=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA= A Character Guide to Temjin for Cybertroopers Virtual-On: Oratorio Tangram Versions 5.4 and above. Release: v1.0 Written by: Scott Robinson ============================================================= Note ----- This should be displayed in mono-space format. The dots and numbers should line up. .......... 1234567890 //---------------// // Legal Stuff // //---------------// Cybertroopers Virtual-On: Oratorio Tangram and its characters are the property of Sega of Japan. The above authors wrote this guide. We, the authors, are not affiliated with Sega, and this guide is not official in any way. We wrote this guide because we felt there wasn't enough complete Virtual-On information on the Internet. This guide is distributed under the Open Content license (http://www.opencontent.org/) with the addition that commercial redistribution, republication, or reproducation may on be possible with the explicit permission of the authors. Essentially, if you want to make money off this, we want to hear about it. //-------------------// // Version History // //-------------------// v1.0 - Tue Feb 12 2002 I just took the pieces of a bunch of other incomplete guides I've worked on and threw them together. Oh, then pretended to edit and add further information based on my improved Virtual-On skillz. Take it bitches! ============================================================= Part I: Introduction to ... 1.1 ... Virtual-On .2 ... Virtual-On's control system .3 ... this guide .4 ... the Temjin - MBV-707-G Part II: Ranged Weapon Data 2.1 Left Weapon (Power Bomb) .2 Right Weapon (Long Launcher) .3 Center Weapon (Sword) Part III: Melee Weapon Data 3.2 Basic CC .3 Chains and Combos .4 LT Projectiles Part IV: Basic Strategies Part V: Advanced Strategies Appendix 1: Tables A1.1 Health Matchup .2 Knockdown/Stun Appendix 2: Fin A2.1 Further reading .2 Credits ============================================================= Part I: Introduction to ... ============================================================= //-----------------------// // 1.1. ... Virtual-On // //-----------------------// Sega's Cybertroopers Virtual On: Oratorio Tangram is the sequel to Cybertroopers Virtual-On: Operation Moongate. Virtual-On is a 3D PvP "mech" fighting game spanning over four gaming systems. It is arguably one of the deeper fighting games and is alone in its genre due to its high quality. More information on Virtual-On is available in the Further Reading (A.1) section. //----------------------------------------// // 1.2. ... Virtual-On's control system // //----------------------------------------// This guide assumes you have basic comprehension of Virtual-On game-play. [1.2.1 10-key notation] 789 WT 456 WT 123 W Stick-side Weapon Trigger T Stick-side Turbo Trigger Example: 6.6T Both sticks right while pressing right stick turbo trigger. 8W.9T Left stick foward and left stick forward diagonally right while pressing left weapon trigger and right turbo trigger. [1.2.2 Twin Stick control] O-- O-- 4.4 Both sticks left; VR walks left O-- O 4.5/5.4 One stick left; VR shuffles left --O --O 6.6 Both sticks right; VR walks right O --O 5.6/6.5 One stick right; VR shuffles right | | 2.2 Both sticks back; VR walks backwards O O 2.5/5.2 One stick back; VR shuffles backwards O O 8.8 Both sticks forward; VR walks forwards | | 8.5/5.8 One stick forward; VR shuffles forwards O | 8.2 Both sticks in inverted directions; | O 2.8 rotation to the direction of the downward stick O-- --O 4.6 Both sticks apart; VR jumps (J) --O O-- 6.4 Both sticks inward; Guard (G) / Crouch (Cr) / Guard Buffer (Gr) Right Turbo 5.5T Right Turbo (RT) / Dash (D) / Dash Cancel Left Turbo 5T.5 Left Turbo (LT) / Dash (D) / Dash Cancel Both Turbo 5T.5T Both Turbo (BT) Right Trigger 5.5W Right Weapon (RW) Left Trigger 5W.5 Left Weapon (LW) Both Triggers 5W.5W Center Weapon (CW) [1.2.3 Dreamcast control - "A" configuration] Digital Pad Right VR walks right Digital Pad Left VR walks left Digital Pad Down VR walks backwards Digital Pad Up VR walks