=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA=BETA= A In-Depth Guide to Close Combat for Cybertroopers Virtual-On: Oratorio Tangram Versions 5.4 and above Release: !!! release info 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 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 - !!! insert date here Guide's first version complete. It took a year of screwing around, Force is already released, but you still love me? Right? 5.4 is making its rounds through the States, so this will hopefully be even more useful. ============================================================= Part I: Introduction to ... 1.1 ... Virtual-On .2 ... Virtual-On's control system .3 ... close combat .4 ... chains and combos .5 ... cancelling .6 ... this guide Part II: The Temjin - MBV-707-G Part III: The Raiden - HBV-502-H8 (RVR-75) Part IV: The Fei-Yen Kn - RVR-14 Part V: The Bal-series - XBV-819-tr4 Part VI: The Grys-Vok - SAV-326-D/9 Part VII: The Apharmd B - RVR-39 Part IIX: The Apharmd S - RVR-33 Part IX: The Specineff - RVR-87 Part X: The Cypher - RVR-42 Part XI: The Angelan - SGV-417-I Part XII: The Dordray - RVR-68 .1 Introduction .2 Basic CC .3 Chains and Combos .4 LT Projectiles Part XIIV: Basic Strategies .1 Chain Breaking .2 Guard Breaking .3 Counters Part XIV: Advanced Strategies !!! Fill this in! Appendix 1: Tables .1 Stun tables Appendix 2: Fin A2.1 Further reading .2 Credits .3 Devotion ============================================================= 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 TW 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 left | | 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] 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] [t][w] [m][w] [m][t][w] Legal MELEE command chording: [w] A normal melee attack. (Guard-able) Cr[w] A crouching attack. (UnBLOCKable and Knockdown) [m]LT[w] A projectile attack. RT[w] A turbo attack. (UnGUARDable and Knockdown) Gr[w] A Guard-Reversal attack. (Guard-able) Abbreviations: V.Ar Virtual Armor CC Close Combat QS Quick Step QS-CC Quick Step Close Combat VOOT Virtual On: Oratorio Tangram VOOM Virtual On: Operation Moongate (the prequel) //-------------------------// // 1.3. ... close combat // //-------------------------// The original Virtual-On (VO), Operation Moongate, was a cut down version of what Juro Watari originally wanted; he was limited by the hardware. One of the symptoms of the trimming process was that mid to long-range combat had serious damage potential. The game was unbalanced in Watari's mind. In Oratorio Tangram, Watari-san had the opportunity to fix this problem. Thus, the concept of V.Armour was formed. It encouraged the players of a VO game to come closer and play mid-range and, inevitably, close-range. Close combat (CC) is the fastest, most confusing, and most complex aspect of the game. The damage potential in CC is the greatest in the entire game; however, it is that potential which scares most people away from the depths of CC. [1.3.1 Basic Weapon Strategy] When it comes down to the technical pieces of CC, it's all about pressing the correct button at the correct time. With that in mind, the basic button chording sequences allowed in CC are slightly different than long-range: [w] A normal attack. (Guard-able) Cr[w] A crouching attack. (UnBLOCKable, Knockdown and Ground-Hit) RT[w] A turbo attack. (UnGUARDable, Knockdown and Ground-Hit) Gr[w] A Guard-Reversal attack. (Guard-able) The difference between BLOCKing and GUARDing (the same action) is that a successful guard receives minimal damage (0.1%-5%); however: a) with a broken block, you receive the full damage of the attack and are knocked down. b) with a broken guard, you receive your guard damage and are knocked down. [1.3.2 Chains] Instead of Street Fighter-esqe unblockable-once-started combinations, the creators of Virtual-On opted for a chain system. A Virtual-On chain is a series of CC attacks which have a minimal delay between them. After the first hit in a CC chain, the animations of the continued CC attacks are usually quicker and different than the normal variations. Virtual-On's CC chains are still blockable between the attacks, and are slow enough for most VRs' Guard-Reversals, so be cautious. Also, not all VRs will remain standing for the entirity of a CC chain. CC chains, treated by the game like a normal standing