=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 http://reactor-core.org/~scott/vo-archive/vootccfaq.txt ============================================================= 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 // //-------------------// v0.22 -- Fri Sep 15 03:08:40 PDT 2000 So this is how it works. I'm finally getting around to filling in some of the blanks I have. No GrCC damage yet, but I swear, I need to release something to please the masses. :-p I've decided to finish up the remaining pure strategy sections and then release with a few of the more incomplete VR specific sections cut. I'll finish those up later with hard numbers and then release version v0.3 (?) of the FAQ. More stuff 'll get added and life will progress... more VO is nessicary for this life to progress though. Anyone want to buy me a Dreamcast or throw me a Strategy Guide contract? ;-) v0.21 -- Mon Sep 11 13:49:13 PDT 2000 Continued working on the CC FAQ because of posts on GameFAQs. Grr. I need to add in a Guard-Reversal damage section, to replace the "Gr Combos" which, after using a debugger with the game to break my pitiful human reaction time, I know they're blockable. Heck, most of them are blockable with normal reaction times. ;-) Anyway, edit edit edit. v0.2 -- Mon Aug 14 00:27:55 PDT 2000 We got strategies! We got ranges! We got feedback. Make me do work, damn it. In other news, I've been considering changing the license to Open Publication from Open Content. I'm a firm believer in the open source movement, but I keep hearing stories about how FAQ/Guide writers have had their materials completely ripped off. This, naturally, makes me nervous. However, until I hear something strange happening, I'll continue on with the Open Content license. v0.11 -- Tue Aug 1 17:43:22 PDT 2000 Completed the unfinished sections and added comments about the combos. v0.1 -- Fri, 25 Feb 2000 15:24:46 -0800 First release. Only Temjin, Raiden, and Fei-Yen included. I want to allow SydVOC to comment on layout and information before adding the rest, but I also want to get the guide out as soon as possible. It's complete for three core characters. ============================================================= Part I: Introduction to ... 1.1 ... Virtual-On .2 ... Virtual-On's control system .3 ... close combat .4 ... chains and combos .5 ... this guide Part II: The Temjin - MBV-707-G 2.1 Introduction .2 Basic CC .3 Chains and Combos Part III: The Raiden - HBV-502-H8 (RVR-75) 3.1 Introduction .2 Basic CC .3 Chains and Combos Part IV: The Fei-Yen Kn - RVR-14 4.1 Introduction .2 Basic CC .3 Chains and Combos Part V: Basic Strategies 5.1 Chain Breaking .2 Guard Breaking .3 Counters Part VI: Advanced Strategies 6.1 Swallow's Tail Appendix: Fin A.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 Twin Stick control] O-- O-- Both sticks left; VR walks left --O --O Both sticks right; VR walks right | | Both sticks backwards; VR walks backwards O O O O | | Both sticks forwards; VR walks forwards O | Both sticks in inverted directions; | O rotation to the direction of the downward stick O-- --O (J) Both sticks apart; VR jumps --O O-- (G/Cr/Gr) Both sticks inward; Guard / Crouch / Cancel buffer Right Turbo (RT) Right Turbo / Dash / Dash Cancel Left Turbo (LT) Left Turbo / Dash / Dash Cancel Right Trigger (RW) Right Weapon Left Trigger (LW) Left Weapon Both Triggers (CW) Center Weapon [1.2.2 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 / Crouch / Cancel buffer (G/Cr/Gr) B Button Right Turbo / Dash / Dash Cancel (RT) X Button Left Turbo / Dash / Dash Cancel (LT) Y Button Jump (J) Right Trigger Right Weapon (RW) Left Trigger Left Weapon (LW) Both Triggers Center Weapon (CW) [1.2.3 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 / Crouch / Cancel buffer (G/Cr/Gr) J Jumping Legal RANGEd command chording: [w] [t][w] [m][w] [m][t][w] Legal MELEE command chording: [w] A normal attack. (Guard-able) Cr[w] A crouching attack. (UnBLOCKable and Knockdown) 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 and Knockdown) RT[w] A turbo attack. (UnGUARDable and Knockdown) Gr[w] A Guard-Reversal attack. (Guard-able) The difference between BLOCKing and GUARDing (the same motion) is that a successful guard receives minimal damage (0.1%-5%); however, with a broken block, you receive the full damage of the attack. [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 way 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 rush. 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) + (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] The timing is very stringent. You must jump and attack at the exact same time. Jumping Close-Combat is guardable. [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: (single-stick 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. [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. ... this guide // //-----------------------// All damages in this guide are performed against a 0% V.Armour Dordray on Space Dock within the first few seconds of a match. Dordray was selected because he has the best center of gravity as well as best armour. 