Variable Geo MAX FAQ v2.0
                                (11/22/2002)
                                By X-Bahamut
                       xbpublic(at)NOgraffitiSPAM(dot)net

Barring anything new and interesting found out, proper movenames being told
to me, or some error being pointed out, this will be the final version of
this FAQ. Hope it's useful to someone. :D

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1.0: History
2.0: Controls
2.1: Control Key
2.2: Notes
3.0: Characters & Moves
3.1: Universal Moves
3.2: Yuka Takeuchi
3.3: Chiho Masuda
3.4: Tamao Mitsurugi
3.5: Satomi Yajima
3.6: Manami Kusonoki
3.7: Yumiko Watanuki
3.8: Jun Kubota
3.9: Kaori Yanase
3.10: Reimi Jyahana
3.11: Masako Houjouin
4.0: Secrets
5.0: Credits
5.1: Legalities

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1.0: History

v2.0 - (11/22/2002)
Got bored one day and decided to do some various cleaning up of the FAQ.
Should be more readable now. Whee.
Added some info about the comboing system in general, and damages...
Added damages and hit counts for the listed moves.
Added descriptions of all the moves that are listed.
Fixed one of Jun's moves.
Found the Masako "code"... It's pathetically obvious. Sigh.
v1.6 - (06/22/2000)
Added a few more moves.
I'm now determined to figure out the code to enable Masako. (No luck yet.)
Realized how stupid my copyright section was, and changed it. (Well, I
suppose that's what I get for copying it from a .WAD Author's template.)
v1.5 - (04/24/2000)
Fixed a few small typos & spelling errors.
v1.4 - (04/23/2000)
Found out that Satomi's Slash reflects fireballs.
Fixed a bit of info on Masako's grenades.
v1.3 - (04/22/2000)
Noticed something neat about Masako's standing B. It reflects fireballs.
Checked out who has unreflectable projectiles.
v1.2 - (04/15/2000)
Noticed that VG MAX has a counter system.
 Added counter system.
Added another of Chiho's Supers.
v1.1: - (04/10/2000)
Added the History.
Added Throw Defense & Recover. Forgot 'em in the last version. Whoops.
Added Yuka's Command Attack.
Fixed a couple small errors.
v1.0: - (04/09/2000)
Added (all?) moves for all characters, example combos, controls, etc.

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2.0: Controls

Player 1: Weak:   A or Button 1 on a joystick/gamepad
         Strong: S or Button 2 on a joystick/gamepad
         Both:   Z or Button 3 on a joystick/gamepad
         Up:     T
         Left:   F
         Right:  H
         Down:   B

Player 2: Weak:   Left Arrow or Button 1 on a joystick/gamepad
         Strong: Up Arrow or Button 2 on a joystick/gamepad
         Both:   Down Arrow or Button 3 on a joystick/gamepad
         Up:     Keypad 8
         Left:   Keypad 4
         Down:   Keypad 6
         Right:  Keypad 2

Pressing the Weak and Strong keys together is equal to pressing the Both key.
Go figure. To the best of my knowledge, there's no support for changing your
controls...

2.1: Control Key

Weak:                                      A
Strong:                                    B
Both:                                      AB
Either(Weak or Strong):                    A/B
Quarter-Circle Forward:                    QCF
Quarter-Circle Back:                       QCB
Half-Circle Forward:                       HCF
Half-Circle Back:                          HCB
Dragon Punch(Forward, Down, Down-Forward): DP
Reverse Dragon Punch:                      RDP
Forward To Down:                           F2D
Back To Down:                              B2D

x# after a something means repeat whatever is immediately before the x#
before continuing. The # is how many times you should repeat it.
c in front of a direction means to charge(hold) that direction for a moment
before continuing.
Directions are simply a lower-case letter: b, f, d, u.
j means jump, which can be straight up, as well as towards or away, or a Hop.
Some moves only work when close to your opponent...this has been noted.

2.2: Notes

Names used for moves and whatnot, in this FAQ, are strictly arbitrary. I have
insufficient knowledge of Japanese, to puzzle out what the characters are
saying, and get a real move name from that. Hence, the names are just generic
descriptives, slightly "flashy-ized".
Anything not listed in here, please tell me about it, and let me know if
something is incorrect.
Also, "None." tends to mean "None that I've found.", as this entire FAQ
was made via long hours spent in front of my computer, trying stuff.

The example combos listed below are hardly any sort of comprehensive guide...
Some are complex and require a high degree of skill to perform, while others
are simple and easy to do. Experiment on your own.

