Difference between revisions of "Virtua Fighter"
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| tab2=Saturn | | tab2=Saturn | ||
| tab3=32X | | tab3=32X | ||
− | | publisher=[[Sega]] | + | | publisher=[[Sega Enterprises, Ltd.]] |
| developer={{company|[[Sega AM2]]|system=MOD1,SAT}} | | developer={{company|[[Sega AM2]]|system=MOD1,SAT}} | ||
{{company|[[Sega CS4]]|system=32X}} | {{company|[[Sega CS4]]|system=32X}} | ||
+ | | distributor={{company|[[Tec Toy]]|region=BR|system=SAT,32X}} | ||
| system=[[Sega Model 1]], [[Sega 32X]], [[Sega Saturn]] | | system=[[Sega Model 1]], [[Sega 32X]], [[Sega Saturn]] | ||
| sounddriver={{SAT}} SCSP/CD-DA (18 tracks) | | sounddriver={{SAT}} SCSP/CD-DA (18 tracks) | ||
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| properties={{Properties|32X|widescreen}} | | properties={{Properties|32X|widescreen}} | ||
}} | }} | ||
− | '''''{{PAGENAME}}''''' (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. | + | '''''{{PAGENAME}}''''' (バーチャファイター) is a fighting game developed by [[Sega AM2]] and published by [[Sega Enterprises, Ltd.]] 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 Blade|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]]''. | 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 Blade|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]]''. | ||
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==Gameplay== | ==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) | + | ''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: {{punch}} (punch), {{kick}} (kick), and {{guard}} (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 {{left}} and {{right}} to move away/towards the opponent; {{down}} to crouch; holding {{downleft}} or {{downright}} while standing or crouching makes the character slowly crawl backwards/forwards; and {{up}}, {{upleft}}, or {{upright}} 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 | + | 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). | ''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). | ||
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===Throws=== | ===Throws=== | ||
− | Throws are performed by inputting a special command while standing near the opponent, and are completely | + | 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 {{punch}}+{{guard}} 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. | 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. | ||
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===Arcade Mode=== | ===Arcade Mode=== | ||
− | In the arcade mode, the player completes a series of 8 Stages ("Rounds") where he fights against all playable characters | + | 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=== | ===Characters=== | ||
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As well as detailing their careers and hobbies, ''Virtua Fighter'' also lists the character's blood type, which in Japanese culture [[wikipedia:Blood_types_in_Japanese_culture|can determine one's personality]]. | As well as detailing their careers and hobbies, ''Virtua Fighter'' also lists the character's blood type, which in Japanese culture [[wikipedia:Blood_types_in_Japanese_culture|can determine one's personality]]. | ||
− | ''Virtua Fighter'' claims to feature over 700 moves, many of which were left undocumented for players to find them on their own. | + | ''Virtua Fighter'' claims to feature over 700 moves{{fileref|VirtuaFighter saturn eu cover.jpg}}{{fileref|VF 32X US Box Back.jpg}}{{fileref|VF 32X EU Box Back.jpg}}, 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, {{left}} and {{right}} should be reversed. | :Note: Move lists assume the player is standing, facing right. If facing left, {{left}} and {{right}} should be reversed. | ||
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{{MoveListRow|Chusui (冲捶)|{{punch}}|Akira's normal standing punch.}} | {{MoveListRow|Chusui (冲捶)|{{punch}}|Akira's normal standing punch.}} | ||
{{MoveListRow|Housui (崩捶)|{{punch}} while crouching|Akira's crouching punch.}} | {{MoveListRow|Housui (崩捶)|{{punch}} while crouching|Akira's crouching punch.}} | ||
− | {{MoveListRow|Shoutai (昇腿󠄀)|{{kick}}|Akira's | + | {{MoveListRow|Shoutai (昇腿󠄀)|{{kick}}|Akira's standing high kick.}} |
{{MoveListRow|Youzentai (易前腿󠄀)|{{kick}} while crouching|Akira's crouching low kick.}} | {{MoveListRow|Youzentai (易前腿󠄀)|{{kick}} while crouching|Akira's crouching low kick.}} | ||
− | {{MoveListRow|Sokutai (側腿󠄀)|{{Hold|{{downright}}|{{kick}}}}|Akira's | + | {{MoveListRow|Sokutai (側腿󠄀)|{{Hold|{{downright}}|{{kick}}}}|Akira's mid-level kick.}} |
}} | }} | ||
{{MoveListTable|desc=Short Jump attacks| | {{MoveListTable|desc=Short Jump attacks| | ||
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}} | }} | ||
{{MoveListTable|desc=down attacks| | {{MoveListTable|desc=down attacks| | ||
− | {{MoveListRow|Gekihousui (撃崩捶)|{{up}} {{punch}} }} | + | {{MoveListRow|Gekihousui (撃崩捶)|{{up}} {{punch}}| }} |
}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
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{{MoveListRow|Kansuitai (環捶腿󠄀)|{{punch}}{{kick}}| }} | {{MoveListRow|Kansuitai (環捶腿󠄀)|{{punch}}{{kick}}| }} | ||
{{MoveListRow|Jouho Chouchuu (上歩頂肘)|{{right}} {{punch}}|Akira performs a forward advancing elbow strike.}} | {{MoveListRow|Jouho Chouchuu (上歩頂肘)|{{right}} {{punch}}|Akira performs a forward advancing elbow strike.}} | ||
− | {{MoveListRow|Rimon Chouchuu (裡門頂肘)|{{right}}{{right}} {{punch}}|Akira performs a charging elbow strike that knocks the opponent down.}} | + | {{MoveListRow|Rimon Chouchuu (裡門頂肘)|{{right}}{{right}} {{punch}}|Akira performs a charging underhand elbow strike that knocks the opponent down on hit.}} |
− | {{MoveListRow|Mouko Kouhazan (猛虎硬爬山)|{{hold|{{down}}|{{right}} {{punch}}}}|Akira performs a charging palm strike that knocks the opponent down.}} | + | {{MoveListRow|Mouko Kouhazan (猛虎硬爬山)|{{hold|{{down}}|{{right}} {{punch}}}}|Akira performs a charging palm strike that knocks the opponent down on hit.}} |
{{MoveListRow|Utankyaku (右揣脚)|{{right}}{{right}} {{kick}}|Akira performs a forward hop kick. Its possible to input the command for this move while holding the {{guard}} button. The move's name is also read as '''Migitankyaku'''.}} | {{MoveListRow|Utankyaku (右揣脚)|{{right}}{{right}} {{kick}}|Akira performs a forward hop kick. Its possible to input the command for this move while holding the {{guard}} button. The move's name is also read as '''Migitankyaku'''.}} | ||
