|777777  RRR   EEE  V     V III  SSS  III  OOO   N  N  SSS |
|   77   R  R  E    V     V  I  SS  S  I  O   O  NN N SS  S|
|   7    RRR   EEE   V   V   I    SS   I  O   O  N NN  SSS |
|  7     R  R  E      V V    I  S  SS  I  O   O  N  N S  SS|
| 7    o R  R  EEE     V    III  SSS  III  OOO   N  N  SSS |
************************************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Version 0.1 November 5, 2000.
Started writing this FAQ.  Added intro and credits.

Version 0.2 November 10, 2000.
Added General Moves.

Version 0.3 November 23, 2001.
After a LOOONG time, I decided I shouldn't let this FAQ collect dust, so I'm
picking it up again.  Touched up on the special attacks.

Version 0.4 November 26, 2001.
Some more FAQ revising.

Version 0.5 November 27, 2001.
Added all the moves.

Version 0.6 November 28, 2001.
Began working on the combos.

Version 0.7 December 1, 2001.
Finished the general strats section.

Version 0.8 December 3, 2001.
More character specifics.

Version 0.9 December 4, 2001.
Added more elaboration to some of the combos.  Added more character specifics.

Version 1.0 December 5, 2001.
Added more character specifics.

Version 1.1 December 10, 2001.
Finished the character specifics.

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


*********************************************************
|  888   III N  N    CCC  L    OOO   SSS  III N  N  GGG |
| 8   8   I  NN N   C   C L   O   O SS  S  I  NN N G    |
|  888    I  N NN   C     L   O   O   SS   I  N NN G  GG|
| 8   8   I  N  N   C   C L   O   O S  SS  I  N  N G   G|
|  888 o III N  N    CCC  LLL  OOO   SSS  III N  N  GGG |
*********************************************************

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

Wondering why this FAQ so late in-coming(after all, there's not many people who
play VF in the US, and those who do are either playing VF4, or playing VF3tb on
the Dreamcast)?
-Well, it's basically like I said somewhere in the FAQ(I think it was the
revisions) that I had let this FAQ collect dust too long, but since I'm always
still a VF fanatic, and since no one had written a Dural FAQ for any VF game so
far, I decided to give it a try.  It's obviously not perfect, but if someone
read it and emailed me back, that'd be nice.  If anyone reads it at all and
gains some insight on the game, that's also makes me happy.


To those of you who want to e-mail me.
-I need feedback, plain and simple!  Please do that!  Anything's helpful, from
criticisms(if you're polite about it) to tips, I'll accept it!  And of course,
bring on the combos!  If you contribute a combo, I'll put it in and give you
credit!

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Odds and ends:
==============
In the rare case that you read down here, I will tell you some of the game's
rare stuff.  I got a lot of this stuff from VF.com from Rich Williams.  Others
I got from the various faqs from Gamefaqs.com

Alternative outfit
(version 2.0/2.1, arcade/Saturn/PC, from Gamefaqs.com):
Simply hold up during the character selection screen to choose the alternative
outfit of your character.

Slow mo replay
(version 2.0/2.1, arcade/Saturn/PC, from VF.com):
Hold down P+K+G just before the replay begins.  Only works once/match, and can't
be cancelled.  On the PC version, the slow-mo replays can be done any round as
long as the replays are 3 seconds long.

Cancel replay
(version 2.0/2.1, arcade/Saturn/PC, from VF.com):
Simply press start as the replay is occuring.

Choose winning taunts
(version 2.0/2.1, arcade/Saturn/PC, from Gamefaqs.com):
Before the replay ends, the victor can choose which winning taunt to do by
holding down either P, K, or G.  If the victor achieves an "excellant," and
doesn't press anything, he/she will do a special taunt.  Sarah and Jacky both
have 2 extra taunts can only be heard in special circumstances.

VF1 BGM
(version 2.0/2.1, arcade/Saturn/PC, from Gamefaqs.com):
By holding down start(P+K+G for the PC) at the beginning of a match right
before the round begins, depending on which side of the machine you are doing
this on you can select the remixed versions of Jacky or Sarah's VF1 background
music.

Expert mode
(version 2.0/2.1, arcade/Saturn/PC, from VF.com):
During the character select screen, tap u,u,d,d,l,l,r,r.  Sarah should say
"Yahoo!"  Then choose a character and begin.  For Saturn and PC, you don't have
to do that, just access the expert mode from the game selection screen.

Ranking mode
(version 2.0/2.1, arcade/Saturn/PC, from Gamefaqs.com):
Holding down P+K+G while putting in the money then press start.  For Saturn or
PC, just choose the ranking mode from the game selection screen.

Alternative viewpoints
(version 2.0/2.1, PC, from Silent J):
By pressing V during watch mode or during replay mode, you can cycle through
various viewpoints such as 1st person 1P/2P, cinematic, regular, or bird's eye.

View the credits
(version 2.0/2.1, arcade, from VF.com):
During attract mode hold down any start button.

Ending credit replays
(version 2.0/2.1, arcade/Saturn/PC, from VF.com):
During the credit replays, tap 1P's guard to decrease the length of the
afterimages.  Tapping 2P's guard will increase the length of the afterimages.
The joystick can also be tapped up or down for the respective results.

