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Transformations & Special Attacks
This Page is Copied from Christopher Tan's <[email protected]> [VOOT] Special Moves FAQ v0.6. A few updates are done to it, though(sort of fill in the blanks). Updated this FAQ on 19th November, 2001.
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Subject: [VOOT] Special Moves FAQ v0.6 (minor updates)
From: Christopher Tan <[email protected]>
Date: Thu, 14 May 1998 16:41:44 +0000
Newsgroups: rec.games.video.arcade
===========================
VOOT Special Moves FAQ v0.6
<< Christopher "XAQ" Tan >>
===========================
========
Contents
========
* FAQ version info
* Introduction
* Terminology
* Special moves
- Ajim - Angelan - Apharmd B/S - Bal series
- Cypher - Dordray - Fei-Yen Kn - Grys-vok
- Raiden - Specineff - Temjin
* Acknowledgements
* Legalese
================
FAQ version info
================
v0.6 14 May 98. Talk about instant feedback! Robert DeLoura sent me
his weeks-old English translation of VOOT material found at the
following URL -- http://www2.tky.3web.ne.jp/~tuxedo/Von/index.html
Thanks, Robert! :) Most of the special moves were briefly
described in his post, so in order to avoid making this FAQ
an exercise in redundancy, I'll try to go into more detail
about usage constraints, strategies, etc. The FAQ has also
been reorganized somewhat, and several blanks have been filled
in, so I don't really want to list all the changes here. Heh.
v0.5 FAQ created on 13 May 98. Many parts are still sketchy,
but I'm releasing the FAQ early in order to get quick
feedback from VOOT players.
============
Introduction
============
Special moves are a staple of most one-on-one combat games.
Some may be highly damaging attacks, some may have defensive
applications, and some are just there for the novelty value.
In addition to strategic usage, special moves also tend to be
visually stunning, hence their appeal to video gamers.
The original Virtual On (VO:OMG) featured only 3 special attacks:
Temjin's Gliding Ram, Viper II's SLC Dive, and Dorkas' Mega
Spinning Hammer. However, in Virtual On Oratorio Tangram (VOOT),
just about every VR has a special move, and some have more than one.
Special moves have been posted to the rec.games.video.arcade (RGVA)
newsgroup in dribs and drabs, but not in an organized manner. In
this short FAQ, I hope to compile all the information out there on
special moves into a single list for the benefit of all VOOT players.
Once the Ultimate VOOT website (http://www.cybertroopers.com/voot) is
revamped, a copy of this FAQ will be always be available there.
If there are any additions or corrections to be made, please
feel free to email me at Chris (at) Cybertroopers (dot) com.
Enjoy reading, and happy gaming! :)
===========
Terminology
===========
Move execution is described using the following terminogy:
RW Right weapon
LW Left weapon
CW Central weapon (RW + LW)
RT Right turbo
LT Left turbo
BT Both turbos (RT + LT)
START Start button
Jump Pull both sticks apart
Crouch Push both sticks inwards (also: jump-cancel)
Airdash Dash while in the air
DblJump Jump, and jump again while in the air
"+" means press the buttons/sticks simultaneously, while
"," means press the buttons/sticks sequentially.
For trigger/dash button combinations, the "+" is dropped for the
sake of convenience. The weapon is listed before the turbo.
eg1. DblJump, CW:
Execute jump command twice, then hit both triggers.
eg2. Crouch CWLT
Push sticks inward and SIMULTANEOUSLY press RW + LW + LT.
Each special move has the following details:
(E) Execution
(D) Description
(U) Usage constraints
(+) Advantages
(-) Disadvantages
(X) Extra notes (if any)
Square brackets [...] denote uncertainty in the information.
Contributions/confirmations are most definitely welcome!
=============
Special moves
=============
Virtuaroids (VRs) listed in alphabetical order.
_________________________________________________________________________________________________________
Ajim
----
Self-destruct:
(E) [Left stick UP + Right stick DOWN, CW]
(D) Ajim stops moving, twirls around the same spot several times, and then causes an explosion with himself at the center.
