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 ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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.