Oh, heh... Variable Geo MAX is a hentai game. Personally, I don't much care
for that aspect of it, and disable it in the options menu. But it's there if
such appeals to you. :P

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3.0: Characters & Moves

Supers require 1 level on the Power Meter.
MAXimums require 2 levels on the Power Meter.

A note on comboing. VG MAX uses a declining damage system of comboing;
what this means is, the more hits your combo does, the less damage you'll
end up doing with each hit. It's very subtle though, so not something to
have much concern over. The maximum possible damage a combo can do is 199.

Damages do also tend to vary slightly, particularly for the stronger attacks
in the game. I haven't investigated too much into this, but it's pretty
slight, less than 10 damage points. So, damages listed might be off a tad.
Ah, the listed hits and damages are the maximum I've seen them do, as opposed
to what usually(Especially in the case of rush moves.) happens.

Also, characters who are crouching take more damage than those who are
standing, and jumping characters take less damage than standing ones.
Damages listed are for when the opponent is standing.

Canceling is a term used to describe interrupting a move in order to do
another one. In Variable Geo MAX, this works as follows:

Special attacks may interrupt normal attacks.
Super attacks may interrupt Special attacks.
MAX attacks may interrupt Super attacks.
Super attacks may also sometimes interrupt other Supers.

3.1: Universal Moves

Dash:          f, f
Hop Back:      b, b
Hop:           AB
Shadow Jump:   d, j
Throw:         (Close)f+B or (Close)b+B
               The damage throws do is random. Usually between 26 and 31.
Throw Defense: Press A or B when your character is about to be thrown.
Recover:       Tap d, d just before you hit the ground from a fall.
Counter:       Perform a Special, Super or MAXimum move just as you block a
               hit.

---------------------------------------

3.2: Yuka Takeuchi

Command Attacks:
*Jump Kick (j, f+B) or (u, B)
 Hits: 1-2
 Damage: 5-13
 Yuka kicks out at a straight angle, instead of striking downwards like her
 normal, stronger jumping kick. Good for crossups, and it will hit twice if
 you connect deeply enough with it.

Specials:
*Fireball (QCF+A/B)
 Hits: 1
 Damage: A(15), B(17)
 Typical fireball move for the most part. It won't hit at all, if you
 do it while extremely close to your opponent, and in the corner.
*Rush Kick (QCB+A/B)
 Hits: 1
 Damage: 21
 Yuka rushes forward, and kicks once. Weak and Strong versions appear to
 have no differences.
*Uppercut (DP+A/B)
 Hits: A(1), B(3)
 Damage: A(23), B(39)
 Typical fighting game uppercut move. Nothing special. Yuka leaps upwards,
 one arm extended in a punch.

Supers:
*Triple Fireball (QCF+AB)
 Hits: 3
 Damage: 47
 Three Fireballs in quick succession. Not too spectacular, and it has
 the same problem if done too close to your opponent in the corner.
*Super Uppercut (DP+AB)
 Hits: 6
 Damage: 59
 An improved version of Yuka's Uppercut. Nice, as you can Cancel out
 of it on the first or second hits.
*Super Rush Kick (QCB+AB)
 Hits: 1
 Damage: 35
 Essentially the same as the normal version of this move, but more damaging.

MAXimums:
*Beam Fireball (f, HCF+B)
 Hits: 22-26
 Damage: 58-67
 Yuka lets loose a beam of energy at her opponent that hits many times,
 depending on how far she is from her opponent. Damage is dealt with in the
 same manner.
*Tri-Super (QCBx2+B)
 Hits: 12
 Damage: 106
 Yuka performs all three of her Supers in a row. Fireball, Rush Kick,
 then Uppercut.

Combos:
*Hits: 36 Damage: 111
 In the corner only: A, A, A, A, A, d+B, QCB+B, QCB+AB, f, HCF+B
*Hits: 12 Damage: 133
 Throw, QCB+B, QCB+AB, QCBx2+B
*Hits: 6 Damage: 145
 In the corner only, Practice Mode only, versus certain characters only:
 DP+AB(1 hit), QCB+AB, DP+AB(1 hit), QCB+AB, DP+AB(1 hit), QCB+AB

---------------------------------------

3.3: Chiho Masuda

Misc:
 Chiho has what's commonly known as a triangle jump; just jump against the
 edge of the screen, then jump away, to rebound from it.

Command Attacks:
 None.

