FAQ/Move List - Guide for Virtua Fighter 4

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\ \  | | _  _  __  _| |_  _  _   __ _
 \ \ | || \| |/ _||_   _/| || | /  ' |
  \ \| || ||  /     | |_ | \| || (|  |
   \___||_||_|      |__/  \___| \__,_|
        _______           _____            _       _
       /       |         |  ___| _   __ _ | |    _| |__ ___  _  __
      /   /|   |         | |_   | \ /  ' || |__ |_   _/| __|| |/ _|
     /   /_|   |__       |  _|  | ||  (| ||  _  \ | |_ | _| |  /
    |             |      |_|    |_| \__  ||_| |_| |__/ |___||_|
    |______     __|                  __| |
           |   |                    |____|
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                     VIRTUA FIGHTER 4 FAQ/MOVELIST
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[~WRITTEN BY~~] Andy Wilson a.k.a Andy787
[~E-MAIL~~~~~~] [email protected]
[~VERSION~~~~~] 0.3
[~LAST UPDATE~] April 2nd, 2002
[~PLATFORM~~~~] PlayStation 2
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TABLE OF CONTENTS
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 1. LEGAL
 2. INTRODUCTION
 3. BUTTON KEY
 4. MODES OF PLAY
 5. BASICS
     a. Movement
     b. Advanced Maneuvers
 6. MOVELISTS/STRATEGY
     a. Akira Yuki
     b. Aoi Umenokouji
     c. Jacky Bryant
     d. Jeffry McWild
     e. Kage-Maru
     f. Lau Chan
     g. Lei Fei
     h. Lion Rafale
     i. Pai Chan
     j. Sarah Bryant
     k. Shun Di
     l. Vanessa Lewis
     m. Wolf Hawkfield
 7. DUNCE ITEMS
 8. SECRETS & EXTRAS
 9. FREQUENTLY ASKED QUESTIONS (FAQ)
10. REVISION HISTORY
11. CREDITS
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1. LEGAL
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This FAQ and all of its contents are Copyright (C) 2002 Andy Wilson. This FAQ
may not be sold, distributed, or reproduced without my concent. This FAQ can
not be used on any website that is not outlined in the closing of this
section. If this FAQ is used without my permission legal action may be taken.
This FAQ can be used or printed by anyone for PERSONAL use. All contributions
are used with permission and are Copyright (C) 2002 Andy Wilson and their
original owners.

This FAQ can always be seen in its most current form at:

Cheat Code Central (www.cheatcc.com)
GameFAQs (www.gamefaqs.com)
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2. INTRODUCTION
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Welcome to my Virtua Fighter 4 FAQ! The purpose of this FAQ is to help anyone
looking to get into the Virtua Fighter series, or just anyone needing some
pointers on Virtua Fighter 4 in general. You will eventually find complete
move lists for each character in this FAQ, as well as strategies for using and
fighting against each character. I also hope to add much more to the FAQ and
make it just one big source of VF help :)

In the next section (BUTTON KEY) I've included a little ASCII (yes, I suck at
ASCII ^_^) and a list of all the button commands I will be using in the move
lists so you will be able to read the lists and use them to help you. If you
are new to the VF series, the best place to stop first is the BASICS section,
which will outline the movement and various meaneuvers in VF4. The rest is
pretty straight forward. If you have any kind of question in regards to the
game, check in the FAQ section at the end. Your question should likely be
answered there, but if you still can't find an answer don't hesitate to email
me about it.

Anyway, in closing, I just really hope this FAQ turns into something special,
and most of all helps as many people as possible. Virtua Fighter may seem
daunting from your first look, but give it some time and you too will bear the
fruits of it's greatness!
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3. BUTTON KEY
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D-Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                Up
   Up + back   ___   Up + forward
            \ |   | /
           ___|   |___
   Back   |           |   Forward
          |___     ___|
              |   |
            / |___| \
 Down + back         Down + forward
               Down

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Directional Key
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
U  |  Tap and hold up
u  |  Tap up
UF |  Tap and hold diagonal up+forward
uf |  Tap diagonal up+forward
UB |  Tap and hold up+back
ub |  Tap up+back
D  |  Tap and hold down
d  |  Tap down
DF |  Tap and hold down+forward
df |  Tap down+forward
DB |  Tap and hold down+back
db |  Tap down+back
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Action Key
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Square    | Guard (G)
Triangle  | Punch (P)
X         | Punch (P)
Circle    | Kick  (K)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Levels
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
H  |  High level hit
M  |  Medium level hit
L  |  Low level hit

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4. MODES OF PLAY
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Arcade
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Arcade mode is the most basic mode of play in VF4. Arcade mode is just the main
mode of the arcade version of VF4, recreated for home play. In arcade mode, you
progress through a series of CPU controlled opponents until the final battle
with Dural. You have unlimited continues with all of the opponents except
Dural, which gives you a 'Game Over' immediately if you lose. You can use your
created character in arcade mode (by pressing SELECT), but your record is not
tracked in this mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Versus
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Versus mode is the basic multi-player mode found in just about every decent
fighting game, where you can face off and compare your skills with a friend.
In versus mode, you can also use your created characters (by pressing SELECT),
and your stats will go up or down accordingly whether you win or lose, which
makes VF4's versus mode more intense than any other.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kumite
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kumite mode is an innovative mode for a fighting game, and the main single
player mode of VF4. This is where you will progress your created characters,
unlock new clothing colors and unique items for them to wear, and track your
win/loss record and rank. To rise in rank, simply do well. Once you go on a
winning streak or defeat a certain amount of opponents, you will be challenged
to a ranking match, where upon winning you will be promoted to the next higher
rank. You can gain new items for your character upon defeating a character with
an item you can wear, or meeting certain conditions, such as going on a 50 and
100 win streak.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Training
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are three types of training in VF4, and all of them will become extremely
useful to players new to the series, and even veterens looking to add to their
repertorie. The three types of training are outlined below:

Command Training: You should definitely go through command training once or
twice whenever trying out a new character, and revisit often. Command training
will guide you through your character's move list, teaching you countless moves
and showing you how to perform them. Press START at any time during command
training to bring up the multitude of options you have at your disposal to
better help you learn any given move.

