Fighting Vipers 2/Controls

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Arcade Layout
Dreamcast Default Layout

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

  • 6.png6.png - Dash forward
  • 6.png6.gif – Run
  • 6.gif – Also to run. The walk forward transitions into a run when far away.
  • 2.gif - Crouch
  • 3.gif - Move forward while crouching
  • 3.png3.png (while crouching) - Crouch Dash forward. You can spam 2.png3.png2.png3.png to crouch dash faster.
  • 4.png4.png - Dash backward
  • 1.gif - Move back while crouching
  • 1.png1.png(while crouching) - Crouch Dash backward. You can spam 2.png1.png2.png1.png to crouch dash faster.
  • 8.png - Jump (Hold to jump higher)
  • 9.png - Jump Forward (Hold to jump higher)
  • 7.gif - Jump high Backwards.
  • 6.png (While jumping towards a wall) - Wall Spring
  • 7.png – 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.png Start (Arcade)/4.png R/L Button (Dreamcast) – Taunt. All taunts hit for very little damage depending on the animations themselves.
  • FV2 Punch.png – Punch. Tap once for a single high with every character. Framedata differs per character.
  • FV2 Kick.png – Kick. Press once for a high kick. Can be canceled with G for a feint.
  • FV2 Guard.png – Guard. Hold to block.
  • FV2 Punch.png+FV2 Guard.png – Throws.
  • 6.pngFV2 Punch.png – Elbow.
  • 3.pngFV2 Kick.png - Middle Kick.
  • 8.pngFV2 Punch.png or 8.pngFV2 Kick.png – Pursuit Attack (when opponent is lying on the ground)
  • 2.pngFV2 Punch.png or 2.pngFV2 Kick.png – Stomp Pursuits (when opponent is lying on the ground)
  • 4.pngFV2 Punch.png or 4.pngFV2 Kick.png - Universal Guard & Attack (G&A).

Recovery

After getting knocked down, you press 8.png(background), 4.png (backwards) or 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.

  • FV2 Punch.png – Press (or mash, really) while on the ground to kick back up
  • FV2 Kick.png or FV2 Guard.png – Press (or mash, really) to get up faster (no kick-up animation)
  • 4.png - Press while on the ground to roll back
  • 8.png or 2.png - Press while on the ground to roll sideways
  • FV2 Punch.png+FV2 Kick.png+FV2 Guard.png or 4.pngFV2 Punch.png+FV2 Kick.png+FV2 Guard.png - Quick recover while falling
  • 8.png(or 2.png) FV2 Punch.png+FV2 Kick.png+FV2 Guard.png - Tech roll to the side while falling
  • FV2 Punch.png+FV2 Kick.png+FV2 Guard.png (while Airborne) - Air Recovery

Other

  • FV2 Punch.png+FV2 Kick.png+FV2 Guard.png - High Tech Guard
  • 1.pngFV2 Punch.png+FV2 Kick.png+FV2 Guard.png - Low Tech Guard
  • FV2 Punch.png or FV2 Kick.png (after Tech Guard) - Tech Counter
  • 8.pngFV2 Punch.png+FV2 Kick.png+FV2 Guard.png or FV2 Punch.png+FV2 Kick.png+FV2 Guard.png (after Tech Guard) - Side Step
  • 6.png4.png6.png4.pngFV2 Punch.png+FV2 Kick.png+FV2 Guard.png - Armor Flash
  • 6.png4.png6.png4.pngFV2 Punch.png+FV2 Kick.png+FV2 Guard.png (while Airborne) - Airborne Armor Flash
  • 6.pngFV2 Punch.png+FV2 Kick.png+FV2 Guard.png (After all armor is broken) - Super K.O. (one chance)



General
FAQ
Controls
HUD
Glossary
System
Training Mode
Netplay
Characters
Bahn
Charlie
Emi
Grace
Honey
Jane
Mahler
Picky
Raxel
Sanman
Tokio
B.M.
Kuhn
Del Sol