Virtua Fighter (バーチャファイター) is a fighting game developed by Sega AM2 and published by Sega for Sega Model 1 arcade hardware in 1993. It is the first game in the Virtua Fighter series. It is often cited as being the first fully 3D fighting game released to the general public, and is a basis for almost all subsequent games in the genre.
It was an influential game in the development of 3D polygon graphics, popularizing it among a wider audience (along with Virtua Racing), demonstrating 3D human character models effectively, with realistic movement and physics, and creating the basic template for later 3D fighting games (such as Tekken, the Soul series and Dead or Alive), and playing a key role in the development of early fifth-generation consoles (the Sega Saturn and PlayStation). It was followed by a 1994 sequel, Virtua Fighter 2.
While much of the first Virtua Fighter's story would be retroactively filled in by newer games and merchandise, the basic premise of the first game is that martial artist Akira Yuki, specialising in the forgotten art form of "Hakkyoku-ken" enters the World Fighting Tournament, in an attempt to be recognised as the greatest fighter in the world.
Gameplay
Virtua Fighter is a one-on-one versus fighting game, pitting two of eight characters (nine, if Dural is included) against each other in a three-dimensional arena to fight over the best of three matches (or "sets" as referred in-game). Players win a match point if their opponent's life bar is depleted, by a "ring-out" (when one of the opponents falls off the edge of the ring), or has less health when the in-game timer reaches 0. The arcade version's cabinet utilises an eight-way control stick and three buttons: P (punch), K (kick), and G (guard, also referred as defense/block); with the punch and kick buttons not having different "strenghts" like other fighting games. Movement of the characters with the control stick is done with and to move away/towards the opponent; to crouch; holding or while standing or crouching makes the character slowly crawl backwards/forwards; and , , or are used to make the character jump into that respective direction, with characters having access to two jump heights, depending of how long the player holds any of the up directions. Each attack has their own damage values, with attacks that deal 30 points of damage or more causing knockdown.
While fights take place in a 3D arena, players can only manipulate their characters in a two-dimensional manner, with movement on the third dimension being dictated by the characters' attacks and special moves. Unlike other fighting games at the time, the characters do not turn around automatically when an opponent gets behind them, requiring to tap the required direction in order to face each other. While considered a milestone in real-time 3D graphics, the 3D has limitations, with every arena being a flat square and backgrounds 2D in nature. It also operates with a refresh rate of only 30FPS — half that of Virtua Racing (and Virtua Fighter 2).
Virtua Fighter takes a more realistic approach to combat than many of its popular 2D rivals from the likes of Capcom or SNK, with characters using real world fighting techniques (as opposed to genre-defining Street Fighter II which arms characters with fictional chi-based special attacks and projectiles). It is a slower-paced game as a result, though with hundreds of moves and a computer able to adapt to the player's fighting powers, a more tactical fighter than others on the market. Where this does not apply in the original Virtua Fighter (and its sequel) is the jumping mechanics, with characters being able to jump twice their body height (as was the case in other fighting games of the time).
Unique to Virtua Fighter upon release was the concept of characters receiving "visual damage". If hit with a barrage of attacks, loose items of clothing (for example, Pai's hat or Kage's headband and mask) will fall off and lie on the arena floor until the match is over. This feature makes no difference to gameplay, but would become a staple in many of Sega's fighting games going forward. Another new concept upon release was that of alternate costumes; during a versus match where both players selected the same character, one of the players would receive a secondary costume for that character. This feature would also inspire later 3D fighting games.
Back Attack
Back Attacks are used to defend against an opponent who is coming from behind. When an opponent is behind a character who is facing backwards, the character can perform a Back Attack by pressing P or K. Pressing P performs a standing punch back attack, and K performs a high kick back attack.
Quick Step and Running
Quick Steps can be used for quickly move around the ring. When quickly tapping (if facing to the right) , the player's character will quick step forwards, which is called a Quick Forward; and by quickly tapping , the player's character performs a backwards quick step, which is referred as Step Back.
Running is performed by quickly tapping , followed by pressing and holding . It is only possible to run in the direction the character is facing, for example: if the character is facing away from the opponent, he can run backwards by tapping then pressing and holding again.
Short Jump
Quickly tapping performs a short jump, which can be used to hop over low attacks; tapping makes the fighter Short jump backwards, and tapping makes the fighter do a forward Short Jump. During a short jump, characters can perform various jumping attacks by pressing P or K. Pai, Lau, Jacky, Sarah and Kage can perform a backflip instead of a back jump when quick tapping . Backflips can be chained up to three times.
Giant Leap
Also called Big Jump (大ジャンプ), a Giant Leap is performed by holding , in which characters can leap very high up into the air; by holding or , the characters can respectively Giant Leap backwards and forwards. During a Giant Leap the characters do a variety of jumping attacks by pressing P for a spinning sledgehammer punch; K for a dropkick; K for a reverse dropkick; and finally, pressing K while simultaneously jumping, while airborne, or while landing out of a Giant Leap for a variety of jump kick attacks.
Throws
Throws are performed by inputting a special command while standing near the opponent, and are completely unblockable. All characters (except for Akira) have access to a default throw technique by pressing P+G while close to the opponent. In addition, all characters have access to their own command throws.
Throws are subdivided in three categories: High Throws, which are performed on a standing opponent; Low Throws, which are performed on a crouching opponent; and Back Throws, which are performed on opponents whose back is turned towards the player.
Down Attack
Also referred as Stomp Attack, Down Attacks are attacks that are used for hitting a knocked down opponent for additional damage. The input motion for this move is P or HOLDP when the opponent is in a knocked down state, which causes the character to automatically jump towards the knocked down opponent and attack them. Down Attacks performed with P deal less damage but are hard to dodge, while Down Attacks performed by HOLDP deal more damage, but are easier to dodge.