FREE Training: Free training is a very helpful mode. You should usually jump
into free training right after going through command training to practice the
moves you've just learned. In free training, you're able to do anything you'd
like, as well as set the computer to act and react how you like. Press START
during free training to bring up your options.

Trial Training: Trial training is very helpful when you first get into VF4. It
will introduce you to all of the skills found in the game besides the commands
(like evading, recoveries, etc, which can also be found in the BASICS section
of this FAQ). If you finish trial training using a created character, you will
also get a nice little trophy icon by your character's stats.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A.I. System
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AI system is kind of like your own little Tamagotchi. Only instead of eating
pellets and taking poos, this Tamagotchi kicks lots of ass. AI system is where
you make an AI character and train it (by sparring with it, teaching it new
moves), then take it to arcade or kumite mode to test it's skills and grow it
stronger. While watching it fight in arcade or kumite mode, you affirm if it
has done good or bad by pressing the corresponding button after it performs a
move. This mode, while strange, can get quite addicting, and it's always fun
showing your friends how good you've trained your pet ass kicker :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Data Files
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is the mode where you will create your custom characters for kumite mode,
as well as creat your custom AI file. Also in this mode is the edit file
option, which lets you view and customize numerous aspects of your created
files, from their appearance (adding and changing new clothing items and styles
earned in kumite), to dozens of statistics that have been tracked as you play.
You can also fully customize your controller settings in this mode, in case you
prefer any other button set up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Replay
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Replay mode lets your load and view any replays you've saved. Whether it be to
help a friend with certain combos, or just show off your skills, this mode can
be a lot of fun.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Options mode lets you tweak many different settings in the various modes, from
health bars to time limits to match counts. Also, a very nice feature found in
the option mode is the ability to change the main menu wallpaper. Press L1 or
R1 to cycle between the various wallpapers of your choosing.

