Movelist Legends
Now those table may look confusing, but here's the simplified rundown.
Move
This is straight forward, the name of the move, but move
names in Japanese or Chinese are not translated but jargon
names and descriptions.
English
Simplely put, the english description of the name or it's jargon
equivalent.
Motion
Simple, the buttons & directions you must press to get that
move. Note that HCB and HCF stand for Half Circle Back and
Half Circle Forward, respectively. Also, the directions are under
the asumption that your character is on the left (1 player) side.
Reverse any left/right commands if you end up on the right (2
player) side.
Hits
Most attacks hit High=H, Mid-Level=M, Low=L.
High attacks will hit standing non-defenders, but won't
hit crouching defenders, while Mid-Level Attacks will hit
standing non-defenders and crouching defenders & non-
defenders. Low attacks hit standing defenders, and crouching
non-defenders. Downed Attacks hit the Ground=G, and
the rare attack that hits in Mid-Air=A
Grabs
This tells what level a throw will grab. H=High (standing),
L=Low (they're crouching), S=Side (standing), SL=Low from Side
(they're crouching), B=Behind (standing), BL=Behind Low
(crouching). This may also mean what a reversal may reverse.
HP=High Punch, LP=Low Punch, HK=High Kick, MK=Mid-Kick,
and LK=Low Kick.
Damage
Damage means how much that move hurts. They are based on
hit points, not life bar percentage. Wolf's Giant Swing is
100 points, to which all other moves are compared.
Reverse
This means who can reverse. P=Pai, K=Kage, A=Akira, D=Dural,
and W=Wolf. You can also tell which level to reverse with, and
what your reversing. If there's PADW that means you're reversing
a High Kick. PKAD means a High Punch. PAW means it's a Mid-Level
Kick. A means it's either a Low Punch, Low Kick, or Flip Kick of
sort. In the Combos table, this applies to the last hit, and in the Special
Moves table it applies to the first hit of such moves which may hit
twice.
Escape
This is the motions which must be entered to escape a throw. They
must be entered within 1/10 of a second after you opponent entered
their throw cammand.
Recovery
This is my opinion as to how well this move recovers. I'll
explain. When you hit someone, they have what's called a
block stun (if they've blocked). It can be no longer than
3/4 of a second. If a move recovers faster than that, it's
got a Great rating. Good means becareful, it may be throw
counterable if you aren't careful. OK means, you can throw
counter with practice. Poor means, you may as well walk
up and eat dinner before trying to throw counter.
Notes
This dictates special conditions for the move, and special
conditions which it may produce.
F=Float: Hit them in mid-air before they land.
S=Change Stance: If it changes which foot is forward, this
affect throw ranges and the attack level of certain
moves
G=You'll end up on the ground after this move.
Any other notes are in full text and easily understandable.
Knock Down
Does this move land them on their butts? Answered with a
yes or no. Also, a number symbol beside the anwer means it's
a mini flash move; it'll knock off the Fighting Vipers' armor
when their armor guage is reading red.
There is a special condition with Shun-di. As he fights, after certain moves, he drinks. With
each drink he gets more powerful, and certain moves can only be done after drinking a certain amount
of times.
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hits since December 23.