Quick Recovery
When a fighter gets knocked down, or gets into a knocked down state after performing some specific moves, they'll get get up automatically after a few seconds, however during this time they are vulnerable to an opponent's Down Attack. During a knocked down state, players can perform a Quick Recovery in order to get up quickly. Listed below are the two types of Quick Recovery.
Recovery is a more defensive type of Quick Recovery, being useful to dodge down attacks.
Move list (Recovery)
Name
Command
Description
Quick stand up
Rapidly tap and
The character will get up more quickly.
Backwards roll
Hold
The character will roll backwards then get up.
Side roll stand up
GGGGG
The character will roll to the side, either towards or away from the camera, then get up.
Spring up onto feet
Hold
The character gets up in their feet with a kip-up, which can be used to dodge certain Down attacks.
Kick Recovery is a more offensive type of quick recovery, being used to quickly attack the opponent right after getting up.
Move list (Kick recovery)
Name
Command
Description
High Kick
KKKKK
The character gets up with a spinning high kick.
Sweep Kick
HOLDKKKKK
The character performs a sweep kick, then stand back up.
Side Roll and Sweep Kick
GGGGG then K
The character will side roll either towards or away from the camera, then perform a sweep kick.
Arcade Mode
In the arcade mode, the player completes a series of 8 Stages (referred as "Rounds" in-game) where he fights against all playable characters in a fixed order (regardless of the character chosen): Jacky, Jeffry, Sarah, Kage, Pai, Wolf, Lau, and Akira. After completing all 8 Rounds, players enter the "Bonus Stage", where they are pitted against Dural in a best of five match. It is not possible to use any continues during the Bonus Stage, meaning the player only has one chance to defeat Dural.
Characters
Virtua Fighter contains eight characters each employing a different fighting style. A ninth character, Dural, is not readily available to players.
As well as detailing their careers and hobbies, Virtua Fighter also lists the character's blood type, which in Japanese culture can determine one's personality.
Virtua Fighter claims to feature over 700 moves[18][19][20], many of which were left undocumented for players to find them on their own.
Note: Move lists assume the player is standing, facing right. If facing left, and should be reversed.
Akira Yuki
Akira is a 25-year-old kung-fu teacher with blood type O. Akira is largely considered the main protagonist of Virtua Fighter, featuring predominantly on the games' cover art.
Move list (regular attacks)
Name
Command
Description
Chusui (冲捶)
P
Akira's normal standing punch.
Housui (崩捶)
P while crouching
Akira's crouching punch.
Shoutai (昇腿󠄀)
K
Akira's standing high kick.
Youzentai (易前腿󠄀)
K while crouching
Akira's crouching low kick.
Sokutai (側腿󠄀)
HOLDK
Akira's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Rakuho Sousui (落歩双捶)
P during Short Jump's ascent
Akira performs a hopping downward double hammer punch, which knocks the opponent down on hit.
Rakuho Sui (落歩捶)
P while descending from a Short Jump
Akira performs a step punch after landing from a Short Jump, which knocks down on hit.
Choushitai (跳刺腿󠄀)
K during Short Jump's ascent
Akira performs a hopping side kick.
Shitai (刺腿󠄀)
K just before landing
Akira performs a forward step kick after landing from a Short Jump.
Move list (Back Attacks)
Name
Command
Description
Kenhaisui (拳背捶)
P when the opponent is behind
Akira performs a turn-around punch.
Koushutai (後蹴腿󠄀)
K when the opponent is behind
Akira performs a turn-around high kick which knocks down on hit.
Move list (down attacks)
Name
Command
Description
Gekihousui (撃崩捶)
P
Move list (special moves)
Name
Command
Description
Hachimon Kaida (八門開打)
PP
Kansuitai (環捶腿󠄀)
PK
Jouho Chouchuu (上歩頂肘)
P
Akira performs a forward advancing elbow strike.
Rimon Chouchuu (裡門頂肘)
P
Akira performs a charging underhand elbow strike that knocks the opponent down on hit.
Mouko Kouhazan (猛虎硬爬山)
HOLDP
Akira performs a charging palm strike that knocks the opponent down on hit.
Utankyaku (右揣脚)
K
Akira performs a forward hop kick. Its possible to input the command for this move while holding the G button. The move's name is also read as Migitankyaku.
Renkantai (連環腿󠄀)
KK
Akira performs a forward hopping double kick attack. Its possible to input the command for this move while holding the G button.
Doppo Choushitsu (独歩頂膝)
K+G, then quickly release G for 1 frame while still holding K (close to opponent)
Akira performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.
Tetsuzankou (鉄山靠)
P+K
Akira performs a charging back shoulder lean that knocks the opponent down on hit.
Soukahou (槍下炮)
P near the knocked down opponent
Akira's unique Down Attack. Akira strikes the knocked down opponent with a downward punch. The move can be repeated indefinitely, but players must wait a moment between hits.
Toushin Soutai (倒身捜腿󠄀)
P (close to opponent)
Akira grabs the opponent and trips them with his leg.
Shin'iha (心意把)
P (close to opponent)
Akira grabs the opponent's arm, then knocks them away with a shoulder tackle.
Youshi Senrin (鷂子穿林)
P+K (close to opponent)
Akira goes behind the opponent at three-quarters back from them, then performs a charging back shoulder lean from there, which temporarily stuns the opponent. When an opponent gets hit by this move, they will move slightly to the left of Akira's initial position.
Pai Chan
Pai is an 18-year-old "action star" whose hobbies include dancing. She has blood type O.
Move list (regular attacks)
Name
Command
Description
Chuuken (冲拳)
P
Pai's normal standing punch.
Souchuken (掃冲拳)
P while crouching
Pai's crouching punch.
Sentai (旋腿󠄀)
K
Pai's standing high kick.
Sensaitai (旋栽腿󠄀)
K while crouching
Pai's crouching low kick.
Senchuutai (旋中腿󠄀)
HOLDK
Pai's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Toukuu Soushou (謄空双掌)
P during Short Jump's ascent
Pai performs a hopping downward knifehand chop with both hands, which knock down the opponent on hit. When this attack is done in a neutral jump, Pai inches slightly forward.