{{MoveListRow|Renkantai (連環腿󠄀)|{{right}}{{right}} {{kick}}{{kick}}|Akira performs a forward hopping double kick attack. Its possible to input the command for this move while holding the {{guard}} button.}} | {{MoveListRow|Renkantai (連環腿󠄀)|{{right}}{{right}} {{kick}}{{kick}}|Akira performs a forward hopping double kick attack. Its possible to input the command for this move while holding the {{guard}} button.}} | ||
− | {{MoveListRow|Doppo Choushitsu (独歩頂膝)|{{right}}{{right}} {{kick}}+{{guard}} then release {{guard}} | + | {{MoveListRow|Doppo Choushitsu (独歩頂膝)|{{right}}{{right}} {{kick}}+{{guard}}, then quickly release {{guard}} for 1 frame while still holding {{kick}} (close to opponent)|Akira performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} |
{{MoveListRow|Tetsuzankou (鉄山靠)|{{left}}{{right}}{{right}} {{punch}}+{{kick}}|Akira performs a charging back shoulder lean that knocks the opponent down on hit.}} | {{MoveListRow|Tetsuzankou (鉄山靠)|{{left}}{{right}}{{right}} {{punch}}+{{kick}}|Akira performs a charging back shoulder lean that knocks the opponent down on hit.}} | ||
{{MoveListRow|Soukahou (槍下炮)|{{downright}} {{punch}} 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.}} | {{MoveListRow|Soukahou (槍下炮)|{{downright}} {{punch}} 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.}} | ||
{{MoveListRow|Toushin Soutai (倒身捜腿󠄀)|{{left}} {{punch}} (close to opponent)|Akira grabs the opponent and trips them with his leg.}} | {{MoveListRow|Toushin Soutai (倒身捜腿󠄀)|{{left}} {{punch}} (close to opponent)|Akira grabs the opponent and trips them with his leg.}} | ||
{{MoveListRow|Shin'iha (心意把)|{{downleft}}{{right}} {{punch}} (close to opponent)|Akira grabs the opponent's arm, then knocks them away with a shoulder tackle.}} | {{MoveListRow|Shin'iha (心意把)|{{downleft}}{{right}} {{punch}} (close to opponent)|Akira grabs the opponent's arm, then knocks them away with a shoulder tackle.}} | ||
− | {{MoveListRow|Youshi Senrin (鷂子穿林)|{{left}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Akira goes behind the opponent, then | + | {{MoveListRow|Youshi Senrin (鷂子穿林)|{{left}}{{downright}} {{punch}}+{{kick}} (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.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow|Chuuken (冲拳)|{{punch}}|Pai's normal standing punch.}} | {{MoveListRow|Chuuken (冲拳)|{{punch}}|Pai's normal standing punch.}} | ||
{{MoveListRow|Souchuken (掃冲拳)|{{punch}} while crouching|Pai's crouching punch.}} | {{MoveListRow|Souchuken (掃冲拳)|{{punch}} while crouching|Pai's crouching punch.}} | ||
− | {{MoveListRow|Sentai (旋腿󠄀)|{{kick}}|Pai's | + | {{MoveListRow|Sentai (旋腿󠄀)|{{kick}}|Pai's standing high kick.}} |
{{MoveListRow|Sensaitai (旋栽腿󠄀)|{{kick}} while crouching|Pai's crouching low kick.}} | {{MoveListRow|Sensaitai (旋栽腿󠄀)|{{kick}} while crouching|Pai's crouching low kick.}} | ||
− | {{MoveListRow| | + | {{MoveListRow|Senchuutai (旋中腿󠄀)|{{Hold|{{downright}}|{{kick}}}}|Pai's mid-level kick.}} |
}} | }} | ||
{{MoveListTable|desc=Short Jump attacks| | {{MoveListTable|desc=Short Jump attacks| | ||
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}} | }} | ||
{{MoveListTable|desc=down attacks| | {{MoveListTable|desc=down attacks| | ||
− | {{MoveListRow|Enshuu Raigeki (燕襲雷撃)|{{up}} {{punch}} }} | + | {{MoveListRow|Enshuu Raigeki (燕襲雷撃)|{{up}} {{punch}}|Pai leaps towards the opponent, using both of her knees to land across them.}} |
− | {{MoveListRow|Enshuu Kouraigeki (燕襲高雷撃)|{{Hold|{{up}}|{{punch}}}} }} | + | {{MoveListRow|Enshuu Kouraigeki (燕襲高雷撃)|{{Hold|{{up}}|{{punch}}}}| }} |
}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
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{{MoveListRow|Rai'in Shouda (雷陰掌打)|{{downright}} {{punch}} 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.}} | {{MoveListRow|Rai'in Shouda (雷陰掌打)|{{downright}} {{punch}} 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.}} | ||
{{MoveListRow|Tenshin Soutou (転身捜倒)|{{punch}}+{{guard}} (close to opponent)|Normal throw technique.}} | {{MoveListRow|Tenshin Soutou (転身捜倒)|{{punch}}+{{guard}} (close to opponent)|Normal throw technique.}} | ||
− | {{MoveListRow|Rasen Anshou (螺旋按掌)|{{left}} {{punch}} against a opponent's high kick|A | + | {{MoveListRow|Rasen Anshou (螺旋按掌)|{{left}} {{punch}} 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.}} |
− | {{MoveListRow|Ensen Hairyuu (燕旋擺柳)|{{left}} {{punch}} against a opponent's high punch|A | + | {{MoveListRow|Ensen Hairyuu (燕旋擺柳)|{{left}} {{punch}} 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.}} |
{{MoveListRow|Senpuu Enjin (旋風燕陣)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} | {{MoveListRow|Senpuu Enjin (旋風燕陣)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} | ||
{{MoveListRow|Tenchi Touraku (天地頭落)|{{right}}{{down}} {{punch}} (close to opponent)|DDT-like throw technique.}} | {{MoveListRow|Tenchi Touraku (天地頭落)|{{right}}{{down}} {{punch}} (close to opponent)|DDT-like throw technique.}} | ||
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{{MoveListRow|Chuuken (冲拳)|{{punch}}|Lau's normal standing punch.}} | {{MoveListRow|Chuuken (冲拳)|{{punch}}|Lau's normal standing punch.}} | ||
{{MoveListRow|Souchuuken (掃冲拳)|{{punch}} while crouching|Lau's crouching punch.}} | {{MoveListRow|Souchuuken (掃冲拳)|{{punch}} while crouching|Lau's crouching punch.}} | ||
− | {{MoveListRow|Katsumentai (括面腿󠄀)|{{kick}}|Lau's | + | {{MoveListRow|Katsumentai (括面腿󠄀)|{{kick}}|Lau's standing high kick.}} |
{{MoveListRow|Sensaitai (旋栽腿󠄀)|{{kick}} while crouching|Lau's crouching low kick.}} | {{MoveListRow|Sensaitai (旋栽腿󠄀)|{{kick}} while crouching|Lau's crouching low kick.}} | ||
− | {{MoveListRow| | + | {{MoveListRow|Senchuutai (旋中腿󠄀)|{{Hold|{{downright}}|{{kick}}}}|Lau's mid-level kick.}} |
}} | }} | ||
{{MoveListTable|desc=Short Jump attacks| | {{MoveListTable|desc=Short Jump attacks| | ||
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{{MoveListRow|Chugeki (肘撃)|{{right}} {{punch}}|Lau performs a forward advancing elbow strike.}} | {{MoveListRow|Chugeki (肘撃)|{{right}} {{punch}}|Lau performs a forward advancing elbow strike.}} | ||
{{MoveListRow|Taitou Risenkyaku (腿󠄀登裏旋脚)|Press {{kick}} while standing up from crouch|Lau performs a forward advancing roundhouse kick from a crouching position that knocks down the opponent on hit.}} | {{MoveListRow|Taitou Risenkyaku (腿󠄀登裏旋脚)|Press {{kick}} while standing up from crouch|Lau performs a forward advancing roundhouse kick from a crouching position that knocks down the opponent on hit.}} | ||