forwards Analog Up/Down Start Button Analog Left/Right Rotate VR Left Right Start Button Pauses/Options for Game A Button Guard (G) / Crouch (Cr) / Guard Buffer (Gr) B Button Right Turbo (RT) / Dash (D) / Dash Cancel X Button Left Turbo (LT) / Dash (D) / Dash Cancel Y Button Jump (J) Right Trigger Right Weapon (RW) Left Trigger Left Weapon (LW) Both Triggers Center Weapon (CW) [1.2.4 Command Notation] [t] turbo command sets: RT Right Turbo type attacks LT Left Turbo type attacks BT Both Turbo simultaneously type attacks [w] weapon command sets: RW Right Weapon LW Left Weapon CW Center Weapon [m] modifier command sets: Cr Guard (G) / Crouch (Cr) / Guard Buffer (Gr) J Jumping D Dashing Legal RANGEd command chording: [w] A normal ranged attack. [t][w] A turbo ranged attack. [m][w] A modifed ranged attack. [m][t][w] A turbo modified ranged attack. Legal MELEE command chording: [w] A normal melee attack. (Guard-able) Cr[w] A crouching attack. (UnBLOCKable and Knockdown) [m]LT[w] A range attack. RT[w] A turbo attack. (UnGUARDable and Knockdown) Gr[w] A Guard-Reversal attack. (Guard-able) Legal DASH command chording: [w] A normal dashing attack. Cr[w] A normal dashing crouch attack. 2.5[w] or 5.2[w] A dashing CC attack. (aerial with Cypher only!) Abbreviations: V.Ar Virtual Armor CC Close Combat MC Motion Cancel QS Quick Step QS-CC Quick Step Close Combat VOOT Virtual On: Oratorio Tangram VOOM Virtual On: Operation Moongate (the prequel) //-----------------------// // 1.3. ... this guide // //-----------------------// All damages in this guide (unless otherwise specified) are performed against a 0% V.Armour Dordray on Space Dock after the initial damage boost. Dordray was selected because it has the highest knockdown/stun resistance. If there are any corrections, please feel free to send them in! //-----------------------------------// // 1.4. ... the Temjin - MBV-707-G // //-----------------------------------// Temjin is the medium class VR. A carry-over VR from VOOM, its basic style style was retained for purposes of transitioning players. It is heavily dependent upon its Long Launcher for damage and upon its Power Bomb for cover. Its Sword is mostly useful in CC. Temjin's strengths are best utilized in both medium and CC range. At higher levels of competition, Temjin becomes an angle machine! Outguessing your opponent, using mind games to throw them off, and occasionally throwing in Temjin's more powerful (but uncancellable) attacks makes him very dangerous and a highly effective VR. ============================================================= Part II: Ranged Weapons Data ============================================================= //---------------------------------// // 2.1. Left Weapon (Power Bomb) // //---------------------------------// 12 second recharge !!! Write a description [2.1.1 Standing Variations] LW (88) 204.4m +Cr 451.5 (66) [2.1.2 Crouching Variations] [2.1.3 Dashing Variations] [2.1.4 Jumping Varations] [2.1.5 Aerial Dashing Varations] //-------------------------------------// // 2.2. Right Weapon (Long Launcher) // //-------------------------------------// !!! Add info here. 100m RW 154 699m RW 104 //------------------------------// // 2.3. Center Weapon (Sword) // //------------------------------// !!! Add info here. ============================================================= Part III: Melee Weapon Data ============================================================= //---------------------// // 3.1. Introduction // //---------------------// In CC, Temjin's basic chains are extremely easy to master; however, they have very little variation. Its basic CC range is extremely long and well worth exploiting. The LW and QS-CC are definitely staples. In short, Temjin is basically a middle-tier learners VR. You can use it to pick up the basics of Virtual-On medium and long range combat. //-----------------// // 3.2. Basic CC // //-----------------// [3.2.1 Basic Variations] Temjin's basic CC variations are well designed in their effectiveness changes depending on the skill level of the player and their opponent. The