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5. BASICS
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Movement
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walk        Hold any direction but down
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walking is the slowest way of getting around the arena. You really should try
to avoid using the normal walk whenever possible. Resorting to a character's
own unique movement abilities or dashing is usually the best way to move, as
it makes you harder for your enemy to get easy hits on you. An enemy can't
hurt what he can't hit :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dash                         f f or b b
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dashing is one of the most used and most useful maneuvers. While it doesn't
move you far, it gets you there fast, so a few dashes are a much better route
to take then walking. A tactic often used in VF is quickely dashing in and out,
toward your enemy, then withdrawing backwards quickely. This will often trick
your opponent into attacking, and will leave him wide open for you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crouch Dash             df df or  db db
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crouch dashing can often be a very helpful move against defensive opponents.
Doing a crouch dash is much like a normal dash, but instead of thrusting you
head on into the enemy, a crouch dash makes your character duck while dashing,
protecting you from any high attacks. Using this to your advantage can often
open the enemy up for a combo that he never saw coming.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Run                                 f F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Though you won't use the run very often, it's always good to know you have it
at your disposal. Running can be quite effective when the opponent is far away
and you want to close the gab quickely, but can often leave you open for an
easy attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jump                         u P or u K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Normal jumping attacks also aren't used often, because while they protect you
from low attacks, they also leave you open unless you connect with a jumping
attack quickely. Many characters have their own unique jumping attacks which
are usually much more effective than straight jumping attacks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evade                            u or d
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Evading will quickely become one of the most used moves in your repertoire, as
it is easy to perform, any character can do it, and it will often save your
ass in a fight. If you see an attack coming at you, the first thing to always
do is use that evade. Once you get good with it you'll be taking considerably
less damage, and of course look cool while doing it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Advanced Maneuvers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The more you play VF4, the more you will find yourself using the guard command.
Guarding is what will keep you going for long matches, and is in large part
what makes matches between skilled players last much longer than with novices.
To perform a guard, simply press the square button. To perform a crouching
guard, press square while in a crouch (D). All moves except throws can
be guarded, but you will need to learn when to switch between normal and crouch
guard to block most combos (normal guard can block high and medium attacks, but
not low attacks, while crouch guard can block low attacks, but not high or
medium attacks).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Recovery
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Getting up the right way is often an overlooked tactic, but is very helpful
in execution. To get up fast without any fancy maneuvers just press G
repeatedly. To get up with a punch or kick, just press P or K. Now the best way
to get up is a tech recovery, as it gets you up fast and can often catch an
opponent off guard. To perform a tech recovery, just press G+P+K and either
B, U, or D right as you're character is about to hit the ground. Depending
which direction you press will determine which way you get up. Pressing B G+P+K
will make your character jump back to his feet quickely, but will make you very
open for another attack. Pressing U or D G+P+K will make you instantly roll and
get up in the direction you pressed. Rolling is usually the best way of getting
up, saving you down time and often health in the process.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reversals
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Not all characters have reversals, but for those that do, reversals make
playing defensively not only easier, but fun to watch. Peforming a reversal
will make your character use an opponents attack against him, reversing his
attack and dealing damage to him at the same time (while making you look cool,
of course :) ). Each level of attack requires a different button combination,
and correctly timing a reversal can be quite intimidating, but once you get
decent with it it becomes a great asset. To reverse a high attack, press b P+K,
to reverse a medium attack, press db P+K, and to reverse a low attack, press
d P+K.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Parries
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Like reversals, not all characters have parries. Parries are essentially the
same as a reversal, except instead of automatically dealing damage, parries
just deflect a blow, leaving an opponent open briefely for you to follow up
with an attack of your choosing. Of the characters, Vanessa and Jacky come with
an automatic high punch parrie when standing still.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Throws are a very important aspect of the game, and can often change the tide
of a given match. Throws are very helpful if you're fighting an opponent who
just can't let go of the guard button, as they are unblockable. However, you
can escape or evade throws if you know how. The simplest way is to just duck
immediately when you see a throw coming at you. Unless your opponent has throws
that can get you from the ground, the throw will not connect. To escape a throw
is a little bit more complicated however, as you need to know a bit about the
opponent's character. To escape a basic throw, just press G+P (the basic throw
command). If the character used a throw that required directional input, you
have to press the last direction of the opponent's throw, plus G+P (which is
why I said many throw escapes require knowledge of the opponent's character).
For example, if your opponent attacked with a b f P+K throw, you would have to
press f P+K to escape it. While it sounds a bit hard, once you've sat down with
VF4 for a decent amount of time, you should be able to escape a good amount of
the throws that come at you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Juggles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To a skilled player, juggles become your primary way of dealing damage, and can
be used to link together strings of attacks that do more damage than any normal
move. To perform a juggle, you have to find the moves your character has that
send an opponent into the air. Sending them into the air is the starting point
of a juggle, from which you can follow up with chains of quick free hits on an
opponent before he even hits the ground.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charge Moves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Certain moves in VF4 can be charged (Any move can be charged will be noted in
the command list) to do more damage. To charge a move to it's maximum strength,
hold the last button of the command until the move finishes. Keep in mind,
charging a move takes much more time to complete than doing the move without
charging, which leaves you wide open for several seconds. The best idea when
charging a move is to get the move ready while your opponent is down so it will
connect just as the opponent is getting up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Staggers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Staggers are another helpful move against opponents who love to guard, as well
as just being a big help for an offensive player. Staggers are moves that will
make your opponent stumble back a bit, leaving them open for attack. Staggers
are a great tactic to use against a guarding opponent, because while it won't
hurt the opponent, it will break his guard, letting you follow up with an
attack. If you however are hit with a stagger, it can be frustrating, but to
recovery quickely and usually not take extra damage, press the d-pad repeatedly
in all directions and hold the guard button. This will usually guard you before
an opponent can follow up, but it's not fool proof.

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6. MOVELISTS/STRATEGY
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
i. Pai Chan
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COUNTRY: China SEX: Female BLOOD TYPE: O JOB: Action Star HOBBY: Dancing
HEIGHT: 5'5" WEIGHT: 108lbs. B/W/H: 33/21/35 FIGHTING STYLE: Ensei-Ken
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Story
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pai Chan left the Third World Tournament after being defeated by her father,
Lau. Upon returning home, Pai realized that despite her loss, her fighting
skills closely matched those of her father. While training to improve her
Hisou-Ken, Pai learned that Lau had contracted an incurable disease and yet
still planned to compete in the fourth tournament. Determined to prove a worthy
successor to her father's legacy, Pai plans to enter the tournament to defeat
him.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pros and Cons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

+ Pai has a large repertoire of fast and easy combos, making her a great
  character for players new to VF, and lets you play well offensively.

+ Pai is very fast, which makes countering opponent's combos easier than most
  characters.

+ Pai has an extensive amount of reversals, making her an effective defensive
  player.

- Pai is one of the weaker characters. Most of her moves don't do large amounts
  of damage, so she has to rely on her speed.

- Though Pai has a lot of combos, due to her speed they end very quickely,
  leaving you open unless you follow up quickely.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strategies As Pai
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pai is as graceful to play with as she is beautiful, combining great speed and
generally easy combos, making for an excellent character to start out with.
Pai's biggest weakness is just that, she is one of the weakest characters.
Where she lacks power however, she makes up for in her large list of reversals,
turning other character's strength against them. This makes Pai both a good
offensive and defensive character, but she is best used as a mixture of both.
Matches become much easier the more you combine all of her skills, mixing a few
short combos here and there, then resorting to her reversals as the enemy
retaliates.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strategies Against Pai
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First thing is first, when fighting Pai make sure to hold guard most of the
time, releasing only on the offensive or when you need to move. Always be
careful before attacking, Pai can reverse most high and mid attacks, so
attacking low and following up with a good combo is the best way to break into
her. Finally, the easiest way to attack Pai is to wait for her to try a combo
on you. Her combos usually leave her open for a moment, giving you just enough
time to hit her up for a nice combo.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Normal Moves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* During 1, 2, or 3 P combo
** Can be blocked H
*** Charge for 45 M damage
**** Charge for 45 damage
***** During Shun'en Katou
****** Facing wall, back to opponent