Specials:
*Dart Toss (QCB+A/B)
 Hits: 1 SC(3)
 Damage: A(11) SCA(21), B(13) SCB(25)
 Chiho tosses a shuriken at her opponent. Nothing special.
 If the Shadow Clones are active, she throws three in a row.
*Burn Knuckle (cb, f+A/B)
 Hits: A(4) SCA(10), B(6) SCB(13)
 Damage: A(29) SCA(37), B(39) SCB(42)
 Chiho hops forward, with a wave of energy around her hand. The Weak version
 of the move may miss and pass through your opponent, if done too close.
 Chiho can do her Burn Knuckle after throwing an opponent, by simply
 continuing to hold the direction used for the throw, then hitting
 A or B. It's pretty hard to squeeze all the hits out of this one...

Supers:
*Quad-Dart (QCB+AB)
 Hits: 4 SC(6)
 Damage: 52 (SC)61
 Chiho throws a grouping of four shuriken at her opponent.
 If the Shadow Clones are active, she does this three times. However, I've
 yet to ever see any more than six of the shuriken hit. Potentially, I guess,
 you could hit with all twelve, but I've yet to see it happen.
 For the six hits, toss them while not near the corner, and at about
 a half screen's distance.
*Super Burn Knuckle (cb, f+AB)
 Hits: 1-10 SC(3-25)
 Damage: 27-68 SC(46-90)
 Chiho performs her Burn Knuckle, hitting once with a shockwave effect,
 then continues her leap. Depending on how close you are to your opponent,
 you'll get different results with this move...From point blank, you'll
 get one hit, end of story. From about half screen, you'll get five.
 A full screen, and six, if you're lucky. Works very well in the corner,
 however. Do it from point blank with your opponent's back to the wall,
 and you'll get the full ten. It's a fast move, with great range.
 If done while the Shadow Clones are in effect, three shockwaves will occur.
 On top of all this, you can also do this after Chiho's throw, simply by
 holding the direction used for the throw, and pressing AB.

MAXimums:
*Shadow Clones (dx2+B)
 Hits: 0
 Damage: 0
 Chiho's gameplay revolves around this move; it's the key to her doing
 massive amounts of damage. Get a couple levels on your power gauge as
 quick as you can, so you can use this. The effect doesn't last for very
 long, so once you do this, you'd best be quick about messing your opponent
 up. What happens is, three transparent copies of Chiho will appear, and
 mimic her actions...generally tripling your number of hits, and doubling
 your damage.
*Assassin Strike (QCB, f+B)
 Hits: 1
 Damage: 69
 Chiho drops from the ceiling, onto her opponent, bringing her arm down
 in a chop. Unblockable, and difficult to avoid.
 The Shadow Clones appear not to have any effect on this move. Not that it
 matters, since you can't do them together outside of Practice Mode.

Combos:
*Hits: 4 Damage: 74
 A, B, d+B, QCB, f+B
*Hits: 2 Damage: 123
 Practice Mode only: (QCB, f+B)x2

---------------------------------------

3.4: Tamao Mitsurugi

Command Attacks:
*Hammer Fist (j, d+B)
 Hits: 1
 Damage: 13
 A double-fisted downwards hit. First, some downsides... Tamao's normal
 jumping B deals 17 damage, so this hurts less... Additionally, her normal
 jumping B is better suited to crossups. Plusses, you can cancel this into
 her normal jumping B. And the Hammer Fist has a massive downward angle on
 it's hitting; you can hit a ducking opponent while in the air, very, very
 easily...
*Butt Bounce (f+B)
 Hits: 1
 Damage: 13
 Tamao launches forward ...rear-end first. After impacting her opponent,
 she bounces off, out of range of any follow-up hits you might want to
 attempt to use. Any good points here? Just one. It's an overhead, so
 will hit an opponent who's crouch-blocking.

Specials:
*Pummel ((Close)HCB+B)
 Hits: 4
 Damage: 45-49
 Tamao leaps up onto her opponent's chest and kneels there, delivering
 several blows to their head. She then falls to the ground after, unless
 you follow-up the move.
*Pummel Follow-up: Charging Punch (A after 2nd hit of Pummel)
 Hits: 3 (Including Pummel)
 Damage: 47-53 (Including Pummel)
 Tamao hops down from on her opponent, then leaps forward with one fist
 extended. She does land behind them while they fall, and recovers quickly,
 so if her opponent doesn't recover from the fall, she can follow up with
 something after this, as well...
*Pummel Follow-up: Face Kick (B after 2nd hit of Pummel)
 Hits: 3 (Including Pummel)
 Damage: 42-49 (Including Pummel)
 After Pummeling her opponent, Tamao kicks them away quickly, before landing
 on her rear.
*Fireball (QCF+A/B)
 Hits: 1
 Damage: A(13), B(17)
 Tamao throws her projectile across the screen... It's kinda small and
 wimpy, and doesn't even travel in a straight line, instead going
 downwards as it travels. A nice plus, though, is that it won't miss at
 extremely close range, like so many of the other characters' projectiles.
*Uppercut (DP+A/B)
 Hits: A(2), B(4)
 Damage: A(30), B(36)
 Standard uppercut move. Tamao shoves her skirt back down as she lands.
 For the Weak version, Tamao punches vertically once. For the Strong
 version, Tamao jumps a bit higher, and finishes the uppercut with a second
 vertical punch.
*Spin Kick (QCB+A/B)
 Hits: A(1), B(2)
 Damage: A(11), B(23)
 Tamao hops forward with a spinning kick. Simple enough, really.
 Weak is a single kick, Strong is two.

