--------------------------------------------------------------------------- | | | `` Stand back, and make way for the true goddess of the V.G! ´´ | | | --------------------------------------------------------------------------- :MBu:18OMBOM@@B2i@B0 :@@@kqkEB@B :1LNB@B LBqv JEO. ,N@B@B@@@B@B@@@B@B@B :E@B@B@B@BE 77@B@B@B@. 1@B@B@PX@@BO YXMBBMBM@B@k2@J :B@B0., u@@B@B@B@: 7E@@B@B@B@q @BBMMOBZ.2jL@ OBZ. PB@MMOMB@: u@B@B@BN J@MMOMMOSMB@B rEr:5r F@MMOMM@F P@@B@Y .B@O8GOOMOMBM .uXu:,:iZ :MLSBO8O8BB iYL7iLk7UYU jBMG8Z8G8GMBB. rF27,..:iNv ,@B@BBMMGMBU,r7Y.u0i:7F::7 FG BMGEGZZEGEMB@2L:,,:iiJv @BMB@M8B@BBvi:::8q,.r7iUL.PB@ r@8E0ZNE0EE@r..,:ZuB5 ::7 5J7@j. .:. rBY .v: :M,iX7: ,.. :BM00q0q0P8N ..,:FB7 P;,M Jv XX .:. L: .7ULFO.75 rB8qNqqPNq@F,. . .7vr vi:2 PM ,1SB 5Y ;0ik@ ir FOZq0PNq0N@FiL: . PO v@ri X0 7r. .iM. i@ .j.7LLvrii:rLY7r, iMZ0qNP0NZ8B.S: .B .. O0 :@i ..:5B@,..7Uk:JM@@@BBB@B@M@B@B@B, :8M0EqENGM@@Y :qu : @X :UrkLYJM88ONY5BS SMLuOEZZZEGZOMBNY :BBZGO@BX, .L: i7rB.@q i5 M@MMEE0ZOMM@; iS8GqEq0qZO5 q1@B@U :r .E@L i1 iMO0EqEE02MB kMZ0q0q0ZBr ,2, .v2Bu @: 7v rMOZ0Z0MY:B@ ZO08ZNZ0BB, :::. .rLEM@B@. ::.v: ,BBGGZO0:U@B rBEiZG8ZOBZ rL7L:;Uv20@@B@B5 :u,7, 0BM8O8GYMM@. :@O7PMZ8OM .kNEL:. Y@B@BBM@B5 B rO@@MS @B@OMMMOBBu rBvLBOM8BM2. :B@@B@Mr ,Y, ,B@BMMMB: OO@B@B@B, EB@BBMMM@X B@MGB@B@B@BO kB@B@B@@ vB@B@B@U 1@B@B@B5 FB@@@B@B@1 M@@@B@@@B@B@i v@B@B@Bi MB@@@B@2 :B@B@@M iZB@B@B@B 7@B@B@Pr .. .B@@@B@ [ Super Variable Geo || Japanese Super Famicom || GameFAQsID : shouji ] [ MaxFAQ v3.00 || faq + ascii : shouji || email : oodzume@hotmail.com ] [ psn : shouji-kun || gamertag : afroshouji ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Copyright 2015 Khris "shouji" Gaines The following FAQ you are looking The most updated issue of the FAQ through was forged by me, shouji. will be given to www.gamefaqs.com < oodzume@hotmail.com > D primarily. Unless denoted, if any Made for the use of only personal I other location has it, then nine- and/or private purposes. Whenever S times-outta-ten it was ripped out reproduced, electronically is the C from there. If placed on a freely way it must be done. However, the L assessable webpage/site, this FAQ correctness and accuracy of any & A may be altered to fit any certain all material listed with this FAQ I guidelines, but this disclaimer & isn`t 100% guaranteed. Any errors M copyright info must remain in its or omissions that inflict damages E original form and state. If there or problems towards anything will R is any problem by now with any of NOT be the author`s fault. That`s the preceding info, then maybe it just how it works out. Comprende? would be best to try another FAQ. For no reason should this FAQ be used for profitable and/or promotional purposes (ie - published in guides, magazines, hint books, etc). Nor is this document to be given away along with any purchases as a gift/extra or the like. It isn`t my forte to write all this up to get others rich. Anyone who has enough interest in this FAQ and would like to include it on their site, please ask me first in a letter describing your page (do include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask me. I`m normally pretty lenient about it if you take that approach. All copyrights and trademarks associated with this FAQ are acknowledged. Do give credit where it`s due as well. I`d hate to damn your soul to hell. Plagiarism sucks. shouji has written, so it shall be spoken. =) `Super Variable Geo´ and its characters are copyright 1995 TGL, Ltd. All rights reserved. This FAQ is available at the following places : ---------------------------------------------- Super Variable Geo // MaxFAQ - - GameFAQs gamefaqs.com/ A note to other sites: DO NOT rip off this document from GameFAQs.com (or any of the other listed sites) and just place it on your website. It is a real pain in the ass to find my work posted on other websites when I know that I didn`t send it to them. If any other gaming or FAQ hub is so eager to incorporate any of my FAQs to their site, then that`s great. But first take a moment and send me an email to ask me properly for them. For those that find that so difficult to do, then go forth and write your own FAQs. .. Alright, I`m through ranting. Have a nice day. ^_^ [ Table of Contents ] -- // ------------------------------------------------ _______________________________________________________________________________ > Advanced : 1 -- Story > Advanced : 2 -- FAQ Notation - Controller Notation - Button Notation - Abbreviations + Command Notation - Arts Info Chart - Frame Data > Advanced : 3 -- Game Modes Explanation - Normal Mode - V.S. Mode - Config > Advanced : 4 -- Basic Commands > Advanced : 5 -- The VG Goddesses - Ayako Yuuki - Chiho Masuda - Eleanor (Elirin) Goldsmith - Jun Kubota - Kaori Yanase - Manami Kusunoki - Reimi Jyahana - Satomi Yajima - Yuka Takeuchi > Advanced : 6 -- System Dissection - Movement: walking / dashing / jumping - Attacking: basic / command - Guarding - Throwing - Projectiles & Durability - Life Gauge - Super Attacks - Hitstun / Hitstop / Hit States - Combos / Links - Canceling - Tier Listing > Advanced : 7 -- Miscellaneous Info - Special Thanks - Secrets / Codes - Translations - Glitches - Seiyuu Information - Revision History - Final Note [ Advanced : 1 : Story ] -- // --------------------------------------------- _______________________________________________________________________________ Variable Geo. .. This is a weaponless fighting tournament held once a year to decide on the strongest waitress. The super major multinational corporation Jyahana Group sponsors this tournament with a prize of a total amount of 1,000,000,000 (billion) yen. (About 10$ million US.) Furthermore the player will belong to the enterprise, and will be given a first-class residence in their district. Already the meeting has been held three times to count, the defending champion Reimi Jyahana has not been defeated, at least not yet .. [ Advanced : 2 : FAQ Notation ] -- // -------------------------------------- _______________________________________________________________________________ [ // 2.01 - Controller Notation ] ----------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- N -- f Retreat / Guard Neutral Advance / | \ db d df Crouch / Low Guard Crouch Offensive Crouch - Reverse forward and back if you`re on the right side of screen. [ // 2.02 - Button Notation ] --------------------------------------------- L-shoulder R-shoulder n/a n/a X Button Heavy Punch (HP) Y Button A Button Light Punch (LP) Heavy Kick (HK) B Button Light Kick (LK) - Button notation can be changed at the Control Pad menu in the Option screen. This FAQ utilizes the default setup shown above. [ // 2.03 - Abbreviations + Command Notation ] ---------------------------- P / K - Press any Punch / Kick button. PK - Press the same strength Punch + Kick buttons simultaneously. + - Stands for "and". / - Stands for "or". qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick. hcf / hcb - Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick. .. rapidly - Repeat the listed command(s) in a swift succession. ("Press Punch rapidly" means to swiftly hit any Punch button over and over.) Charge - Hold the primary indicated direction on the joystick for a minimum of X-amount of frames before performing the following command(s). Typically a minimum of 60 frames. When close - Perform the following command(s) when player is near the opponent. (x#) - Indicates the previous command can be repeated X-times. (move name) - A special move that has no specific name, but is noted in the character`s movelist for having unique principles or command to execute it. Although sometimes this notation means that I don`t know the official name for the move yet. 1,2,3,4 - Note numbers, listed along the side of the FAQ alongside the attack/command to correspond to the information numbers listed below. Some attacks may have multiple notes. f - Stands for "frame/frames," used in conjunction with numbers (7f) to explain frame data. (Can be read as either "frame 7" or "7 frames".) An additional letter——S, A, R——may follow to differentiate between a move`s startup, active, and recovery periods, respectively. ('7fS' means '7 frame startup'.) ** - Indicates special notes or additional information pertaining mainly to the character in general. (!) - Indicates the character`s Super Attacks. (Requires 1/3 health remaining.) [ // 2.04 - Arts Info Chart ] --------------------------------------------- Each of the character`s basic attack techniques are listed within a structure like the one below: ----------------------+-----+--------+-----+------------+-----+-----+-------- | Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes | ----------------------+-----+--------+-----+------------+-----+-----+-------- Crouching HK | L | 120 | 9 | 5 | 34 | —— | KND ----------------------+-----+--------+-----+------------+-----+-----+-------- | | | | | | | | a b c d e f g h a - Attack Command The position of the character, or the command input for the attack. Some characters have alternate attacks when Standing Close to the opponent as opposed to being far away, as well as Jumping Diagonal rather than just straight vertically. Only these new attacks are added if they differ. b - Guard The position in which the attack can be guarded. M / MID - attack can be guarded standing or crouching H / HIGH - attack must be guarded while standing L / LOW - attack must be guarded while crouching c - Damage The amount of damage the move does when it connects with the opponent for its full amount of hits. Plus signs separate damage between hits if the amount changes from the previous (eg - 20+25), but these hits combo after one another. Else the damage will be followed by the amount of hits it does if each hit does the same (eg - 70x2). If an attack`s hits do not combo, damage is separated by a comma between hits instead (eg - 10,10). d - Startup Frames The number of frames that initiate at the beginning of an attack. (This also includes the first active frame of the move.) e - Active Frames The number of frames when it is possible for an attack to connect and deal damage. f - Recovery Frames The number of frames after the attack has finished, and the character is disallowed to do another action. g - +Hit / Advantage on Hit The difference in the number of frames between when both characters will return to neutral stance after an attack has successfully hit. (Positive numbers mean that the player can act first; negative means the opponent can act first.) h - Notes Notable additions and details about the attack listed in shorthand: KND - KNOCKDOWN: attack knocks opponent to the ground. PRJ - PROJECTILE: attack either appears as or creates an independent object on screen; must be able to negate another PROJECTILE`s durability points. [ // 2.05 - Frame Data ] -------------------------------------------------- The idea of "frame data" can be a bit intimidating to new players. It is one of the best and scariest ways to help improve your game, but only if you fully understand what you are looking at——and why you are looking at it. Many expert players in the fighting game community will talk about 'advantage' and moves that are 'unsafe,' and this is where it all stems from. Frame data is the most accurate way to measure events and timing in fighting games. This area will help to break down what a lot of this information means, to help you grasp the concepts better in order to use it throughout your gameplay. ( Frames ) ----------------------------------------------------------------- A 'frame' is a game`s unit of time measurement. `Super Variable Geo´ (SVG) runs at 60 frames per second like most modern games do. Which means in a span of one full