attack, are also completely cancellable. [1.3.3 The Quick-Step] Positioning was quite limited in VOOM. The mirage, yatsuhashi, and positional circle-slices were your only ways of positioning yourself for the kill. In VOOT, your situation has been significantly improved. The Quick-Step (QS) is a set distance rotation movement only available in CC range. This means that the closer you are to your opponent, the higher your rotation is around them. At the closest range, a QS rotates you 180 degrees (3.14 radians) behind your opponent. However, your rotation can vary anywhere from almost 15 degrees (0.25 radians) to 180 degrees. The QS movement is omni-directional. You can QS backwards as a way to change your range quickly. You can QS forward and forward-diagonally to rotate and re-orient simultaneously. Each QS variation is unique and only practice will help you develop a sense of style. The QS is performed: (LT_RT) ~ (stick movement) For those who are a bit confused, press the right or left turbo and then press the direction you wish to QS. This differs from dash activation; you press the stick movement before the turbo to activate a dash. [1.3.4 Quick-Step Close-Combat] In VOOM, a circle-slice was an auto-homing set distance rotation attack which caused your opponent to "lose" their guard while you attacked them. They had the choice to either jump, re-guard, or dash. In VOOT, Quick-Step Close-Clombat (QS-CC) has replaced the circle-slice. Activation is the same as the normal QS, except with the stick movement you include a LW or RW activation. (LT_RT) ~ (stick movement left or right) + (LW_RW) QS-CC can only be directed left or right. Also, unlike the circle-slice in VOOM, the QS-CC doesn't auto-home to your opponent. [1.3.5 Jumping Close-Combat] Jumping Close-Combat can be used as a reversal to a uncancellable (or slowly canceled) CC attack. When you jump, your VR auto-homes to your opposing VR and then brings a CC attack crashing down upon the opponent's head. J ~ [w] Jumping Close-Combat is guardable and ground-hit capable. [1.3.6 Dashing Close-Combat] Dashing Close-Combat is a guardable CC variation which can only be activated during a forward or forward-diagonal dash: (stick movement opposite of dashing direction) + [w] This means you either pull your stick directly backwards or backwards diagonally in the opposite direction of the current dashing direction. Which stick you pull decides which side you attack on. Also, dashing CC allows for rotation; rotate in dashing CC to maximize your CC arc. Some dashing CC attacks are ground-hit capable. [1.3.7 Guard Reversals] A Guard Reversal is almost exactly what its sounds like. While being attacked, you can guard an attack. However, unless you perform a Guard Reversal, the opponent attacking will happily use a chain, an unblockable crouch attack, or even Quick-Step CC in an attempt to break your guard. A Guard Reversal is the quickest type of attack available in VOOT. It is performed by: Gr . [w] Guard Reversal timing is very stringent. You must be IN your guard animation before you can perform a Guard Reversal; otherwise, you will perform an unblockable crouch attack. A Guard Reversal can also only be done with your RW or LW. No matter what you may ever hear or think, there is NO GrCW. Most Guard Reversals home very well (almost 180 degree/3.14 radian rotation in some VRs) and do modest damage. However, they are uncancelable and often, with lighter VR Guard Reversals, do not cause a knockdown. //-----------------------// // 1.5. ... cancelling // //-----------------------// Every CC variation is cancellable into another move. However, not every variation is cancellable by the same actions or throughout its entire animation. The following chart is a guide to CC cancellation. Keep in mind one can continue the cancels into infinite loops of inaction; however, performing a series of cancels, while undoubtly looking cool, has no tactical advantage. !!! cancellability chart here //-----------------------// // 1.6. ... 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 he has the best center of gravity. If there are any corrections, please feel free to send them in! ============================================================= Part II: The Temjin - MBV-707-G ============================================================= //---------------------// // 2.1. Introduction // //---------------------// Often referred to as the "Ryu" of the Virtual-On series, Temjin is a very aggressive "power" VR. Heavily dependent upon its Long Launcher and using its Power Bomb for cover, Temjin can cause serious damage in both medium range and CC. 