Supers:
*Super Fireball (QCF+AB)
 Hits: 2-3
 Damage: 23-32
 A useful move. Tamao throws her fireball as usual, only this one hits three
 times. However, the first two hits will knock your opponent off of their
 feet, the third only connecting if they fall into the fireball again
 on their way down.
*Super Spin Kick (QCB+AB)
 Hits: 4
 Damage: 54
 Same deal as her regular Spin Kick, except Tamao falls on her face as the
 move finishes, skidding a bit. (The last hit is also done with her head.)
*Super Uppercut (DP+AB)
 Hits: 5
 Damage: 52
 Exactly the same as her normal Uppercut, except Tamao alternates hands,
 punching repeatedly into the air as she jumps.

MAXimums:
*Beam Fireball (f, HCF+B)
 Hits: 19
 Damage: 71
 Tamao extends a hand and fires off a beam of energy. It'll miss completely
 if performed too close to your opponent, but otherwise works just fine.
*Tri-Super (QCBx2+B)
 Hits: 7
 Damage: 81
 Tamao does her three Supers in a row. Fireball, Spin Kick, then Uppercut.
 She then proceeds to land on her face after the uppercut.

Combos:
*Hits: 5 Damage: 48
 A, B, d+B, QCB+B

---------------------------------------

3.5: Satomi Yajima

Command Attacks:
*Jump Kick (j, f+B)
 Hits: 1
 Damage: 7
 A crossup attack. Nothing too fancy. Satomi kicks instead of punching,
 while airborne.
*Slide (df+B)
 Hits: 1
 Damage: 15
 Satomi's normal crouching Strong doesn't knock down. So this fills in
 nicely. In addition, she also slides forward a considerable distance
 when performing this move. Also, it can slide under most projectile attacks.

Specials:
*Slash (HCB+A/B)
 Hits: 1
 Damage: A(7), B(11)
 A fast swipe of Satomi's hand through the air in front of her. Comes out
 quickly, but has long recovery time. It does reflect fireballs, though,
 so that's a huge plus.
*Fire Kick (QCB+A/B)
 Hits: 2
 Damage: A(18), B(24)
 Satomi arcs one leg around while sliding forward, bringing a flaming foot
 down on her opponent. Great move. Combos nice, and it's an overhead attack,
 so ducking opponents can't block it. You can also combo after it, if you're
 quick... I'm not sure if it's possible to use this as an infinite combo,
 but it could be. Strong version travels farther than Weak...
*Uppercut (RDP+A/B)
 Hits: A(2), B(4)
 Damage: A(18), B(34)
 Satomi leaps into the air, arms whirling around her, on fire.
 Alright move. Good anti-air.
*Meteorite (HCF+A/B)
 Hits: A(2), B(4)
 Damage: A(18), B(28)
 Bit of a unique move here... The Weak and Strong versions are also somewhat
 different... In the Weak version, Satomi leaps straight up into the air,
 off the screen(You can still see her shadow on the floor.), then comes down
 at an angle, with one hand extended, flames trailing from it. She hits her
 opponent twice, and then recovers in time to do a combo after the move.
 For the Strong version, Satomi does the same as for the Weak, but comes
 down in a much longer fall across the screen...then instead of recovering
 after the first two hits, leaving time to combo, she does a two-hit, flaming
 version of her Slash move. Both versions are overhead attacks, and both
 versions will very often crossup, making this one heck of a mindgame move.
 It will hit jumping opponents as well, on the way down...Going up, it's
 next to useless. Satomi can also be hit out of the Weak one, while going
 up. Not sure if she can be during the Strong version.