second, there are 60 frames of sprite animation that takes place. Not all of it is noticeable or easy to recognize, but it`s there. Frame data allow for discussions of given moves to be taken to a deeper, more useful level. The actual utility and effectiveness for a given move becomes more apparent when looking at the frame data. Visually, there is little difference between and attack that hits in 4 frames versus one that hits in 8 frames. It`s the difference between "just under a tenth of a second" and "just over a tenth of a second." But in the terms of the game itself, this minuscule and brief variation in timing can equal quite a significant deal. Like many older 2D games, SVG`s animation is built on "trailing sprites". That means that each movement and attack frame is not a unique sprite; instead, one sprite can last anywhere from 2-8 frames` worth of animation. So to the naked eye, an attack can appear to be only four frames because that`s how many different sprite animations there are, but in actuality the move is lasting far longer due to the span of the frame. For example, with Jun`s Standing HP, it carries out like this: Sprite 1 (5f), Sprite 2 (4f), Sprite 3 (4f), Sprite 4 (5f) |__________________________| |___________| |___________| Startup Active Recovery The entire attack only has four -different- sprites of animation, so one might believe the attack hits on its 3rd frame, but that`s not correct. The first sprite lasts for 5 frames (1/12 of a second), then the next sprite lasts for 4 frames, and so on. So in full, Jun`s Standing HP is 18 frames long——not 4. This was a very common practice in early 2D game making because drawing new sprites can be both expensive and weigh on the graphics engines. So instead, sprite durations were just stretched out and drawn in a way to not have the game appear too blocky. Many SNES/SFC fighting games are programmed so that attacks hit on their 2nd active frame rather than the first. As if the first one is to check to see if the attack is guarded or not, and then the second executes the damage. In the above example for Jun, it is actually her 11th frame that connects for damage, not the 10th——even though her limb is extended out. In all of the frame data listed below in the character sections, this is all taken into account and the startup frames count until the attack frame which actually deals damage. ( Startup Frames ) --------------------------------------------------------- The number of frames before the attack reaches its first active frame, which is capable of hitting the opponent, after the command for the move has been correctly input. In simplest terms: the lower the number is, the faster the attack is able to execute. Startup frames naturally include the first frame of the active period. This is for ease of looking for links under +Hit (frame advantage): if something lists an advantage of +4, then any attack with a startup of 4 frames or lower works. This does mean that is you add up the startup, active, and recovery frames, the sum is actually 1 frame longer than the real duration of the attack. For PROJECTILES, these are the number of frames until the character releases the attack. ( Active Frames ) ---------------------------------------------------------- The number of frames the attack is capable of striking. Basic attacks tend to have a small amount of active frames——typically around 3-8 frames. Attacks with a high number of active frames should be worth noting. Numbers listed in parenthesis are inactive frames in between the active ones for multi-hitting attacks. An active of 'Ground' means an aerial attack will remain able to strike until the character lands to the ground. Most PROJECTILE attacks are a bit of a special case, since the active part of the animation is (usually) completely separate from the character`s animation. So the character only actually has startup and recovery animations. In which case projectiles have an active period listed as " —— " due to how their time on screen is determined by the positions of the characters. ( Recovery Frames ) -------------------------------------------------------- The number of frames in which the attack is recovering and no longer active, where the character transitions back to their neutral stance so they can act again. Characters can`t guard or perform other actions while recovering, so they are left vulnerable. The recovery period is the portion that is circumvented when using any kind of cancel into other moves. For PROJECTILE attacks, recovery begins the frame after the projectile is actually released. 'Landing Frames' are essentially recovery frames the character goes through after landing to the ground from a jump, or after some aerial special attacks. (Some uppercut-type attacks that send the opponent into the air may also be included.) These frames typically get applied regardless of if the character attacks or not during their jump. They are unique in that all but the first frame can be canceled with moving, attacks, or special moves, allowing the character to recover faster. Recovery frame counts listed all reflect if the full amount of landing recovery frames transpire, so the player will have to cancel them as they see fit. All landing frames are listed in each character`s 'Data Arsenal' section. Some characters have different landing recovery times depending on if they jump vertically or diagonally. 'Ground' (or 'Gnd') signifies that the character remains in recovery animation until they land on the ground. ( Advantage on Hit ) ------------------------------------------------------- After an attack strikes an opponent, two things occur: the attacking character will go through their recovery animation, and the defending character either goes into hitstun or guardstun (depending on if the move was blocked or not). Different attacks go through different recovery periods and inflict different amounts of guardstun or hitstun. After these times, both the attacker and the defender will eventually leave those animations and be allowed to act again. The discrepancy between when the character and the opponent both return to neutral stance and can perform another action is expressed with the concept of frame advantage (listed as '+Hit' or 'On Hit' in this FAQ). A frame advantage of "+7" means the character can act a full 7 frames before the opponent can do anything——a rather sizable advantage! A frame advantage of "-3" means that the opponent instead has 3 frames to act before the character does. Whereas having "0" advantage means both characters return to neutral at the exact same time. For PROJECTILE attacks, the +Hit is based upon if the attack hits on its very first active frame; typically point-blank range. Another special case are aerial/jumping attacks. This FAQ does not include any frame advantage from jumping attacks simply because the numbers will always differ depending on when the grounded opponent is struck. The greatest amount of frame advantage is typically when the aerial attack hits on its very first active frame, like with projectiles, and then the character landing as soon as they possibly can——usually on the next frame. However, that seldom will ever occur. Whether it is air-to-air, or air-to-ground, aerial attacks generally do not ever hit on their first active frame unless they are used in an air combo. (SVG has no aerial combos.) In addition, where on the opponent`s body they are hit is also a factor. Yuka attacking Reimi with a Jumping HK that hits at the top of her head will give Yuka a much different frame advantage than if she hits Reimi much deeper in the chest region. (Character sprite sizes would also be a factor.) There is no real significant degree of guardstun in SVG like other fighting games, so this FAQ does not include tables to show "advantage on guard." ( Super Techniques ) ------------------------------------------------------- Super Techniques in SVG do not have a dramatic buildup and feel like they do in other fighting games. They lack a darkening phase, or "charging up" period, that normally takes place during the startup frames. So these super attacks carry out and are executed like any other special move. All Supers are performed with a command in addition to a Punch + Kick button combination of the same strength. (Yuka`s Kiryuuin Idaten Geki is "qcf,qcb + PK" to perform.) The attack frames and damage remain the same regardless of if you use both Lights or both Heavys to perform the Super. [ Advanced : 3 : Game Modes Explanation ] -- // ---------------------------- _______________________________________________________________________________ [ // 3.01 - Normal Mode ] ------------------------------------------------- Arcade mode. Select one of the nine characters to go through the game. You must defeat nine opponents in 2-out-of-3 rounds. Both Kaori Yanase and Reimi Jyahana round out the last two opponents for every character. (Stage 7 is a mirror match with most characters except Kaori and Reimi.) Each character has a set order in which they fight their opponents, and will always remain the same: Ayako | Chiho | Elirin | Jun | Kaori | Manami | Reimi | Satomi | Yuka --------+--------+--------+--------+--------+--------+--------+--------+------- Elirin | Manami | Yuka | Satomi | Yuka | Jun | Chiho | Ayako | Chiho Yuka | Jun | Chiho | Ayako | Chiho | Satomi | Manami | Elirin | Manami Chiho | Satomi | Manami | Elirin | Manami | Ayako | Jun | Yuka | Jun Manami | Ayako | Jun | Yuka | Jun | Elirin | Satomi | Chiho | Satomi Jun | Elirin | Satomi | Chiho | Satomi | Yuka | Ayako | Manami | Ayako Satomi | Yuka | Ayako | Manami | Ayako | Chiho | Elirin | Jun | Elirin Ayako | Chiho | Elirin | Jun | Elirin | Manami | Yuka | Satomi | Yuka Kaori | Kaori | Kaori | Kaori | Kaori | Kaori | Kaori | Kaori | Kaori Reimi | Reimi | Reimi | Reimi | Reimi | Reimi | Reimi | Reimi | Reimi Once Reimi is defeated, you are treated with still images of your character and text for their ending. Losing against an opponent brings up a Continue screen, showing a picture of your beaten character. You have ten seconds to decide on whether or not you wish to continue. Pressing Start activates the continue, allowing you to start the stage over against the opponent that defeated you. Pressing the buttons will speed up the time. Once the timer reaches 0, continuing is disabled and the game is over. When you continue, you are given the option to switching to a new character. If you do, you continue still on the list of opponents based off your original character, not the newly selected one. [ // 3.02 - V.S. Mode ] --------------------------------------------------- V.S. Mode is made for anywhere between 0- to 2-players. There are three modes to choose from: "1P V.S. 2P," "1P V.S. COM," and "COM V.S. COM." In each mode, any of the 9 characters can be selected to fight 2-out-of-3 rounds. During the character select screen, a player has control of various functions: - Press the X or Start button over a character to select their 1P color. - Press the A button over a character to select their 2P color. - Press the B button to deselect a chosen character. After characters are chosen, a screen comes up to allow you to alter the player`s handicaps and select a stage. [ // 3.03 - Config ] ------------------------------------------------------ The Config Mode screen allows you to change the settings of the game. The modes are as follows (listed from top to bottom): - GAME LEVEL Select the difficulty of the CPU opponents from 1-8 units: 1 = jaku (weak), 8 = kyou (strong). 