(U) [Anytime when CW is full]
(+) Serious damage to any VR in the vicinity of the explosion.
(-) Ajim loses 50% of available health, plus being vulnerable to any oncoming attacks after the explosion, especially CC attacks.
(X) If and when Ajim becomes a playable character... it would seem like hiding behind an obstacle near the enemy and activating
this move would be the obvious thing to do if you're down to 1%.
Speed boost:
(E) [Fwd Air Dash(Jump or DblJump, CW]
(D) Ajim sparkles, a note that you'd your speed level up on the screen appears(max level 5, default level 3)
(U) [ Anytime, no energy usage ]
(+) Ajim can moves faster, and it lasts for the whole round
(-) [ Might get hit when you land ]
(X) Perhaps this is a regular move
Speed down:
(E) [Fwd crouching Dash, CW]
(D) Ajim sparkles, a note that you'd you speed down on the screen appears(level 1)
(U) [ Anytime, no energy usage ]
(+) Ajim's V. Armor is extremely powerful.
(-) Ajim seems to move extremely slow that it appears as if he's moving at the same spot. A perfect CC target
(X) The V. Armor is so strong that it could reflect Cypher's forward dash homing beam at point blank! Not a wise move though.
Armanents Level Up
(E) [Any Fwd dash, CW]
(D) Ajim sparkles, a note that you'd you armanent level up on the screen appears(max level 1, default level 3), while A-jim's head and
his big core turns from blue to green to red.
(U) [ Anytime, no energy usage ]
(+) Ajim's weapons deals more damage for a limited time
(-) [Freeze time when you stop]
(X) Perhaps this is a regular move
Color Balls
(E) [Sidedash, CW]
(D) Ajim launches several multicolored balls.
(U) [Anytime, no energy usage]
(+) None
(-) A waste of time
(X) This move is only beneficial to the other player, either P2 or the AI, since you can't get yourself hit with your own attacks
(Dark-blue: regain 100% health, Green: disable any weapon, Red: damage & disable any weapon, Blue: Damage)
_________________________________________________________________________________________________________
Angelan
-------
Angelan's wings:
(E) Crouch + START
(D) Angelan grows a set of giant blue/purple wings.
(U) [Anytime, no energy usage]
(+) Speed is augmented [by 50%?], and CC RT+RW turns to life absorbing rays.
(-) Angelan loses 50% of current health.
(X) Can do this all time, for fun?
_________________________________________________________________________________________________________
Apharmd B/S
-----------
Flying kick/punch:
(E) Jump, fwd airdash, CW
(D) Apharmd does a flying kick/punch, with the help of his jet thrusters. You can also do a Jump, side airdash -> fwd airdash, CW.
Basically, as long as you end up in a fwd airdash, this move works. The same principle applies to Temjin's Gliding Ram and
Cypher's SLC dive.
(U) Anytime CW gauge is nearly full
(+) Pretty decent damage *if* you connect
(-) Very limited range, no arc and no homing ability
Hyperization:
(E) Dbljump, CW
(D) A white glow forms beneath Apharmd, who then hovers slowly to the ground. The white glow stays for the next [10?] seconds.
(U) Move can be performed only once per credit (ie. only once per entire game vs CPU, and once per enemy challenger)
(+) Apharmd gets a speed boost once he touches down after the move is executed. Reports also say that his weapons are more
damaging, and that he takes less damage per hit.
(-) The long initial hover time makes him vulnerable to attack, especially just before he lands. The short duration of the speed boost is
also a minus point.
(X) Conceivably, this move can be used to escape from the enemy in the last few seconds of a close game.
_________________________________________________________________________________________________________
Bal-Series
----------
Full Reflect Lasers:
(E) [LT+RW, LT+LW, Crouch LT+RW, Crouch LT+LW, jump, RT+CW]
(D) Bal dances in the air as the ERLs shoots lasers at his enemy
(U) Anytime when CW gauge is full
(+) The lasers are damaging, if they hit, of course
(-) Slow activation time, plus the lasers are avoidable.