Kage's face
(version 2.0/2.1, arcade, from VF.com):
After 20 consecutive wins, Kage's mask comes off after he is knocked down.  In
the Saturn or PC, this already occurs.

Lau's hair
(version 2.0/2.1, arcade/Saturn/PC, from VF.com):
In Lau vs. Lau vs. mode games, the winner's hair will keep getting longer and
longer while the loser's hair keeps getting shorter and shorter.

Japanese joke
(version 2.0/2.1, arcade/Saturn, from VF.com):
The japanese posts in Kage's stage will read peas and sausage if read in a
certain way in japanese.

Throwing Akira out of a bodycheck
(version 2.0, arcade/Saturn/PC, from Gamefaqs.com):
If a throw command is keyed in by the opposing player when Akira does a bodycheck,
Akira will be thrown out of the bodycheck's sliding animation no matter how far
the two characters are from each other, this leads to some pretty funky animations.

Infinite range powerbomb
(version 2.0, arcade/Saturn/PC, from VF.com):
In Jeffry vs. Shun fights, if Shun taps d,d to sit down, Jeffry can execute a
powerbomb command anywhere on the ring, and he will materialize right in front of
Shun, grab him and powerbomb him, even if Shun's back is to him.  Leads to some
pretty funky replays.

Copy winning taunts
(version 2.0, arcade/Saturn/PC, from Gamefaqs.com):
Have the losing player in a vs. game turn his/her back to the winning player and
then have the winning player push the losing player forward until his/her front
foot is slightly more than halfway out of the ring.  After time over, the winning
player's taunt should push the losing player out of the ring, where they recover
and copy the winning player's taunt.  Leads to some funny views.  You can actually
hear Sarah and Jacky's 2 secret winning taunts if you do it right(I got Sarah to
say her "An ameteur like you could never defeat me" quote when Shun was the
winning character).  You might want to hold block when you use Shun in any part
of this trick, since he slides back and forth.  And if he's the winning character,
try having him with his back to the opponent as well to make it easier to push
the opponent out of the ring.

One-man throw
(version 2.0, arcade/Saturn/PC, from VF.com):
If both characters are close to the ring's edge, and you try to throw him/her,
sometimes one of you steps out of the ring before the throw completes, in that
case, whoever is left in the ring continues the throw's animations alone.
Try having the thrower be Shun doing his Dances w/Punches throw and have him
step out, or try having Kage do his Reaping Throw and have the opponent step
out.

Akira's jammed reversals
(version 2.0, arcade/Saturn/PC, from VF.com):
Have Akira try to reverse a high or low kick, then guard-cancel the attack just
as the reversal animation is beginning.  Usually, Akira twitches, then
continues with the reversal animation.  Then he will be frozen and unable to
move.  If the opponent of Akira enters a motion as Akira is twitching, Akira
goes in that direction.  And Akira can be thrown from the opponent on the ground
if you hold up on the joystick(which puts Akira into the air).  This can also
be done on the CPU Dural.  In the PC version, Akira continues with the reversal
animation but isn't frozen afterward.

Sky throw
(version 2.0, arcade/Saturn/PC, from VF.com):
Right before time over, have the character with the lower energy do a high jump,
Just as the announcer says time over, the other character can throw the
opponent in the air.

Floating victory stance
(version 2.0, arcade/Saturn/PC, from VF.com):
Right before the replay, twirl the joystick round repeatedly.  The victory stance
should be in the air afterwards.

The bird
(version 2.0, arcade/Saturn, from VF.com):
Bring out the bird in Jacky's stage by holding D+P+K+G+Start for both players.
The bird will fly off the rock in the background and hover over the loser.
This works in vs. mode and against the CPU.  Against the CPU, if you brought
out the bird, lost by RO, are still standing and have more energy, hold up and
the bird will pick you up by the face and fly away during the continue sequence.
If the path intersects with the ring you will be dropped back into it.  And if
you have less energy than the CPU, the bird doesn't come out but your character
still goes through the same animation.  If you bring out the bird against the
CPU and lose by KO, holding up until the continue sequence ends will result
in the loser standing up, speaking the losing quote, then tumbling down like
an idiot.  And finally, if against the CPU you bring out the bird, lose the
match by time over and hold up, the bird won't come out, but the same animation
will occur.  This doesn't work in ranking mode.

Knock the lamps over
(version 2.0, arcade/Saturn, from VF.com):
If Wolf stands at one corner of Kage's ring, he can use the giant swing throw
to throw the opponent into the background torch, which dims the lighting in the
stage.

Replay freeze
(version 2.0, arcade/Saturn/PC, from VF.com):
At the end of the round, after the round is called(KO,RO,TO), keep cancelling
high kicks.  Continue until after the replay begins.  The replay may or may
not be frozen; characters can be frozen in mid-animation, but the camera may
still move about.  Interesting angles possible.

Break the VF2 machine
(version 2.0, arcade, from VF.com):
Against CPU Dural, make sure the very last round ends in a draw(keep holding
down and Dural won't advance), but that you still win the match.  The ending
replays will show you facing Lau but neither of you will do anything.  Then
start a new game.  In earlier versions of the game, this resulted in chaos,
usually the machine will crash/freeze, other times all polygons will be gone,
leaving only sprites to be displayed.  And sometimes you'll have floating
afterimages during the game, other times the camera will be frozen or move
around like crazy.

---
end(no really)