|~~~~~~~~~~~NAME~~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~~~~~DAMAGE~~~~~|~HIT LEVEL~|
| Chuken                    | P                  | 10             |  H        |
| Renshou                   | P P                | 10 10          |  H H      |
| Raigekishou               | P P P              | 10 10 12       |  H H H    |
| Renkan Tenshinkyaku       | P P P K            | 10 10 12 38    |  H H H H  |
| Renkan Tenshin Soukyaku   | P P P d K          | 10 10 12 30    |  H H H L  |
| Renkan Koutankyaku        | P P P f K          | 10 10 12 30    |  H H H H  |
| Renkan Haitenkyaku        | P P P ub K         | 10 10 12 20    |  H H H M  |
| Renkan Toukyaku           | P P K              | 10 10 10       |  H H M    |
| Renkan Toukikyaku         | P P K K            | 10 10 10 25    |  H H M M  |
| Renkan Senpuga *          | G+K                | 20             |  H        |
| Renken Ensenshu *         | d G+K              | 20             |  L        |
| Renkentai                 | P K                | 10 20          |  H H      |
| Souchuken                 | d P                | 09             |  L **     |
| Senchuken                 | f P                | 14             |  M        |
| Jouhu Souchushou          | f b P              | 12             |  H        |
| Ensei Soushou             | f b P P            | 12 20          |  H M      |
| Ensei Koshouha            | D f P              | 20             |  M        |
| Enshi Soushou             | f f P              | 20             |  M        |
| Hi'en Dantai              | f f P K            | 20 20          |  M H      |
| Jouhu Chushou             | b P                | 20             |  M        |
| Soukasui                  | df P               | 12             |  L        |
| Souka Senpukyaku          | df P K             | 12 25 ***      |  L H      |
| Souka Rensui              | df P P             | 12 08          |  L H      |
| Souka Rensuishou          | df P P f P         | 12 08 25       |  L H M    |
| Rensui Toukyaku           | df P P K           | 12 08 10       |  L H M    |
| Rensui Toukikyaku         | df P P K K         | 12 08 10 25    |  L H M M  |
| Rikensui                  | db P               | 12             |  H        |
| Koushutai                 | K                  | 20             |  H        |
| Koushu Kasui              | K P                | 20 09          |  H L      |
| Koushu Kasui Senpukyaku   | K P K              | 20 09 20       |  H L H    |
| Ko'en Senyaku             | K K                | 20 16          |  H M      |
| Taitou Risenkyaku         | K   (rising crouch)| 25             |  M        |
| Sensaitai                 | d K                | 10             |  L        |
| Renka Sentai              | d K K              | 10 19          |  L H      |
| Rensen Soukyaku           | D K K              | 10 20          |  L L      |
| Ensei Toukyaku            | f K                | 21             |  M        |
| Ensei Toukikyaku          | f K K              | 21 15          |  M M      |
| Honshin Choutankyaku      | F K                | 20-40          |  H        |
| Koutankyaku               | f f K              | 30             |  H        |
| Ensei Haikyaku            | b K                | 19             |  M        |
| Senchutai                 | df K               | 21             |  M        |
| Haitenkyaku               | ub K               | 30             |  M        |
| Rensen Haitenkyaku        | ub K f K           | 30 24          |  M M      |
| Hi'en Tankyaku            | uf K               | 15             |  M        |
| Hi'en Rekkyaku            | uf K K             | 15 15          |  M M      |
| Ensei Katai               | d or u P+K         | -              |  -        |
| Kasuishou                 | b f f P+K          | 30 ****        |  M        |
| Senpuga                   | G+K                | 29             |  H        |
| Ensenshu                  | d G+K              | 20             |  L        |
| Enbu renkyaku             | f G+K              | 20 09          |  M M      |
| Ensei Touku Haikyaku      | f f G+K            | 20 20          |  M M      |
| Enjin Senpukyaku          | b G+K              | 25             |  H M L    |
| Hi'en Yousha              | u G+K              | 25             |  M        |
| Honshin Soukyaku          | db G+K             | 25             |  M M      |
| Enshu Haitenkyaku         | uf G+K             | 30             |  M        |
| Enshu Haitenkyaku Renkyaku| uf G+K G+K         | 30 30          |  M        |
| Sokushin Senpuga          | G+P+K(during evade)| 25             |  M        |
| Touku Soushou             | u P  (while rising)| 25             |  M        |
| Toudankensui              | u P (while jumping)| 25             |  M        |
| Hishitai                  | u K  (while rising)| 18             |  M        |
| Sokushutai                | u K (while jumping)| 20             |  M        |
| Sokushutai                | u K   (before land)| 20             |  M        |
| Rai'in Shouda             | df P   (enemy down)| 10             |  -        |
| Enshu Raigeki             | u P    (enemy down)| 25             |  -        |
| Haihousui                 | P   (back to enemy)| 12             |  H        |
| Haichutai                 | K   (back to enemy)| 20             |  H        |
| Haiku Housui              | d P (back to enemy)| 12             |  L        |
| Zaka Sentai               | d K (back to enemy)| 20             |  L        |
| Zenshu Koutenkyaku        | uf K(back to enemy)| 30             |  M        |
| Zenshu Koutenkyaku        | G+K *****          | 30             |  M        |
| Hekika Haishu             | b G+P+K ******     | 30             |  M        |
| Kekika Haiten             | uf G+P+K ******    | -              |  -        |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From Bokutai Stance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All moves in this section performed after performing Bokutai