(X) Might be use for amusement purposes..
Black Hole:
(E) [ LT+RW, LT+LW, Crouch LT+RW, Crouch LT+LW, crouch RT+CW]
(D) The ERLs create a giant orb that sucks all the enemy's shots(including Raiden's lasers)
(U) Anytime when CW gauge is full
(+) What else? It sucks everything the enemy shoots!
(-) Slow activation time, Bal is a perfect target for CC
(X) Might be use for amusement purposes..
Pyramid Trap
(E) [ Jump LT+LW, LT+RW, Crouch LT+RW, Crouch LT+LW, crouch RT+CW]
(D) The ERLs create a pyramid that traps the enemy
(U) Anytime when CW gauge is full
(+) Since the enemy VR is in the pyramid, pressing the LW or RW will be a guarantee hit, as all the ERLs are all around him, while you might also close in for CC
(-) Slow activation time, and the enemy VR still can shoot you from the pyramid
(X) Might be use for amusement purposes..
Mine Bridge
(E) [Any LT+RW, START, hold RW]
(D) Bal's right ERL releases a line of floating mines that forms a bridge-like appearance.
(U) Anytime when RW gauge is full.
(+) Well, the mine did their job.
(-) An explosive weapon may destroy the mines altogether.
(X) Also for amusement...
Mini Mine Flood
(E) [LT+RW, START, Jump RT+RW, Crouch, Sidedash crouch CW, Side airdash LW, repeat]
(D) When done continuously, Bal releases his unlimited supply of mines, and some rings.
(U) Anytime when all gauges are full.
(+) The mines confuse the enemy, and suits like a reflex attack, where human opponents may get nervous.
(-)The mines are less damaging, though.
(X) Also for amusement...
_________________________________________________________________________________________________________
Cypher
------
SLC dive:
(E) Jump, fwd airdash, CW
(D) Cypher transforms into an aircraft (in Japanese: Wave Rider), with a surrounding aura.
(U) Anytime all three weapons gauges are nearly full
(+) Quite a damaging move, if you're good at piloting in jet mode. SLC lasts pretty long [13 seconds?], as long as you do not hit the
arena boundary or an obstacle within that time frame.
(-) Unlike Viper II's SLC dive in VOOM, which homed in on the opponent, this SLC requires the user to steer towards the enemy.
Even worse, Cypher is NOT invulnerable in the SLC dive. Geez.
Jet mode:
(E) Dbljump, START
(D) Cypher transforms into a jet (without the glow). Steer left by pushing left joystick back and right joystick forward. Steer right by
doing the reverse. Climb by pulling both sticks back, dive by pushing both sticks forward. Hover in the same spot by pressing and
holding the turbo button. Transform back by pressing START. Cypher will remain in jet mode for 13 seconds, but will revert to
normal mode if the user hits the arena boundary, an obstacle, or the ground. RW is a two-shot vulcan, CW is a single homing
beam, LW is a 4-way beam. From jet mode, Cypher can execute SLC by simply pressing CWBT.
(U) Cypher can transform anytime all three weapons gauges are nearly full (but unlike the SLC, no ammo is used).
(+) Flying around and keeping at high altitudes makes it hard for other VRs (especially the slower ones) to target Cypher.
Unlike the standard SLC, the Jet->SLC does NOT require any weapons gauge to be full! :)
(-) V.Armor does not work while Cypher is in jet mode, so any projectile that hits him will hurt bad. Targeting also seems to be a
problem.
(X) Try this out: transform into a jet, hover, launch 4-way, launch homing, launch 4-way again, and immediately follow
up with SLC! :-0
_________________________________________________________________________________________________________
Dordray
-------
Giant mode:
(E) START, START (Dordray must be standing still)
(D) Dordray grows to three times his original height, and obstacles and the enemy VR all seem puny in comparison.