Toukuu Chuuken (謄空冲拳)
P while descending from a Short Jump
Pai performs a step punch after landing from a Short Jump, which knocks down on hit.
Hishitai (飛刺腿󠄀)
K during Short Jump's ascent
Pai performs a hopping side kick.
Toukuu Soku Inkyaku (謄空側陰脚)
K just before landing
Pai performs a forward step kick after landing from a Short Jump.
Move list (Giant Leap attacks)
Name
Command
Description
Hien Youshuu (飛燕鷹蹴)
HOLDK while during Giant Leap's ascent
Pai performs a jumping dive kick that knocks down the opponent on hit. Whether the attack hits or misses, Pai always lands on her feet.
Move list (down attacks)
Name
Command
Description
Enshuu Raigeki (燕襲雷撃)
P
Pai leaps towards the opponent, using both of her knees to land across them.
Enshuu Kouraigeki (燕襲高雷撃)
HOLDP
Move list (special moves)
Name
Command
Description
Renkentai (連拳腿󠄀)
PK
Pai's punch into roundhouse kick two-hit combo. Similar combo to Lau's.
Raigekishou (雷撃掌)
PPP
Pai performs a three hit punch combo.
Souken Senputai (双拳旋風腿󠄀)
PPK
Pai performs a two hit punch combo that ends into a roundhouse kick.
Renkan Tenshin Kyaku
PPPK
Renkan Tenshin Soukyaku
PPPK
Renkan Haitenkyaku
PPPK
Senpuuga (旋風牙)
K+G
Same technique as Lau's.
Ensen Shuu (燕旋蹴)
HOLDK+G
Same technique as Lau's.
Taitou Risenkyaku (腿󠄀登裏旋脚)
Press K while standing up from crouch
Pai performs a forward advancing roundhouse kick from a crouching position that knocks down the opponent on hit. Same technique as Lau's.
Haitenkyaku (背転脚)
K
Pai performs a backflip kick.
Risentai (離旋腿󠄀)
K
Pai performs a backflip followed by a backflip kick.
Rai'in Shouda (雷陰掌打)
P near the knocked down opponent
Pai's unique Down Attack. Pai strikes the knocked down opponent with a downward punch. The move can be repeated indefinitely, but players must wait a moment between hits.
Tenshin Soutou (転身捜倒)
P+G (close to opponent)
Normal throw technique.
Rasen Anshou (螺旋按掌)
P against a opponent's high kick
A catch counter throw against high kick attacks; Pai catches the opponent's kick attack, then throws them to her left.
Ensen Hairyuu (燕旋擺柳)
P against a opponent's high punch
A catch counter throw against high punch attacks; Pai catches the opponent's punch attack, then flips them on their back.
Senpuu Enjin (旋風燕陣)
P (close to opponent)
High Throw technique.
Tenchi Touraku (天地頭落)
P (close to opponent)
DDT-like throw technique.
Toushin Inshou (倒身陰掌)
P+K (close to opponent)
High Throw technique.
Lau Chan
Lau, father of Pai, is a 53-year-old Chinese cook. He has blood type B and enjoys Chinese poetry.
During development, Lau was known as both "Lee" and "Tao".
Move list (regular attacks)
Name
Command
Description
Chuuken (冲拳)
P
Lau's normal standing punch.
Souchuuken (掃冲拳)
P while crouching
Lau's crouching punch.
Katsumentai (括面腿󠄀)
K
Lau's standing high kick.
Sensaitai (旋栽腿󠄀)
K while crouching
Lau's crouching low kick.
Senchuutai (旋中腿󠄀)
HOLDK
Lau's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Toukuu Soushou (謄空双掌)
P during Short Jump's ascent
Lau performs a hopping downward knifehand chop with both hands, which knock down the opponent on hit. When this attack is done in a neutral Short Jump, Lau inches slightly forward.
Toukuu Chuuken (謄空冲拳)
P while descending from a Short Jump
Lau performs a step punch after landing from a Short Jump, which knocks down on hit.
Hishitai (飛刺腿󠄀)
K during Short Jump's ascent
Lau performs a hopping side kick.
Toukuu Soku Inkyaku (謄空側陰脚)
K just before landing
Lau performs a forward step kick after landing from a Short Jump.
Move list (down attacks)
Name
Command
Description
Kosou Raishuu (虎爪雷蹴)
P
Lau jumps toward the knocked down opponent and lands on them with a two foot stomp.
Kosou Renshuu (虎爪連蹴)
HOLDP
Lau jumps toward the knocked down opponent and lands on them with a two foot stomp, followed by a second stomp attack.
Move list (special moves)
Name
Command
Description
Renkentai (連拳腿󠄀)
PK
Lau's punch into roundhouse kick two-hit combo.
Raigekishou (雷撃掌)
PPP
Lau performs a three hit punch combo.
Souken Senputai (双拳旋風腿󠄀)
PPK
Lau performs a two hit punch combo that ends into a roundhouse kick.
Renkan Tenshin Kyaku
PPPK
Renkan Tenshin Soukyaku
PPPK
Renkan Haitenkyaku
PPPK
Shakashou (斜下掌)
P
Lau performs a forward palm strike that can also hit crouching opponents. If this move hits as a counter, the opponent will be launched into the air. This move can be chained into a series of combos.
Shajoushou (斜上掌)
HOLDP
Lau performs a rising palm strike that can also hit crouching opponents. If this move hits as a counter, the opponent will be launched higher into the air than with Shakashou. This move can be chained into a series of combos.
Chugeki (肘撃)
P
Lau performs a forward advancing elbow strike.
Taitou Risenkyaku (腿󠄀登裏旋脚)
Press K while standing up from crouch
Lau performs a forward advancing roundhouse kick from a crouching position that knocks down the opponent on hit.