Supers:
*Super Fire Kick (QCB+AB)
 Hits: 9
 Damage: 68
 Satomi does three Fire Kicks in a row. Basically the same move, save you
 can't hit with much after the move, really, like you can with the normal
 version... However, this move is extremely dangerous...It's easy to hit with
 and it can be Cancelled out of on any hit... Overhead, like the normal
 version.
*Super Uppercut (RDP+AB)
 Hits: 7
 Damage: 41
 Same as her normal Uppercut, except Satomi whirls her arms around even more
 while she jumps.
*Super Meteorite (HCF+AB)
 Hits: 4
 Damage: 28
 I'm not certain what the point to this Super is... Satomi does her Strong
 Meteorite after setting herself on fire...But...It's exactly the same; same
 number of hits, same damage... Pretty useless, as far as I know.

MAXimums:
*10 Flames (f, HCF+B)
 Hits: 10
 Damage: 76
 Satomi rushes somewhat slowly towards her opponent, then performs a nine hit
 combo on them, before finishing with an open-palmed blow to their midsection
 that causes a shockwave and hurls them away from her. Good move.

Combos:
*Hits: 14 Damage: 89
 A, B, QCB+B, f, HCF+B

---------------------------------------

3.6: Manami Kusonoki

Command Attacks:
*Rising Kick (df+B)
 Hits: 1
 Damage: 9
 Manami manages to kick upwards while crouching. Other than looking very
 odd, there's nothing too special about this...
*Long Kick (f+B)
 Hits: 1
 Damage: 17
 Manami kicks forward from a standing start. Nothing too special.
*Dive (j, d+B)
 Hits: 1
 Damage: 13
 Manami basically drops herself on her opponent. She can combo this into
 her normal jumping Strong attack. Yawn again.

Specials:
*Glove Launch (QCF+A/B)
 Hits: 1
 Damage: A(11), B(13)
 Manami throws one of her cat-gloves at her opponent, then pulls it back
 in on a string. Pretty short-ranged, and it won't stop projectiles.
*Roll (cb, f+A/B)
 Hits: 1
 Damage: A(15), B(29)
 Manami rolls and hurls herself forward to strike her opponent during the
 Weak version of this move. During the Strong version, she fakes the roll,
 then jumps forward with her Dive Command Attack. If either hit or are
 blocked, she rebounds away.
*Auto-Combo ((Close)HCB+B)
 Hits: 4
 Damage: 38
 Manami performs a series of four unblockable attacks on her opponent,
 the last of which throws them into the air. Combo with just about anything
 you want, after this move. Very useful.

Supers:
*Super Roll (cb, f+AB)
 Hits: 1-13
 Damage: 9-65
 Manami rolls forward, traveling in an arc, then bounces upwards, still
 rolling, before rolling back down, following the path of her bounce.
 You want the move to hit the most during the bounce...It's kind of
 annoying to do this, though. Strange move.

MAXimums:
*MAX Glove Launch (f, HCF+B)
 Hits: 11
 Damage: 57
 Manami throws her cat-glove out on a string, only it's...a little oversized.
 If the first hit of this connects, the rest of the hits generally will.
 So don't do it right at the edge of its range.

Combos:
*Hits: 4 Damage: 39
 A, B, f+B, QCF+B

---------------------------------------

3.7: Yumiko Watanuki

Command Attacks:
 None.

Specials:
*Fireball (QCF+A/B)
 Hits: 1
 Damage: 13
 An interesting move. The Weak version of the fireball is a normal fireball
 attack, merely traveling across the screen. The Strong version, however,
 flies in an arc with a range of about half the screen. It's quite useful as
 an anti-air move, but unfortunately the fireball disperses before it hits
 the ground, making it impossible to use to hit downed opponents.
 This is also one of the two projectiles in the game that cannot be reflected.
*Combo Punch (QCB+A/B)
 Hits: 2
 Damage: A(28), B(29)
 Simple move: Yumiko strikes twice, once with her forearm, then a second time
 with an open-palmed shove. The shove knocks her opponent across the screen.
*Shockwave (cd, u+A/B)
 Hits: 1
 Damage: 29
 Yumiko makes a pushing motion with both hands, causing a splash of yellow
 energy. If it hits, Yumiko's opponent is thrown across the screen.
 It's more useful against incoming projectiles, as it will reflect them.
*Teleport (b, f, b, f+A/B)
 Hits: 0
 Damage: 0
 Yumiko darts forward quickly. The Weak version travels about a quarter of
 the screen, while the Strong version goes about half. It's pretty fast.
 Useful.