(U) Once per game
(+) The fireballs and V. hurricane are sadly still in original size, although I would like it more if the RT+RW is gigantic. The drill and
claw, however, are in giant mode.
(-) Takes a long time for the transformation to be complete. During the interim period, Dordray cannot move, and if he gets hit by an
enemy projectile, the transformation terminates prematurely.
(X) CC RW changes to stomping, while the RTCW CC is grabbing the puny enemy VR and punch it away...
Although he looked like a big, fat sitting duck, projectiles fired by the enemy may miss if they don't get a perfect lock-on, since
SEGA seemed to programme the VR's hit position to be in the same spot, so Giant Dordray's hit spot is the gap between his
legs(Tried this in Bradtos' stage before, and felt awfully surprised to see all of Bradtos' spreading lasers miss. Why not try this as a
finishing move on Tangram, while doing a Drill Rush in giant mode.
Mega Spinning Drill:
(E) [Left stick UP + Right stick DOWN, CW]
(D) Similar to Dorkas' old MSH. Dordray extends his drill and spins three times, moving towards the enemy. A close combat attack.
(U) Anytime the CW gauge is nearly full
(+) Good damage if it hits. Dordray's MSD has a much shorter startup time than Temjin's spinning sword.
(-) MSD cannot be cancelled once the command is executed. [It's blockable as well]
(X) Useful if you know an enemy is going to land somewhere around you, but you don't know exactly where. Executing this move on
an obstacle and you'll be spinning in mid air, depending on the height of the obstacle you had been standing on(same thing applies
to Temjin's MSS)
Flaming Drill Rush
(E) [Forward Dash, LW]
(D) Rushes straight with the drill on fire. You'll have to steer Dordray to get the opponent.
(U) Anytime the LW gauge is full.
(+) Fast, considerable damage, and Dordray is invulnerable during the move <Try doing this into Tangram's Cannon!>
(-) Continues to move on after the opponent is down, but stops immediately once Dordray hit any obstacle, and quite a long freeze time.
(X) Make sure you disagree with the point in (-) above...^,^u
CD Rush
(E) [Forward Dash, CW]
(D) Rushes straight with a giant CD at the flat surface. You'll have to steer Dordray to get the opponent.
(U) Anytime the CW gauge is full.
(+) Fast, considerable damage.
(-) Dordray's not invulnerable, continues to move on after the opponent is down, but stops immediately once Dordray hit any obstacle, and quite a long freeze time.
(X) Deals just a bit more damage than the Drill Rush, but for safety, Drill rush is da' choice!
_________________________________________________________________________________________________________
Fei-Yen Kn
----------
Hyper mode:
(E) Automatic
(D) Fei-Yen turns gold when hyper mode is activated.
(U) Hyper mode occurs when Fei-Yen's life is reduced to <50%. Obviously, this happens only once per round, max.
(+) All weapons become more damaging, including close combat attacks.
(-) "None..."
(X) ...apart from the fact that you're walking around at less than half your health.
Heart Beam Bombardment:
(E) [LT+CW over and over, better effect in Hyper mode.]
(D) Fei-Yen releases the heart beam over and over
(U) Anytime, as long there's still energy in the CW gauge
(+) The explosions look nice, more chances of hit maybe?
(-) Fei-Yen has to stand still to do this...
(X) Just for more fun.
_________________________________________________________________________________________________________
Grys-vok
--------
ICBM:
(E) [Crouch + START ]
(D) Grys-vok crouches and launches one bigass missile. Several seconds later, you see the selfsame monster missile heading
straight down towards the enemy VR. Pretty funny, actually.
(U) Once per stage, without any gauges needed to be full
(+) Good damage with a decent blast radius.
(-) Grys-vok stalls in a crouch for just a brief moment
(X) Try this on Tangram (just press start, you can't crouch there).
ICBM type 2
(E) [Crouch + RTCW or Fwd Crouching dash + CW]
(D) Grys-vok crouches and launches a smaller version of the bigass missile. Several seconds later, you see the selfsame monster
missile heading straight down towards the enemy VR. Pretty funny, actually.