4 is default. (Effects: Normal Mode, V.S. Mode (1P VS COM)) - TIME LIMIT Select the state of the round timer: ON or OFF. ON is default. (Effects: Normal Mode, V.S. Mode (ALL)) - SOUND SELECT Select a track to listen to from the game. All stage music and character voices are provided. Press either the X- or A-button to play the track. - SOUND MODE Select the sound output: Stereo or Mono. - BUTTON SET Change the button configuration of the Punch and Kick buttons. [ Advanced : 4 : Basic Commands ] -- // ------------------------------------ _______________________________________________________________________________ The following list are moves and attacks that most characters overall possess. Standing Guard Hold b when attacked Crouching Guard Hold db when attacked Forward Dash Press f,f Back Step Press b,b Nage (throw) When close, b / f + HP Ground Recovery Normally stand after knockdown [ Advanced : 5 : The VG Goddesses ] -- // ---------------------------------- _______________________________________________________________________________ =============================================================================== 5.01 // AYAKO YUUKI // "Ookini~!" =============================================================================== ( Personal Information ) --------------------------------------------------- Name Meaning : AYAKO = "design/child" YUUKI = "contract/fortress" Origin : Kyouto/Kyoto (metropolitan area) Restaurant : SoTo (Based off the Japanese dance club "METRO".) Age : 19 years Fighting Skill : Garyuu Dance Kakutougi (Self-taught Dance Weaponless Fighting) ( Colors ) ----------------------------------------------------------------- X : Pink (top), black (miniskirt, high heels), purple (hair) A : Aqua (top), black (miniskirt, high heels), green (hair) ( Victory Poses ) ---------------------------------------------------------- Round 1 + 2 : Places hand on her cheek and bends to look down at opponent, "Ara ara!" ("Oh my!") ( Data Arsenal ) ----------------------------------------------------------- Forward Dash Duration : 13 frames Backward Dash Duration : 24 frames (23 frames invulnerable) Pre-jump Frames : 1 frame Jump Duration : 48 frames Vertical Landing Frames : 4 frames Diagonal Landing Frames : 11 frames ----------------------+-----+--------+-----+------------+-----+-----+-------- | Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes | ----------------------+-----+--------+-----+------------+-----+-----+-------- Standing LP | M | 80 | 8 | 4 | 6 | +1 | Standing HP | M | 120x2 | 11 | 3(6)3 | 5 | +5 | Standing LK | M | 80 | 6 | 7 | 5 | -1 | Standing HK | M | 120 | 10 | 3 | 13 | -3 | Crouching LP | M | 80 | 4 | 1 | 4 | +6 | Crouching HP | M | 120 | 6 | 3 | 6 | +4 | Crouching LK | L | 80 | 6 | 2 | 5 | +4 | Crouching HK | L | 120 | 9 | 5 | 34 | —— | KND Jumping LP | H | 80 | 5 | 2(3)2(4)5 | Gnd | —— | Jumping HP | H | 120 | 8 | Ground | —— | —— | Jumping LK | H | 80 | 8 | Ground | —— | —— | Jumping HK | H | 120 | 13 | 5 | Gnd | —— | Jump Diagonal LP | H | 80 | 5 | Ground | —— | —— | Jump Diagonal HP | H | 120 | 8 | 16 | Gnd | —— | Jump Diagonal LK | H | 80 | 8 | Ground | —— | —— | Jump Diagonal HK | H | 120 | 6 | 14 | Gnd | —— | ---+------------------+-----+--------+-----+------------+-----+-----+-------- 1 | Ashinage | Thw | 260 | 1 | 1 | —— | —— | KND 2 | Ren Shouda | Thw | 270 | 1 | 1 | —— | —— | KND 3 | LK Mach Spin | M | 120,120| 8 | 2(13)20(4) | 10 | -51 | | | | ,120 | | 14 | | | | HK Mach Spin | M | 160x2, | 8 | 1(12)23(4) | 15 | -39 | | | | 160 | | 12 | | | 4 | LK Rave Storm | M | 220 | 12 | 9 | 12 | -6 | | HK Rave Storm | M | 240 | 10 | 7 | 11 | -1 | 5 | (!) Spiral Dive | Thw | 600 | 1 | 1 | —— | —— | KND ---+------------------+-----+--------+-----+------------+-----+-----+-------- ( Movelist ) --------------------------------------------------------------- 1 Ashinage When close, b / f + HP 2 Ren Shouda When close, b / f + HK 3 Mach Spin qcf + K 4 Rave Storm qcb + K 5 (!) Spiral Dive When 1/3 life and close, qcf,d,df + PK ( Notes ) ------------------------------------------------------------------ 1 Unblockable. 2 Unblockable. 3 There are three separate kicks to each Mach Spin: Ayako`s low 'flare', the ascending drill, and the descending drill. All of them are MID (even the aerial attack). The first two kicks of the LK-version do not combo. The opponent has a 5f gap after the first kick hits to guard the next ascending drill. Counterattacks can be iffy since Ayako hits again on her descent, which can trade with the opponent`s attack. - Ayako is at a huge frame disadvantage if only the first 1-2 hits connect for each version. If the descending drill hits, she will only be at -3, regardless of the version used. 4 —— 5 Unblockable. Throw switches sides. - Has a fairly large throw range; Ayako can be about a full character distance away from the opponent and still be able to catch. =============================================================================== 5.02 // CHIHO MASUDA // "Kakugo!" =============================================================================== ( Personal Information ) --------------------------------------------------- Name Meaning : CHIHO = "thousand/(wave) crest" MASUDA = "increase/rice field" Origin : Toukyou/Tokyo (metropolitan area) Restaurant : CASO (Based off the Japanese restaurant "COCO`s".) Age : 16 years Fighting Skill : Yagyuu Ninjutsu, Koppou (a bone breaking art) ( Colors ) ----------------------------------------------------------------- X : Brown (apron, hair), white (shirt), black (boots) A : Purple (apron), white (shirt), brown (hair), black (boots) ( Victory Poses ) ---------------------------------------------------------- Round 1 + 2 : Places her arms to either sides at her waist, "Hmph!" ( Data Arsenal ) ----------------------------------------------------------- Forward Dash Duration : 15 frames Backward Dash Duration : 12 frames (11 frames invulnerable) Pre-jump Frames : 1 frame Jump Duration : 48 frames Vertical Landing Frames : 4 frames Diagonal Landing Frames : 1 frame ----------------------+-----+--------+-----+------------+-----+-----+-------- | Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes | ----------------------+-----+--------+-----+------------+-----+-----+-------- Standing LP | M | 50 | 4 | 1 | 3 | +7 | Standing HP | M | 90 | 15 | 4 | 13 | -4 | Standing LK | M | 70 | 2 | 2 | 4 | +5 | Standing HK | M | 90 | 12 | 3 | 10 | 0 | Crouching LP | M | 50 | 4 | 1 | 4 | +6 | Crouching HP | M | 90 | 14 | 3 | 14 | -4 | Crouching LK | L | 50 | 2 | 3 | 5 | +3 | Crouching HK | L | 100 | 12 | 3 | 11 | —— | KND Jumping LP | H | 70 | 8 | Ground | —— | —— | Jumping HP | H | 90 | 13 | 16 | Gnd | —— | Jumping LK | H | 70 | 13 | Ground | —— | —— | Jumping HK | H | 90 | 13 | 16 | Gnd | —— | Jump Diagonal LK | H | 70 | 13 | Ground | —— | —— | Jump Diagonal HK | H | 90 | 10 | 9 | Gnd | —— | ---+------------------+-----+--------+-----+------------+-----+-----+-------- 1 | Tomoenage | Thw | 280 | 1 | 1 | —— | —— | KND 2 | Shinkuu Nage | Thw | 280 | 1 | 1 | —— | —— | KND 3 | Sankaku Tobi | —— | —— | —— | —— | —— | —— | 4 | Jibai Ashi Yari | L | 90 | 6 | 15 | 10 | —— | KND 5 | LP Shi Sen Ken | M | 140 | 17 | —— | 14 | +10 | PRJ | HP Shi Sen Ken | M | 170 | 17 | —— | 30 | -6 | PRJ 6 | LP Hien Geki | M | 180 | 6 | 17 | 3 | —— | KND | HP Hien Geki | M | 260 | 6 | 17 | 3 | —— | KND 7 | (!) Ougi Youen | M | 600 | 40 | 18 | 3 | —— | KND | no Mai | | | | | | | ---+------------------+-----+--------+-----+------------+-----+-----+-------- ( Movelist ) --------------------------------------------------------------- 1 Tomoenage When close, b / f + HP 2 Shinkuu Nage When close in air, b / f + HP 3 Sankaku Tobi Jump against a wall, press uf 4 Jibai Ashi Yari df + HK 5 Shi Sen Ken qcb + P 6 Hien Geki Charge b,f + P 7 (!) Ougi Youen no Mai When 1/3 life, qcf,d,df + PK ( Notes ) ------------------------------------------------------------------ 1 Unblockable. 2 Unblockable. 3 Can initiate aerial attacks on 4th frame from wall. 4 —— 5 1 durability point. - Characters who can crouch to avoid the Shi Sen Ken: Kaori, Manami. - If Chiho is right next to the opponent, her arm may pass through them and the projectile will be thrown behind. 6 Chiho bounces off the opponent for 28f if it hits. On guard, she continues to advance forward. 7 Does not execute against aerial opponents. =============================================================================== 5.03 // ELEANOR (ELIRIN) GOLDSMITH // "Icchayaru ze~!" =============================================================================== ( Personal Information ) --------------------------------------------------- Origin : Oosaka/Osaka (metropolitan area) Restaurant : The Rival (Based off the Japanese restaurant "The Royal".) Age : 20 years Fighting Skill : Kenka Satsu Hou (Brawling Kill Method) ( Colors ) ----------------------------------------------------------------- X : Red (leotard, shoes), black (tights), white (ears, shoes, cuffs), golden (hair, ribbon) A : Dark blue (leotard, shoes), black (tights), white (ears, shoes, cuffs), golden (hair, ribbon) ( Victory Poses ) ---------------------------------------------------------- Round 1 + 2 : Looks toward the screen as she raises a hand to her head and bends a leg back, "Okay!" ( Data Arsenal ) ----------------------------------------------------------- Forward Dash Duration : 13 frames Backward Dash Duration : 9 frames (8 frames invulnerable) Pre-jump Frames : 1 frame Jump Duration : 40 frames Vertical Landing Frames : 2 frames Diagonal Landing Frames : 1 frame ----------------------+-----+--------+-----+------------+-----+-----+-------- | Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes | ----------------------+-----+--------+-----+------------+-----+-----+-------- Standing LP | M | 70 | 4 | 3 | 3 | +5 | Standing HP | M | 90 | 15 | 4 | 9 | 0 | Standing LK | M | 70 | 5 | 2 | 3 | +6 | Standing HK | M | 90 | 12 | 3 | 10 | 0 | Crouching LP | M | 70 | 4 | 1 | 4 | +6 | Crouching HP | M | 90 | 10 | 3 | 6 | +4 | Crouching LK | L | 70 | 9 | 2 | 8 | +1 | Crouching HK | L | 100 | 12 | 8 | 11 | —— | KND Jumping LP | H | 70 | 8 | Ground | —— | —— | Jumping HP | H | 90 | 8 | 4 | Gnd | —— | Jumping LK | H | 70 | 8 | Ground | —— | —— | Jumping HK | H | 90 | 13 | 4 | Gnd | —— | Jump Diagonal LP | H | 70 | 8 | Ground | —— | —— | Jump Diagonal HP | H | 90 | 8 | 16 | Gnd | —— | Jump Diagonal LK | H | 70 | 8 | Ground | —— | —— | Jump Diagonal HK | H | 90 | 10 | 10 | Gnd | —— | ---+------------------+-----+--------+-----+------------+-----+-----+-------- 1 | Elirin Dynamic | Thw | 360 | 1 | 1 | —— | —— | KND 2 | LP Elirin Attack | M | 80/hit | 5 | 1(3)2(3)1 | 3 | -23 | +10 if | | | | | (3)2(3)1(4)| | | last hit | | | | | 1(3)2(3)1 | | | | | | | | (4)1(3)2(3)| | | | | | | | 1(4)1 | | | | HP Elirin Attack | M | 80/hit | 4 | 1(3)1(2)1 | 3 | -30 | +13 if | | | | | (3)1(3)1(3)| | | last hit | | | | | 1(3)1(3)1 | | | | | | | | (3)1(3)1(3)| | | | | | | | 1(3)1(3)1 | | | | | | | | (3)1(3)1 | | | 3 | LP Elirin Fire | M | 100 | 19 | 37 | 1 | —— | KND | HP Elirin Fire | M | 120 | 19 | 51 | 1 | —— | KND 4 | LP Elirin Punch | M | 70x3 | 6 | 23 | 12 | +2 | | HP Elirin Punch | M | 90x3 | 8 | 26 | 12 | +2 | 5 | Elirin Kick | H | 140 | 29- | 16-20 | 2 | +8 | | | | | 60 | | | | 6 | (!) Elirin Smash | Thw | 400 | 1 | 1 | —— | —— | KND ---+------------------+-----+--------+-----+------------+-----+-----+-------- ( Movelist ) --------------------------------------------------------------- 1 Elirin Dynamic When close, b / f + HP 2 Elirin Attack Press Punch rapidly 3 Elirin Fire Charge b,f + P 4 Elirin Punch Charge d,u + P 5 Elirin Kick Charge d,u + K 6 (!) Elirin Smash When 1/3 life and close, qcf,b,f + PK ( Notes ) ------------------------------------------------------------------ 1 Unblockable. 