Supers:
*Super Shockwave (cd, u+AB)
 Hits: 1
 Damage: 29
 No different from the normal version of this move, save for one ability:
 it can reflect Yumiko's Mega Fireball. Other than that, it's no different.
*Super Combo Punch (QCB+AB)
 Hits: 2
 Damage: 41
 While a more damaging version of her normal Combo Punch, this one deals
 less than twice the damage of the other.
 But it has neato shockwave effects on the two hits. :D

MAXimums:
*Mega Fireball (cb, f+AB)
 Hits: 1
 Damage: 59
 Yumiko spreads her arms and stands still for a few moments. During this
 time, she is completely unaffected by any attacks save for throws.
 Jun's grapple moves will miss, and she'll completely ignore things like
 Yuka or Masako's MAXimums. A little frightening, eh? While things sound
 pretty good so far, the fireball itself, while extremely large, can still
 be leapt over. Additionally, the damage is miniscule, it can be blocked
 easily, and any character with a projectile move can shoot it down in
 midair. It can be reflected as well, but only by Yumiko's Super Shockwave.

Combos:
*Hits: 7 Damage: 56
 A, A, A, A, QCB+B(1 hit), QCB+AB

---------------------------------------

3.8: Jun Kubota

Command Attacks:
*Dive (j, d+B)
 Hits: 1
 Damage: 17
 Jun spreads her arms and legs in midair, and lands on her opponent.
 Looks kind of silly, but it's an excellent move for crossups.

Specials:
*Ground Slam (QCB+A/B)
 Hits: 1-2
 Damage: A(15 or 26), B(17 or 30)
 Jun punches the ground, creating a wave of greenish energy.
 If she's close enough, the punch on its way to the ground will
 also connect, resulting in two hits and higher damage.
*Dodge (RDP+A/B)
 Hits: 0
 Damage: 0
 Jun dodges aside for a moment, avoiding any incoming attacks.
 In the Strong version, she stays in her dodged stance for a bit longer.
*Windup Punch (cb, f+B)
 Hits: 1
 Damage: 23 or 31
 Jun draws back a fist for a moment, then lunges forward, bringing her hand
 down in a powerful punch. If she hits before she brings her hand down, the
 move must be blocked low, or the hit launches her opponent straight up into
 the air, where she can follow-up with something. The 'full' version of the
 move is less useful, as it can be blocked any way, and only causes a
 shockwave upon impact, launching her opponent across the screen.
 The 'full' version also does less damage than the 'partial' version.
*Mega-Buster (f, HCF+A/B)
 Hits: 2
 Damage: 52-55 or 93-95
 An unblockable grab move, Jun grasps her opponent quickly, then leaps into
 the air with them, off screen. After a moment, she comes down with her
 opponent laid across her shoulders, slamming into the ground, green energy
 waves splashing to either side. She then tosses them to the floor for the
 second and final hit. During the Strong version, Jun waits a moment, arms
 outstretched, before grabbing her opponent. She can be hit out of the move,
 during this short time. The range of her grab is also surprising...

Supers:
*Super Ground Slam (QCB+AB)
 Hits: 1
 Damage: 39
 Jun performs her Ground Slam move, without the extra hit up close.
 The difference between the moves is this; unless Jun's opponent is off
 of the ground, they get hit. It can be blocked low, for three guarded hits
 as well. The move can juggle an opponent repeatedly if timed correctly
 so that Jun punches the ground as her opponent lands from the Super Ground
 Slam before that. Under some circumstances, you can follow this with
 a jumping combo.

MAXimums:
*MAX Windup Punch (QCB, f+B)
 Hits: 2
 Damage: 54-59
 Jun winds up for a moment, then launches forward, performing her Windup
 Punch. She's trailed by a white streak, and when she hits her opponent,
 they're launched high into the air, getting more damage dealt to them as
 they crash into the ground.
*Mega-Smasher (HCBx2+B)
 Hits: 4
 Damage: 134
 Grabbing her opponent, Jun proceeds to perform two suplexes on them, before
 leaping into the air, off screen, and coming down with her opponent laying
 across her shoulders. She then tosses them to the ground.
 This is the most damaging move in the game. Additionally, it's unblockable.