|~~~~~~~~~~~NAME~~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~~~~~DAMAGE~~~~~|~HIT LEVEL~|
| Bokutai                   | b K d              | 19             | M         |
| Bokutai Chuken            | P                  | 08             | M         |
| Bokutai Raigenkishou      | P P                | 08 12          | M H       |
|                           |                    |                |           |
| Bokutai Renkan            | P P K              | 08 12 38       | M H H     |
| Tenshinkyaku              |                    |                |           |
|                           |                    |                |           |
| Bokutai Renkan Tenshin    | P P d K            | 08 12 30       | M H L     |
| Soukyaku                  |                    |                |           |
|                           |                    |                |           |
| Bokutai Renkan Koutankyaku| P P f K            | 08 12 30       | M H H     |
| Bokutai Renkan Haitenkyaku| P P ub K           | 08 12 20       | M H M     |
| Bokutai Zensoutai         | K                  | 23             | L         |
| Bokutai Zensou Taitoukyaku| K K                | 23 10          | L M       |
| Bokutai Kinkei            | P+K                | 20             | M         |
| Bokutai Kousoutai         | G+K                | 23             | L         |
| Bokutai Kousou Soushougeki| G+K P              | 23 35          | L M       |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From Meishouho Stance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All moves in this section performed after performing Meishouho

* Ends in Bokutai stance

|~~~~~~~~~~~NAME~~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~~~~~DAMAGE~~~~~|~HIT LEVEL~|
| Meishousho                | b G+P+K            | -              | -         |
| Meishousho Ryusui Shouda  | P *                | 10 10          | M M       |
| Meishousho Gekiryu Shouda | P P *              | 10 10 05 05    | M M M M   |
| Meishousho Gekiryuha      | P P P              | 10 10 05 05 20 | M M M M M |
| Meiho Zensoutai           | K                  | 23             | L         |
| Meishougei Ensenkyaku     | G+K                | 20             | M         |
| Meishougei Enshi Renshou  | G+K P              | 20 12 10       | M M M     |
|                           |                    |                |           |
| Meishougei Enshi Renshou  | G+K P K            | 20 12 10 23    | M M M L   |
| Soukyaku                  |                    |                |           |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

|~~~~~~~~~~~NAME~~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~DAMAGE~|~POSITION~|~ESCAPE~|
| Tenshin Soutou            | G+P                |   40   |  front   | P+G    |
| Raishin Nyurin            | f G+P              |   50   |  front   | f P+G  |
| Raishin Nyurin            | f G+P(back to wall)|   60   |  front   | f P+G  |
| Hi'en Honko               | df P+G             |   --   |  front   | df P+G |
| Kuretsu Tenhou            | D f P+G            |   60   |  front   | f P+G  |
| Toushin Inshou            | f f P+G            |   50   |  front   | f P+G  |
| Tenchi Touraku            | f b P+G            |   55   |  front   | b P+G  |
| Tenchi Touraku            | f b P+G (enemy's)  |   63   |  front   | b P+G  |
|                           |      (back to wall)|        |          |        |
| Senpu Enjin               | b f P+G            |   60   |  front   | f P+G  |
| Sei'en Katou              | b d P+G            |   10   |  front   | d P+G  |
| Senpu Enka                | d f u b P+G        |   68   |  front   | b P+G  |
| Haishin Choushou          | P+G                |   40   |  side    | --     |
| Shun'en Katou             | P+G                |   10   |  back    | --     |
| Enfu Rinshou              | f P+G+K            |   --   |  front   | --     |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reversals
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

|~~~~~~~~~~~NAME~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~~~~DAMAGE~~~~|~~~REVERSES~~~|
| Unshu Soushousha         | f P+K              |      10      |      HP      |
| Senpu Soukyaku           | f P+K              |      17      |      HK      |
| Ensen Hairyu             | b P+K              |      30      |      HP      |
| Ensen Hairyu             | db P+K             |      35      |      MP      |
| Rasen Anshou             | b P+K              |      37      |      HK      |
| Rasen Anshou             | db P+K             |      37      |      MK      |
| Unshu Soushousha         | df P+K             |      15      |      MP      |
| Mougyu Kenkaku           | df P+K             |      15      |      MK      |
| Sousui Sanmon            | df P+K             |      14      |     Elbow    |
| Soushitsu Touraku        | df P+K             |      20      |     Knee     |
| Hi'en Hairyu             | db P+K             |      39      |     Elbow    |
| Kakyaku Senten           | db P+K             |      35      |      MK      |
| Shitsuten Toukai         | db P+K             |      40      |     Knee     |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
m. Wolf Hawkfield
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COUNTRY: Canada SEX: Male BLOOD TYPE: O JOB: Wrestler HOBBY: Karaoke
HEIGHT: 5'11" WEIGHT: 223lbs. B/W/H: 48/37/39 FIGHTING STYLE: Pro-Wrestling
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Story
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The reason Wolf took part in the Third World Tournament was a recurring
nightmare of the apocalypse. These nightmares ceased when the tournament ended,
and Wolf returned home. He spent his time traveling from one fighting arena to
another, training riorously. Unfortunately, the nightmares soon returned. Wolf
visited the shamen of his settlement once again and was told that the
tournament organizers planned to turn Wolf's nightmare into a reality. Not
wanting to witness such a terrible event, Wolf resolved to enter the next
tournament and prevent such a thing from happening.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pros and Cons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

+ Wolf is undoubtedly one of the strongest characters in the game. Matches are
  won quickely with a good Wolf player.