Rekkakosen Kyaku (烈火虎尖脚)
K
Lau performs a low jumping high kick. It looks similar to Hishitai, but the gap for the attack to hit the opponent is shorter, making it easier to connect to other attacks.
Senpuuga (旋風牙)
K+G
Ensen Shuu (燕旋蹴)
HOLDK+G
Kokyaku Haiten (虎脚背転)
K
Lau performs a backflip kick.
Risentai (離旋腿󠄀)
K
Lau performs a backflip followed by a backflip kick.
Kensha Touraku (肩車頭落)
P+G (close to opponent)
Normal throw technique.
Ryusha Senten (柳車旋転)
P (close to opponent)
Lau performs a back drop on the opponent.
Tenshin Ha'inshou (転進巴咽掌)
P (close to opponent)
Lau grabs the opponent by the neck, then does a jumping chokeslam.
Wolf Hawkfield
Wolf is a 27-year-old Canadian wrestler who enjoys karaoke. He has blood type O.
Move list (regular attacks)
Name
Command
Description
Straight Hammer (ストレートハンマー)
P
Wolf's normal standing punch.
Low Hammer (ローハンマー)
P while crouching
Wolf's crouching punch.
High Kick (ハイキック)
K
Wolf's standing high kick.
Low Smash (ロースマッシュ)
K while crouching
Wolf's crouching low kick.
Face-Lift Kick (フェイスリフトキック)
HOLDK
Wolf's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Step Hammer (ステップハンマー)
P during Short Jump's ascent
Wolf performs a hopping downward double hammer punch, which knocks the opponent down on hit.
Rock Punch (ロックパンチ)
P while descending from a Short Jump
Wolf performs a step punch after landing from a Short Jump, which knocks down on hit.
Toe Crush (トークラッシュ)
K during Short Jump's ascent
Wolf performs a hopping side kick.
Hammer Edge (ハンマーエッジ)
K just before landing
Wolf performs a forward step kick after landing from a Short Jump.
Move list (Giant Leap attacks)
Name
Command
Description
Drop Kick (ドロップキック)
HOLDK during Giant Leap's ascent
Wolf performs a jumping front dropkick, which if whiffs or hits the opponent causes Wolf to land on his back, entering a knocked down state.
Move list (down attacks)
Name
Command
Description
Elbow (エルボー)
P
Wolf performs a jumping elbow drop into the knocked down opponent.
High Elbow (ハイエルボー)
HOLDP
Wolf jumps high up towards the knocked down opponent, striking them with a elbow drop.
Move list (special moves)
Name
Command
Description
Jab - Straight
PP
Hammer Kick
PK
One-Two Upper (1・2、アッパー)
PPP
Sonic Upper (ソニックアッパー)
P
Wolf performs a right hand uppercut.
Vertical Upper (バーティカルアッパー)
HOLDP
Wolf performs a crouching uppercut.
Knee Blast (ニーブラスト)
K
Wolf performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.
Axe Lariat (アックスラリアート)
P
Wolf does a running clothesline, which knocks down on hit. This move can be dodged by crouching under it.
Shoulder Attack (ショルダー・アタック)
P
Wolf performs a shoulder tackle that knocks the opponent away on hit.
Brainbuster (ブレーンバスター)
P+G (close to opponent)
Wolf's Normal Throw technique; Wolf performs a vertical suplex on the opponent.
Body Slam (ボディスラム)
P (close to opponent)
Splash Mountain (スプラッシュマウンテン)
P+K (close to opponent)
Same move as Jeffry. Also, this is the only game in the series (alongside Virtua Fighter Remix and Virtua Fighter PC) in which Wolf can perform this move.
Giant Swing (ジャイアントスイング)
P (close to opponent)
Wolf's command throw. It can also be inputted as P.
Double Arm Suplex (ダブルアームスープレックス)
P+K+G (close to crouched opponent)
Wolf's Low Throw.
German Suplex (ジャーマンスープレックス)
P+G (standing directly behind opponent)
Wolf's Back Throw technique.
Jeffry Mcwild
Jeffry is a 36-year-old fisherman from Australia who enjoys reggae music. He has blood type A.
Curiously, Jeffry's prototype name was "Dural", a name re-assigned to the final character of the game. He was also briefly known as "Willy".
Move list (regular attacks)
Name
Command
Description
Straight Knuckle (ストレートナックル)
P
Jeffry's normal standing punch.
Low Knuckle (ローナックル)
P while crouching
Jeffry's crouching punch.
Upper Kick (アッパーキック)
K
Jeffry's standing high kick. Also called Uppercut Kick[21].
Vertical Kick (バーティカルキック)
K while crouching
Jeffry's crouching low kick.
Side Kick (サイドキック)
HOLDK
Jeffry's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Hammer Down (ハンマーダウン)
P during Short Jump's ascent
Jeffry performs a hopping downward double hammer punch, which knocks the opponent down on hit.
Step Knuckle (ステップナックル)
P while descending from a Short Jump
Jeffry performs a step punch after landing from a Short Jump, which knocks down on hit.
Step Kick (ステップキック)
K during Short Jump's ascent
Jeffry performs a hopping side kick.
Pushing Kick (プッシングキック)
K just before landing
Jeffry performs a forward step kick after landing from a Short Jump.
Move list (Giant Leap attacks)
Name
Command
Description
Rising Sun Hammer (ライジングサンハンマー)
HOLDP during Giant Leap's ascent
Jeffry performs a spinning downward sledgehammer punch, which when whiffs or hits the opponent, Jeffry lands with a short forward roll.
Killing Bites (キリングバイツ)
K simultaneously while performing a Giant Leap
Jeffry performs a jumping high kick that only hits on the way up, knocking down standing opponents.
Jumping Foot Stamp (ジャンピングフットスタンプ)
HOLDK during Giant Leap's ascent
Jeffry performs a jumping front dropkick, which if whiffs or hits the opponent, causes Jeffry to land on his back. Also called Jumping Foot Stomp[22].