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 CW 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 (33.0%) +Cr (23.9%) 58.9m - Left-Right Quick Slice (Drop Kick Trip) RW (30.3%) +Cr (20.2%) 69.9m - Poke (Low Poke) CW (35.8%) +Cr (31.2%) 99.9m - Left-Right Slice (Unblockable Left-Right Slice) [2.2.2 Turbo Variations] RT+ LW (37.6%) - Power Punch RW (39.9%) - Drop flip Right-Left Slice CW (41.7%) - Behind the back Left-Right Slice [2.2.3 Quick Step CC] Temjin dashes around the opposing VR, slicing with its Beam Sword. There are no oddities in Temjin's QS-CC. Direction LT+ / Left | Right \ +---------------| LW | 23.0% | 23.0% | RW | " | " | RT+ +---------------+ LW | " | " | RW | " | " | \---------------/ [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 (36.7%) - More homing! Harder to time. RW (34.0%) CW (34.0%) [2.2.5 Ground Hit CC] RW (14.3%) - Pokes its Beam Sword downwards into the opposing VR. [2.2.6 Dashing CC] LW (27.5%) - Sweeps its Beam Sword in an arc left of its body. RW (27.5%) - Sweeps its Beam Sword in an arc right of its body. CW (38.0%) - Swings its Beam Sword above its head and down into the opposing VR. //-------------------------// // 2.3. Chain and Combos // //-------------------------// Temjin's chains are extremely simple two-hits which cause reasonable damage. Use Temjin's CrCW cancel instead of the second hit in a two-hit chain; the CrCW gives more damage and is unblockable. [2.3.1 Basic Chains] LW (33.0%) +Cr (23.9%) - Left-Right Quick Slice (Drop Kick Trip) LW (53.2%) +Cr (56.9%) - Right-Left Quick Slice ("") RW (48.6%) +Cr (53.2%) - Poke (Low Poke) CW NA +Cr (64.2%) - (Unblockable Left-Right Slice) RW (30.3%) +Cr (20.2%) - Poke (Low Poke) LW (50.5%) +Cr (54.1%) - Left-Right Quick Slice (Drop Kick Trip) RW (45.9%) +Cr (50.5%) - Elbow Smash (Low Poke) CW NA +Cr (61.5%) - (Unblockable Left-Right Slice) ============================================================= 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 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 VR to reconsider 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 strategy leans more on the hit and run. 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 (25.7%) +Cr (25.7%) 74.9m - Punch (Hyper Bazooka Bash) RW (32.1%) +Cr (22.0%) 64.9m - Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) CW (41.7%) +Cr (34.9%) 34.9m - Electric Shock (Hyper Bazooka Lift) [3.2.2 Turbo Variations] RT+ LW (23.9%) - Shoulder Ram RW (40.8%) - Hyper Bazooka Slam CW (41.7%) - Advancing Electric Shock [3.2.3 Quick Step CC] When moving left, Raiden punches the opposing VR. However, moving right, Raiden uses its Hyper Bazooka to slap the opposing VR. Direction LT+ / Left | Right \ +---------------| LW | 26.6% | 26.6% | RW | " | " | RT+ +---------------+ LW | " | " | RW | " | " | \---------------/ [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 (34.0%) RW (34.0%) CW (40.4%) [3.2.5 Ground Hit CC] RW (14.3%) - Slams its Hyper Bazooka into the fallen VR. [3.2.6 Dashing CC] LW (34.4%) - Sweeps its Hyper Bazooka in an arc left of its body. RW (34.4%) - Sweeps its Hyper Bazooka in an arc right of its body. CW (41.7%) - Swings its Beam Sword 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 (25.7%) +Cr (25.7%) - Punch (Hyper Bazooka Bash) LW (36.2%) +Cr (51.4%) - Punch (Hyper Bazooka Bash) RW (43.1%) +Cr (47.7%) - Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) CW NA +Cr (60.5%) - (Hyper Bazooka Lift) RW (32.1%) +Cr (22.0%) - Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) LW (10.5%) +Cr (25.7%) - Punch (Hyper Bazooka Bash) RW (10.5%) +Cr (22.0%) - Left-Right Hyper Bazooka Slap (Hyper Bazooka Leg Knee Bash) CW NA +Cr (34.9%) - (Hyper Bazooka Lift) ============================================================= Part IV: The Fei-Yen Kn - RVR-14 ============================================================= //---------------------// // 4.1. Introduction // //---------------------// She's stronger, faster, and more productive with butt bounce included in the deal. Magic song and crazy hearts everywhere makes Fei-Yen a deadly VR. In the Close Combat realm, Fei-Yen 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 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] There are no oddities in Fei-Yen Kn's QS-CC. Direction LT+ / Left | Right \ +---------------| LW | 20.7% | 20.7% | RW | " | " | RT+ +---------------+ LW | " | " | RW | " | " | \---------------/ [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 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. //-------------------------// // 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 much as she can give, and Cypher is definately