Fighting Vipers 2/Controls: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (→Other: slight renaming) |
||
(4 intermediate revisions by the same user not shown) | |||
Line 24: | Line 24: | ||
==Main Combat Commands== | ==Main Combat Commands== | ||
The game primarily uses | The game primarily uses 3 buttons for combat but many special attacks/actions are tied to combined inputs like Virtua Fighter. | ||
* '''[[File:4.png]] Start''' (Arcade)/'''[[File:4.png]] R/L Button''' (Dreamcast) – Taunt. All taunts hit for very little damage depending on the animations themselves. | * '''[[File:4.png]] Start''' (Arcade)/'''[[File:4.png]] R/L Button''' (Dreamcast) – Taunt. All taunts hit for very little damage depending on the animations themselves. | ||
* [[File:FV2_Punch.png]] – Punch. Tap once for a single high with every character. Framedata differs per character. | * [[File:FV2_Punch.png]] – Punch. Tap once for a single high with every character. Framedata differs per character. | ||
* [[File:FV2_Kick.png]] – Kick. Press once for a high kick. Can be canceled with '''G''' for a feint. | * [[File:FV2_Kick.png]] – Kick. Press once for a high kick. Can be canceled with '''G''' for a feint. | ||
* [[File:FV2_Guard.png]] – Guard. Hold to block. | * [[File:FV2_Guard.png]] – Guard. Hold to block. | ||
* [[File:FV2_Punch.png]][[File:FV2_Guard.png]] – Throws. | * [[File:FV2_Punch.png]]'''+'''[[File:FV2_Guard.png]] – Throws. | ||
* [[File:6.png]][[File:FV2_Punch.png]] – Elbow. | * [[File:6.png]][[File:FV2_Punch.png]] – Elbow. | ||
* [[File:3.png]][[File:FV2_Kick.png]] - Middle Kick. | * [[File:3.png]][[File:FV2_Kick.png]] - Middle Kick. | ||
Line 37: | Line 37: | ||
==Recovery== | ==Recovery== | ||
After getting knocked down, you press [[File:8.png]](background), [[File:4.png]] (backwards) or [[File:2.png]] (foreground) to roll out of the way. You cannot roll forward like in Fighting Vipers | After getting knocked down, you press [[File:8.png]](background), [[File:4.png]] (backwards) or [[File:2.png]] (foreground) to roll out of the way. You cannot roll forward like in Fighting Vipers 1. I do not know why that is. | ||
* [[File:FV2_Punch.png]] – Press (or mash, really) while on the ground to kick back up | * [[File:FV2_Punch.png]] – Press (or mash, really) while on the ground to kick back up | ||
* [[File:FV2_Kick.png]] or [[File:FV2_Guard.png]] – Press (or mash, really) to get up faster (no kick-up animation) | * [[File:FV2_Kick.png]] or [[File:FV2_Guard.png]] – Press (or mash, really) to get up faster (no kick-up animation) | ||
Line 45: | Line 45: | ||
* [[File:8.png]](or [[File:2.png]]) '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' - Tech roll to the side while falling | * [[File:8.png]](or [[File:2.png]]) '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' - Tech roll to the side while falling | ||
* '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (while Airborne) - Air Recovery | * '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (while Airborne) - Air Recovery | ||
==Other== | ==Other== | ||
* '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' - High Tech Guard | * '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' - High Tech Guard | ||
Line 50: | Line 51: | ||
* [[File:FV2_Punch.png]] or [[File:FV2_Kick.png]] (after Tech Guard) - Tech Counter | * [[File:FV2_Punch.png]] or [[File:FV2_Kick.png]] (after Tech Guard) - Tech Counter | ||
* '''[[File:8.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' or '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (after Tech Guard) - Side Step | * '''[[File:8.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' or '''[[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (after Tech Guard) - Side Step | ||
* '''[[File:6.png]][[File:4.png]][[File:6.png]][[File:4.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' - | * '''[[File:6.png]][[File:4.png]][[File:6.png]][[File:4.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' - Armor Flash | ||
* '''[[File:6.png]][[File:4.png]][[File:6.png]][[File:4.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (while Airborne) - Airborne Armor | * '''[[File:6.png]][[File:4.png]][[File:6.png]][[File:4.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (while Airborne) - Airborne Armor Flash | ||
* '''[[File:6.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (After all armor is broken) - Super K.O. (one chance) | * '''[[File:6.png]][[File:FV2_Punch.png]]+[[File:FV2_Kick.png]]+[[File:FV2_Guard.png]]''' (After all armor is broken) - Super K.O. (one chance) | ||
Latest revision as of 06:24, 4 September 2022
The numbers represent the numbered notations used in many fighting games. The notation that’s pretty much a numpad on a keyboard or calculator. 5 being neutral (doing nothing, really) 4 & 6 being back and forward respectively. You get the idea.
The white arrows represent tapping the appropriate direction. Black arrows represent holding the desired direction.
Movement
- - Dash forward
- – Run
- – Also to run. The walk forward transitions into a run when far away.
- - Crouch
- - Move forward while crouching
- (while crouching) - Crouch Dash forward. You can spam to crouch dash faster.
- - Dash backward
- - Move back while crouching
- (while crouching) - Crouch Dash backward. You can spam to crouch dash faster.
- - Jump (Hold to jump higher)
- - Jump Forward (Hold to jump higher)
- - Jump high Backwards.
- (While jumping towards a wall) - Wall Spring
- – Backflip (except Bahn and Sanman.)
Main Combat Commands
The game primarily uses 3 buttons for combat but many special attacks/actions are tied to combined inputs like Virtua Fighter.
- Start (Arcade)/ R/L Button (Dreamcast) – Taunt. All taunts hit for very little damage depending on the animations themselves.
- – Punch. Tap once for a single high with every character. Framedata differs per character.
- – Kick. Press once for a high kick. Can be canceled with G for a feint.
- – Guard. Hold to block.
- + – Throws.
- – Elbow.
- - Middle Kick.
- or – Pursuit Attack (when opponent is lying on the ground)
- or – Stomp Pursuits (when opponent is lying on the ground)
- or - Universal Guard & Attack (G&A).
Recovery
After getting knocked down, you press (background), (backwards) or (foreground) to roll out of the way. You cannot roll forward like in Fighting Vipers 1. I do not know why that is.
- – Press (or mash, really) while on the ground to kick back up
- or – Press (or mash, really) to get up faster (no kick-up animation)
- - Press while on the ground to roll back
- or - Press while on the ground to roll sideways
- ++ or ++ - Quick recover while falling
- (or ) ++ - Tech roll to the side while falling
- ++ (while Airborne) - Air Recovery
Other
- ++ - High Tech Guard
- ++ - Low Tech Guard
- or (after Tech Guard) - Tech Counter
- ++ or ++ (after Tech Guard) - Side Step
- ++ - Armor Flash
- ++ (while Airborne) - Airborne Armor Flash
- ++ (After all armor is broken) - Super K.O. (one chance)