Flying Low Kick (フライングローキック)
K during Giant Leap's ascent
Jeffry performs a jump kick that only hits airborne opponents.
Move list (down attacks)
Name
Command
Description
Flying Body Press (フライングボディプレス)
P
Jeffry leaps towards the opponent, landing on them stomach first.
Raiden Drop (ライデンドロップ)
HOLDP
Jeffry jumps high up into the air towards the downed opponent, landing buttocks first into them.
Move list (special moves)
Name
Command
Description
Double Knuckle
PP
Knuckle Kick
PK
One-Two Upper (1・2、アッパー)
PPP
Smash Upper (スマッシュアッパー)
P
Jeffry performs a right hand uppercut.
Double Upper (ダブルアッパー)
PP
Jeffry performs a right hand uppercut followed by a left hand uppercut.
Dash Elbow (ダッシュエルボー)
P
Toe Kick (トーキック)
K
Jeffry performs a forward kick, in which he hits the opponent with the ball of his feet.
Toe Kick Hammer (トーキックハンマー)
KP
Jeffry does a Toe Kick followed by a Hammer Punch.
Jump Hammer (ジャンプハンマー)
P during Giant Leap's ascent
Jeffry's unique Giant Leap attack. Jeffry performs a downward hammer punch when descending from a Giant Leap, which knocks the opponent down on hit.
Jumping Knuckle (ジャンピングナックル)
P while descending from a Giant Leap
Jeffry's unique Giant Leap attack. Jeffry lands from the Giant Leap with a step punch that knocks the opponent down on hit.
Knee Attack (ニーアタック)
K
Jeffry performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.
Vertical Upper (バーティカルアッパー)
HOLDP
Jeffry performs a crouching uppercut.
Elbow Hammer (エルボーハンマー)
P
Jeffry does a elbow strike followed by a Hammer Punch.
Back Flip (バックフリップ)
P+G (close to opponent)
Jeffry's Normal throw technique.
Powerslam (パワースラム)
P (close to opponent)
Jeffry performs a scoop powerslam on the opponent.
Body Lift (ボディーリフト)
P (close to opponent)
The drawback of this move is that if the grabbed opponent repeatedly presses any buttons, the damage of the throw will be reduced. Also can be inputted as just P after dodging an opponent's high attack.
Splash Mountain (スプラッシュマウンテン)
P+K (close to opponent)
Jeffry's command throw.
Iron Claw (アイアンクロー)
P (close to crouching opponent)
Jeffry grabs the crouched opponent's neck and holds them up in the air, then throws them into the ground.
Powerbomb (パワーボム)
P+K+G (close to crouching opponent)
Jeffry's Low Throw.
Machine Gun Knee Lift (マシンガンニーリフト)
P (close to crouching opponent)
Jeffry grabs the crouched opponent's head and hits them with three knee strikes
Backbreaker (バックブリーカー)
P+G (standing directly behind opponent)
Jeffry's Back Throw technique. Must be performed from behind the opponent.
Kage-Maru (影丸)
Kage-Maru (also spelt as Kagemaru, Kage Maru or just Kage) is a 21-year-old ninja who plays mahjong for a hobby. He has blood type B.
Kage was originally known as "Yagyu" during development.
Move list (regular attacks)
Name
Command
Description
Danken (弾拳)
P
Kage's normal standing punch. Kage does a forward spearhand strike.
Jizuri Dan (地擂り弾)
P while crouching
Kage's crouching punch.
Tsukikaeshi Geri (突き返し蹴り)
K
Kage's standing high kick.
Suri Geri (擂り蹴り)
K while crouching
Kage's crouching low kick.
Naka Geri (中蹴り)
HOLDK
Kage's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Shutou (手刀)
P during Short Jump's ascent
Kage performs a hopping downward knifehand chop, which knocks the opponent down on hit. When this attack is done in a neutral jump, Kage inches slightly forward.
Tobi Seiken (飛び正拳)
P while descending from a Short Jump
Kage performs a step punch after landing from a Short Jump, which knocks down on hit.
Tobi Kakato Otoshi (飛び踵落とし)
K during Short Jump's ascent
Kage performs a hopping side kick.
Tsuki Kakato Geri (突き踵蹴り)
K just before landing
Kage performs a forward step kick after landing from a Short Jump.
Move list (Giant Leap attacks)
Name
Command
Description
Rakuyou (落葉)
HOLDP during Giant Leap's ascent
Kage performs a downward spinning headbutt, which when whiffs or hits the opponent, Kage lands with a short roll.
Hishougeri (飛翔蹴り)
K simultaneously while performing a Giant Leap
Kage performs a jumping high kick that only hits on the way up, knocking down standing opponents. Kage can perform this move during a forward Giant Leap only when near the opponent.
Kuuhadan (空巴弾)
HOLDK during Giant Leap's ascent
Kage performs a jumping dropkick, which when whiffs or hits the opponent, Kage lands with a short back roll.
Move list (down attacks)
Name
Command
Description
Hiendan (飛延弾)
P (close to the knocked down opponent)
Kage does a high jump forward, then lands head first into the knocked down opponent. If the opponent dodges this move, Kage lands head first on the ground and enters a knocked down state — which during the part where he lands head first, he is vulnerable to any attack.
Asuka (飛鳥)
P (at mid range of the knocked down opponent)
Kage does a high jumping backflip towards the knocked down opponent that ends on a stomp. After successfully landing the move on the opponent, Kage jumps forward and lands facing backwards. If the opponent dodges this move, Kage will just land on his feet behind the opponent.
Hishougeki (飛翔撃)
P (at far range from the knocked down opponent)
Kage does a high jumping backflip towards the knocked down opponent and then lands on them with both knees. After successfully landing the move on the opponent, Kage does a forward roll, getting up with his back turned towards the opponent. If the opponent dodges this move, Kage lands on his knees, usually behind the opponent and gets up slowly.
Move list (special moves)
Name
Command
Description
Resshou (烈掌)
PP
Kage performs a two-hit spearhand strike combo.