− | {{MoveListRow|Rekkakosen Kyaku (烈火虎尖脚)|{{upright}} {{kick}}|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.}} | + | {{MoveListRow|Rekkakosen Kyaku (烈火虎尖脚)|{{upright}} {{kick}}|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.}} |
{{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}| }} | {{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}| }} | ||
{{MoveListRow|Ensen Shuu (燕旋蹴)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | {{MoveListRow|Ensen Shuu (燕旋蹴)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | ||
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{{MoveListRow|Straight Hammer (ストレートハンマー)|{{punch}}|Wolf's normal standing punch.}} | {{MoveListRow|Straight Hammer (ストレートハンマー)|{{punch}}|Wolf's normal standing punch.}} | ||
{{MoveListRow|Low Hammer (ローハンマー)|{{punch}} while crouching|Wolf's crouching punch.}} | {{MoveListRow|Low Hammer (ローハンマー)|{{punch}} while crouching|Wolf's crouching punch.}} | ||
− | {{MoveListRow|High Kick (ハイキック)|{{kick}}|Wolf's | + | {{MoveListRow|High Kick (ハイキック)|{{kick}}|Wolf's standing high kick.}} |
{{MoveListRow|Low Smash (ロースマッシュ)|{{kick}} while crouching|Wolf's crouching low kick.}} | {{MoveListRow|Low Smash (ロースマッシュ)|{{kick}} while crouching|Wolf's crouching low kick.}} | ||
− | {{MoveListRow|Face-Lift Kick (フェイスリフトキック)|{{Hold|{{downright}}|{{kick}}}}|Wolf's | + | {{MoveListRow|Face-Lift Kick (フェイスリフトキック)|{{Hold|{{downright}}|{{kick}}}}|Wolf's mid-level kick.}} |
}} | }} | ||
{{MoveListTable|desc=Short Jump attacks| | {{MoveListTable|desc=Short Jump attacks| | ||
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{{MoveListRow|One-Two Upper (1・2、アッパー)|{{punch}}{{punch}}{{punch}}| }} | {{MoveListRow|One-Two Upper (1・2、アッパー)|{{punch}}{{punch}}{{punch}}| }} | ||
{{MoveListRow|Sonic Upper (ソニックアッパー)|{{downright}} {{punch}}|Wolf performs a right hand uppercut.}} | {{MoveListRow|Sonic Upper (ソニックアッパー)|{{downright}} {{punch}}|Wolf performs a right hand uppercut.}} | ||
− | {{MoveListRow|Vertical Upper (バーティカルアッパー)|{{hold|{{downright}}|{{punch}}}}| }} | + | {{MoveListRow|Vertical Upper (バーティカルアッパー)|{{hold|{{downright}}|{{punch}}}}|Wolf performs a crouching uppercut.}} |
{{MoveListRow|Knee Blast (ニーブラスト)|{{right}} {{kick}}|Wolf performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} | {{MoveListRow|Knee Blast (ニーブラスト)|{{right}} {{kick}}|Wolf performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} | ||
{{MoveListRow|Axe Lariat (アックスラリアート)|{{right}}{{right}} {{punch}}|Wolf does a running clothesline, which knocks down on hit. This move can be dodged by crouching under it.}} | {{MoveListRow|Axe Lariat (アックスラリアート)|{{right}}{{right}} {{punch}}|Wolf does a running clothesline, which knocks down on hit. This move can be dodged by crouching under it.}} | ||
{{MoveListRow|Shoulder Attack (ショルダー・アタック)|{{left}}{{right}} {{punch}}|Wolf performs a shoulder tackle that knocks the opponent away on hit.}} | {{MoveListRow|Shoulder Attack (ショルダー・アタック)|{{left}}{{right}} {{punch}}|Wolf performs a shoulder tackle that knocks the opponent away on hit.}} | ||
− | {{MoveListRow|Brainbuster (ブレーンバスター)|{{punch}}+{{guard}} (close to opponent)|Wolf's Normal Throw technique | + | {{MoveListRow|Brainbuster (ブレーンバスター)|{{punch}}+{{guard}} (close to opponent)|Wolf's Normal Throw technique; Wolf performs a vertical suplex on the opponent.}} |
{{MoveListRow|Body Slam (ボディスラム)|{{right}} {{punch}} (close to opponent)| }} | {{MoveListRow|Body Slam (ボディスラム)|{{right}} {{punch}} (close to opponent)| }} | ||
{{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (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.}} | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (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.}} | ||
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{{MoveListRow|Straight Knuckle (ストレートナックル)|{{punch}}|Jeffry's normal standing punch.}} | {{MoveListRow|Straight Knuckle (ストレートナックル)|{{punch}}|Jeffry's normal standing punch.}} | ||
{{MoveListRow|Low Knuckle (ローナックル)|{{punch}} while crouching|Jeffry's crouching punch.}} | {{MoveListRow|Low Knuckle (ローナックル)|{{punch}} while crouching|Jeffry's crouching punch.}} | ||
− | {{MoveListRow|Upper Kick (アッパーキック)|{{kick}}|Jeffry's | + | {{MoveListRow|Upper Kick (アッパーキック)|{{kick}}|Jeffry's standing high kick. Also called '''Uppercut Kick'''{{fileref|Virtuafighter 32x us manual.pdf|page=23}}.}} |
{{MoveListRow|Vertical Kick (バーティカルキック)|{{kick}} while crouching|Jeffry's crouching low kick.}} | {{MoveListRow|Vertical Kick (バーティカルキック)|{{kick}} while crouching|Jeffry's crouching low kick.}} | ||
− | {{MoveListRow|Side Kick (サイドキック)|{{Hold|{{downright}}|{{kick}}}}|Jeffry's | + | {{MoveListRow|Side Kick (サイドキック)|{{Hold|{{downright}}|{{kick}}}}|Jeffry's mid-level kick.}} |
}} | }} | ||
{{MoveListTable|desc=Short Jump attacks| | {{MoveListTable|desc=Short Jump attacks| | ||
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{{MoveListRow|Jumping Knuckle (ジャンピングナックル)|{{punch}} 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.}} | {{MoveListRow|Jumping Knuckle (ジャンピングナックル)|{{punch}} 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.}} | ||
{{MoveListRow|Knee Attack (ニーアタック)|{{right}} {{kick}}|Jeffry performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} | {{MoveListRow|Knee Attack (ニーアタック)|{{right}} {{kick}}|Jeffry performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} | ||
− | {{MoveListRow|Vertical Upper (バーティカルアッパー)|{{hold|{{downright}}|{{punch}}}}| }} | + | {{MoveListRow|Vertical Upper (バーティカルアッパー)|{{hold|{{downright}}|{{punch}}}}|Jeffry performs a crouching uppercut.}} |
{{MoveListRow|Elbow Hammer (エルボーハンマー)|{{right}}{{left}} {{punch}}|Jeffry does a elbow strike followed by a Hammer Punch.}} | {{MoveListRow|Elbow Hammer (エルボーハンマー)|{{right}}{{left}} {{punch}}|Jeffry does a elbow strike followed by a Hammer Punch.}} | ||
{{MoveListRow|Back Flip (バックフリップ)|{{punch}}+{{guard}} (close to opponent)|Jeffry's Normal throw technique.}} | {{MoveListRow|Back Flip (バックフリップ)|{{punch}}+{{guard}} (close to opponent)|Jeffry's Normal throw technique.}} | ||
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{{MoveListRow|Danken (弾拳)|{{punch}}|Kage's normal standing punch. Kage does a forward spearhand strike.}} | {{MoveListRow|Danken (弾拳)|{{punch}}|Kage's normal standing punch. Kage does a forward spearhand strike.}} | ||