2 Has a set duration; mashing the punch buttons will not cause the Elirin Attack to continue indefinitely. - Eleanor slides backward as the punches are connecting, and typically will continue to attack after the opponent is out of range and recovered. - Every punch will not hit the opponent; instead, it ends up being every 2nd or 3rd attack starting from whichever punch connects. Typically Eleanor hits with only 2-3 punches before the opponent is knocked back too far. - The frame advantages shown is if the very last punch connects. During any other strike, Eleanor will be at disadvantage. 3 —— 4 —— 5 Tracks the opponent`s location. - Eleanor only bounces off the wall behind her. So the closer she is to the back wall, the faster her startup. - It is possible for this to hit twice, but only if Eleanor passes through the opponent. Typically this happens if she manages to hit the opponent as a cross-up. 6 Unblockable. =============================================================================== 5.04 // JUN KUBOTA // "Maketekenai!" =============================================================================== ( Personal Information ) --------------------------------------------------- Name Meaning : JUN = "charm" KUBOTA = "long time/protect/rice field" Origin : Kanagawa Prefecture (Kantou area) Restaurant : Sukaraaku / Ska Lark (Based off the Japanese restaurant "Skylark".) Age : 18 years Fighting Skill : Wrestling ( Colors ) ----------------------------------------------------------------- X : Sand (uniform), red (boots, headband, bow), white (pads) A : Purple (uniform), red (boots, headband, bow), white (pads) ( Victory Poses ) ---------------------------------------------------------- Round 1 + 2 : Raises her index finger in the air, "Yosha!" ("Alright!") ( Data Arsenal ) ----------------------------------------------------------- Forward Dash Duration : 12 frames Backward Dash Duration : 10 frames (9 frames invulnerable) Pre-jump Frames : 1 frame Jump Duration : 45 frames Vertical Landing Frames : 4 frames Diagonal Landing Frames : 11 frames ----------------------+-----+--------+-----+------------+-----+-----+-------- | Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes | ----------------------+-----+--------+-----+------------+-----+-----+-------- Standing LP | M | 90 | 13 | 4 | 7 | 0 | Standing HP | M | 110 | 11 | 3 | 6 | +4 | Standing LK | M | 90 | 6 | 3 | 1 | +7 | Standing HK | M | 110 | 12 | 3 | 10 | 0 | Crouching LP | M | 90 | 2 | 3 | 6 | +2 | Crouching HP | M | 110 | 6 | 3 | 6 | +4 | Crouching LK | L | 100 | 2 | 3 | 5 | +3 | Crouching HK | L | 140 | 15 | 6 | 14 | —— | KND Jumping LP | H | 90 | 13 | Ground | —— | —— | Jumping HP | H | 110 | 10 | 7 | Gnd | —— | Jumping LK | H | 90 | 8 | Ground | —— | —— | Jumping HK | H | 110 | 10 | 7 | Gnd | —— | Jump Diagonal HP | H | 110 | 10 | Ground | —— | —— | Jump Diagonal LK | H | 90 | 8 | Ground | —— | —— | Jump Diagonal HK | H | 110 | 10 | 8 | Gnd | —— | ---+------------------+-----+--------+-----+------------+-----+-----+-------- 1 | German Suplex | Thw | 260 | 1 | 1 | —— | —— | KND 2 | Bulldog Docking | Thw | 270 | 1 | 1 | —— | —— | KND | Headlock | | | | | | | 3 | Bear Hug | Thw | 320 | 1 | 1 | —— | —— | KND 4 | LP Earth Shaker | M | 180 | 10 | 9 | 4 | +2 | | HP Earth Shaker | M | 200x2 | 10 | 23 | 6 | 0 | 5 | LP Kubota Buster | Thw | 490 | 1 | 1 | —— | —— | KND | HP Kubota Buster | Thw | 580 | 1 | 1 | —— | —— | KND 6 | (!) Kubota | Thw | 600 | 1 | 1 | —— | —— | KND | Special | | | | | | | ---+------------------+-----+--------+-----+------------+-----+-----+-------- ( Movelist ) --------------------------------------------------------------- 1 German Suplex When close, b / f + HP 2 Bulldog Docking Headlock When close, b / f + HK 3 Bear Hug When close, b / f + HP + HK 4 Earth Shaker qcb + P 5 Kubota Buster When close, f,hcf + P 6 (!) Kubota Special When 1/3 life and close, hcb,f + PK ( Notes ) ------------------------------------------------------------------ 1 Unblockable. 2 Unblockable. Throw switches sides. 3 Unblockable. 4 Frames 10-18 invincible for LP; frames 10-32 invincible for HP. 5 Unblockable. - Has a very large throw range; Jun can be about two full character distances away from the opponent and still be able to catch. - During Jun`s leap, she either arcs backward or forward. It can`t be controlled which way she moves. If Jun arcs backward, she and the opponent usually switch sides. Going forward typically doesn`t. 6 Unblockable. - Has a very large throw range; Jun can be about two full character distances away from the opponent and still be able to catch. - During Jun`s leap, she either arcs backward or forward. It can`t be controlled which way she moves. If Jun arcs backward, she and the opponent usually switch sides. Going forward typically doesn`t. =============================================================================== 5.05 // KAORI YANASE // "Ganbattemasu!" =============================================================================== ( Personal Information ) --------------------------------------------------- Name Meaning : YANASE = "weir/rapids" Origin : Chiba Prefecture (Kantou area) Restaurant : MoHi Kan (Based off the Japanese coffee house "Kohi Ten".) Age : 18 years Fighting Skill : Tae Kwon Do ( Colors ) ----------------------------------------------------------------- X : Purple (uniform), white (uniform, pads), brown (pantyhose), black (skirt) A : Green (uniform), white (uniform, pads), brown (pantyhose), black (skirt, hair) ( Victory Poses ) ---------------------------------------------------------- Round 1 + 2 : Takes off her glasses and sets a hand near her mouth, "Gomenasai." ("Sorry about that.") ( Data Arsenal ) ----------------------------------------------------------- Forward Dash Duration : 13 frames Backward Dash Duration : 9 frames (8 frames invulnerable) Pre-jump Frames : 1 frame Jump Duration : 42 frames Vertical Landing Frames : 2 frames
Diagonal Landing Frames : 1 frame
----------------------+-----+--------+-----+------------+-----+-----+--------
| Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes |
----------------------+-----+--------+-----+------------+-----+-----+--------
Standing LP | M | 50 | 2 | 3 | 5 | +3 |
Standing HP | M | 90 | 20 | 3 | 5 | +5 |
Standing LK | M | 70 | 6 | 3 | 9 | -1 |
Standing HK | M | 90,90 | 13 | 4(12)4 | 7 | -13 | +2 if
| | | | | | | 2nd hits
Crouching LP | M | 50 | 2 | 1 | 4 | +6 |
Crouching HP | M | 90 | 10 | 15 | 10 | -12 |
Crouching LK | L | 50 | 2 | 3 | 5 | +3 |
Crouching HK | L | 100 | 6 | 3 | 18 | —— | KND
Jumping LP | H | 70 | 8 | Ground | —— | —— |
Jumping HP | H | 90 | 25 | 4 | Gnd | —— |
Jumping LK | H | 70 | 8 | Ground | —— | —— |
Jumping HK | H | 90 | 25 | 15 | Gnd | —— |
Jump Diagonal HP | H | 90 | 7 | 14 | Gnd | —— |
Jump Diagonal LK | H | 70 | 12 | Ground | —— | —— |
Jump Diagonal HK | H | 90 | 7 | 14 | Gnd | —— |
---+------------------+-----+--------+-----+------------+-----+-----+--------
1 | San Shuu | Thw | 520 | 1 | 1 | —— | —— | KND
2 | LP Ressen Shuu | M | 140 | 25 | —— | 28 | -4 | PRJ
| HP Ressen Shuu | M | 170 | 25 | —— | 36 | -10 | PRJ
3 | LK En Ken Fu | M | 50x3 | 10 | 26 | 10 | +1 |
| HK En Ken Fu | M | 80x3 | 9 | 26 | 11 | +2 |
4 | LP Rasen Geri | M | 60x3 | 8 | Ground | 8 | —— |
| HP Rasen Geri | M | 80x3 | 6 | 15(4)Ground| 8 | —— |
5 | LK Shuu Geki | M | 60/hit | 10 | Ground | 1 | —— |
| HK Shuu Geki | M | 60/hit | 8 | Ground | 1 | —— |
6 | (!) Retsu Zan Dou| M | 550 | 10 | 31 | 13 | -11 | KND
---+------------------+-----+--------+-----+------------+-----+-----+--------
( Movelist ) ---------------------------------------------------------------
1 San Shuu When close, b / f + HP
2 Ressen Shuu qcf + P
3 En Ken Fu qcb + K
4 Rasen Geri In air, d + P
5 Shuu Geki In air, d + K
6 (!) Retsu Zan Dou When 1/3 life, f,d,df,qcb + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 1 durability point.
- Characters who can crouch to avoid the Ressen Shuu: Jun, Kaori, Manami,
Satomi, Yuka.
- If Kaori is right next to the opponent, her leg may pass through them and
the projectile will be thrown behind.
3 Frames 1-12 invincible for LK and HK.
4 ——
5 Kaori can use the Shuu Geki multiple times while airborne by holding down
on the joystick and pressing Kick for each new kick. She will continue to
do kicks as long as she can hit the opponent. If you manage to hit the
opponent deep with the kick near their feet, she will "climb" them with the
additional kicks.
6 ——
** Most of Kaori`s basic attacks are kicks, all except her Standing and
Crouching Light Punches.
===============================================================================
5.06 // MANAMI KUSUNOKI
// "Mn, arigatou~!"
===============================================================================
( Personal Information ) ---------------------------------------------------
Name Meaning : MANAMI = "true/what?/beautiful"
KUSUNOKI = "camphor tree"
Origin : Hyougo Prefecture (Kinki area)
Restaurant : Fusiya (sometimes 'Fujiya' or 'Fushiya') ("Fuji House")
(Based off the Japanese sweet shop "Fujiya Confectionery".)
Age : 15 years
Fighting Skill : Kodomo no Kenka (Quarrel of a Child)
( Colors ) -----------------------------------------------------------------
X : Aqua (dress), white (apron, socks), pink (hair), red (shoes,
bow), orange (neko gloves)
A : Green (dress), white (apron, socks), pumpkin (hair), red
(shoes, bow), orange (neko gloves)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Faces screen and raises her arm as her neko gloves fire out
and back while laughing.
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 15 frames
Backward Dash Duration : 12 frames (11 frames invulnerable)
Pre-jump Frames : 1 frame
Vertical Jump Duration : 46 frames
Diagonal Jump Duration : 44 frames
Vertical Landing Frames : 2 frames
Diagonal Landing Frames : 11 frames
----------------------+-----+--------+-----+------------+-----+-----+--------
| Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes |
----------------------+-----+--------+-----+------------+-----+-----+--------
Standing LP | M | 60 | 2 | 1 | 3 | +9 |
Standing HP | M | 90 | 11 | 3 | 6 | +4 |
Standing LK | M | 70 | 2 | 2 | 4 | +7 |
Standing HK | M | 90 | 12 | 3 | 10 | 0 |
Crouching LP | M | 60 | 2 | 1 | 4 | +6 |
Crouching HP | M | 90 | 10 | 3 | 6 | +4 |
Crouching LK | L | 60 | 6 | 2 | 5 | +4 |
Crouching HK | L | 100 | 12 | 3 | 11 | —— | KND
Jumping LP | H | 70 | 2 | Ground | —— | —— |
Jumping HP | H | 90 | 12 | 11 | Gnd | —— |
Jumping LK | H | 70 | 8 | Ground | —— | —— |
Jumping HK | H | 90 | 8 | 16 | Gnd | —— |
Jump Diagonal LP | H | 70 | 8 | Ground | —— | —— |
Jump Diagonal HP | H | 90 | 8 | 16 | Gnd | —— |
Jump Forward HK | H | 90 | 6 | 11 | Gnd | —— |
Jump Backward HK | H | 90 | 8 | 16 | Gnd | —— |
---+------------------+-----+--------+-----+------------+-----+-----+--------
1 | Dadakko Punch | Thw | 340 | 1 | 1 | —— | —— | KND
2 | LP Neko Rocket | M | 140 | 19 | 24 | 12 | 0 |
| Punch | | | | | | |
| HP Neko Rocket | M | 180 | 11 | 39 | 10 | +2 |
| Punch | | | | | | |
3 | LP Gorogoro | M | 180 | 5 | 21 | 1 | -27 |
| Attack | | | | | | |
| HP Gorogoro | M | 200 | 4 | 23 | 1 | -25 |
| Attack | | | | | | |
4 | LK Gorogoro | M | 180 | 23 | 28 | 1 | -23 |
| Attack 2 | | | | | | |
| HK Gorogoro | M | 200 | 17 | 28 | 1 | -21 |
| Attack 2 | | | | | | |
5 | (!) Gottsui Neko | M | 200,200| 11 | 31 | 9 | -26 |
| Rocket Punch | | | | | | |
---+------------------+-----+--------+-----+------------+-----+-----+--------
( Movelist ) ---------------------------------------------------------------
1 Dadakko Punch When close, b / f + HP
2 Neko Rocket Punch qcf + P
3 Gorogoro Attack Charge b,f + P
4 Gorogoro Attack 2 Charge b,f + K
5 (!) Gottsui Neko Rocket Punch When 1/3 life, qcb,f,d,df + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 The neko glove can hit either on its propulsion or return.