(U) Anytime when the CW gauge is full
(+) Good damage with a decent blast radius.
(-) Grys-vok stalls in a crouch for just a brief moment
(X) Try the Fwd crouching dash version as a finishing move on Bradtos( careful, dear)
12 Missiles Bombarment:
(E) [Crouch +CW] for three times
(D) Grys-vok launches a set of 4 missiles three times
(U) Anytime when the CW gauge is full
(+) Good damage, and may force the enemy to run.
(-) Grys-vok stalls in a crouch for just a brief moment, and they're avoidable.
(X) May looks scary for opposing beginner pilots
_________________________________________________________________________________________________________
Raiden
------
Machine gun:
(E) Wriggle any of the joysticks sideways while tapping RW rapidly.
(D) Raiden fires bazooka shots faster than normal.
(U) Move can be performed as long as there is ammo in the RW gauge.
(+) Speeds up Raiden's slow rate of fire.
(-) Raiden has to stay pretty still when doing this. The RW gauge also tends to run out of ammo after a few shots.
Speed for health: (hmm... sounds like a drug)
(E) Dbljump, START
(D) Raiden sheds his armor
(U) Once per round
(+) Raiden becomes highly mobile -- walking and dash speeds are faster and rotational speed is augmented.
(-) Raiden loses 90%(!!) of his health in exchange for greatermobility. [Virtual armor is unaffected?]
(X) I'm not sure you'd want to do this unless you have, like, 1% life remaining, in which case losing 0.9% isn't a big deal.
CC madness:
(E) <Stun enemy with Stun net first> [LW, LW, LW..../RW, RW,RW.../LW,RW,LW....]
(D) Raiden bashes his enemy to death
(U) Anytime once you get the enemy stunned
(+) The enemy VR remain stuck in the net, so happy bashing
(-) The enemy may shake off the net
(X) You'll have to aline yourself so that the net is facing forward when you punch to keep the enemy in the net, a bash from the side will
help the enemy VR to fly out of the net.
Laser Neutralizer
(E) [RT+RW]
(D) Raiden uses the Turbo Laser to neutralize the other Raiden's Laser
(U) When CW gauge is full.
(+) Apart from being a great finishing move, it deal damage to the opposing Raiden while destroying his laser.
(-) Works only in a Raiden VS Raiden match, and the opposing Raiden must be shooting just the normal laser. You'll get fried if you
are slow.
(X) NICE!!
_________________________________________________________________________________________________________
Specineff
---------
Death mode:
(E) START, START (Specineff must be standing still)
(D) A death-mode counter appears in the lower right hand corner of the screen. No visible changes from the enemy's standpoint.
(U) Once per round [or once per game?]
(+) [Total?] invulnerability from all weapons for 13 seconds
(-) Um, well... Specineff dies in 13 seconds. What more do you want? Forfeit the next credit in that machine? :)
(X) If this move can be executed once per round, then anytime the timer is < 13 seconds, I don't see any reason why you
shouldn't activate death mode.
Machine gun:
(E) Wriggle any of the joysticks sideways while tapping RW rapidly.
(D) Specineff fires long launcher shots faster than normal.
(U) Move can be performed as long as there is ammo in the RW gauge.
(+) Speeds up Specineff's slow rate of fire.
(-) Specineff has to stay pretty still when doing this. The RW gauge
also tends to run out of ammo after a few shots.
Elf-Fires
(E) [Left stick UP + Right stick DOWN, LW ]
(D) Specineff fires 8-10 small plasma balls while rotating
(U) [Anytime the LW gauge is nearly full]
(+) The balls deals great damage(20% to Battler) if they hit the enemy one by one.
(-) Plasma balls have bad homing capabilities
(X) Freeze time is the prob...