{{MoveListRow|Jizuri Dan (地擂り弾)|{{punch}} while crouching|Kage's crouching punch.}} | {{MoveListRow|Jizuri Dan (地擂り弾)|{{punch}} while crouching|Kage's crouching punch.}} | ||
− | {{MoveListRow|Tsukikaeshi Geri (突き返し蹴り)|{{kick}}|Kage's | + | {{MoveListRow|Tsukikaeshi Geri (突き返し蹴り)|{{kick}}|Kage's standing high kick.}} |
{{MoveListRow|Suri Geri (擂り蹴り)|{{kick}} while crouching|Kage's crouching low kick.}} | {{MoveListRow|Suri Geri (擂り蹴り)|{{kick}} while crouching|Kage's crouching low kick.}} | ||
− | {{MoveListRow|Naka Geri (中蹴り)|{{Hold|{{downright}}|{{kick}}}}|Kage's | + | {{MoveListRow|Naka Geri (中蹴り)|{{Hold|{{downright}}|{{kick}}}}|Kage's mid-level kick.}} |
}} | }} | ||
{{MoveListTable|desc=Short Jump attacks| | {{MoveListTable|desc=Short Jump attacks| | ||
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}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
− | {{MoveListRow|Resshou (烈掌)|{{punch}}{{punch}}| }} | + | {{MoveListRow|Resshou (烈掌)|{{punch}}{{punch}}|Kage performs a two-hit spearhand strike combo.}} |
{{MoveListRow|Hagasane (葉重ね)|{{punch}}{{kick}}| }} | {{MoveListRow|Hagasane (葉重ね)|{{punch}}{{kick}}| }} | ||
{{MoveListRow|Sandan Urageri (散弾裏蹴り)|{{punch}}{{punch}}{{punch}}{{kick}}|Kage performs a two-hit spearhand strike combo, followed by a knifehand hook, finishing with a spinning back kick.}} | {{MoveListRow|Sandan Urageri (散弾裏蹴り)|{{punch}}{{punch}}{{punch}}{{kick}}|Kage performs a two-hit spearhand strike combo, followed by a knifehand hook, finishing with a spinning back kick.}} | ||
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{{MoveListRow|Senpuu Geri (旋風蹴り)|{{left}}{{left}} {{kick}}|Kage performs a backflip kick. Its possible to input the command for this move while holding {{guard}}.}} | {{MoveListRow|Senpuu Geri (旋風蹴り)|{{left}}{{left}} {{kick}}|Kage performs a backflip kick. Its possible to input the command for this move while holding {{guard}}.}} | ||
{{MoveListRow|Ryuu'ei Kyaku (流影脚)|{{right}}{{right}} {{kick}}|Kage performs a forward backheel sweep. Its possible to input the command for this move while holding {{guard}}.}} | {{MoveListRow|Ryuu'ei Kyaku (流影脚)|{{right}}{{right}} {{kick}}|Kage performs a forward backheel sweep. Its possible to input the command for this move while holding {{guard}}.}} | ||
− | {{MoveListRow|Rairyuu Hishoukyaku (雷龍飛翔脚)|{{right}}{{right}} {{punch}}+{{kick}}+{{guard}}|Kage | + | {{MoveListRow|Rairyuu Hishoukyaku (雷龍飛翔脚)|{{right}}{{right}} {{punch}}+{{kick}}+{{guard}}|Kage performs a forward roll, then kicks off the floor with his hands into a forward catapult kick. This move cannot be blocked high.}} |
{{MoveListRow|Taitou (太刀)|{{punch}}+{{guard}} (close to opponent)|Kage's normal throw technique. Kage performs a hip throw; the opponent is thrown behind Kage slightly to the left axle.}} | {{MoveListRow|Taitou (太刀)|{{punch}}+{{guard}} (close to opponent)|Kage's normal throw technique. Kage performs a hip throw; the opponent is thrown behind Kage slightly to the left axle.}} | ||
− | {{MoveListRow|Koenraku (弧延落)|{{left}} {{punch}} (close to opponent)|Kage grabs the opponent, | + | {{MoveListRow|Koenraku (弧延落)|{{left}} {{punch}} (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.}} |
{{MoveListRow|Katana Gasumi (刀霞)|{{punch}}+{{kick}}+{{guard}} (close to opponent)|High Throw technique; Kage flips the opponent upside down.}} | {{MoveListRow|Katana Gasumi (刀霞)|{{punch}}+{{kick}}+{{guard}} (close to opponent)|High Throw technique; Kage flips the opponent upside down.}} | ||
{{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} | {{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} | ||
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{{MoveListRow|Straight Lead (ストレート・リード)|{{punch}}|Sarah's normal standing punch.}} | {{MoveListRow|Straight Lead (ストレート・リード)|{{punch}}|Sarah's normal standing punch.}} | ||
{{MoveListRow|Squat Straight (スクァト・ストレート)|{{punch}} while crouching|Sarah's crouching punch.}} | {{MoveListRow|Squat Straight (スクァト・ストレート)|{{punch}} while crouching|Sarah's crouching punch.}} | ||
− | {{MoveListRow|Vertical Hook Kick (ヴァーティカル・フック・キック)|{{kick}}|Sarah's | + | {{MoveListRow|Vertical Hook Kick (ヴァーティカル・フック・キック)|{{kick}}|Sarah's standing high kick.}} |
{{MoveListRow|Low Kick (ローキック)|{{kick}} while crouching|Sarah's crouching low kick.}} | {{MoveListRow|Low Kick (ローキック)|{{kick}} while crouching|Sarah's crouching low kick.}} | ||
{{MoveListRow|Middle Kick (ミドルキック)|{{Hold|{{downright}}|{{kick}}}}|Sarah's mid-level kick.}} | {{MoveListRow|Middle Kick (ミドルキック)|{{Hold|{{downright}}|{{kick}}}}|Sarah's mid-level kick.}} | ||
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}} | }} | ||
{{MoveListTable|desc=Back Attacks| | {{MoveListTable|desc=Back Attacks| | ||
− | {{MoveListRow|Turn Knuckle (ターン・ナックル)|{{punch}} when the opponent is behind|Sarah performs a turn | + | {{MoveListRow|Turn Knuckle (ターン・ナックル)|{{punch}} when the opponent is behind|Sarah performs a turn around jab punch.}} |
− | {{MoveListRow|Turn Kick (ターン・キック)|{{kick}} when the opponent is behind|Sarah performs a turn | + | {{MoveListRow|Turn Kick (ターン・キック)|{{kick}} when the opponent is behind|Sarah performs a turn around backheel kick which knocks down on hit.}} |
}} | }} | ||
{{MoveListTable|desc=down attacks| | {{MoveListTable|desc=down attacks| | ||
− | {{MoveListRow|Jumping Knee Stamp (ジャンピングニースタンプ)|{{up}} {{punch}}|Sarah jumps towards the opponent, | + | {{MoveListRow|Jumping Knee Stamp (ジャンピングニースタンプ)|{{up}} {{punch}}|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'''{{fileref|Virtuafighter 32x us manual.pdf|page=28}}.}} |
− | {{MoveListRow|High Jump Knee Stamp (ハイジャンプニースタンプ)|{{Hold|{{up}}|{{punch}}}}| | + | {{MoveListRow|High Jump Knee Stamp (ハイジャンプニースタンプ)|{{Hold|{{up}}|{{punch}}}}|Also known as '''Hi-Jump Knee Stomp'''{{fileref|Virtuafighter 32x us manual.pdf|page=28}}. Sarah jumps high up into the air towards the opponent, using one knee to strike them while using the other leg to balance herself.}} |
}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
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{{MoveListRow|High Kick - Straight (ハイキック・ストレート)|{{kick}}{{punch}}|A high kick into a punch combo.}} | {{MoveListRow|High Kick - Straight (ハイキック・ストレート)|{{kick}}{{punch}}|A high kick into a punch combo.}} | ||
{{MoveListRow|Rising Elbow (ライジングエルボー)|{{right}} {{punch}}|Sarah performs a forward advancing elbow strike.}} | {{MoveListRow|Rising Elbow (ライジングエルボー)|{{right}} {{punch}}|Sarah performs a forward advancing elbow strike.}} | ||