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. //-----------------// // 2.2. Basic CC // //-----------------// [2.2.1 Basic Variations] 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) [2.2.2 Turbo Variations] RT+ LW (451) - Power Punch RW (478) - Drop flip Right-Left Slice CW (500) - Behind the back Left-Right Slice [2.2.3 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. [2.2.4 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) [2.2.5 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. [2.2.6 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 but also sweeps in a very 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) //-------------------------// // 2.3. 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. [2.3.1 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) [2.3.2 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. [2.3.3 Shinku(u) Cancel] Temjin has, arguably, has the "fairest" shinkuus in the game. Its CW shinkuu is restricted to being an attack extension. Its RW shinkuu has great countering and ground-hit effects. Finally, the LW shinkuu fullest effect applies only to Dordray. 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. //-----------------------// // 2.4. LT Projectiles // //-----------------------// Temjin's LTCW variations are the most damaging LT variation, long-range. Depending on your angle in CC, it would be wiser to use the LTLW or LTRW for their 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 III: The Raiden - HBV-502-H8 (RVR-75) ============================================================= //---------------------// // 3.1. Introduction // //---------------------// If Temjin is the "Ryu" of Virtual-On, then Raiden is M.Bison. Arguably one of the most powerful VR in middle and long-range combat, Raiden is not a VR known for its extrodinary CC abilities but rather for its Screw Lasers. However, Raiden can definately pack a serious punch and shock. Its CC weapons have average speed and do enough damage to cause any player to re-consider extended CC. Raiden's LW chains, while not the best in the homing department, are winners in the damage world. Combined with a COMBO-able instant-knockdown RW, Raiden's CC lends more to a hit and run strategy. Consider this section of the guide to be a good filler for a VR which isn't designed for CC. //-----------------// // 3.2. Basic CC // //-----------------// [3.2.1 Basic Variations] LW (308) +Cr (308) 74.9m - Punch (Hyper Bazooka Bash) RW (385) +Cr (264) 64.9m - Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) CW (500) +Cr (418) 34.9m - Electric Shock (Hyper Bazooka Lift) [3.2.2 Turbo Variations] RT+ LW (286) - Shoulder Ram RW (489) - Hyper Bazooka Slam CW (500) - Advancing Electric Shock [3.2.3 Quick Step CC] Direction LT+ / Left | Right \ +---------------| LW | 1 | 1 | RW | 1 | 1 | RT+ +------319------+ LW | 2 | 2 | RW | 2 | 2 | \---------------/ 1 - Rotates around opposing VR and gut-punches them. 2 - Rotates around opposing VR and slaps them with its Hyper Bazooka. [3.2.4 Jumping CC] Using its Left and Right Weapons, Raiden jumps and slams its Hyper Bazooka into the opposing VRs head. When using its Center Weapon, Raiden jumps and "butt-bounces" into the opposing VR. J+ LW (407) - Raiden jumps and slams its Hyper Bazooka on to the opposing VRs head. RW (407) - " CW (484) - Raiden jumps and "butt-bounces" on to opposing VR. [3.2.5 Ground-Hit CC] RW (14.3%) - Slams its Hyper Bazooka into the fallen opposing VR. [3.2.6 Dashing CC] LW (412) - Sweeps its Hyper Bazooka in an arc left of its body. RW (412) - Sweeps its Hyper Bazooka in an arc right of its body. CW (500) - Swings its Hyper Bazooka in an uppercut motion. //-------------------------// // 3.3. Chains and Combos // //-------------------------// Raiden's RW doesn't truly chain. The first RW hit knocks down, but the moves can chain. The listed damages are for the moves alone. Add guard damage in a "true" chain. :le sigh: [3.3.1 Basic Chains] LW (308) +Cr (308) DOR - Punch (Hyper Bazooka Bash) LW (434) +Cr (616) - Punch (Hyper Bazooka Bash) RW (517) +Cr (572) - Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) CW NA +Cr (726) - (Hyper Bazooka Lift) RW (385) +Cr (264) *** - Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) LW (126) +Cr (308) - Punch (Hyper Bazooka Bash) RW (126) +Cr (264) - Left-Right Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) CW NA +Cr (418) - (Hyper Bazooka Lift) [3.3.2 Swallow's Tail] [3.3.3 Shinku(u) Cancel] //-----------------------// // 3.4. LT Projectiles // //-----------------------// Raiden has a limited set of options in reference to CC LT variations. He has only three useful options which can be used in two different situations. (one does not preclude the other) The CrLTLW is both damaging and offers excellent visual cover. It also has very forgiving attack angles requiring you only to be within effective CC range. The LTRW and CrLTRW, while not damaging, both have stun properties and can stop an opposing VRs attack and break their guard. The LTRW has more forgiving attack angles and has a faster activation time. However, the CrLTRW offers much better stun abilities. Be aware of your opponent's attack angle, because the CrLTRW is best effective in the 12-2:30 arc. Raiden's other CC LT variations are mostly useless. The LTLW does not deal as much damage as the CrLTLW and is less cancellable. The LTCW variations do not actually hit in CC! LW (v20%) +Cr (v28%) DAM NSTUN - Bouncing Electric Spark (Aerial Electric Spark) RW (v19%) +Cr (v28%) NDAM STUN - V.Bazooka (Crouching V.Bazooka) ============================================================= Part IV: The Fei-Yen Kn - RVR-14 ============================================================= //---------------------// // 4.1. Introduction // //---------------------// She's stronger, faster, and more productive with a butt bounce included in the deal. Magic song and crazy hearts everywhere makes Fei-Yen Kn a deadly VR. In the Close Combat realm, Fei-Yen Kn has speed and style to make up for any damage or (worse yet) armour difficulties. Not a strong VR, but definately putting out more than you would guess from her size. Her chains are quick enough to get two hits in and then try to cause the opposing VR to lose its indicators. Fei-Yen Kn can be a rush to play and definately an exercise in ones wits and resourcefulness. //-----------------// // 4.2. Basic CC // //-----------------// [4.2.1 Basic Variations] LW (23.7%) +Cr (25.4%) 79.9m - Left-Right Slice (Leg Sweep) RW (29.7%) +Cr (22.0%) 54.9m - Right-Left Slice (Leg Slice) CW (31.4%) +Cr (31.4%) 94.5m - One-Two Bop (Leg Sweep) [4.2.2 Turbo Variations] RT+ LW (36.0%) - Buns of Steel / Butt Bounce / Heart Fart RW (24.6%) - Slap CW (38.5%) - Flip [4.2.3 Quick Step CC] Direction LT+ / Left | Right \ +---------------| LW | 1 | 1 | RW | 1 | 1 | RT+ +-----18.9%-----+ LW | 1 | 1 | RW | 1 | 1 | \---------------/ 1 - Fei-Yen Kn rotates around her opponent and slices them with her Rapier. [4.2.4 Jumping CC] Fei-Yen Kn jumps and slams her sword Sword into the opposing VRs head. J+ LW (36.4%) RW (34.7%) CW (38.1%) [4.2.5 Ground-Hit CC] RW (14.3%) - Pushs her sword into the fallen opposing VR. [4.2.6 Dashing CC] LW (25.4%) - Sweeps her Sword in an arc left of her body. RW (25.4%) - Sweeps her Sword in an arc right of her body. CW (37.3%) - Swings her sword above her head and down into the opposing VR. (Ground-Hit Capable) //-------------------------// // 4.3. Chains and Combos // //-------------------------// Fei-Yen Kn has some extremely deadly combos. Her combos are fast and homing enough to make any VR pilot think twice about going toe-to-toe. However, be aware of which direction you enter with your slice, because it can impact how quickly your CC hits. Combined quick QS and generous helpings of Guard Reversals, and Fei-Yen Kn is a VR which can quickly deal some damage. Unfortunately, generally, she's not considered a powerful VR. She doesn't take damage as well as she can give, and Cypher is definately better CC reach range-wise. Enter CC with a solid strategy, however, and you will do well. [4.3.1 Basic Chains] LW (23.7%) +Cr (25.4%) - Left-Right Slice (Leg Sweep) LW (37.3%) +Cr (49.1%) - Right-Left Slice (Leg Sweep) RW (38.1%) +Cr (54.3%) - Right-Left Slice (Leg Slice) CW NA +Cr (55.0%) - (Leg Sweep) RW (29.7%) +Cr (22.0%) - Right-Left Slice (Leg Slice) LW (43.2%) +Cr (55.0%) - Left-Right Slice (Leg