Sliding tackle:
(E) Fwd dash, crouch + CW
(D) With the help of his jet thrusters, Specineff slides forward feet first
(U) Anytime the CW gauge is full
(+) Good damage if it connects
(-) Non-homing -- you need to steer Specineff left and right. I don't think you are invulnerable either, so the sliding tackle has the same
deficiencies as Cypher's SLC. Worse, the range for the tackle is pretty short, and when the move terminates, Specineff's weapons
take a pretty long timeto recharge. :(
Taunt:
(E) <In CC range>[ Left stick up, right stick down, CW]
(D) Specineff spins his scythe in the air
(U) Anytime
(+) None
(-) Since it's just a taunt, no damage is cast, while Specineff looks like he's inviting a CC blow
(X) Try to do it after you KO'ed the enemy instead
_________________________________________________________________________________________________________
Temjin
------
Machine gun:
(E) Wriggle any of the joysticks sideways while tapping RW rapidly.
(D) Temjin fires a near-continuous stream of beam rifle shots. Note that the machine gun is executed differently from VOOM, which
required the player to alternate RW and crouch commands.
(U) Move can be performed all the time, as the RW gauge replenishes faster than the rate at which ammo is used up.
(+) Good for harrassment value. The beams seem to move slightly faster as well.
(-) Temjin has to stay pretty still when doing this.
(X) If you're bad at timing your dash shots to hit a landing opponent, this is a decent alternative.
Spinning sword:
(E) Left stick UP + Right stick DOWN, CW
(D) Similar to Dordray's MSD. Temjin stalls for half a second as he readies his beam sword, then spins three full rounds while moving
towards the enemy.
(U) Anytime the CW gauge is nearly full
(+) Good damage if it hits, invulnerable during activation.
(-) Spinning sword cannot be cancelled once the command is executed. It's blockable, plus heavy weapons still do damage( only light
damaging weapons do no damages)
(X) Reverse spinning sword: Left stick DOWN + Right stick UP + CW
Surfing ram:
(E) Jump, fwd airdash, CW
(D) Temjin's sword transforms into a glowing surfboard upon which Temjin stands, as he seeks out the enemy.
(U) Anytime all three weapons gauges are nearly full
(+) Unlike the original gliding ram in VOOM, the surfing ram homes toward the enemy pretty well, and connects for good damage too!
(-) Miss the enemy, and you surf all the way to the arena boundary (or till you hit an obstacle). Also, Temjin is pretty vulnerable when
he lands, especially so because his weapons are all zeroed out. Temjin is not invulnerable when doing the gliding ram either.
(X) Extremely useful when you want to catch someone as he lands. Also has its use against Cypher players who keep using the
super low altitude airdash (SLD) in order to fire 2 weapons.
_________________________________________________________________________________________________________
================
Acknowledgements
================
I read a few of the special moves on RGVA, but can't remember
all of the contributors... if you think you were the first to
post a special move, please email me and I will add your
name to this list in the next revision. :)
Alan Tan Cypher stuff
Mark Nguan Temjin stuff
Monomiyu Apharmd stuff
Natas Raiden stuff
Robert DeLoura Translation of Japanese FAQ
Tirah Dragonfire Angelan stuff
Extra stuffs
Sega E-Zone Singapore Cheap games (S$1 for 2/3 vs CPU) :)
Sega AM3 Division For creating an impressive sequel
to the already excellent VOOM
========
Legalese
========
Feel free to download and print out this FAQ for yourself and
your friends. I would appreciate it if people AVOID DOING the
following things, however:
- charging people for this FAQ
- chopping off the header and the acknowledgements section
and sending the truncated FAQ to others
- appending some extra information to this FAQ and trying
to pass it off as your own work
Videogame magazines, some of which are notorious for ripping
off information from the net, should take special note.
Information in electronic form is STILL copyrighted material.
Stealing information for commercial use is a violation of
intellectual property rights and therefore illegal; besides,
news travels fast over the internet, and ripping information
is the best way to anger the videogaming community (read:
bad for business in the long run).
======================================================================
====================== Christopher Tan =======================
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============= Chris (at) Cybertroopers (dot) com =============
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