− | {{MoveListRow|Double Joint Butt (ダブルジョイントバット)|{{right}} {{punch}}{{kick}}|Sarah | + | {{MoveListRow|Double Joint Butt (ダブルジョイントバット)|{{right}} {{punch}}{{kick}}|Sarah performs a Rising Elbow followed by a Knee Kick combination. This move is also called '''Double Joint Slam'''{{fileref|Virtuafighter 32x us manual.pdf|page=28}}.}} |
{{MoveListRow|Knee Kick (ニーキック)|{{right}} {{kick}}|Sarah performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} | {{MoveListRow|Knee Kick (ニーキック)|{{right}} {{kick}}|Sarah performs a flying knee strike. When it hits an opponent, this attack will launch them up into the air.}} | ||
{{MoveListRow|Toe Kick (トーキック)|{{down}} {{kick}}|Sarah performs a forward kick, in which she hits the opponent with the outsole of her boot. }} | {{MoveListRow|Toe Kick (トーキック)|{{down}} {{kick}}|Sarah performs a forward kick, in which she hits the opponent with the outsole of her boot. }} | ||
− | {{MoveListRow|Illusion Kick (イリュージョンキック)|{{Hold|{{downright}}|{{kick}}{{kick}}}}|An | + | {{MoveListRow|Illusion Kick (イリュージョンキック)|{{Hold|{{downright}}|{{kick}}{{kick}}}}|An follow-up technique for Middle Kick; Sarah performs a middle kick followed by a second kick.}} |
{{MoveListRow|Mirage Kick (ミラージュキック)|{{Hold|{{downright}}|{{kick}}{{kick}}{{kick}}}}|Sarah performs a middle kick, followed up with two consecutive high kicks.}} | {{MoveListRow|Mirage Kick (ミラージュキック)|{{Hold|{{downright}}|{{kick}}{{kick}}{{kick}}}}|Sarah performs a middle kick, followed up with two consecutive high kicks.}} | ||
{{MoveListRow|Somersault Kick|{{upleft}} {{kick}}|Same move as Jacky's.}} | {{MoveListRow|Somersault Kick|{{upleft}} {{kick}}|Same move as Jacky's.}} | ||
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{{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | {{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | ||
{{MoveListRow|Front Suplex (フロントスープレックス)|{{punch}}+{{guard}} (close to opponent)|Sarah's Normal throw technique.}} | {{MoveListRow|Front Suplex (フロントスープレックス)|{{punch}}+{{guard}} (close to opponent)|Sarah's Normal throw technique.}} | ||
− | {{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (close to opponent)| | + | {{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (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){{fileref|Virtuafighter 32X jp manual.pdf|page=35}}.}} |
− | {{MoveListRow|Back Drop (バックドロップ)|{{punch}}+{{guard}} (standing directly behind opponent)|Sarah's | + | {{MoveListRow|Back Drop (バックドロップ)|{{punch}}+{{guard}} (standing directly behind opponent)|Sarah's Back throw technique; Sarah performs a belly-to-back suplex on the opponent.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow|Straight Lead (ストレート・リード)|{{punch}}|Jacky's normal standing punch.}} | {{MoveListRow|Straight Lead (ストレート・リード)|{{punch}}|Jacky's normal standing punch.}} | ||
{{MoveListRow|Squat Straight (スクァト・ストレート)|{{punch}} while crouching|Jacky's crouching punch. Also called '''Squatting Straight'''{{fileref|Virtuafighter 32x us manual.pdf|page=29}}.}} | {{MoveListRow|Squat Straight (スクァト・ストレート)|{{punch}} while crouching|Jacky's crouching punch. Also called '''Squatting Straight'''{{fileref|Virtuafighter 32x us manual.pdf|page=29}}.}} | ||
− | {{MoveListRow|Vertical Hook Kick (ヴァーティカル・フック・キック)|{{kick}}|Jacky's | + | {{MoveListRow|Vertical Hook Kick (ヴァーティカル・フック・キック)|{{kick}}|Jacky's standing high kick.}} |
{{MoveListRow|Low Kick (ローキック)|{{kick}} while crouching|Jacky's crouching low kick.}} | {{MoveListRow|Low Kick (ローキック)|{{kick}} while crouching|Jacky's crouching low kick.}} | ||
{{MoveListRow|Middle Kick (ミドルキック)|{{Hold|{{downright}}|{{kick}}}}|Jacky's mid-level kick.}} | {{MoveListRow|Middle Kick (ミドルキック)|{{Hold|{{downright}}|{{kick}}}}|Jacky's mid-level kick.}} | ||
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{{MoveListTable|desc=Back Attacks| | {{MoveListTable|desc=Back Attacks| | ||
{{MoveListRow|Turn Knuckle (ターン・ナックル)|{{punch}} when the opponent is behind|Jacky performs a turn around jab punch.}} | {{MoveListRow|Turn Knuckle (ターン・ナックル)|{{punch}} when the opponent is behind|Jacky performs a turn around jab punch.}} | ||
− | {{MoveListRow|Turn Kick (ターン・キック)|{{kick}} when the opponent is behind|Jacky performs a turn | + | {{MoveListRow|Turn Kick (ターン・キック)|{{kick}} when the opponent is behind|Jacky performs a turn around backheel kick which knocks down on hit.}} |
}} | }} | ||
{{MoveListTable|desc=down attacks| | {{MoveListTable|desc=down attacks| | ||
− | {{MoveListRow|Jumping Knee Stamp (ジャンピングニースタンプ)|{{up}} {{punch}}|Jacky jumps towards the opponent, | + | {{MoveListRow|Jumping Knee Stamp (ジャンピングニースタンプ)|{{up}} {{punch}}|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'''{{fileref|Virtuafighter 32x us manual.pdf|page=30}}.}} |
− | {{MoveListRow|High Jump Knee Stamp (ハイジャンプニースタンプ)|{{Hold|{{up}}|{{punch}}}}| | + | {{MoveListRow|High Jump Knee Stamp (ハイジャンプニースタンプ)|{{Hold|{{up}}|{{punch}}}}|Also known as '''Hi-Jump Knee Stomp'''{{fileref|Virtuafighter 32x us manual.pdf|page=30}}. Jacky jumps high up into the air towards the opponent, using one knee to strike them while using the other leg to balance himself.}} |
}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
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{{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | {{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | ||
{{MoveListRow|Northern Light Bomb (ノーザンライトボム)|{{punch}}+{{guard}} (close to opponent)|Jacky's Normal Throw technique.}} | {{MoveListRow|Northern Light Bomb (ノーザンライトボム)|{{punch}}+{{guard}} (close to opponent)|Jacky's Normal Throw technique.}} | ||
− | {{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (close to opponent)| | + | {{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (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){{fileref|Virtuafighter 32X jp manual.pdf|page=37}}.}} |
{{MoveListRow|Face Crusher (フェースクラッシャー)|{{punch}}+{{guard}} (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.}} | {{MoveListRow|Face Crusher (フェースクラッシャー)|{{punch}}+{{guard}} (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.}} | ||
}} | }} | ||
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| title=Dural | | title=Dural | ||
| image= | | image= | ||
− | | desc=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 {{right}} {{kick}} | + | | desc=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 {{right}} {{kick}} during a Giant Leap. |
