Fighting Vipers 2/Controls
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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
- 66 - Dash forward
- 66(Hold) – Run
- 6(Hold) – Also to run. The walk forward transitions into a run when far away.
- 2(Hold) - Crouch
- 3(Hold) - Move forward while crouching
- 33 - Crouch Dash forward. You can spam 2323 to crouch dash faster.
- 44 - Dash backward
- 1(Hold) - Move back while crouching
- 11 - Crouch Dash backward. You can spam 2121 to crouch dash faster.
- 8 - Jump (Hold to jump higher)
- 9 - Jump Forward (Hold to jump higher)
- 7(Hold) - Jump high Backwards.
- 6 (While jumping towards a wall) - Wall Spring
- 7 – 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.
- 4 Start (Arcade)/4 R/L Button (Dreamcast) – Taunt. All taunts hit for very little damage depending on the animations themselves.
- P – Punch. Tap once for a single high with every character. Framedata differs per character.
- K – Kick. Press once for a high kick. Can be canceled with G for a feint.
- G – Guard. Hold to block.
- P+G – Throws.
- 6P – Elbow.
- 3K - Middle Kick.
- 8P or 8K – Pursuit Attack (when opponent is lying on the ground)
- 2P or 2K – Stomp Pursuits (when opponent is lying on the ground)
- 4P or 4K - Universal Guard & Attack (G&A).
Recovery
After getting knocked down, you press 8(background), 4 (backwards) or 2 (foreground) to roll out of the way. You cannot roll forward like in Fighting Vipers 1. I do not know why that is.
- P – Press (or mash, really) while on the ground to kick back up
- K or G – Press (or mash, really) to get up faster (no kick-up animation)
- 4 - Press while on the ground to roll back
- 8 or 2 - Press while on the ground to roll sideways
- P+K+G or 4P+K+G - Quick recover while falling
- 8(or 2) P+K+G - Tech roll to the side while falling
- P+K+G (while Airborne) - Air Recovery
Other
- P+K+G - High Tech Guard
- 1P+K+G - Low Tech Guard
- P or K (after Tech Guard) - Tech Counter
- 8P+K+G or P+K+G (after Tech Guard) - Side Step
- 6464P+K+G - Instant Armor Breaker
- 6464P+K+G (while Airborne) - Airborne Armor Breaker
- 6P+K+G (After all armor is broken) - Super K.O. (one chance)