+ His immense list of throws make defensive and reversal ladden characters rely
  on their weaker strategies.

+ Wolf can perform the most damaging move in the game: the Giant Swing.

- Wolf is very slow, balancing out his power for novice players.

- Some of his moves are hard to perform, and even harder to connect with.

- Since Wolf's offensive consists of mostly throws, he can be very predictable,
  speedier characters can easily take advantage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strategies As Wolf
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Because Wolf's arsenal is based mostly on throws, your opponent will likely be
expecting them. Try to always mix a few quick hits or juggles between throws
to keep them guessing (the easiest intro into a quick juggle for Wolf being
his f K). Make sure to get comfortable with your Tiger Driver (df G+P+K) as
well, it will come in quite handy if your opponent tries to duck your throws,
because it (as well as a few of Wolf's other throws) connects with a crouching
opponent. If you need to quickely break up the pace a bit, pull out your Drop
Kick (uf K) or Axe Lariat (f f P). Most of all, just try to always play
conservatively with Wolf, only go in for the throw if you've got an opening.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strategies Against Wolf
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When fighting Wolf, the most important rule is to always try to keep your
distance. You know he's always got a throw ready to try on you, so never give
him the chance by keeping your distance and going with the 'hit and run' route,
dashing in for a quick combo and dashing out before he pops back up. Use his
slowness to your advantage and always keep your moves fresh so he doesn't start
to predict your combos. Finally, if he ever catches you in his Giant Swing,
always make sure to do a tech recovery right as you hit the ground to greatly
reduce the damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Normal Moves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* During previous move

|~~~~~~~~~~~NAME~~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~~~~~DAMAGE~~~~~|~HIT LEVEL~|
| Straight Hammer           | P                  | 14             | H
| Jap Straight              | P P                | 14 14          | H H
| One Two Upper             | P P P              | 14 14 19       | H H M
| Elbow Smash               | P P f P            | 14 14 16       | H H H
| Combo Elbow Butt          | P P f P b P        | 14 14 16 20    | H H H H
| Combo Double Arm Suplex   | P P f P db G+P+K   | 60             | -
| Hammer Kick               | P K                | 14 20          | H H
| Low Hammer                | d P                | 09             | L
| Body Blow                 | f P                | 18             | M
| Dragonfish Blow           | f P P              | 18 20          | M M
| Reverse Sledgehammer      | D df f P           | 30             | M
| Axe Lariat                | f f P              | 35             | H
| Screw Hook                | f df d db b P      | 20             | M
| Screw Lariat              | f df d db b P P    | 20 20          | M H
| Elbow Butt                | b P                | 20             | H
| Shoulder Attack           | b f P              | 29             | M
| Shoulder Feint            | d                  | --             | -
| Arrow Knuckle Real        | b df P             | 35             | M
| Arrow Knuckle             | df P               | 20             | M
| Verticle Upper            | D f                | 22             | M
| Comet Hook                | db P               | 19             | M
| Tomahawk Chop             | uf P               | 15             | M
| Flying Meyer              | f G+P *            | 40             | -
| High Kick                 | K                  | 30             | H
| Double High Kick          | K K                | 30 16          | H H
| Low Smash                 | d K                | 17             | L
| Knee Blast                | f K                | 30             | M
| Low Drop Kick             | f d K              | 20             | L
| Face Lift Kick            | df K               | 28             | M
| Drop Kick                 | uf K               | 30             | M
| Level Back Crush          | P+K                | 30             | H
| Running Shoulder Attack   |F P+K(while running)| 23             | M
| Tomahawk Flash            | f P+K              | 20             | H
| Short Shoulder            | b f P+K            | 30             | M
| Grizzly Lariat            | df P+K             | 20             | L
| Neck Cut Kick             | G+K                | 30             | H
| Rolling Sobat             | f G+K              | 30             | M
| Flying Kneel Kick         | f f G+K            | 35             | H
| Heaby Toe Kick            | b G+K              | 17             | M
| Toe Kick Stunner          | G+P *              | 45             | L
| Toe Kick Side             | b G+K K            | 17 17          | H
| Front Roll Kick           | b f G+K            | 30             | M
| Thrust Kick               | df G+K             | 25             | H
| Missile Kick              | uf G+K             | 35             | M
|                           |                    |                |
| Side Step Catch           | G+P+K(during evade)| 50             | -
|                           |                    |                |
| Jumping Lariat            | F G+P+K  (while)   | 35             | M M
|                           |         (running)  |                |
|                           |                    |                |
| Step Hammer               | u P  (while rising)| 25             | M
| Rock Punch                | u P (while jumping)| 25             | H
| Toe Crush                 | u K  (while rising)| 25             | H
| Toe Crush                 | u K (while jumping)| 25             | -
| Hammer Edge               | u K(before landing)| 22             | H
| Elbow Drop                | df P   (enemy down)| 15             | M
| Elbow                     | u P    (enemy down)| 25             | M
| Front Roll Kick           | b f G+P(enemy down)| 18             | M
| Somersault Drop           | u K    (enemy down)| 16             | M
| Double Claw               | d G+P  (enemy down)| --             | M
| Rolling Hammer            | P    (enemy behind)| 12             |
| Back Kick                 | K    (enemy behind)| 30             |
| Back Low Hammer           | d P  (enemy behind)| 20             |
| Back Drop Kick            | d K  (enemy behind)| 20             |
|                           |                    |                |
| Jumping Knee              | b G+P+K  (wall in) | 30             |
|                           |           (front)  |                |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* During Catch
** During Change
*** Enemy's back to wall
**** Enemy crouching