Sweep) RW (44.0%) +Cr (51.7%) - Left-Right Slice (Leg Slice) CW NA +Cr (61.0%) - (Leg Sweep) //-----------------------// // 4.4. LT Projectiles // //-----------------------// !!! do fei-fei's LT projectiles LW (v20%) +Cr (v28%) DAM NSTUN - Bouncing Electric Spark (Aerial Electric Spark) RW (v19%) +Cr (v28%) NDAM STUN - V.Bazooka (Crouching V.Bazooka) //-------------------------// // 4.5. Shinku(u) Cancel // //-------------------------// Fei-Yen Kn's Shinku(u) cancel is often referred to as the LBA (LuvluvBreastAttack). It was so named due to how it looks. ;-) LW (47.4%) Medium Omni - Cancel when her Rapier at 11:00 (pre-hit) or 12-5:00 (post-hit) position. RW (40.7%) Easy Omni - Cancel when her Rapier is between 3:00-1:00 (pre-hit) at 12:00 (post-hit) position. CW (37.3%) Easy Tricky - Cancel after first bop and before second bop. Remain walking (but no LBA) until invincibility wears off. ============================================================= Part V: The Bal-series (XBV-819-tr4) ============================================================= //---------------------// // 5.1. Introduction // //---------------------// Bal-series is an interesting VR CC-wise. !!! bal series intro //-----------------// // 5.2. Basic CC // //-----------------// [5.2.1 Basic Variations] LW (31.6%) +Cr (23.0%) 64.9m - Drill Claw (Low Drill Claw) RW (25.8%) +Cr (14.4%) 84.9m - Dual Lances (Lance Knee-Buster) CW (37.4%) +Cr (27.8%) 59.9m - Dual Claws (Dual Thigh Claws) [5.2.2 Turbo Variations] RT+ LW (33.5%) - Quad Claws RW (43.1%) - Tekken CW (41.2%) - Spinning Lances [5.2.3 Quick Step CC] Direction LT+ / Left | Right \ +---------------| LW | 1 | 1 | RW | 1 | 1 | RT+ +-----26.3%-----+ LW | 1 | 1 | RW | 1 | 1 | \---------------/ 1 - Bal-series rotates around opposing VR and hugs them a Dual Lance attack. [5.2.4 Jumping CC] Bal-series forms a "Y" ala YMCA dance and slams a Drill Claw on to the opposing VR. J+ LW (39.3%) RW (37.4%) CW (42.1%) [5.2.5 Ground-Hit CC] LW (14.3%) - Dips its Energy Claw into the fallen opposing VR body. [5.2.6 Dashing CC] LW (25.9%) - Performs a Dual Lances hug to the left of its body. RW (43.1%) - Does an imitation of a shrimp and waves an Energy Lance to the right of its body. CW (42.1%) - Cartwheels with all four Energy Lances extended. //-------------------------// // 5.3. Chains and Combos // //-------------------------// !!! bal series chain intro [5.3.1 Basic Chains] LW (31.6%) +Cr (23.0%) - Drill Claw (Low Drill Claw) LW (48.8%) +Cr (54.6%) - Right Drill Claw (Low Drill Claw) RW (47.9%) +Cr (46.0%) - Dual Lances (Lance Knee-Buster) CW NA +Cr (59.4%) - (Dual Thigh Claws) RW (25.8%) +Cr (14.4%) - Dual Lances (Lance Knee-Buster) LW (44.5%) +Cr (50.2%) - Dual Lances (Low Drill Claw) RW (43.5%) +Cr (41.6%) - Quick Dual Lances (Lance Knee-Buster) CW NA +Cr (55.0%) - (Dual Thigh Claws) //-------------------------// // 5.5. Shinku(u) Cancel // //-------------------------// This section is incomplete!!! Help finish and become credited! Read more in the Appendix. ============================================================= Part VI: The Grys-Vok (SAV-326-D/9) ============================================================= //---------------------// // 6.1. Introduction // //---------------------// !!! grys-vok series intro //-----------------// // 6.2. Basic CC // //-----------------// [6.2.1 Basic Variations] LW (38.5%) +Cr (24.8%) 54.9m - Left Arm Slap (Left Arm Sweep) RW (34.0%) +Cr (21.1%) 64.9m - Right Arm Slap (Right Arm Sweep) CW (36.7%) +Cr (34.0%) 79.9m - Arm Tornado (Dual Arm Sweep) [6.2.2 Turbo Variations] RT+ LW (37.6%) - Bear Hug RW (27.5%) - Ballistic Bear Hug CW (39.9%) - Bear Smash [6.2.3 Quick Step CC] Direction LT+ / Left | Right \ +---------------| LW | 1 | 1 | RW | 1 | 1 | RT+ +-----28.5%-----+ LW | 1 | 1 | RW | 1 | 1 | \---------------/ 1 - Grys-Vok rotates around opposing VR and slaps them with its arms. [6.2.4 Jumping CC] J+ LW (41.3%) - Grys-Vok jumps and slams its left arm on to the opposing VR. RW (38.0%) - Grys-Vok jumps and slams its right arm on to the opposing VR. CW (41.3%) - Grys-Vok jumps and belly-flops on to the opposing VR. [6.2.5 Ground-Hit CC] RW (14.3%) - Dips its right arm into the fallen opposing VR body. [6.2.6 Dashing CC] LW (34.0%) - Swings its left arm in an arc to the left of its body. RW (34.0%) - Swings its right arm in an arc to the right of