Combos:
*Hits: Infinite Damage: 199
 Practice Mode only: (QCB, f+B)xInfinity
*Hits: 7 Damage: 105
 A, d+B, B, QCB+B, QCB, f+B, QCB+AB

---------------------------------------

3.9: Kaori Yanase

Command Attacks:
*Drill Kick (j, d+A)
 Hits: 1-6
 Damage: 3-26
 Kaori pauses a moment in midair, before gliding downwards at an angle,
 while spinning. The pause is great for faking your opponent out with...
 Getting the six hits isn't easy, though; I had to Shadow Jump from point
 blank range, while in the corner, and do the Drill Kick as Kaori left the
 ground. Realistically awkward, to say the least.
*Stomp (j, d+B)
 Hits: 1
 Damage: 9
 Kaori stomps on her opponent's head, knocking them down, and springing
 forward herself, from the impact. Cannot be done during a vertical jump. (u)
 There is a neat trick with this move, though. If you can get Kaori to bounce
 close to her opponent again after hitting with this, you can repeat it
 several times while in midair.

Specials:
*Fireball (QCF+A/B)
 Hits: 1
 Damage: A(11), B(17)
 Sweeping a leg forward in a kicking motion, Kaori launches a blue projectile
 at her opponent. Strong version travels about twice the speed as the Weak
 version. Nothing truly special, here.
*Combo Kick ((Close)DP+B)
 Hits: 4
 Damage: 48
 A series of kicks, first some on the ground, then one that launches Kaori's
 opponent into the air, where she automatically leaps up to finish the move
 by kicking them violently away. This move is unblockable.
*Spin Kick (QCB+A/B)
 Hits: A(1), B(2)
 Damage: A(27), B(41)
 Kaori dashes forward, bringing a leg up quickly and kicking as she does
 a hop. She dashes farther with the Strong version, and also kicks a second
 time in midair. Both versions knock her opponent flying.
*Rising Knee (cd, u+A)
 Hits: 1
 Damage: 29
 Kaori hops upwards, one knee extended, trailed by a white streak. If she
 hits her opponent, they're launched upwards and slightly back. Kaori can
 then follow with any of her moves.

Supers:
*Double Fireball (QCF+AB)
 Hits: 1-2
 Damage: 17-35
 Kaori kicks once, throwing her normal Strong Fireball. She then leaps into
 the air and kicks again, throwing a second one. Both hits of this move will
 NOT connect against anyone but Jun, unless they're jumping or falling.
 Simplest way to hit with both fireballs is to trip your opponent before
 doing the Super. Or launch a Weak Fireball first. Comboing is essential with
 this move.
*Super Spin Kick (QCB+AB)
 Hits: 5
 Damage: 63
 Kaori dashes forwards, then leaps into the air, kicking repeatedly.
 She finishes with a kick that sends her opponent flying.

MAXimums:
*MAX Spin Kick (f, HCF+B)
 Hits: 16
 Damage: 76
 Kaori dashes forwards quickly, and starts kicking her opponent, rising into
 the air as she does so. The final hit of the move knocks her opponent away.

Combos:
*Hits: 14 Damage: 97
 (close)cd, u+A, cd, u+A, uf, A, B, uf, A, d+Bx9
*Hits: 3 Damage: 43
 From across screen: QCF+A, QCF+AB
*Hits: 19 Damage: 95
 In the corner only: DP+B, f, HCF+B

---------------------------------------

3.10: Reimi Jyahana

Misc:
 Reimi's standing B hits low.

Command Attacks:
*Vicious Kick (f+B)
 Hits: 1
 Damage: 15
 An impressive-looking, quick kick to the face for Reimi's opponent.
 Not only does this move combo very well, it also will knock an
 opponent across the screen with ease, if you need some breathing room.
*2-Legged Sweep (df+B)
 Hits: 1
 Damage: 15
 Not much, other than an added hit to your combos, really. A quick,
 double-legged sweep of Reimi's legs across the floor.

Specials:
*Fireball (QCF+A/B)
 Hits: 1
 Damage: A(11), B(15)
 Typical fireball attack, nothing special at all.
*Forearm Rush (cb, f+A/B)
 Hits: 2
 Damage: 10
 Reimi will rush forward with her forearm outstretched, slamming into her
 opponent. The Weak version is slower and has less range than the Strong
 version, but otherwise they are identical.
*Flip Kick (cd, u+A/B)
 Hits: A(1), B(2)
 Damage: A(23), B(34)
 Typical move again here... Reimi simply flips into the air while kicking.
 A good move, though, as one can use this to follow up after the
 Forearm Rush, very effectively.