|~~~~~~~~~~~NAME~~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~DAMAGE~|~POSITION~|~ESCAPE~|
| Face Crush Chop           | G+P                |   50   |  front   | G+P    |
| Brain Buster              | b G+P              |   60   |  front   | b G+P  |
| Body Slam                 | df G+P             |   50   |  front   | df G+P |
| Wall Body Slam            | df G+P             |   70   |  front***| df G+P |
| Frankensteiner            | uf G+P             |   60   |  front   |        |
| Arm Whip                  | f f G+P            |   50   |  front   |        |
| Steiner's Screwdriver     | df df G+P          |   70   |  front   | df G+P |
| Jackhammer                | df df G+P G+P      |   70   |  front   | df G+P |
| Giant Swing               | b db d df f G+P    |   100  |  front   | f G+P  |
| Wrist Lock Throw          | f df d db b G+P    |   70   |  front   | b G+P  |
| Pendulum Lariat           |G+P(during previous)|   50   |  front   |        |
| KS                        |d df f uf u ub b G+P|   80   |  front   | b G+P  |
| Low Sway Tackle           | b b G+P            |   --   |  front   |        |
| Catch                     | f G+P              |   --   |  front   |        |
| Thunder Fire Power Bomb   | P+G *              |   80   |  front   |        |
| Push                      | df G+P *           |   --   |  front   |        |
| Front Neck Chancery       | db G+P *           |   60   |  front   |        |
| Slingshot Front Suplex    | f G+P *            |   60   |  front   |        |
| Change                    | f G+P *            |   --   |  front   |        |
| German Suplex             | P+G **             |   60   |  front   | G+P    |
| Push                      | b G+P **           |   --   |  front   | f G+P  |
| Calf Branding             | df G+P **          |   65   |  front   | df G+P |
| Tiger Suplex              | b G+P              |   70   |  front   | b G+P  |
| Sliding Leg Scissors      | G+P                |   50   |  side    |        |
| Cyclone Whip              | b f G+P or f b G+P |   60   |  side    |        |
| German Suplex             | G+P                |   70   |  back    |        |
| Dragon Suplex             | d G+P              |   80   |  back    |        |
| Frankensteiner            | uf G+P             |   60   |  back    |        |
| Side Suplex               | d G+P+K            |   50   | front****| d G+P+K|
| Tiger Driver              | df G+P+K           |   70   | front****|df G+P+K|
| Big Bridge Bomb           | df df G+P+K        |   60   | front****|df G+P+K|
| Double Arm Suplex         | db G+P+K           |   60   | front****|db G+P+K|
| Cross Armbreaker          | db G+P+K           |   70   |  side****|        |
| German Suplex             | G+P+K              |   80   |  back****|        |

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reversals
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

|~~~~~~~~~~~NAME~~~~~~~~~~~|~~~~~~COMMAND~~~~~~~|~~~~DAMAGE~~~~|~~~REVERSES~~~|
| Captured                 | b P+K              | 52           | H/M K
| Dragon Screw             | db P+K             | 50           | MK
| Low Punch Cut            | d P+K              | --           | LP

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7. DUNCE ITEMS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section was basically created solely because of the number of emails I get
regarding questions with dunce (or 'disgrace') items. Dunce items are items you
get in Kumite mode that your created character is forced to wear if certain
conditions are met. The only way to remove the item is to fullfill a different
condition in Kumite mode, generally just doing the opposite of what you did to
gain the dunce item. Below is a list of the dunce items each character can
gain, how you get them, and of course, how to remove them.

* Some items can be kept and worn as you like on your created character, items
  you can keep are marked with an *

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Akira Yuki
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Rabbit on shoulder *
Gain   - Lose 10 matches in a row.
Remove - Win 3 matches in a row.

-Squirrel on shoulder *
Gain   - Repeatedly get hit by an opponent's evade attacks.
Remove - Win a match without being hit by an evade attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Aoi Umenokouji
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Cat mask
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-Ribbon and face paint
Gain   - Repeatedly get countered by an opponent.
Remove - Play a full match without being countered.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jacky Bryant
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Glasses + fake nose and moustache
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-Baby hat and binkey *
Gain   - Lose 2 matches, getting ring outs in each round.
Remove - Win a match by ring out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jeffry McWild
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Skull mask
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

- Bald hair style *
Gain   - Let an opponent escape from your throws 6 times or more in a match.
Remove - Perform 5 throws with at least 2 connecting and win the match.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kage-Maru
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Squirrel on shoulder *
Gain   - Lose 5 matches in a row.
Remove - Win 2 matches in a row.