its body. CW (41.7%) - Lifts both arms in front of its body. //-------------------------// // 6.3. Chains and Combos // //-------------------------// !!! grys series chain intro [6.3.1 Basic Chains] LW (38.5%) +Cr (24.8%) - Left Arm Slap (Left Arm Sweep) LW (62.8%) +Cr (63.3%) - Left Elbow Ram (Left Arm Sweep) RW (58.2%) +Cr (59.6%) - Right Arm Slap (Right Arm Sweep) CW NA +Cr (72.5%) - (Dual Arm Sweep) RW (34.0%) +Cr (21.1%) - Right Arm Slap (Right Arm Sweep) LW (58.2%) +Cr (58.7%) - Left Arm Slap (Left Arm Sweep) RW (53.6%) +Cr (55.0%) - Right Arm Back Slap (Right Arm Sweep) CW NA +Cr (67.9%) - (Dual Arm Sweep) //-------------------------// // 6.5. Shinku(u) Cancel // //-------------------------// !!! Grys-Vok Shinku(u) desc RW (68.0%) Medium Omni - Cancel when its Right Arm is !!! !!! finish other VRs ============================================================= Part XIIV: Basic Strategies ============================================================= //------------------------// // 13.1. Chain Breaking // //------------------------// CC chains are the most reliable way of causing the most damage against your opposing VR. However, if you're the opposing VR caught in a chain, then suddenly the damage potential doesn't seem as much of a positive as it did when entering CC. Unfortunately, it's the inability to control CC which scares many people away from it. These basic Chain Breaking strategies, when used properly, will help you improve your close game and reduce the amount of damage you receive in CC. [13.1.1 Guarding] Pro: The easiest way to stop a chain from damaging you is to simply guard. While guarding, any successful CC attack against you only does a low "guard damage" percentile. Con: Unfortunately, while a relatively safe reaction to incoming attacks, a simple guard performed against a competant opponent places you in a tactically inferior position. Your opponent will notice your guard and either immediately cause you to lose CC indicators or attempt a unblockable CrCC attack. Reality: Once you've reached a certain level of skill, guarding should be your solution of last resort and more advanced strategies are suggested. [13.1.2 Guard Reversals] Pro: A Guard Reversal is typically a more aggressive method of breaking a chain or even a QS-CC. Instead of taking a defensive posture which can place you in a tactically inferior position, a Guard Reversal gives you the opportunity of punishing your opponent for using a chain or being overly predictable. Con: Unfortunately, if your opponent successfully guards your Guard Reversal, you're left in a significant freeze animation which cannot be cancelled; allowing your opponent to counter-attack at their leisure. Reality: A Guard-Reversal is a useful and quick attack; however, be extrememly careful at with its usage. It's better to be in a tactically inferior position than on the ground from having taken a RTCW CC attack. [13.1.3 Quick-Step] Pro: A QS is a good mixture of aggresiveness and defensiveness in responding to a CC chain. A QS allows you to completely avoid your opponents attack, causes them to lose indicators on you, and at the same time places you in a perfect position for a counter-attack. Con: Be careful with your Quick-Steps. While rapdily Quick-Stepping, trying to confuse your opponent, it's extremely easy to accidently place yourself in a tactically inferior position and be punished for it by your opponent. Also, many VRs attacks only allow for one direction of Quick-Stepping; the wrong direction causing a full on weapon-VR collision. Reality: If you know what your opponent is going to do, more power to you. In VOOT, the odds for Quick-Stepping to the left are better than the right. However, be aware of a few RT attacks which hit omni-directionally. [13.1.4 Quick-Step CC Counter] Pro: While not as intimidating as a QS followed up with a normal CC attack, a QS-CC counter can often be much more tactically sound. The QS-CC has directional homing and is much harder for an opponent to use a dash-cancel to avoid. Con: A well timed Guard-Reversal should be your greatest fear. It can knock a VR right out of a QS-CC and is often extremely hard to see coming. However, assuming good timing and the correct direction, there really aren't many cons to the QS-CC counter. Be ready to cancel in case your opponent successfully avoids the