- This attack is unique in that it is the only attack in the game that causes
damage back to the player. During Manami`s recovery, the neko glove smacks
her in the head upon its return. Every time the Neko Rocket Punch is used,
regardless of button strength, Manami takes 10 damage. The attack can hit,
miss, or be guarded and this damage is still applied. This can bring Manami
to zero life, but she can`t defeat herself.
3 ——
4 ——
5 The neko glove can hit either on its propulsion or return.
- Unlike the Neko Rocket Punch, the Gottsui passes through the opponent each
way, damaging both times. If the opponent is hit on the first frame, there
is a 9f gap between both glove hits where the opponent can counterattack.
===============================================================================
5.07 // REIMI JYAHANA
// "Maa, tou de ne."
===============================================================================
( Personal Information ) ---------------------------------------------------
Name Meaning : JYAHANA = "apologize/flower"
Origin : Unknown
Occupation : Takokusekikigyou "Jyahana Group" Sousui
(Multinational corporation "Jyahana Group" Leader)
Age : 19 years
Fighting Skill : Martial Arts
( Colors ) -----------------------------------------------------------------
X : Dark gray (vest, shoes, gloves), white (shirt), light gray
(pants), orchid (hair)
A : Dark gray (vest, shoes, gloves), white (shirt), light gray
(pants), gold (hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Brushes her hair up as she raises an arm and poses while
chuckling.
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 14 frames
Backward Dash Duration : 13 frames (12 frames invulnerable)
Vertical Pre-jump Frames : 5 frames
Diagonal Pre-jump Frames : 1 frame
Jump Duration : 38 frames
Vertical Landing Frames : 4 frames
Diagonal Landing Frames : 11 frames
----------------------+-----+--------+-----+------------+-----+-----+--------
| Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes |
----------------------+-----+--------+-----+------------+-----+-----+--------
Standing LP | M | 90 | 5 | 2 | 3 | +6 |
Standing HP | M | 110 | 11 | 8 | 5 | 0 |
Standing LK | M | 110 | 14 | 7 | 9 | -5 |
Standing HK | M | 120 | 7 | 8 | 10 | -5 |
Crouching LP | M | 90 | 4 | 1 | 4 | +6 |
Crouching HP | M | 110 | 10 | 7 | 6 | 0 |
Crouching LK | L | 100 | 2 | 3 | 5 | +3 |
Crouching HK | L | 140 | 15 | 6 | 14 | —— | KND
Jumping LP | H | 90 | 8 | Ground | —— | —— |
Jumping HP | H | 110 | 8 | 16 | Gnd | —— |
Jumping LK | H | 90 | 13 | Ground | —— | —— |
Jumping HK | H | 110 | 13 | 16 | Gnd | —— |
Jump Diagonal LK | H | 90 | 13 | Ground | —— | —— |
Jump Diagonal HK | H | 110 | 13 | 16 | Gnd | —— |
---+------------------+-----+--------+-----+------------+-----+-----+--------
1 | Guillotine Throw | Thw | 260 | 1 | 1 | —— | —— | KND
2 | LP Burning Rose | M | 120 | 19 | —— | 22 | +2 | PRJ
| HP Burning Rose | M | 160 | 19 | —— | 30 | -4 | PRJ
3 | LK Rose Stinger | M | 60x4 | 11 | 37 | 14 | -3 |
| HK Rose Stinger | M | 80x4 | 10 | 37 | 14 | 0 |
4 | LK Hurricane Rose| M | 140 | 5 | 10 | 38 | -2 | KND
| HK Hurricane Rose| M | 170 | 4 | 7 | 52 | -14 | KND
5 | (!) Griffon Nail | M | 560 | 14 | 10 | 1 | —— | KND
---+------------------+-----+--------+-----+------------+-----+-----+--------
( Movelist ) ---------------------------------------------------------------
1 Guillotine Throw When close, b / f + HP
2 Burning Rose qcf + P
3 Rose Stinger Charge b,f + K
4 Hurricane Rose Charge d,u + K
5 (!) Griffon Nail When 1/3 life, qcf,hcb + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 1 durability point.
- Characters who can crouch to avoid the Burning Rose: Kaori, Manami.
3 ——
4 ——
5 ——
===============================================================================
5.08 // SATOMI YAJIMA
// "Satomi, ikimasu!"
===============================================================================
( Personal Information ) ---------------------------------------------------
Name Meaning : SATOMI = "wise/beauty"
YAJIMA = "eight/island"
Origin : Toukyou/Tokyo (metropolitan area)
Restaurant : Bikkuri Monkey ("Surprise Monkey")
(Based off the Japanese restaurant "Bikkuri Donkey".)
Age : 16 years
Fighting Skill : Kyokushin Karate
( Colors ) -----------------------------------------------------------------
X : Rose (uniform), orange (skirt), white (shirt, pads), brown
(hair)
A : Green (uniform), orange (skirt), white (shirt, pads), brown
(hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Spins and gives a peace sign toward screen, "Yatta!" ("I did
it!")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 14 frames
Backward Dash Duration : 13 frames (12 frames invulnerable)
Pre-jump Frames : 1 frame
Jump Duration : 42 frames
Landing Frames : 2 frames
----------------------+-----+--------+-----+------------+-----+-----+--------
| Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes |
----------------------+-----+--------+-----+------------+-----+-----+--------
Standing LP | M | 70 | 6 | 3 | 5 | +3 |
Standing HP | M | 90 | 6 | 8 | 5 | 0 |
Standing LK | M | 70 | 6 | 3 | 5 | +3 |
Standing HK | M | 90 | 12 | 3 | 10 | 0 |
Crouching LP | M | 70 | 4 | 1 | 4 | +6 |
Crouching HP | M | 90 | 6 | 3 | 6 | +4 |
Crouching LK | L | 70 | 4 | 1 | 4 | +7 |
Crouching HK | L | 100 | 5 | 3 | 4 | —— | KND
Jumping LP | H | 70 | 5 | Ground | —— | —— |
Jumping HP | H | 90 | 8 | 16 | Gnd | —— |
Jumping LK | H | 70 | 8 | Ground | —— | —— |
Jumping HK | H | 90 | 13 | 16 | Gnd | —— |
Jump Diagonal HK | H | 90 | 10 | 10 | Gnd | —— |
---+------------------+-----+--------+-----+------------+-----+-----+--------
1 | Daisharin Nage | Thw | 280 | 1 | 1 | —— | —— | KND
2 | Sliding | L | 90 | 6 | 20 | 9 | —— | KND
3 | LP Kaen Zan | M | 140 | 2 | 11 | 24 | —— | KND
| HP Kaen Zan | M | 170 | 2 | 11 | 32 | —— | KND
4 | LP Shinkuu | M | 140 | 40 | 25 | 1 | —— | KND
| Karatakewari | | | | | | |
| HP Shinkuu | M | 170 | 52 | 19 | 1 | —— | KND
| Karatakewari | | | | | | |
5 | (!) Satomi | M | 600 | 2 | 20 | 1 | —— | KND
| Bringer | | | | | | |
---+------------------+-----+--------+-----+------------+-----+-----+--------
( Movelist ) ---------------------------------------------------------------
1 Daisharin Nage When close, b / f + HP
2 Sliding df + HP
3 Kaen Zan b,d,db + P
4 Shinkuu Karatakewari hcf + P, move b / f
5 (!) Satomi Bringer When 1/3 life, qcf,qcb + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 ——
3 Frames 1-15 invincible for LP; frames 1-14 invincible for HP.
4 Hold back or forward on the joystick to alter the slope of Satomi`s arc.
You can`t backtrack her arc; once Satomi starts moving in one direction,
she is unable to be moved in the other. She can reach full-screen distance
with either button strength. Satomi`s shadow gets obscured by the screen
after she flies offscreen, so you have to guess where she is.
5 Does not execute against aerial opponents.
- The Satomi Bringer has a glitch, allowing Satomi to capture the opponent
from across the screen (see section 7.04).
===============================================================================
5.09 // YUKA TAKEUCHI
// "Yoroshiku!"
===============================================================================
( Personal Information ) ---------------------------------------------------
Name Meaning : YUKA = "skilled/perfume"
TAKEUCHI = "warrior/within"
Origin : Toukyou/Tokyo (metropolitan area)
Restaurant : Hanna Miller`s
(Based off the Japanese restaurant "Anna Miller`s".)
Age : 17 years
Fighting Skill : Kyokushin Karate, Uchi Kei Ken (Kikou Ken no Isshu)
(Rising Sun God Karate, "Beheading From Within" Fist (Qiguon
Fist variety))
( Colors ) -----------------------------------------------------------------
X : Orange (apron, skirt, hair tie), white (shirt, pads), brown
(hair)
A : Fuchsia (apron, skirt, hair tie), white (shirt, pads), brown
(hair)
( Victory Poses ) ----------------------------------------------------------
Round 1 + 2 : Removes hair ribbon and raises a fist in the air, "Yosh`!"
("Alright!")
( Data Arsenal ) -----------------------------------------------------------
Forward Dash Duration : 14 frames
Backward Dash Duration : 13 frames (12 frames invulnerable)
Pre-jump Frames : 1 frame
Vertical and Jump Backward Duration : 41 frames
Jump Forward Duration : 42 frames
Vertical Landing Frames : 2 frames
Jump Backward Landing Frames : 1 frame
Jump Forward Landing Frames : 0 frames
----------------------+-----+--------+-----+------------+-----+-----+--------
| Command | Grd | Damage | Sta | Active | Rec | +Ht | Notes |
----------------------+-----+--------+-----+------------+-----+-----+--------
Standing LP | M | 50 | 4 | 1 | 4 | +6 |
Standing HP | M | 90 | 15 | 4 | 6 | +3 |
Standing LK | M | 70 | 5 | 2 | 4 | +5 |
Standing HK | M | 90 | 7 | 4 | 11 | -2 |
Crouching LP | M | 50 | 4 | 1 | 7 | +5 |
Crouching HP | M | 90 | 10 | 3 | 11 | -1 |
Crouching LK | L | 50 | 6 | 2 | 6 | +3 |
Crouching HK | L | 100 | 7 | 4 | 16 | —— | KND
Jumping LP | H | 70 | 7 | Ground | —— | —— |
Jumping HP | H | 90 | 8 | 4 | Gnd | —— |
Jumping LK | H | 70 | 7 | Ground | —— | —— |
Jumping HK | H | 90 | 13 | 16 | Gnd | —— |
Jump Diagonal HP | H | 90 | 8 | 16 | Gnd | —— |
Jump Diagonal LK | H | 70 | 8 | Ground | —— | —— |
Jump Diagonal HK | H | 90 | 13 | 11 | Gnd | —— |
---+------------------+-----+--------+-----+------------+-----+-----+--------
1 | Ipponzeoi | Thw | 260 | 1 | 1 | —— | —— | KND
2 | LP Ki Kou Dan | M | 140 | 11 | —— | 24 | 0 | PRJ
| HP Ki Kou Dan | M | 170 | 11 | —— | 28 | -2 | PRJ
3 | LK Idaten Soku | M | 40x3+ | 2/8 | 23(7)10 | 3 | —— | KND
| | | 120 | | | | |
| HK Idaten Soku | M | 60x4+ | 2/8 | 35(7)10 | 3 | —— | KND
| | | 140 | | | | |
4 | LP Souryuu Geki | M | 220+80 | 5 | 16 | 19 | —— | KND
| HP Souryuu Geki | M | 240+80 | 6 | 23 | 22 | —— | KND
5 | (!) Kiryuu Idaten| M | 140+ | 11 | 1(12)31(7) | 18 | —— | KND
| Geki | | 40x5+ | | 4(6)22 | | |
| | | 120+240| | | | |
| | | +80 | | | | |
---+------------------+-----+--------+-----+------------+-----+-----+--------
( Movelist ) ---------------------------------------------------------------
1 Ipponzeoi When close, b / f + HP
2 Ki Kou Dan qcf + P
3 Idaten Soku qcb + K
4 Souryuu Geki f,d,df + P
5 (!) Kiryuu Idaten Geki When 1/3 life, qcf,qcb + PK
( Notes ) ------------------------------------------------------------------
1 Unblockable.
2 1 durability point.