Dural is not normally playable in the Arcade version, being playable only in the home ports via a hidden code. | Dural is not normally playable in the Arcade version, being playable only in the home ports via a hidden code. | ||
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}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
− | {{MoveListRow|Hiji Uchi (肘打ち)|{{right}} {{punch}}|Kage's move | + | {{MoveListRow|Hiji Uchi (肘打ち)|{{right}} {{punch}}|Kage's move; Dural performs a forward advancing elbow strike.}} |
− | {{MoveListRow|Axe Lariat (アックスラリアート)|{{right}}{{right}} {{punch}}|Wolf's special move | + | {{MoveListRow|Axe Lariat (アックスラリアート)|{{right}}{{right}} {{punch}}|Wolf's special move; Dural performs a running clothesline, which knocks down on hit. This move can be dodged by crouching under it.}} |
{{MoveListRow|Toe Kick (トーキック)|{{down}} {{kick}}|Jeffry's move. Dural performs a forward kick, in which she hits the opponent with the ball of her feet.}} | {{MoveListRow|Toe Kick (トーキック)|{{down}} {{kick}}|Jeffry's move. Dural performs a forward kick, in which she hits the opponent with the ball of her feet.}} | ||
{{MoveListRow|Jackknife Kick|{{downright}} {{kick}}|Sarah's move.}} | {{MoveListRow|Jackknife Kick|{{downright}} {{kick}}|Sarah's move.}} | ||
{{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}|Pai and Lau's special move.}} | {{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}|Pai and Lau's special move.}} | ||
− | {{MoveListRow|Tetsuzankou (鉄山靠)|{{left}}{{right}}{{right}} {{punch}}+{{kick}}|Akira's special move | + | {{MoveListRow|Tetsuzankou (鉄山靠)|{{left}}{{right}}{{right}} {{punch}}+{{kick}}|Akira's special move; Dural performs a charging back shoulder lean that knocks the opponent down on hit.}} |
{{MoveListRow|Soukahou (槍下炮)|{{downright}} {{punch}} 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.}} | {{MoveListRow|Soukahou (槍下炮)|{{downright}} {{punch}} 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.}} | ||
− | {{MoveListRow|Brainbuster (ブレーンバスター)|{{punch}}+{{guard}} (close to opponent)|Wolf's normal throw technique.}} | + | {{MoveListRow|Brainbuster (ブレーンバスター)|{{punch}}+{{guard}} (close to opponent)|Wolf's normal throw technique; Dural performs a vertical suplex on the opponent.}} |
{{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|Kage's throw technique.}} | {{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|Kage's throw technique.}} | ||
{{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Jeffry and Wolf's command throw technique.}} | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Jeffry and Wolf's command throw technique.}} | ||
{{MoveListRow|Giant Swing (ジャイアントスイング)|{{HCF}} {{punch}} (close to opponent)|Wolf's command throw technique. It can also be inputted as {{left}} {{down}} {{right}} {{punch}}.}} | {{MoveListRow|Giant Swing (ジャイアントスイング)|{{HCF}} {{punch}} (close to opponent)|Wolf's command throw technique. It can also be inputted as {{left}} {{down}} {{right}} {{punch}}.}} | ||
− | {{MoveListRow|Iron Claw (アイアンクロー)|{{down}} {{punch}} (close to crouching opponent)|Jeffry's Low Throw technique | + | {{MoveListRow|Iron Claw (アイアンクロー)|{{down}} {{punch}} (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.}} |
{{MoveListRow|Powerbomb (パワーボム)|{{downright}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Jeffry's Low Throw technique.}} | {{MoveListRow|Powerbomb (パワーボム)|{{downright}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Jeffry's Low Throw technique.}} | ||
{{MoveListRow|Double Arm Suplex (ダブルアームスープレックス)|{{downleft}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Wolf's Low Throw technique.}} | {{MoveListRow|Double Arm Suplex (ダブルアームスープレックス)|{{downleft}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Wolf's Low Throw technique.}} | ||
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===Impact=== | ===Impact=== | ||
{{cleanup}} | {{cleanup}} | ||
− | Prior to ''Virtua Fighter''<nowiki>'</nowiki>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 [[wikia:w:c:gaming:Parallax scrolling|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 [[wikipedia:Shading#Flat_shading|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.{{ref|http://www. | + | Prior to ''Virtua Fighter''<nowiki>'</nowiki>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 [[wikia:w:c:gaming:Parallax scrolling|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 [[wikipedia:Shading#Flat_shading|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.{{ref|http://www.hg101kontek.net/virtuafighter/virtuafighter.htm}} |
''Virtua Fighter''<nowiki>'</nowiki>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.{{ref|https://web.archive.org/web/20011120061225/gamespot.com/gamespot/features/video/15influential_rc/p4_01.html}} | ''Virtua Fighter''<nowiki>'</nowiki>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.{{ref|https://web.archive.org/web/20011120061225/gamespot.com/gamespot/features/video/15influential_rc/p4_01.html}} | ||
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''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.{{magref|ufg|02|28}} Its success has guaranteed future entries in the franchise ever since, and is amongst [[Sega AM2]]'s most recognisable products. | ''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.{{magref|ufg|02|28}} 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 [[Seiichi Ishii]] 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. | + | ''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). | 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). | ||
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System(s): Sega Model 1, Sega 32X, Sega Saturn | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega Enterprises, Ltd. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega AM2 Sega CS4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Tec Toy (BR) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (18 tracks) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: Six Button Control Pad, Saturn Backup Memory | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting Action/Kakutou Action (格闘アクション)[1][2], Action[3][4] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Virtua Fighter (バーチャファイター) is a fighting game developed by Sega AM2 and published by Sega Enterprises, Ltd. 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.