basic LW Quick Slice is Temjin's most useful basic CC attack. While it cannot be used as an advanced technique opening against any VR except Dordray, its relative quickness and high damage makes it great for quick CC hit and runs. The Poke is Temjin's quickest basic CC attack. It often can interrupt all but the very fastest of forseen CC attacks - as such it makes for a great basic counter. It also is the usual opening into more advanced CC tactics. However, it's attack angles are the tightest of any of Temjin's basic CC variations and thus its use is often limited. The Sword is often used by Temjin newbies or opponents who have recently made their transition from VOOM. At higher levels of gameplay, the CW is primary used as a shinku(u) extension counter. Otherwise, it's usage is often ignored in favour of a quicker and higher damaging RTCC variation. LW (396) +Cr (286) 59.9m - Left-Right Quick Slice (Drop Kick Trip) RW (363) +Cr (242) 69.9m - Poke (Low Poke) CW (429) +Cr (374) 99.9m - Left-Right Slice (Unblockable Left-Right Slice) [3.2.2 Turbo Variations] Temjin's RTCC variations are fairly average in their versatility. Their primary use is for extra damage when your opponent has been locked in an uncancellable attack or is stunned long enough for a single clean attack to be used. Temin's Power Punch is the quickest of all the variations, with the Drop flip Slice and Behind the back Slice coming in second and third, respectively. One interesting trick is while the RTCC variations are not post-hit QS or dash cancellable, they are post-hit guard cancellable. Thus, if your opponent is in stun from a [Cr]RTCW (rare) it is possible to perform a swallow's tail using the following chain: RT[w] -(G)> QS -> (2.5[w] or 5.2[w]) RT+ LW (451) - Power Punch RW (478) - Drop flip Right-Left Slice CW (500) - Behind the back Left-Right Slice [3.2.3 Quick Step CC] Direction LT+ / Left | Right \ +---------------| LW | 1 | 1 | RW | 1 | 1 | RT+ +------275------+ LW | 1 | 1 | RW | 1 | 1 | \---------------/ 1 - Temjin circles around the opposing VR, slicing with its Beam Sword. [3.2.4 Guard Reversal CC] Temjin's guard reversals are fairly standard in their usage but great in their ability. The GrLW, with its great reach and rotation, is best used for interrupting QS-CC or attacking an enemy who is off-angle. The GrRW is quick and long, making it an effective interruption attack. LW (242) - Excellent homing and reach. Use to in RW (209) - Great for interrupting enemies out of CC! [3.2.5 Jumping CC] Temjin jumps and swings its Beam Sword above its head and smashes it down upon the opposing VR. J+ LW (440) - More homing, more damage! RW (407) CW (407) [3.2.6 Ground-Hit CC] Temjin's ground-hit is of a normal speed; however, unless you're on bearing with the opposing VR, it has a tendency to miss completely. RW (14.3%) - Pokes its Beam Sword downwards into the fallen opposing VR. [3.2.7 Dashing CC] Temjin's dashing CC is odd in that its LW and RW dashing CCs are not symmetrical; instead, they represent different ends of the animation spectrum. The LW dashing CC is much more pronounced and sweeps in a wide arc. The RW dashing CC is very quick and sweeps in a tight angle. LW (330) - Sweeps its Beam Sword in an arc left of its body. RW (330) - Sweeps its Beam Sword in an arc right of its body. CW (456) - Swings its Beam Sword above its head and down into the opposing VR. (Ground-Hit Capable) //-------------------------// // 3.3. Chain and Combos // //-------------------------// Temjin's chains are extremely simple two-hits which cause reasonable damage. Use one of Temjin's Cr cancels instead of the second hit in a two-hit chain; the Cr gives more damage and is unblockable. [3.3.1 Basic Chains] LW (396) +Cr (286) DOR - Left-Right Quick Slice (Drop Kick Trip) LW (638) +Cr (682) - Right-Left Quick Slice ("") RW (583) +Cr (638) - Poke (Low Poke) CW NA +Cr (770) - (Unblockable Left-Right Slice) RW (363) +Cr (242) TEM - Poke (Low Poke) LW (605) +Cr (649) - Left-Right Quick Slice (Drop Kick Trip) RW (550) +Cr (605) - Elbow Smash (Low Poke) CW NA +Cr (737) - (Unblockable Left-Right Slice) [3.3.2 Swallow's Tail] Temjin's swallow's tails, similar to Temjin's other CC types, are straight forward and normal. The RW dashing CC requires more stringent timing than the LW due to their varying arcs. LW (396) DOR - Left-Right Quick Slice LW (726) - Sweeps its Beam Sword in an arc left of its body. RW (726) - Sweeps its Beam Sword in an arc right of its body. CW (852) - Swings its Beam Sword above its head and down into the opposing VR. RW (363) TEM - Poke LW (693) - Sweeps its Beam Sword in an arc left of its body. RW (693) - Sweeps its Beam Sword in an arc right of its body. CW (819) - Swings its Beam Sword above its head and down into the opposing VR. [3.3.3 Shinku(u) Cancel] Temjin has, arguably, has the "fairest" shinkuus in the game. The CW shinku(u) is restricted to being an attack extension because of its immediate knockdown effect. Due to the CW speed, it is much more effective as a shinku(u) counter. Temjin's RW shinku(u) also works as an attack extension (+ counter) and has the added feature of being a ground-hit shinku(u). However, both these usages are not are effective as the other two weapons offer and so the RW shinku(u) is often ignored. Finally, the LW shinkuu fullest effect applies only to Dordray. Because, when Dordray has accumulated no stun, it isn't knocked down by a full LW hit, a good Temjin player can work in a normal shinku(u) for 792 points of damage against a Dordray opponent! LW (792) Easy Omni - Cancel when Beam Sword is between 10-11:00 (pre-hit) or 1-2:00 (post-hit) position. RW (726) VHard Omni - Cancel when Beam Sword is at furthest extent. //-----------------------// // 3.4. LT Projectiles // //-----------------------// Temjin's LTCW variations are the most damaging LT variation, long-range. Depending on your angle in CC, however, it would be wiser to use the LTLW or LTRW for their increased stun properties. LW (BBD) +Cr (ANG) DAM - Bouncing Bomb (Launch Bomb) RW (DOR) +Cr (GRY) NDAM - Tapping Beam (Crouching Tapping Beam) CW (BBD) +Cr (BBD) DAM - Fin Beam Sword (Crouching Fin Beam Sword) ============================================================= Part IV: Basic Strategies ============================================================= ============================================================= Part V: Advanced Strategies ============================================================= ============================================================= Appendix 1: Tables ============================================================= //------------------------// // A1.1. Health Matchup // //------------------------// //------------------------// // A1.2. Knockdown/Stun // //------------------------// The following is the averaged knockdown rankings of all the VRs. Once definitive knockdown values are released, these will make more sense. For the moment, understand that Temjin is knocked down easier than Bal-Bados but is more stable than Fei-Yen. Sorted Cumulative Rankings: Dordray 57 Apharmd B 43 Grys-Vok 41 Raiden 41 Apharmd S 39 Bal-Bados 36 Temjin 35 Fei-Yen 25 Angelan 25 Specineff 25 Cypher 25 ============================================================= Appendix 2: Fin ============================================================= It is perfectly acceptable to send me e-mail with questions about Virtual-On... however, I would suggest checking out VO.net's and GameFAQ's forums before coming to me. //-------------------------// // A2.1. Further Reading // //-------------------------// Auburn Virtual On Crew: http://www.auburnvo.org/ Virtual On .Net http://www.virtualon.net/ Oratan: http://www.oratan.com/ GameFAQs: http://www.gamefaqs.com/ Hong Kong VR Team: http://luvluvfeiyen.tripod.com/ Virtual On (Sega) (Japanese): http://virtual-on.dricas.ne.jp/oratan/hotstart/ //-----------------// // A2.2. Credits // //-----------------// Sam: Translating the weapons data from "The Book of Cyber Space Divers." It was damn helpful, even after I had direct access to the health values. Kirk: For forcing me into learning Temjin in the first place. -eof-