- Characters who can crouch to avoid the Ki Kou Dan: Kaori, Manami, Satomi.
3 Has a faster startup when done at point-blank range than it does further
away. The additional 6f kicks in when Yuka is further than a character
distance away from her opponent. All the other properties of the attack
remain the same.
4 Frames 1-20 invincible for LP; frames 1-28 invincible for HP.
- The hitbox of the second hit is a bit high and awkward, and will not hit
most characters. This can be a problem since it is the one that causes the
KNOCKDOWN. If it misses, Yuka`s left at a significant disadvantage. Below
is a list of characters who will suffer BOTH hits either out in the open,
or in the corner (when Yuka is at point-blank range):
------------------+------------------+------------------+------------------
LP Souryuu Geki | LP Souryuu Geki | HP Souryuu Geki | HP Souryuu Geki
OPEN | CORNER | OPEN | CORNER
------------------+------------------+------------------+------------------
n/a Reimi Ayako Ayako
Chiho (1P only) Chiho (1P/2P 55%)
Eleanor Eleanor
Jun (1P 40%) Jun (1P only)
Kaori Kaori
Reimi Reimi
Satomi Satomi
- As the chart shows, no one will get hit by both hits of the LP-version out
in the open. Only Reimi gets hit by it in the corner. With that being said,
the LP-version seems only useful for knocking someone out the air so Yuka
recovers faster.
- For whatever reason, both Chiho and Jun have odd hurtboxes when it comes to
this attack. They can only be hit with the HP-version when either of them
is on the 1P/left side of the screen. If on the right——with the exception
of Chiho in the corner——both hits will -never- connect. Chiho will get hit
by both hits on 1P-corner all the time, but 2P-corner has only about a 55%
chance. The same with Jun on 1P-open: it`s possible about 40% of the time,
but you`re taking a gamble. Whereas in 1P-corner, Jun suffers both hits all
the time. Very strange on why this happens.
5 1 durability point (Ki Kou Dan).
- Frames 72-94 invincible.
- Much like how it behaves if used normally, Yuka will begin the Idaten Soku-
type attack earlier if she is close to the opponent; beginning on frame 13
rather than frame 24.
[ Advanced : 6 : System Dissection ] -- // ---------------------------------
_______________________________________________________________________________
The following sections help to break down the game system and mechanics which
are involved in `Super Variable Geo´ (SVG), and assist both new and veteran
players to further understand the game`s inner workings. SVG plays similar to
`Street Fighter II Turbo´ and came before `Advanced Variable Geo,´ so it may
take a little time to get used to the speed of the game. The sprites are also
much smaller than what some of the later SNES fighters displayed. The game
engine still is quite solid despite its minor flaws, and can be played at a
competitive level as well as for fun.
Descriptions concerning movement, controls, and motions should be taken as if
the character is on the 1P (left) side of the screen.
[ // 6.01 - Movement: Walking / Dashing / Jumping ] -----------------------
( Walking ) ----------------------------------------------------------------
- Hold forward ( ——> ) or back ( <—— )
Each character can walk forward and backward on the playing field by holding
the joystick. As your character is moving backward, it doubles as a standing
guard which will protect them against any incoming MID and HIGH attacks.
SVG is not as fast-paced as other fighting games, so walking is not a bad
method of mobility to get around the playing field. It may not cover as much
ground and distance as dashing or jumping would, but can make it easier to
position your character if specific placement is needed. Unlike with special
move frame data, there is no unit of measurement to calculate walking speeds.
Characters walk at different paces, and some move much faster than others.
Both Ayako and Chiho walk the fastest forward, but Chiho solely is fastest
walking backward. Their walking speeds are set as a benchmark to compare
everyone else against them:
- FORWARD WALK SPEED (expressed as a percentage of Ayako`s forward speed)
Ayako, Chiho - 100% speed (1.70s to cross stage)
Manami - 93% speed (1.83s to cross stage)
Reimi, Satomi, Yuka - 75% speed (2.27s to cross stage)
Eleanor, Kaori - 73% speed (2.33s to cross stage)
Jun - 66% speed (2.56s to cross stage)
- BACKWARD WALK SPEED (expressed as a percentage of Chiho`s backward speed)
Chiho - 100% speed (2.03s to cross stage)
Ayako, Manami - 87% speed (2.29s to cross stage)
Yuka - 85% speed (2.40s to cross stage)
Jun, Reimi, Satomi - 83% speed (2.44s to cross stage)
Eleanor, Kaori - 80% speed (2.55s to cross stage)
( Dashing ) ----------------------------------------------------------------
- Tap f,f or b,b (with no more than 14 frames separating the inputs)
Characters all have the ability to increase the speed of their movement either
forward or backward with the use of dashing. This is accomplished by quickly
double-tapping the joystick forward or backward within 14 frames. If there is
a larger frame gap between the taps, the character will perform no action.
Dashes cover a lot more ground than normal walking, also in a much faster time
period. This will essentially be the main method of movement around the screen
to close distances and evade quickly during the course of combat.
Forward dashing is used as a means to aggressively get in toward the opponent
as quickly as possible. It also provides momentum, which allows the character
to get in "deeper" against an opponent to attack. They last a specific amount
of frames for one full dash duration (depending on the character).
- FORWARD DASH DURATIONS (expressed in total frames)
Chiho, Manami - 15 frames
Reimi, Satomi, Yuka - 14 frames
Ayako, Eleanor, Kaori - 13 frames
Jun - 12 frames
Backdashing is the method to backpedal swiftly, allowing the player to retreat
out of situations. They also have one ideal property that makes them great for
defensive purposes. All backdashes have the character hop backward; involving
several frames in the air (except Ayako), and then landing for the last frame.
During that aerial period, characters are invulnerable, disallowing them from
being thrown, struck, or hit with a projectile! (Ayako backflips during her
backdash instead of having an aerial leap, but she still is invincible for the
duration as normal.) So you can time a backdash after you get up from being
knocked down to avoid attacks, pulling your character to safety.
Each character`s invulnerability phase make them completely invincible to all
attacks and damage. These change depending on the character; some having much
longer periods of invincibility than others.
After the hop is complete, the character lands to the ground and is forced
into 1 frame of grounded recovery. During this last backdash frame, they are
able to guard.
- BACKWARD DASH DURATIONS (expressed in total frames)
Ayako - 24 frames
Reimi, Satomi, Yuka - 13 frames
Chiho, Manami - 12 frames
Jun - 10 frames
Eleanor, Kaori - 9 frames
The above chart shows each character`s full backdash duration, including the 1
frame of their grounded recovery. For instance, Reimi`s backdash lasts for 13
frames: 12 aerial, and the 1 grounded. Those first 12 aerial frames are her
invulnerable period, where attacks can`t damage her. If she is trying to evade
a projectile, she will manage to completely avoid it for those 12 frames——even
if it`s overlapping her. However on that 13th frame, Reimi lands and will have
to guard to prevent being struck. Ayako has the best backdash in the game——it
lasts nearly double the the entire duration of the next highest!
( Jumping ) ----------------------------------------------------------------
- Normal Jump: Tap any upward direction while grounded
Jumping is the direct way to get a character airborne. There is only one type
of jump: normal jumps. After input, the character goes into a pre-jump state
for 1 frame, then leave the ground on the 2nd frame. Characters are vulnerable
to attacks during the pre-jump frame. If they are hit during, they will get
knocked back into the air.
Reimi is unique in that she is the only character that has longer than a 1f
pre-jump phase, but only when she jumps vertically. That will last 5 frames.
Typically, jumping either vertically or diagonally lasts the same amount of
frames for most characters. However, both Manami and Yuka have different jump
durations depending if they jump straight-up or to either side.
After landing from a jump, characters go into landing recovery. These can last
anywhere between 1-11 frames, depending on character and directions in which
they jumped. Landing frames are not necessarily important because all but the
1st frame can be canceled into an attack, movement, or guarding.
- JUMP DURATIONS (expressed in frames; in order by fastest normal jump)
(v = vertical, d = diagonal, bk = diagonal back, fw = diagonal forward)
------------------+------------------+------------------+------------------
Character | Pre-jump | Normal Jump | Landing Frames
------------------+------------------+------------------+------------------
Reimi 5(v)/1(d) 38 4(v)/11(d)
Eleanor 1 40 2(v)/1(d)
Yuka 1 41(v/bk)/42(fw) 2(v)/1(bk)/0(fw)
Satomi 1 42 2
Kaori 1 42 2(v)/1(d)
Jun 1 45 4(v)/11(d)
Manami 1 46(v)/44(d) 2(v)/11(d)
Ayako 1 48 4(v)/11(d)
Chiho 1 48 4(v)/1(d)
[ // 6.02 - Attacking: Basic / Command ] ----------------------------------
( Basic ) ------------------------------------------------------------------
- Press one of the four attack buttons: LP, HP, LK, or HK
`Super Variable Geo´ utilizes four attack buttons: Light and Heavy Punch, and
Light and Heavy Kick. Stereotypically, the 'Light' attacks are very fast to
execute, but do minimum damage. Whereas the 'Heavy' attacks are powerful, but
much slower.
Basic attacks (sometimes called "normals" or "buttons") are every character`s
standard form of offense. They require no special or complex inputs to execute
(eg - Standing Heavy Punch). These types of attacks vary on their properties
depending on if the character is standing (s), crouching (c), jumping (j), or
jumping diagonally (jd). Not every attack has alternate properties while the
character is jumping vertically versus jumping diagonally, but many do.
Button priority when two or more buttons are pressed simultaneously goes as
follows, in this order:
- Punch has priority over Kick.
- Heavy has priority over Light.
So if you press Heavy Punch + Light Kick together, you get Heavy Punch. If you
press both Kicks together, you get Heavy Kick.
( Command ) ----------------------------------------------------------------
Command attacks are alternate forms of normal moves that occur when a specific
direction is held on the joystick in conjunction with the button press. These
are specialized basic attacks that often have unique properties which differ
over their basic attack counterparts, such as being HIGH overheads or extended
LOW attacks. SVG does not have a great deal of command attacks like what would
be found in many other fighting games. In fact, only Chiho and Satomi have
them in their unique forms of LOW sliding attacks.
[ // 6.03 - Guarding ] ----------------------------------------------------
Guarding is the art of defense, and a highly fundamental part of any fighting
game. Learning to guard properly can make or break a player, and should be one
of, if not the most important tactic to master in the beginning. Guarding an
attack negates most or all of its potential damage.
Characters are able to guard against attacks in two ways:
------------------+------------------+------------------+------------------
Guard Type | Defensive Input | Guards Against | Vulnerable To
------------------+------------------+------------------+------------------
Standing Guard Hold back HIGHs & MIDs LOWs, throws
Crouching Guard Hold down-back LOWs & MIDs HIGHs, throws
Guarding is accomplished by holding a backward direction (away from opponent)
while your character is not otherwise occupied performing an attack or action.
Guarding correctly places your character in a state called 'guardstun'. The
length of guardstun is dependent on the attack that caused it; stronger
attacks tend to inflict a longer guardstun duration. For example, guarding
Yuka`s Standing Light Kick causes 22 frames of guardstun, but her Standing
Heavy Punch inflicts 24 frames.
Holding back on the joystick as your character is being attacked has them take
up a standing defensive stance which protects them against both MID- and HIGH-
level attacks. (HIGH attacks typically included all jumping/aerial attacks and
overhead-type moves.)
Alternately, holding down-back on the joystick as your character is being
attacked has them take up a crouching defensive stance, which protects them
against both MID- and LOW-level attacks. (This is typically the way you want
to guard most of the time while on the ground.)
Characters are unable to aerial guard in SVG.
Throwing attacks——normal throws, air throws, and command throws (eg - Jun`s
Kubota Buster)——can`t be guarded.