better CC range-wise. Enter CC with a solid strategy, and you'll 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) ============================================================= Part V: The Bal-series ============================================================= //---------------------// // 4.1. Introduction // //---------------------// !!! bal series intro //-----------------// // 4.2. Basic CC // //-----------------// !!! precon [4.2.1 Basic Variations] LW (30.4%) +Cr (23.0%) 79.9m - Drill Claw (Low Drill Claw) RW (27.3%) +Cr (14.4%) 54.9m - Dual Lances (Lance Knee-buster) CW (37.4%) +Cr (27.8%) 94.5m - Dual Claws (Low Dual Claws) [4.2.2 Turbo Variations] RT+ LW (33.5%) - Quad Claws RW (43.1%) - Tekken CW (41.2%) - Spinning Lances [4.2.3 Quick Step CC] There are no oddities in Bal-series' QS-CC. Direction LT+ / Left | Right \ +---------------| LW | 26.3% | 26.3% | RW | " | " | RT+ +---------------+ LW | " | " | RW | " | " | \---------------/ [4.2.4 Jumping CC] !!! bal desc of jumping J+ LW (39.3%) RW (37.4%) CW (42.1%) [4.2.5 Ground Hit CC] RW (14.3%) - Dips its Energy Claw into the fallen VR body. [4.2.6 Dashing CC] !redo descs LW (25.9%) - Sweeps her Sword in an arc left of her body. RW (43.1%) - Sweeps her Sword in an arc right of her body. CW (42.1%) - Swings her sword above her head and down into the opposing VR. //-------------------------// // 4.3. Chains and Combos // //-------------------------// !! bal series chain intro [4.3.1 Basic Chains] !redo table (descs and damages) 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) ============================================================= Part V: Basic Strategies ============================================================= //-----------------------// // 5.1. 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. [5.1.1 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. (0.1%-5.0% is the highest I've seen) 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. [5.1.2 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 punished 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. [5.1.3 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. [5.1.4 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. [5.1.5 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. //-----------------------// // 5.2. Guard Breaking // //-----------------------// !!! finish guard breaking. QSs, "mirage", and forward dashing [5.2.1 Quick-Step] [5.2.2 Quick-Step CC] [5.2.3 Quick-Step cancelled CrCC] !!! is it a GrCancel or a CrCancel? [5.2.3 The "Mirage"] [5.2.4 Dash Theory] //-----------------// // 5.3. Counters // //-----------------// !!! finish counters. include RT and Cr counters. Part VI: Advanced Strategies 6.1 Swallow's Tail !!! fucking useless 6.2 LT-Stun Cancels !!! great shit 6.3 The LBA !!! wow. include table ============================================================= Appendix: 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. //------------------------// // A.1. Further Reading // //------------------------// Sydney Virtual On Club: http://www.sydvoc.com/ Virtual On Cybertroopers: A Hardcore Compendium: http://www.drizzle.com/~tirah/vo.html Dave's Site: http://www.jaguarandi.com/ Virtual On Fan: http://genesoul.rtsfan.com/vofan/ Virtual On Secrets (Sega) (Japanese): http://virtual-on.dricas.ne.jp/oratan/hotstart/manual/secrets.html GameFAQs: http://www.gamefaqs.com/ Virtual-On Archive: http://www.reactor-core.org/~scott/vo-archive/ Hong Kong VR Team: http://luvluvfeiyen.tripod.com/ //----------------// // A.2. Credits // //----------------// hyt0 (hyt@hongkong.com): (from Scott) First person to just kick me in the ass and tell me to write some content. ;-) Hong Kong VR Team: (from Scott) For the range tables. I don't have a DC right now, so I can't check them myself. While I personally think Swallow's Tail is best for crowd-pleasing, I used the bases of their examples to write my section on it. Fei Yuki Kn: (from Scott) Lots of great Fei-Yen Kn information. I completely forgot about Fei-Yen's LTLW stun ability, so now you know who reminded me. //-----------------// // A.3. Devotion // //-----------------// Let's be honest. It's a devotion. The real credits are above. :-p [A.3.1 Scott's List] Without the help of a great many people, my 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: 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, Tweedle-dee-san, Tweedle-dum-san, Huang-Ju, Danny, Owen, Mike, Igor, Neil, Otto, Dave, Joe, MaryJo, Sam, Tom, and everyone else I forgot. 1st through 2nd year VOOT: Brent, Pat, James, Mark, Michael, Hiro, Sam, Tom, Mike, Kirk, the collective SydVOC forum, the always entertaining GameFAQs message board. Of course, then there are the ones who didn't 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. I'm sure I've forgotten you, and for that I'm dredfully 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--