Hagasane (葉重ね)
PK
Sandan Urageri (散弾裏蹴り)
PPPK
Kage performs a two-hit spearhand strike combo, followed by a knifehand hook, finishing with a spinning back kick.
Sandan Fujinkyaku (散弾風神脚)
PPPK
Kage performs a two-hit spearhand strike combo, followed by a knifehand hook, finishing with a backflip kick.
Hiji Uchi (肘打ち)
P
Kage performs a forward advancing elbow strike.
Fushin Hiza Geri (浮身膝蹴り)
HOLDK
Kage performs a forward jumping knee strike.
Suisha Geri (水車蹴り)
K
Kage performs a somersault kick, similar to Sarah and Jacky's Somersault Kick. This move also can break an opponent's crouching guard.
Senpuu Geri (旋風蹴り)
K
Kage performs a backflip kick. Its possible to input the command for this move while holding G.
Ryuu'ei Kyaku (流影脚)
K
Kage performs a forward backheel sweep. Its possible to input the command for this move while holding G.
Rairyuu Hishoukyaku (雷龍飛翔脚)
P+K+G
Kage performs a forward roll, then kicks off the floor with his hands into a forward catapult kick. This move cannot be blocked high.
Taitou (太刀)
P+G (close to opponent)
Kage's normal throw technique. Kage performs a hip throw; the opponent is thrown behind Kage slightly to the left axle.
Koenraku (弧延落)
P (close to opponent)
Kage grabs the opponent and falls backward, rolling on his own back and using his foot to launch them backwards in a very high arc into the air, with the opponent taking damage when they fall back into the ground. While the opponent is airborne, Kage can follow up with an attack and/or with a variety of combos, albeit canceling the damage from the throw if he hits them while they are still airborne.
Katana Gasumi (刀霞)
P+K+G (close to opponent)
High Throw technique; Kage flips the opponent upside down.
Kage Gasumi (影霞)
P (close to opponent)
High Throw technique.
Haura Gasumi (葉裏霞)
P+G (standing directly behind opponent)
Kage's Back Throw technique.
Sarah Bryant
Sarah is a 20-year-old female college student from the United States. She enjoys sky diving and has blood type AB. She shares a few of her special moves with Jacky.
In earlier versions of the game, Sarah's name was spelt without the "h" (i.e. "Sara").
Move list (normal attacks)
Name
Command
Description
Straight Lead (ストレート・リード)
P
Sarah's normal standing punch.
Squat Straight (スクァト・ストレート)
P while crouching
Sarah's crouching punch.
Vertical Hook Kick (ヴァーティカル・フック・キック)
K
Sarah's standing high kick.
Low Kick (ローキック)
K while crouching
Sarah's crouching low kick.
Middle Kick (ミドルキック)
HOLDK
Sarah's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Elbow (エルボー)
P during Short Jump's ascent
Sarah performs a hopping downward elbow strike, which knocks the opponent down on hit.
Step Straight (ステップストレート)
P while descending from a Short Jump
Sarah performs a step punch after landing from a Short Jump, which knocks down on hit.
Step Hook Kick (ステップフックキック)
K during Short Jump's ascent
Sarah performs a hopping side kick.
Step Heel Kick (ステップヒールキック)
K just before landing
Sarah performs a forward step kick after landing from a Short Jump.
Move list (Giant Leap attacks)
Name
Command
Description
Jump Kick (ジャンプキック)
K simultaneously while performing a Giant Leap
Sarah performs a jumping high kick that only hits on the way up, knocking down standing opponents.
Dragon Kick (ドラゴンキック)
HOLDK while during Giant Leap's ascent
Sarah performs a jumping side kick that lasts up until she hits the ground, landing on her hip and getting up moving slightly to either side.
Middle Kick (ミドルキック)
K during Giant Leap's ascent
Sarah performs a jump kick that only hits airborne opponents.
Move list (Back Attacks)
Name
Command
Description
Turn Knuckle (ターン・ナックル)
P when the opponent is behind
Sarah performs a turn around jab punch.
Turn Kick (ターン・キック)
K when the opponent is behind
Sarah performs a turn around backheel kick which knocks down on hit.
Move list (down attacks)
Name
Command
Description
Jumping Knee Stamp (ジャンピングニースタンプ)
P
Sarah jumps towards the opponent, using one knee to strike them while using the other leg to balance herself. Also known as Jumping Knee Stomp[23].
High Jump Knee Stamp (ハイジャンプニースタンプ)
HOLDP
Also known as Hi-Jump Knee Stomp[23]. Sarah jumps high up into the air towards the opponent, using one knee to strike them while using the other leg to balance herself.
Move list (special moves)
Name
Command
Description
Double Punch - Snap Kick
PPK
Combo Rising Knee (コンボ・ライジングニー)
PPPK
High Kick - Straight (ハイキック・ストレート)
KP
A high kick into a punch combo.
Rising Elbow (ライジングエルボー)
P
Sarah performs a forward advancing elbow strike.
Double Joint Butt (ダブルジョイントバット)
PK
Sarah performs a Rising Elbow followed by a Knee Kick combination. This move is also called Double Joint Slam[23].
Knee Kick (ニーキック)
K
Sarah performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.
Toe Kick (トーキック)
K
Sarah performs a forward kick, in which she hits the opponent with the outsole of her boot.
Illusion Kick (イリュージョンキック)
HOLDKK
An follow-up technique for Middle Kick; Sarah performs a middle kick followed by a second kick.
Mirage Kick (ミラージュキック)
HOLDKKK
Sarah performs a middle kick, followed up with two consecutive high kicks.
Somersault Kick
K
Same move as Jacky's.
Jackknife Kick
K
Dash Knee (ダッシュニー)
K
Sarah performs a lunging knee strike. Its possible to input the command for this move while holding G.
Leg Slicer (レッグスライサー)
HOLDK+G
Front Suplex (フロントスープレックス)
P+G (close to opponent)
Sarah's Normal throw technique.