While guarding is a way to protect your character from taking a lot of damage,
there are attacks which will still tick away at the character`s life bar. Most
special moves and Super attacks deal damage even when guarded——this is called
'chip damage'. Chip damage amounts to about 25% of the damage an attack would
have caused if it wasn`t guarded. Typically basic attacks do not chip. It is
possible to defeat an opponent through chip damage.
SVG has "remote guarding," meaning that characters take up a defensive stance
whenever the opponent attacks——regardless of distance——if they are holding
back on the joystick. Yuka can be on one side of the screen, and Eleanor on
the other, and Eleanor will put up a guard every time Yuka performs an attack.
[ // 6.04 - Throwing ] ----------------------------------------------------
- When close to an opponent on the ground, b / f + HP / HK
Throws (Nage) are unblockable close range moves that each character possesses
at least one of. They are ideal for assaulting an opponent who is guarding.
Throws can`t be used against opponents who are caught in either guardstun or
hitstun, or actively guarding something. However as soon as the opponent goes
back to neutral stance, they can be thrown. There are three different types:
ground throws, kuuchuu (air) throws, and commnad throws.
All characters are able to perform a ground throw by either pressing back or
forward on the joystick as the Heavy Punch button is pressed. (Ayako and Jun
both have an additional normal throw with Heavy Kick.) This can prove to be
very important to determine which direction the opponent is thrown on screen.
For example, if you are on the 1P/left side of the screen and press back + HP,
the opponent will be thrown toward the left side, thus switching places with
your character. (Some characters have throws that automatically switch sides.)
Jun has an additional throw in addition to her normal throws. Her Bear Hug is
performed similar to a normal throw, but by pressing both Heavys instead.
Chiho has the only aerial throw in the game, which is performed by pressing
back or forward on the joystick while pressing Heavy Punch when she and the
opponent are both in the air. The direction in which the opponent is thrown
can still be controlled.
Command throws are throwing techniques that instead have a specific joystick
command rather than just pressing one direction. Jun has the only standard
command throw in the game: the Kubota Buster. (Technically Ayako, Eleanor, and
Jun also have command throw Super techniques.)
Normal throws (both ground and air) can`t be escaped. Once a character is
grabbed, the damage they suffer is guaranteed.
- CHARACTER NORMAL THROWS (in order from strongest to weakest)
------------------------+------------------------+-------------------------
Character | Throw Input | Damage
------------------------+------------------------+-------------------------
Kaori Close, b / f + HP 520
Eleanor Close, b / f + HP 360
Manami Close, b / f + HP 340
Jun Close, b / f + HP + HK 320
Chiho, Satomi Close, b / f + HP 280
Chiho Close (air), b / f + HP 280
Ayako, Jun Close, b / f + HK 270
Ayako, Jun, Reimi, Yuka Close, b / f + HP 260
Kaori has the most damaging throw in the game by 160 damage. It only does 30
damage less than her Super! (Not to mention it leaves her safe and doesn`t
have a complex input.)
[ // 6.05 - Projectiles & Durability ] ------------------------------------
Projectiles have their own unique value check that occurs whenever different
projectiles collide into one another: durability points.
Durability points (DP) are the hidden amount of strength that projectiles will
carry with them. All projectiles have their own worth that determines how much
power is needed to cancel it. For projectiles in SVG, their durability is
equal to the amount of hits they do. Whenever two projectiles collide, they
will mutually deplete durability according to their DP ratings. As durability
is taken away, it also decreases the amount of hits the projectile does in
full. All projectiles in SVG only have 1 durability point, so they will always
cancel one another out.
[ // 6.06 - Life Gauge ] --------------------------------------------------
The Tairyoku ("vitality") Gauges are the yellow bars placed at the top of the
screen on either side of the round timer——Player 1`s is on the left side and
Player 2`s is on right. Each player`s life gauge begins with a full 1680 units
of health. During battle, attacks take away certain amount of life units based
on how they hit the opponent. The red area is how much stamina a character has
lost thus far. Once the entire meter is red, that means all their life points
are gone and the character is defeated. The round goes to the winner.
No characters are able to regain life through special abilities.
If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and another round will begin.
SVG does not follow the typical fighting game rule of thumb of having the
bulkier characters take less damage, and smaller characters take more damage.
All the characters have the exact same amount of 1680 vitality, and take the
same amount of damage from attacks.
Manami`s Neko Rocket Punch is the only attack in the game that deals damage
back to the controller. She suffers 10 damage to herself every time the attack
is used, regardless if it hits, misses, or is guarded.
[ // 6.07 - Super Attacks ] -----------------------------------------------
Unlike many modern fighting games, SVG possesses no alternative power gauge
that needs to be filled before gaining ability to a Super attack. Instead the
characters get access to their Super when their life has been brought down to
550 stamina (1/3 health). At which point they are able to perform their Super
whenever they want, however many times they want.
Ayako, Eleanor, and Jun all have Super attacks that require them to be close
to the opponent because they are throws. Performing them far away will not
have them execute.
- CHARACTER SUPER ATTACKS (in order from strongest to weakest)
------------------------+------------------------+-------------------------
Character | Super Attack Name | Damage
------------------------+------------------------+-------------------------
Yuka Kiryuu Idaten Geki 780
Ayako Spiral Dive 600
Chiho Ougi Youen no Mai 600
Jun Kubota Special 600
Satomi Satomi Bringer 600
Reimi Griffon Nail 560
Kaori Retsu Zan Dou 550
Eleanor Elirin Smash 400
Manami Gottsui N.R. Punch 200,200
[ // 6.08 - Hitstun / Hitstop / Hit States ] ------------------------------
( Hitstun ) ----------------------------------------------------------------
'Hitstun' is the counterpart to guardstun: a state that happens to a character
when they are successfully struck with an attack. During this time a character
will reel from an attack after being hit, leaving them vulnerable. Victimized
characters in hitstun cannot do anything. Like with guardstun, hitstun length
is dependent on the attack that caused it; stronger attacks tend to inflict a
longer hitstun duration. For example, Chiho`s Standing Light Punch causes 11
frames of hitstun, but her Standing Heavy Punch inflicts 13 frames. Hitting a
character while they are stuck in hitstun results in creating a combo.
The time it takes between when an opponent recovers from hitstun and when your
character recovers from their attack is what develops frame advantages.
( Hitstop ) ----------------------------------------------------------------
It usually goes unnoticed, but there is a brief period that happens whenever a
character is hit that causes the game to momentarily freeze for a small number
of frames. This happens in just about every fighting game (except the earlier
`Mortal Kombat´ games), and it is used as an aesthetic to emphasize the force
of the attacks. It is known as 'hitstop,' or sometimes called 'impact freeze'.
This occurs both on hits or guards, but the freeze is longer when a character
takes damage. It can be a minor factor when it comes to timing and execution,
but typically does not effect gameplay too much.
( Hit States ) -------------------------------------------------------------
There are several types of reactions that occur whenever a character is hit
by an attack, whether on normal or counterhit. Most attacks just cause the
character to reel, while others inflict a special effect called a 'hit state'.
SVG has only one type of hit state:
- KNOCKDOWN (KND)
Attacks that send the opponent to the ground. After a moment, characters who
are knocked down simply rise in place.
[ // 6.09 - Combos / Links ] ----------------------------------------------
( Combos ) -----------------------------------------------------------------
Combos are created by hitting the opponent with attacks in a succession while
they are caught in hitstun, in such a manner where it is inescapable. While
combos are a solid technique to do guaranteed damage, they should not be
thought of to be the be-all end-all method on defeating the opponent. There`s
a balancing act between solid gameplay and performing efficient and effective
combos to score opportunities against the opponent. Understanding the combo
system is a way to improve being able to unleash stylish and damaging combos.
SVG has no chain combo system; instead, combos are created by linking attacks
together with usage of their frame advantage properties.
Since SVG lacks a combo display, it can be difficult to see when combos occur.
( Links ) ------------------------------------------------------------------
Links are special combos that involve waiting until an attack has completely
finished its attack animation then striking again before the opponent recovers
from hitstun. These are much different than chain combos, where the attack
buttons are simply pressed in a sequence to omit recovery, or cancel combos,
in which the recovery periods are circumvented by another action.
SVG is a very link-intensive game; in fact, mostly every available combo is
performed through a series of links. The important part of developing links
relies on understanding an attack`s frame advantage on hit and how fast other
attacks are executed.
An example of a link would be Jun`s 'Crouching HP, Crouching LP'. Crouching HP
leaves Jun with a +4 advantage on hit. Crouching LP hits on frame 2 after
input. This would be a 3-frame link since that is the window Jun has to hit
with Crouching LP and have the combo work. 1-frame links are as hard as it can
get, which leaves only a single frame to input the next command——very tricky!
[ // 6.10 - Canceling ] ---------------------------------------------------
To 'cancel' means to interrupt the recovery of one action into another action.
You are essentially circumventing all of the previous attack`s recovery frames
by doing a new attack or action. Most basic attacks are cancelable into
special moves. As it was mentioned in Section 6.09, SVG does not have a chain
combo system, so basic attacks cannot cancel into one another.
At its most basic, a cancel looks like this: Standing LP XX LP Souryuu Geki.
Yuka can hit the opponent with her Standing Light Punch, and while they are
still in hitstun, cancel into her Souryuu Geki (f,d,df + LP) special attack,
thus creating a two-hit combo.
Older fighting game community (FGC) jargon for a cancel is called a "2-in-1,"
meaning to link 'two moves in one motion/command.'
[ // 6.11 - Tier Listing ] ------------------------------------------------
[ Kaori Tier ] [ - A Tier - ] [ - B Tier - ] [ - C Tier - ] [ - D Tier - ]
Kaori Yanase Eleanor G. Jun Kubota Ayako Yuuki Manami K.
Satomi Yajima Yuka Takeuchi
Reimi Jyahana Chiho Masuda
Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
gotten around to breaking apart this game. There are notable threads about
some of the other `Variable Geo´ titles, especially AVG2. `Super´ has been
regarded as a solid game that plays similar to the pre-Super Turbo SFIIs. It
is also considered one of the better fighters in the series.
Remember: Tier lists are not set in stone and are constantly evolving as new
tech is developed through gameplay. They should simply be looked at as a basic
layout on how some characters stack against others, but by no means are they
undisputed in their rankings. Tier lists also do not take into account certain
character matchups.
[S] KAORI YANASE: Kaori is hands down the best character in the game, and can
arguably be in a "Kaori Tier" because of how she stands above the rest of the
cast. Kaori`s main goal is to get in close and throw. Her throw does a broken
and uncanny amount of punishment: 520 damage! It`s basically a 'f + HP' Super
attack she can use whenever she`s close. Usage of Rasen Geri and En Ken Fu
(which is invincible on startup and gives her advantage on hit) help Kaori get
in close and be an aggressive force from then on.
[A+] ELEANOR GOLDSMITH: Eleanor doesn`t have a lot of speed, but her attacks
more than make up for it. Abuse HP Eleanor Fire as much as possible. It has a
-huge- hitbox and can potentially zone non-projectile characters with its 51f
duration for most of the match.
[A] SATOMI YAJIMA: Satomi is a strong fighter even without a glitched Bringer.
Her Crouching LK is the best in the game to leave her at +7, and Kaen Zan is a
quick and invincible uppercut. She`s short enough to crouch underneath some
projectiles, but Sliding is as a great counter to those and jumping attacks!
[A-] REIMI JYAHANA: Reimi has attacks that are awkward to avoid. She does play
similar to Guile, with the addition of her useful Rose Stinger. Use LP Burning
Rose for much of the match, and have Standing HK and Hurricane Rose for anti-
air. If in melee-range, use Crouching LK XX LK Hurricane Rose to knock them
back and repeat.
[B+] JUN KUBOTA: Jun doesn`t have that many attacks, but still can dish out a
lot of damage with what she has. Her goal is to capture with the Kubota Buster
by whatever means necessary. The HP version does only 20 damage less than her
Super, and has an immense vacuum range. You can buffer the motion during any
guarded attack, and Jun will usually grab them during her recovery. The Earth
Shaker leaves Jun invincible and stops many attacks on reaction.