QS-CC. Reality: One of the better methods to countering a chain or most forms of CC. Use it wisely. [13.1.5 Jumping CC Counter] Pro: It's flashy, deals good damage, and extremely hard to counter. It's similar to a Guard-Reversal in advantages, except you can't (as easily) counter QS-CC. Con: Exactly like a Guard-Reversal: If your opponent sees it coming, or worse, guards it, you've got a serious problem in the shape of an uncancellable freeze animation. Reality: Sleepy players won't see it coming, but it's most effective on a cocky "professional" whiffing an unblockable CrCC attack. Punish them and feel good about it. //------------------------// // 13.2. Guard Breaking // //------------------------// !!! finish guard breaking. QSs, "mirage", and forward dashing [13.2.1 Quick-Step] [13.2.2 Quick-Step CC] [13.2.3 Quick-Step cancelled CrCC] [13.2.3 The "Mirage"] [13.2.4 Dash Theory] //------------------// // 13.3. Counters // //------------------// !!! finish counters. include RT and Cr counters. Part XIV: Advanced Strategies 14.1 Swallow's Tail !!! nice, but can it be used as a guard breaker? no 14.3 CC Motion Cancels !!! great shit, to bad only grys-vok has them ============================================================= Appendix 1: Tables ============================================================= ============================================================= Appendix 2: Fin ============================================================= It is perfectly acceptable to send me e-mail with questions about Virtual-On... however, I would suggest checking out SydVOC's and GameFAQ's forums before coming to me. //-------------------------// // A2.1. Further Reading // //-------------------------// Sydney Virtual On Club: http://www.sydvoc.com/ GameFAQs: http://www.gamefaqs.com/ Oratan: http://www.oratan.com/ Virtual On (Sega) (Japanese): http://virtual-on.dricas.ne.jp/oratan/hotstart/ Hong Kong VR Team: http://luvluvfeiyen.tripod.com/ //-----------------// // A2.2. Credits // //-----------------// hyt0: First person to just kick me in the ass and tell me to write some content. ;-) Butt from the Hong Kong VR Team: For the range tables (before I had access to a DC), understanding of new moves and helping with translation. Fei Yuki Kn: Lots of great Fei-Yen Kn information. I completely forgot about Fei-Yen's LTLW stun ability, so now you know who reminded me. Kirk: Unbelievable amounts of help. He's my Cali contact, yo. ;-) Johnson: Swallow's Tail support aka making my hands hurt. //------------------// // A2.3. Devotion // //------------------// Let's be honest. It's a devotion. The real credits are above. :-p [A2.3.1 Scott's List] Without the help of a great many people, my horrible spiral into Virtual-On addiction would never have been possible. The following people should be beaten with a rubber hose for what they've done: Token Juro Watari: I hate you. I hate you. I hate you. Why have you done this to me?! Damn it, the only way I can see my life correcting itself is if the M.S.B.S. activates at some VO:OT system, somewhere, and I'm recruited into the ranks an associate army. Otherwise, you've ruined me. 1st through 3rd year VOOM: Matt, John Doe, Hito, Tweedle-dum-san, Huang-Ju, Peter ("Danny"), Owen, Mike, Igor, Neil, Otto, Dave, Joe, MaryJo, Sam, Tom, Tim, Chris, Scott, James, Fei-Yen Ryan, Al, Phong, Ryan, Adam, and everyone else I forgot. 1st through 3rd year VOOT: Brent, Pat, James H., Mark H., Dedan, Johnson, Michael, Hiro, Sato, Sam, Tom, Mike, Kirk, Dave, Joe, Mark G., Matt, Adam, Ian, Eiji, Dotstry, Yuki, Danele, Frank, Scott F., Joey, Nick and the Oregon crew, James Y. and the collective SydVOC forum, and the always entertaining GameFAQs message board. Of course, there are the ones who didn't intend to support it, but did unintentionally: My parents, BCA Games, Green River Community College (all roads end here), McCarl, and the Lindbloom Student Center's VOOM cabinet, Gameworks of Seattle, Southern Hills Golfland of Stanton, and Illusionz of Issaquah. I'm sure I've forgotten you, and for that I'm dreadfully sorry. Throughout the years I've remembered and forgotten as many people, as strategies in VO. If you're reading this and you know the only Black guy with a 'fro who played a mean game of VOOM at GRCC, e-mail me. We need to talk. For everyone reading these credits, I know I'm sad. --fin--