Neck Breaker (ネックブリーカー)
P (close to opponent)
Sarah lunges forward and grabs the opponent's neck around her arm then jumps forward, slamming their head into the ground. Also called Neck Breaker Drop (ネックブリーカードロップ)[24].
Back Drop (バックドロップ)
P+G (standing directly behind opponent)
Sarah's Back throw technique; Sarah performs a belly-to-back suplex on the opponent.
Jacky Bryant
Jacky, older brother of Sarah is a 22-year-old male from the United States. He is a Indy car racer by trade and of blood type A.
Originally Jacky's name was spelt with an "ie" (Jackie). This was changed for the final version.
Move list (normal attacks)
Name
Command
Description
Straight Lead (ストレート・リード)
P
Jacky's normal standing punch.
Squat Straight (スクァト・ストレート)
P while crouching
Jacky's crouching punch. Also called Squatting Straight[25].
Vertical Hook Kick (ヴァーティカル・フック・キック)
K
Jacky's standing high kick.
Low Kick (ローキック)
K while crouching
Jacky's crouching low kick.
Middle Kick (ミドルキック)
HOLDK
Jacky's mid-level kick.
Move list (Short Jump attacks)
Name
Command
Description
Elbow (エルボー)
P during Short Jump's ascent
Jacky performs a hopping downward elbow strike, which knocks the opponent down on hit.
Step Straight (ステップストレート)
P while descending from a Short Jump
Jacky performs a step punch after landing from a Short Jump, which knocks down on hit.
Step Hook Kick (ステップフックキック)
K during Short Jump's ascent
Jacky performs a hopping side kick.
Step Heel Kick (ステップヒールキック)
K just before landing
Jacky performs a forward step kick after landing from a Short Jump.
Move list (Giant Leap attacks)
Name
Command
Description
Jump Kick (ジャンプキック)
K simultaneously while performing a Giant Leap
Jacky performs a jumping high kick that only hits on the way up, knocking down standing opponents.
Middle Kick (ミドルキック)
K during Giant Leap's ascent
Jacky performs a jump kick that only hits airborne opponents.
Move list (Back Attacks)
Name
Command
Description
Turn Knuckle (ターン・ナックル)
P when the opponent is behind
Jacky performs a turn around jab punch.
Turn Kick (ターン・キック)
K when the opponent is behind
Jacky performs a turn around backheel kick which knocks down on hit.
Move list (down attacks)
Name
Command
Description
Jumping Knee Stamp (ジャンピングニースタンプ)
P
Jacky jumps towards the opponent, using one knee to strike them while using the other leg to balance himself. Also known as Jumping Knee Stomp[26].
High Jump Knee Stamp (ハイジャンプニースタンプ)
HOLDP
Also known as Hi-Jump Knee Stomp[26]. Jacky jumps high up into the air towards the opponent, using one knee to strike them while using the other leg to balance himself.
Move list (special moves)
Name
Command
Description
Jab - Straight
PP
Punch - Side Kick (パンチサイドキック)
PK (close to opponent)
A punch into a front leg side kick two hit combo.
Double Spinning Kick
KK
Spinning Back Knuckle (スピニングバックナックル)
P
Jacky performs a spinning backfist.
Double Spin Knuckle (ダブルスピンナックル)
PP
Rising Elbow (ライジングエルボー)
P
Jacky performs a forward advancing elbow strike.
Slant Back Knuckle (スラントバックナックル)
P
Jacky performs a crouched spinning backfist.
Knee Kick (ニーキック)
K
Jacky performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.
Somersault Kick
K
Toe Kick (A) (トーキック (A))
K
Jacky performs a forward kick, in which he hits the opponent with the outsole of his shoe.
Toe Kick (B) (トーキック (B))
K (close to opponent)
This Toe Kick has similar properties to Toe Kick (A), but has an alternate command that can only be performed when close to the opponent. This move can also be input as K.
Spinning Kick (スピニングキック)
K+G
Leg Slicer (レッグスライサー)
HOLDK+G
Northern Light Bomb (ノーザンライトボム)
P+G (close to opponent)
Jacky's Normal Throw technique.
Neck Breaker (ネックブリーカー)
P (close to opponent)
Jacky lunges forward and grabs the opponent's neck around his arm then jumps forward, slamming their head into the ground. Also called Neck Breaker Drop (ネックブリーカードロップ)[27].
Face Crusher (フェースクラッシャー)
P+G (standing directly behind opponent)
Jacky's back throw technique; while behind the opponent, Jacky puts his arm around the opponent's head and jumps forward, slamming them face first into the ground.
Dural
Dural is the last fighter. Her move set is a amalgamation of all the other Virtua Fighter characters moves. Basic techniques can be performed using the same inputs as the other characters. However, Dural cannot perform a dropkick with K during a Giant Leap.
Dural is not normally playable in the Arcade version, being playable only in the home ports via a hidden code.
Move list (down attacks)
Name
Command
Description
Hishougeki (飛翔撃)
P
Kage's Down Attack. Dural does a high jumping backflip towards the knocked down opponent and then lands on them with both knees. After successfully landing the move on the opponent, Dural does a forward roll, getting up with her back turned towards the opponent. If the opponent dodges this move, Dural lands on her knees, usually behind the opponent and gets up slowly. Unlike Kage, Dural can perform this move from any range.
Move list (special moves)
Name
Command
Description
Hiji Uchi (肘打ち)
P
Kage's move; Dural performs a forward advancing elbow strike.
Axe Lariat (アックスラリアート)
P
Wolf's special move; Dural performs a running clothesline, which knocks down on hit. This move can be dodged by crouching under it.
Toe Kick (トーキック)
K
Jeffry's move. Dural performs a forward kick, in which she hits the opponent with the ball of her feet.
Jackknife Kick
K
Sarah's move.
Senpuuga (旋風牙)
K+G
Pai and Lau's special move.