[B] YUKA TAKEUCHI: Yuka is an average Shoto-clone with some decent pressure.
She has the fastest fireball amongst the projectile users, and she can use it
for pursuit tactics. The invincibility frames on the Souryuu Geki is nice, but
it won`t KNOCKDOWN unless the second hit connects; which can be difficult if
not impossible against many opponents. So it tends to leave her at a huge
disadvantage more than it helps her. Still useful for anti-air purposes.
[B-] CHIHO MASUDA: Chiho can`t play as ridiculously aggressive as how the CPU
uses her on highest difficulty, so don`t get mislead. It`s impossible to spam
Hien Geki that fast since it needs so much charge time. Hien Geki does remain
her main attack to use. Sometimes it can cross-up the opponent if they are
crouching and place Chiho on the other side, leading into shenanigans.
[C] AYAKO YUUKI: Ayako is a fantastic poking character with her long limbs and
ground-duration aerial normals, but doesn`t have anything solid to do damage.
Both Mach Spin and Rave Storm are unsafe even on hit, but will stop or trade
with many attacks——both ground and air. She`s meant to be played patient and
careful rather than aggressive, but throwing out a sudden HK Rave Storm or two
when in range can be unexpected for good damage. Rave Storm also goes over
many LOW attacks to counter if you`re expecting it.
[D] MANAMI KUSUNOKI: Manami, unfortunately, has a lot of problems: she doesn`t
do a lot of damage, many of her specials leave her at heavy disadvantage, her
Super is the weakest in the game, and her only decent attack does damage back
to her! Is she the "Dan" of the game? Not entirely, but it is an uphill climb
to really be effective with her. Her Gorogoros are great anti-airs, and the 1-
frame recovery on them is a silver lining to allow her to get close fast. But
once she is in melee-range, her options are limited. At least she can crouch
to avoid every projectile in the game, so that`s something, right?
[ Advanced : 7 : Miscellaneous Info ] -- // --------------------------------
_______________________________________________________________________________
[ // 7.01 - Special Thanks ] ----------------------------------------------
- TGL (Technical Group Laboratory, Inc.) ( tgl.co.jp/ )
A great concept for an all-female fighting game, that`s for sure. The anime
was a fun watch too. I would love a new `Advanced V.G.´ fighting game, with
some high-quality sprites and better gaming engine.
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ )
The man and his FAQ-emporium lives on as the best site out there for all-
game information.
(GameFAQs : http://www.gamefaqs.com/users/CJayC)
[ // 7.02 - Secrets / Codes ] ---------------------------------------------
- Skip Dialogue
Press any of the joystick buttons to speed up the text, or press the Start
button to skip it entirely.
[ // 7.03 - Translations ] ------------------------------------------------
- [ AYAKO YUUKI ]
Ashinage Leg Throw
Ren Shouda Continuous Palm Strike
- [ CHIHO MASUDA ]
Hien Geki Flying Swallow Attack
Jibai Ashi Yari Ground Crawl Leg Spear
Ougi Youen no Mai Secret Technique: Bewitching Flame Dance
Sankaku Tobi Triangle Leap
Shi Sen Ken Violet Flash Blade
Shinkuu Nage Vacuum Throw
Tomoenage Overhead Throw (judo)
- [ KAORI YANASE ]
En Ken Fu Swallow Sword Axe
Rasen Geri Spiral Kick
Ressen Shuu Sharp Splitting Kick
Retsu Zan Dou Violent Kill Grieve
San Shuu Scatter Kick
Shuu Geki Kick Attack
- [ MANAMI KUSUNOKI ]
Dadakko Punch Spoiled Brat Punch
Gorogoro Attack Purring Attack
Gorogoro Attack 2 Purring Attack 2
Gottsui Neko Rocket Punch (1) Extreme Cat Rocket Punch
Neko Rocket Punch Cat Rocket Punch
1 "Gottsui" is a Kansai-ben term from West Japan, where Manami is from. It
typically means "very," but also used to describe extreme conditions or
strong emphasis. Mostly used by women. It`s kind of a funny word that is
native to them, and not many other Japanese people use it.
- [ SATOMI YAJIMA ]
Daisharin Nage Giant Swing Throw
Kaen Zan Flame Kill
Shinkuu Karatakewari Vacuum Chinese Bamboo Divide
- [ YUKA TAKEUCHI ]
Idaten Soku Great Runner Leg
Ipponzeoi One-armed Shoulder Throw (judo)
Ki Kou Dan Spirit Roar Bullet
Kiryuu Idaten Geki Demon Dragon Great Runner Attack
Souryuu Geki Blue Dragon Attack
[ // 7.04 - Glitches ] ----------------------------------------------------
- Satomi Bringer from anywhere!
( Requirements ) Satomi: 1/3 life
This glitch allows Satomi to catch the opponent with the Satomi Bringer from
almost anywhere on the screen. If done correctly, it potentially makes Satomi
the best (and most broken) character in the game.
The Satomi Bringer causes Satomi to advance about half-screen distance if used
normally to try and catch the opponent. It is also guardable. This glitch gets
rid of Satomi`s dash at the beginning of the Super.
Once Satomi is down to 1/3 life, she has to first strike the opponent with any
of her attacks——normal or special move, it doesn`t matter. (Throwing doesn`t
work, however.) The attack doesn`t have to hit though, it can be guarded. This
then "locks in" the opponent for the rest of the round. Now Satomi can perform
the Satomi Bringer from anywhere and the opponent will automatically be caught
in it as if they are point-blank in front of Satomi; literally teleported from
wherever they are right to her!
Satomi can even pick up opponents off the ground with this glitch, but only as
they are rising back to their feet. Because all of her special attacks knock
the opponent down, it`s especially deadly.
Once the opponent is "locked," Satomi doesn`t dash anymore whenever the Satomi
Bringer is performed.
Attacking Satomi will not break the lock. She can be hit by attacks and still
have the Bringer glitched.
Despite how bugged this sounds, there are a couple of things the opponent can
do to prevent this as best they can:
- As stated above, the Satomi Bringer can be guarded and this glitch doesn`t
change that mechanic. If the opponent holds back on the joystick as if they
are guarding something, Satomi won`t be able to "grab" them with the Satomi
Bringer from across the screen. Instead she will stutter in place for a
second as if the attack was guarded, and nothing happens.
- Satomi can`t catch aerial opponents with the Bringer; it simply knocks them
out the air, but the full Super will not execute. This still applies to the
glitched version: if the opponent is jumping, Satomi can`t "magically" grab
them out the air. She again just stutters in place for a second.
- Satomi can`t whiff an attack. Once the opponent has been "locked in" by one
of Satomi`s attacks, she can`t miss before performing the Bringer. If any of
her attacks simply hit air, the lock breaks and the Satomi Bringer behaves
as it normally does. However, Satomi can re-lock the opponent by striking
them with another attack. Satomi not able to perform the glitched Bringer
because of a guarding or aerial opponent does not count as a whiffed attack.
[ // 7.05 - Seiyuu Information ] ------------------------------------------
The following is a listing of each character`s seiyuu (voice actress), along
with some of the other characters they have given voice to (if applicable).
Many seiyuu have done hundreds of voices, so the titles listed below are from
anime/games that are some of their better known roles. Each seiyuu is listed
in alphabetical order by their surname:
- AMANO YURI (voice of "Ayako Yuuki")
Hokuto (Street Fighter EX)
Ibuki (Street Fighter III)
Kawai Kawai (Iczelion)
Nanvel (Burn Up W)
- ARAKI KAE (voice of "Manami Kusunoki")
Chibi Usa/Black Lady (Bishoujou Senshi Sailormoon)
Felicia (Super Puzzle Fighter II X, Vampire, Vampire Hunter)
Karina Toyota (Asuka 120% Burning Festival Limited)
Lei Lei/Hsien-Ko (Super Puzzle Fighter II X)
Minnie May Hopkins (Gunsmith Cats)
- MATSUSHITA MIYUKI (voice of "Eleanor Goldsmith")
Bulleta/B.B. Hood (Marvel v. Capcom 2, Vampire Savior)
Q-Bee (Vampire Savior)
Erika (Wedding Peach [episode 9])
Madonra (Hello Kitty)
- NOGAMI YUKANA (voice of "Yuka Takeuchi")
C.C. (Code Geass)
Felicia (Vampire Hunter [anime])
Honoka Yukishiro/Cure White (Futari no Pretty Cure)
Meirin Li (Card Captor Sakura)
- SHIINA HEKIRU (voice of "Chiho Masuda")
Hikaru Shidou (Mahou Kishi Rayearth)
Kyouko Shibusawa (Shin Megami Tensei)
Rifani (Langrisser III)
Seung Mi Na (Soul Edge)
- SHIRATORI YURI (voice of "Kaori Yanase")
Cherry (Saber Marionette J)
Maria Robotnik (Sonic Adventure 2)
Mei Narusegawa (Love Hina)
Noriko (Goldenboy [episode 3])
- TEZUKA CHIHARU (voice of "Jun Kubota")
Akira Kazama (Shiritsu! Justice Gakuen)
Misaki (Devilman Lady)
Reika Yamamoto (Serial Experiments Lain)
Yukari Kashima (Vampire Princess Miyu)
- WATANABE KUMIKO (voice of "Reimi Jyahana")
Hideki Isobe (Hikaru no Go)
Kumiko Gotou (Sokkou Seitokai: Sonic Council)
Mauri (Lunar Eternal Blue)
Shippo (Inuyasha)
- YOKOYAMA CHISA (voice of "Satomi Yajima")
Chun-Li (Street Fighter II V)
Lucia (Lunar Eternal Blue)
Maria Renard (Akumajou Dracula X)
Sakura Shinguuji (Sakura Taisen)
[ // 7.06 - Revision History ] --------------------------------------------
v. 3.0 // 2015.07.31
- With help from some people at SRK.com, I ended up writing a LUA code to help
help determine the -correct- amount of hit points that are in a life bar. It
was not the 840 I thought, as that was just the life bar graphic. Instead it
turns out it is double that. Using this RAM information I can correctly see
the proper amount of damage that all attacks do. So I went back through the
entire FAQ and redid all the damage information. This changed information on
when Supers are available too, but now properly fixed. Also SVG has remote
guarding, so details on that is in Section 6.03. Eleanor`s frame advantage
on her Mach Punch also corrected for the first and last hits.
v. 2.0 // 2015.03.05
- Information added on who can avoid projectiles by crouching, and a lot of
in-depth details on Yuka`s Souryuu Geki properties. Turns out that it is not
as safe as assumed! Finally added the frame data for the invincibility for
both Jun`s Earth Shaker and Satomi`s Kaen Zan.
v. 1.0 // 2015.03.01
- Added Section 6 in full, which breaks down elements of the game`s system in
simplest terms and basic structure.
v. 0.0 // 2015.02.18
- I actually didn`t know there was a Super Famicom version of the VG series,
which in essence is "Advanced V.G." without K-1 and K-2. So I took my FAQ
for that game and simply corrected all the information to it the format. I
saw that the two available FAQs for this game each have missing or incorrect
information on a lot of basic information, like the Super moves. I did not
suspect either of those authors to update or correct their works, so that
was enough reason to write up my own FAQ for a complete installment. Frame
data was far more easier to document in this game version.
[ // 7.07 - Final Word ] --------------------------------------------------
Oss`!
The `Variable Geo´ series is quite fun for being a fighting game based from a
hentai series. The games didn`t get really good until the second installment,
but each of its predecessors do have some worth to them. I wanted to create a
FAQ for each of the versions I own with frame data and full move info, just in
case someone came back to revisit this title on a hardcore level. Both AVG and
SVG were brought up on SRK.com and MadMan`s Cafe not too long ago with footage
from Japanese players, so there is still an active audience for these titles!
Keep in mind that Super is a watered down version of Advanced, so it can feel
a bit odd if you playing it after the Playstation version. Although it is a
solid game in itself.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- shouji
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| `If you only have sex with your wife, you can`t get caught.´ |
| - Ron White |
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