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
- - 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)