-Rabbit on shoulder *
Gain   - Fail to escape from 15 throws.
Remove - Escape from two throws for each round of a match and win the match.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lau Chan
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Large mask
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-China bowl *
Gain   - Constantly hold guard.
Remove - Win a match with 50% or more of your attacked connecting with the
         opponent.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lei Fei
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Pig mask *
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-Elephant mask *
Gain   - Get hit by the opponent's attacks 10 times in each round of a match
         and lose the match.
Remove - Win a match without being hit more than 9 times each round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lion Rafale
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Eiffel Tower hat *
Gain   - Lose 10 matches in a row
Remove - Win 2 matches in a row

-Green mantis mask *
Gain   - Get hit by D+P 10 times or more each round of a match.
Remove - Win a match without getting hit with D+P more than 9 times each round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pai Chan
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Frog mask
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-Panda mask *
Gain   - Repeatedly get hit by an opponent's evade attacks.
Remove - Win a match without being hit by an evade attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sarah Bryant
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Large glasses *
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shun Di
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Chinese girl mask
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-Funny mask *
Gain   - Lose 2 matches, getting ring outs in each round.
Remove - Win a match by ring out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vanessa Lewis
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Horse hat *
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

-Hockey mask *
Gain   - Get hit by the opponent's attacks 15 times in each round of a match
         and lose the match.
Remove - Win a match without being hit more than 14 times each round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wolf Hawkfield
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Party hat + fake nose and glasses
Gain   - Get thrown from the side by an opponent and lose the match.
Remove - Escape from a throw twice or more and win the match.

-Old man mask
Gain   - Lose 10 matches in a row.
Remove - Win 2 matches in a row.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8. SECRETS & EXTRAS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Below is a list of all the extra items and accessories you can get in Kumite
mode and how to get them. Note, this list does not include any individual
character special items, but I may include a section on that eventually.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlock Dural
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To unlock Dural, you must first wait until you fight her in Kumite mode. After
she challenges you, you must win and it will unlock her as a selectable
character in Versus mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlock The Hangar (Dural's stage)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To unlock Dural's stage for play in Versus mode, you must reach The Emperor
rank in Kumite mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Extra Training Stages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Below is how to get the 3 extra training stages for use in Versus mode:

Training Stage 1: Gain 1st Dan rank in Kumite mode.
Training Stage 2: Gain 5th Dan rank in Kumite mode.
Training Stage 3: Gain Monarch rank in Kumite mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Virtua Fighter 1 Character Model
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To unlock your character's original character model from Virtua Fighter 1, you
must reach 1st Dan rank in Kumite mode. To use the VF1 character model, hold
P+K from when you choose your created character until the first match starts.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Old Win Poses
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can unlock two of your character's old win poses from previous Virtua
Fighter games in Kumite mode. To unlock old win pose 1, you must reach 2nd Kyu
rank in Kumite mode. To unlock old win pose 2, you must reach 3rd Dan rank. To
see your character's old win pose 1, press and hold G+P+K right after you win
until your character performs his or her win pose. To see old win pose 2, do
the same as with win pose 1, but instead of G+P+K, just press and hold P+K.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Coordinates
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As you progress up the ranks, your character will gain many sets of
coordinates. Coordinates are just news sets of colors for your character's
costume, they don't change the look or style of anything, they just change the
color scheme. Below is a list of the ranks you will gain each coordinate set:

Coordinate  1: 9th Kyu
Coordinate  2: 7th Kyu
Coordinate  3: 3rd Kyu
Coordinate  4: 2nd Kyu
Coordinate  5: 1st Dan
Coordinate  6: 3rd Dan
Coordinate  7: 5th Dan
Coordinate  8: 7th Dan
Coordinate  9: 10th Dan
Coordinate 10: Monarch

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9. FREQUENTLY ASKED QUESTIONS (FAQ)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
In this section I will try to answer as many of the most commonly asked
questions as I can for reference.

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

Q: Will you answer questions I e-mail you?

A: Yes, I will always try to be helpful when I can. I try to be a nice guy, but
   please always look in this section whenever you have a question. I will
   update it with the most common questions as often as I can, and it will
   save us both time :)

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

Q: My character suddenly put on a weird looking item and I can't take it off!
   Is something wrong with my game, what do I do?

A: The most asked questions I get a referring to this problem. These items that
   are on your character are called 'Dunce Items.' I've made an entire section
   dedicated to this just because of the amount of questions I get asking about
   a particular dunce item. In the section 'DUNCE ITEMS,' you will find a list
   of each character's dunce items, why you got them, and how to take them off.

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

Q: I've heard you can get each character's original character models from
   Virtua Fighter 1. How do I get them, and how do I put it on my character?

A: The answer to this question can be found in the 'SECRETS' section.

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

Q: When I go into the data files section to try to change my character's
   clothes with ones I've earned in Kumite, the game locks up and I'm unable to
   exit, what's the problem?

A: I don't personally have this problem, but I've heard a few people say they
   did too. I'd suggest just exchanging it for another copy where you bought
   it. As long as you still have the memory card you used you should be able to
   keep all of your saved data :)

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10. REVISION HISTORY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

0.3 - [4/02/02] -  Added DUNCE ITEMS section. Added SECRETS & EXTRAS section.
                   Added to FAQ section.

0.2 - [3/27/02] -  Added to the FAQ section, and finished movelist and
                   strategies for Wolf Hawkfield.

0.1 - [3/25/02] -  Added all preliminary sections. Finished INTRODUCTION,
                   BASICS, BUTTON KEY, MODES OF PLAY, and LEGAL sections.
                   Finished movelist and strategies for Pai Chan.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11. CREDITS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Thanks to CJayC for the best site on the Internet. SEGA and AM2 for making the
games I love. Me for my l337 writtin' skillz. All of the VF fans, and any new
fans that this game wins over, for supporting this great series.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
FIN!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


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