Tetsuzankou (鉄山靠)
P+K
Akira's special move; Dural performs a charging back shoulder lean that knocks the opponent down on hit.
Soukahou (槍下炮)
P near the knocked down opponent
Akira's unique Down Attack. Dural strikes the knocked down opponent with a downward punch. The move can be repeated indefinitely, but players must wait a moment between hits.
Brainbuster (ブレーンバスター)
P+G (close to opponent)
Wolf's normal throw technique; Dural performs a vertical suplex on the opponent.
Kage Gasumi (影霞)
P (close to opponent)
Kage's throw technique.
Splash Mountain (スプラッシュマウンテン)
P+K (close to opponent)
Jeffry and Wolf's command throw technique.
Giant Swing (ジャイアントスイング)
P (close to opponent)
Wolf's command throw technique. It can also be inputted as P.
Iron Claw (アイアンクロー)
P (close to crouching opponent)
Jeffry's Low Throw technique; Dural grabs the crouched opponent's neck and holds them up in the air, then throws them into the ground.
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Prior to Virtua Fighter's release, fighting games (such as Capcom's Street Fighter series) were mostly designed and rendered on sprite-based raster hardware — meaning that both the characters and background scenery were composed of 2D sprites and tilemaps, which when using multiple layers produced a parallax scrolling effect as the screen moved to follow the characters. Virtua Fighter dispensed with the 2D graphics (apart from the backgrounds, which are still 2D), replacing them with flat-shaded triangles rendered in real-time, using the Sega Model 1's 3D rendering hardware, allowing for effects and technologies that were impossible in sprite-based fighters, such as characters that could move tri-dimensionally rather than just backwards and forwards, and a dynamic camera that could zoom, pan, and swoop dramatically around the arena. The game had a more realistic take on the genre, attempting to represent real life martial arts disciplines, making it more of a fighting simulation.[28]
Virtua Fighter's graphics, however, eventually became obsolete due to rapid advances in 3D polygon technology that allowed for rounder, more detailed, textured, higher-polygon-count character models, as seen in Virtua Fighter 2. Nevertheless, Virtua Fighter forever revolutionized the fighting game genre, introducing a more realistic style of gameplay to the genre with its move to 3D.[29]
Legacy
Virtua Fighter was a phenomenal success for Sega, particularly in Japan which was already consumed by arcade game fighting culture. After a slow start, it became one of Japan's highest-grossing arcade games of all time.[30] Its success has guaranteed future entries in the franchise ever since, and is amongst Sega AM2's most recognisable products.
Virtua Fighter was followed by Virtua Fighter 2 in 1994, which sports significantly improved visuals and two new characters. AM2's graphic designers Seiichi Ishii and Kunihiko Nakata would also leave following his work on this game to create Tekken for Namco, seen as an important competitor to Virtua Fighter during the 1990s.
Likewise, programmer Francois Yves Bertrand (credited as F.Y. Bertrand) was headhunted by Atari Corporation and put to work on the Atari Jaguar 3D fighting game, Fight for Life, cited as being a killer app for the system designed to rival the PlayStation and Saturn consoles (though mismanagement at the company led to an unfinished build being released).
Virtua Fighter was adapted into a comic book, published by Marvel Comics. It was released in May 1995, to coincide with the Sega Saturn's North American launch.[31]
Virtua Fighter had been given some representation in the Super Smash Bros. series. In Super Smash Bros. for Nintendo 3DS / Wii U, Mii Fighter costumes based on Jacky Bryant and Akira Yuki were added to the game as paid DLC, with the Jacky costume being based on his Virtua Fighter 5 appearance, and the Akira costume being based on his appearance in the original game. Akira himself would later appear in Super Smash Bros. Ultimate as an Assist Trophy, using his polygonal look from this game.
Versions
As a milestone for both Sega and the fighting game genre as a whole, Virtua Fighter was widely tipped for release on the Sega Saturn console. A port was developed in conjunction with the hardware and was released in Japan as a launch title (before becoming the pack-in game for the subsequent North American and European launches of the console).
Views on the Saturn version are generally mixed, as while its existence led to Sega's console out-selling the PlayStation during its first few months of sale in Japan, it quickly became apparent that the port had been rushed to market with severe graphical and technical issues. Although the disc comes paired with higher quality arranged music inspired by the arcade soundtrack, polygon counts are significantly lower, five-second load times interrupt fights and the screen resolution is reduced over the arcade game.
On the Saturn, Virtua Fighter has issues rendering 3D content, with flickering polygons overlapping in odd ways (some of which occasionally disappear entirely), and animation issues, including an infamous bug where certain characters' feet to point in the wrong direction during their winning poses. The jerky camera of the arcade version is also carried over from the arcade game, and in some situations can behave worse than its arcade counterpart. Similar technical issues would be witnessed in Daytona USA, also created in parallel with the hardware.
By the time of the Western release in mid-1995, Virtua Fighter compared unfavourably to other early Saturn/PlayStation fighting games, such as Battle Arena Toshinden. In response, Sega released Virtua Fighter Remix shortly before the Winter launch of Virtua Fighter 2, which addresses some of the concerns and textures the 3D models. Virtua Fighter Remix quickly became the de facto version of Virtua Fighter, being the new console pack-in and the basis for Virtua Fighter PC.
A version of Virtua Fighter was also released for the Sega 32X, which in Japan debuted after the Saturn version (but before the Saturn version in other territories). Originally planned to be a Sega Neptune launch title, it suffers from even lower polygon counts than the Saturn version and various other cutbacks, but is otherwise relatively faithful to the original, subsequently being cited as one of the better games for the system. While the 32X renders fewer polygons at any one time, they are generally more "stable", with clipping and flickering being mostly absent from the port (although some animation issues still remain). It is also the only 32X game with support for 16:9 widescreen displays.
Both home versions of the game added a "Round-Robin" tournament mode.
The arcade version of the game was re-released on the Astro City Mini in 2020. It notably features upscaled graphics and fully transparent shadows compared to the original.