Contents
Story
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 HOLD P 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 HOLD P 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.
Kick Recovery is a more offensive type of quick recovery, being used to quickly attack the opponent right after getting up.
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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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Pai Chan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pai is an 18-year-old "action star" whose hobbies include dancing. She has blood type O.
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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".
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Wolf Hawkfield | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wolf is a 27-year-old Canadian wrestler who enjoys karaoke. He has blood type O.
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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".
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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.
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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").
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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.
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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. |
History
Development
- Main article: Virtua Fighter/Development.
Impact
This article needs cleanup. This article needs to be edited to conform to a higher standard of article quality. After the article has been cleaned up, you may remove this message. For help, see the How to Edit a Page article. |
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]
Sega Logistics Service announced it would end service on Virtua Fighter arcade machines on March 31, 2017.[32][33]
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.
Ports for mobile phones also exist.
Production credits
- Main article: Virtua Fighter/Production credits.
Magazine articles
- Main article: Virtua Fighter/Magazine articles.
Promotional material
- Main article: Virtua Fighter/Promotional material.
Photo gallery
Artwork
Physical scans
Model 1 version
Sega Retro Average | ||||||||||||||
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|
87 | |
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Based on 2 reviews |
Model 1, JP | ||||
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Saturn version
88 | |
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Based on 52 reviews |
Saturn, JP |
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32X version
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
85 | |
---|---|
Based on 31 reviews |
Technical information
- Main article: Virtua Fighter/Technical information.
External links
- Sega of America webpage: 32X, Saturn
- Sega of Japan catalogue page (Japanese): Saturn
- Video Game Storytelllers Part 2: The life of Seiichi Ishii in the Virtua Fighter prototype article by Fumio Kurokawa at 4Gamer.net (Japanese)
References
- ↑ File:Virtuafighter sat jp backcover.jpg
- ↑ File:VF 32X JP Box Front.jpg
- ↑ 3.0 3.1 https://sega.jp/history/hard/segasaturn/software.html (Wayback Machine: 2020-03-30 22:53)
- ↑ 4.0 4.1 http://sega.jp/fb/segahard/32x/soft.html (Wayback Machine: 2013-06-19 13:31)
- ↑ 5.0 5.1 Mean Machines Sega, "August 1994" (UK; 1994-06-30), page 93
- ↑ Sega Arcade History, Enterbrain, page 129
- ↑ Mean Machines Sega, "May 1994" (UK; 1994-03-xx), page 51
- ↑ https://eresources.nlb.gov.sg/newspapers/Digitised/Article/straitstimes19940205-1.2.69.15.3?ST=1&AT=search&K=sega+wywy&P=2&Display=0&filterS=0&QT=sega,wywy&oref=article
- ↑ Press release: 1995-05-19: Sega Saturn launch takes consumers and retailers by storm
- ↑ Press release: 1995-09-19: Sega Genesis 32X price comes down to $99
- ↑ 11.0 11.1 Game Players, "Vol. 8 No. 11 November 1995" (US; 1995-1x-xx), page 68
- ↑ 12.0 12.1 Sega Pro, "November 1995" (UK; 1995-10-05), page 56
- ↑ Sega Power, "December 1995" (UK; 1995-10-19), page 53
- ↑ Computer Trade Weekly, "" (UK; 1995-11-13), page 3
- ↑ 15.0 15.1 Computer & Video Games, "November 1995" (UK; 1995-10-13), page 36
- ↑ 16.0 16.1 Sega Magazine, "October 1995" (UK; 1995-09-12), page 84
- ↑ Hobby Consolas, "Enero 1996" (ES; 199x-xx-xx), page 73
- ↑ File:VirtuaFighter saturn eu cover.jpg
- ↑ File:VF 32X US Box Back.jpg
- ↑ File:VF 32X EU Box Back.jpg
- ↑ File:Virtuafighter 32x us manual.pdf, page 23
- ↑ File:Virtuafighter 32x us manual.pdf, page 24
- ↑ 23.0 23.1 23.2 File:Virtuafighter 32x us manual.pdf, page 28
- ↑ File:Virtuafighter 32X jp manual.pdf, page 35
- ↑ File:Virtuafighter 32x us manual.pdf, page 29
- ↑ 26.0 26.1 File:Virtuafighter 32x us manual.pdf, page 30
- ↑ File:Virtuafighter 32X jp manual.pdf, page 37
- ↑ http://www.hg101kontek.net/virtuafighter/virtuafighter.htm
- ↑ htt (Wayback Machine: 2001-11-20 06:12)