Supers:
*Super Fireball (QCF+AB)
 Hits: 5
 Damage: 48
 Again, nothing special going on here...
*Super Forearm Rush (cb, f+AB)
 Hits: 1-16
 Damage: 7-51
 This is a bit of an odd move... How many hits you do is dependant upon how
 far from your opponent you start the move... And it's not necessarily
 closer being more hits... Or farther... For the full sixteen, you need to be
 approximately half a screen away from your opponent. Needless to say, a bit
 awkward to use to its full potential.
*Super Flip Kick (cd, u+AB)
 Hits: 6
 Damage: 62 or 96
 Another strange one... Reimi does a Weak Flip Kick, then a Strong.
 The trick with this, is you want to hit very deeply with it, so start the
 move while as close as possible to your opponent. If you're too far, the
 small damage version will come out.

MAXimums:
*Death Drop (f, HCF+B)
 Hits: 2
 Damage: 62
 Pretty much the only disappointment in Reimi's arsenal. This move is a
 complete joke, damage-wise...62? One of her Supers beats that!
 There is some good news here, though. The move is very fast, and has quite
 a long range. The result of this, it's very easy to use in a combo, or
 simply to dish out some quick punishment to someone out of range of Reimi's
 other moves.

Combos:
*Hits: 4 Damage: 46
 B, df+B, d+B, f+B
*Hits: 5 Damage: 75-77
 A, B, F+B, F, HCF+B

---------------------------------------

3.11: Masako Houjouin

Misc:
 Masako's standing B will reflect projectiles.

Command Attacks:
*Mace (f+B)
 Hits: 1
 Damage: 23
 Masako pulls out a rather large medieval mace, and hammers downwards at
 her opponent. It'll knock opponents down easily.

Specials:
*Knife Lunge (DP+A/B)
 Hits: A(2), B(3)
 Damage: A(25), B(30)
 Masako pulls a large knife from behind her back, then leaps forward,
 slashing low to the ground, then flying into the air, twirling the blade
 around her fingers.
*Whip Lash (QCB+A/B)
 Hits: 3
 Damage: A(26), B(31)
 Masako lashes out with a bladed whip, while sliding forwards slowly.
 Pretty good move, and definitely one of the best to cancel into a Super.
*Grenade Toss (QCF+A/B)
 Hits: 1
 Damage: A(19), B(23)
 Masako pauses, crouching, then tosses a small grenade in an arc, forwards.
 The Weak version barely travels at all, while the Strong version flies about
 a quarter of the screen. While in the air, the grenades can't be affected
 by anything, can't be reflected, intercepted, etc. When they hit the ground,
 they explode.

Supers:
*Super Knife Lunge (DP+AB)
 Hits: 8
 Damage: 51
 Same as Masako's normal Knife Lunge, merely doing more hits and more
 damage. She sounds funny when she screams during the move, though.
 Also, she's trailed by white afterimages.
*Super Whip Lash (QCB+AB)
 Hits: 6
 Damage: 79
 Same as the normal version, again just more hits and more damage.
 White afterimages here, too.
*Super Grenade Toss (QCF+AB)
 Hits: 1-5
 Damage: 16-65
 This move has the same properties as her usual Grenade Toss move...
 Except this time, Masako throws five grenades at once.
 They impact the ground at random distances from Masako, but usually
 about half a screen away. Generally a pretty useless move, but if you can
 hit with it, it leaves Masako's opponent wide open for a hit by her MAX.

MAXimums:
*Cruise Missile (f, HCF+B)
 Hits: 1
 Damage: 95
 Difficult to combo, at best... Masako leaps into the air, then fires a
 large missile downwards at a 45 degree angle. It can be blocked... But if
 you hit with this, your opponent eats a good 95 damage, and you're treated
 to the impressive shockwave and giant explosion.

Combos:
*Hits: 17 Damage: 56
 A, A, A, A, A, A, A, d+B, QCB+B(2 hits), DP+AB
*Hits: 6 Damage: 109
 QCF+AB, f, HCF+B

------------------------------------------------------------------------------

4.0: Secrets

To enable Masako Houjouin, simply beat the game once.

------------------------------------------------------------------------------

5.0: Credits

Thanks to:

AnimeFreak
Bob_Coffee
Rekka
For various, although similar, reasons.

Giga, for making such a great game.

TGL, for creating Variable Geo.

5.1: Legalities

Variable Geo belongs to TGL, not me.
VG MAX is copyright Giga.

As far as I know, the above is accurate.
Feel free to correct me if I'm in error.

This FAQ is Copyright 2000-2002 Jason Hutton (Alias X-Bahamut)
This document may be distributed in any form, provided that it is not sold.
You may modify it as you see fit, so long as you don't change the actual
content. (ie: Convert it to another format if you want, but don't twist my
words.) Contact X-Bahamut if you feel the need to do strange things to this
FAQ, or for whatever reason.