- ↑ Hobby Consolas, "Enero 1996" (ES; 199x-xx-xx), page 28
- ↑ Game On! USA, "Vol. 1, No. 6" (US; 1996-xx-xx), page 12
- ↑ File:SegaProductsTerminationAnnouncement 2016-11 JP.pdf
- ↑ File:SegaProductsTerminationAnnouncement 2016-12.pdf
- ↑ Computer & Video Games, "February 1994" (UK; 1994-01-15), page 100
- ↑ Gamestar, "June 1994" (AU; 1994-xx-xx), page 54
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 21
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 74
- ↑ CD Consoles, "Janvier 1995" (FR; 199x-xx-xx), page 126
- ↑ Consoles +, "Janvier 1995" (FR; 199x-xx-xx), page 130
- ↑ Computer & Video Games, "January 1995" (UK; 1994-12-15), page 12
- ↑ Computer & Video Games, "August 1995" (UK; 1995-07-12), page 32
- ↑ Computer + Video Giochi, "Gennaio 1995" (IT; 199x-xx-xx), page 30
- ↑ Digitiser (UK) (1995-07-10)
- ↑ Edge, "February 1995" (UK; 1994-12-22), page 72
- ↑ Electronic Entertainment, "September 1995" (US; 1995-0x-xx), page 80
- ↑ Electronic Games (1992-1995), "July 1995" (US; 1995-0x-xx), page 64
- ↑ Electronic Gaming Monthly, "July 1995" (US; 1995-0x-xx), page 38
- ↑ Excalibur, "" (CZ; 1995-06-29), page 1
- ↑ Famitsu, "1994-12-02" (JP; 1994-11-18), page 1
- ↑ GameFan, "Volume 3, Issue 7: July 1995" (US; 1995-xx-xx), page 13
- ↑ Game Players, "Vol. 8 No. 8 August 1995" (US; 1995-0x-xx), page 34
- ↑ GamePro, "March 1995" (US; 1995-xx-xx), page 33
- ↑ GamePro, "August 1995" (US; 1995-xx-xx), page 50
- ↑ GamesMaster (UK) "Series 4, episode 11" (1994-11-29, 24:00) (+8:08)
- ↑ Games World: The Magazine, "September 1995" (UK; 1995-0x-xx), page 71
- ↑ Game Informer, "July 1995" (US; 1995-0x-xx), page 55
- ↑ Joypad, "Septembre 1995" (FR; 1995-0x-xx), page 74
- ↑ LeveL, "Květen 1995" (CZ; 1995-05-01), page 18
- ↑ MAN!AC, "01/95" (DE; 1994-12-07), page 9
- ↑ MAN!AC, "08/95" (DE; 1995-07-12), page 46
- ↑ Maximum, "October 1995" (UK; 1995-09-01), page 142
- ↑ Mega, "February 1995" (UK; 1995-01-xx), page 38
- ↑ Mega Fun, "08/95" (DE; 1995-07-19), page 77
- ↑ Magazina Igrushek, "3/1995" (RU; 1995-xx-xx), page 56
- ↑ Mean Machines Sega, "February 1995" (UK; 1994-12-30), page 16
- ↑ Mean Machines Sega, "September 1995" (UK; 1995-07-27), page 88
- ↑ Next Generation, "April 1995" (US; 1995-03-21), page 90
- ↑ Player One, "Juillet/Août 1995" (FR; 1995-0x-xx), page 56
- ↑ Power Unlimited, "Jaagang 3, Jul/Aug 1995" (NL; 1995-06-28), page 36
- ↑ Saturn Fan, "1995 February" (JP; 1995-01-07), page 32
- ↑ Saturn+, "Christmas 1995" (UK; 1995-12-14), page 56
- ↑ Score, "Červen 1995" (CZ; 1995-06-01), page 26
- ↑ Sega Magazin, "August 1995" (DE; 1995-07-12), page 62
- ↑ Sega Magazine, "August 1995" (UK; 1995-07-13), page 56
- ↑ Sega Power, "February 1995" (UK; 1994-12-15), page 14
- ↑ Sega Pro, "February 1995" (UK; 1994-12-29), page 36
- ↑ Sega Pro, "September 1995" (UK; 1995-08-10), page 50
- ↑ Sega Megazone, "August 1995" (AU; 1995-0x-xx), page 18
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 11
- ↑ Strana Igr, "" (RU; 1996-xx-xx), page 93
- ↑ Super Juegos, "Agosto 1995" (ES; 1995-0x-xx), page 96
- ↑ Todo Sega, "Agosto 1995" (ES; 1995-0x-xx), page 32
- ↑ Ultimate Future Games, "February 1995" (UK; 1995-01-01), page 78
- ↑ Ultimate Future Games, "September 1995" (UK; 1995-08-01), page 72
- ↑ Última Generación, "Marzo 1995" (ES; 1995-0x-xx), page 76
- ↑ Video Games, "8/95" (DE; 1995-07-26), page 62
- ↑ VideoGames, "June 1995" (US; 1995-0x-xx), page 74
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 257
- ↑ Consoles +, "Octobre 1995" (FR; 1995-xx-xx), page 136
- ↑ Electronic Gaming Monthly, "October 1995" (US; 1995-xx-xx), page 36
- ↑ Famitsu, "1995-10-27" (JP; 1995-10-13), page 1
- ↑ Fun Generation, "06/95" (DE; 1995-0x-xx), page 72
- ↑ Fusion, "Volume 1, Number 5: December 1995" (US; 1995-1x-xx), page 120
- ↑ GameFan, "Volume 3, Issue 10: October 1995" (US; 1995-xx-xx), page 17
- ↑ GamePro, "November 1995" (US; 1995-xx-xx), page 68
- ↑ GamePro, "December 1995" (UK; 1995-10-28), page 29
- ↑ Gamers, "November 1995" (DE; 1995-10-11), page 34
- ↑ Game Informer, "October 1995" (US; 1995-xx-xx), page 37
- ↑ Hobby Consolas, "Octubre 1995" (ES; 1995-xx-xx), page 82
- ↑ MAN!AC, "12/95" (DE; 1995-11-08), page 59
- ↑ Mega Force, "Octobre 1995" (FR; 1995-xx-xx), page 86
- ↑ Mega Fun, "11/95" (DE; 1995-10-18), page 74
- ↑ Mean Machines Sega, "November 1995" (UK; 1995-09-29), page 70
- ↑ Next Generation, "November 1995" (US; 1995-10-24), page 179
- ↑ Player One, "Octobre 1995" (FR; 1995-xx-xx), page 122
- ↑ Saturn Fan, "1995 12-22" (JP; 1995-12-08), page 86
- ↑ Sega News, "Prosinec 1996" (CZ; 1996-1x-xx), page 29
- ↑ Sega Power, "December 1995" (UK; 1995-10-19), page 52
- ↑ Sega Pro, "April 1996" (UK; 1996-02-28), page 26
- ↑ Super Juegos, "Octubre 1995" (ES; 1995-xx-xx), page 72
- ↑ Todo Sega, "Octubre 1995" (ES; 1995-xx-xx), page 44
- ↑ Top Consoles, "Octobre 1995" (FR; 1995-xx-xx), page 97
- ↑ Tricks, "Vypusk 8" (RU; 1996-xx-xx), page 28
- ↑ VideoGames, "October 1995" (US; 1995-09-19), page 84
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