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Submitted by System on 09/03/2006, 09:50. Print file.
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Virtua Fighter 3 FAQ © 1996 by Stephen Hamilton
First version: July 3, 1996: v .9
Current version: March 5, 1997: v 1.6
By: Dodee (Steve Hamilton) steveh@ime.net -=or=- dodee@vfhome.com


(NOTE: Lots of this information is compiled from postings on the rec.games.video.arcade newsgroup, as well as other sources on the Internet.
Some material is drawn from text, while others are inferred from pictures.)


Table of Contents:

INTRODUCTION

I)Basic Gameplay a)conventions of this FAQ b)control layout c)changes from VF2 d)general moves
II) Characters
a)Akira
b)Pai
c)Lau
d)Wolf
e)Jeffry
f)Kage
g)Sarah
h)Jacky
i)Shun
j)Lion
k)Aoi
l)Takaarashi
m)Dural
III) Stages
IV) Miscellaneous Stuff a)where to get new versions of this FAQ b)version history c)acknowledgements d)legal crap


INTRODUCTION

This started out as a compilation of news posted about the game on r.g.v.a and has grown. Hopefully it'll live up to the standards set by Chia
Jin Ngee, author of the VF2 FAQ. Hopefully in the future, each character's section will be written by a master of that character, most likely the author of that characters individual FAQ.

The model three boardset is what powers VF3 (see specs below). It has the capability to do thousands more polygons per second than the model
2, and that means better, more realistic looking characters. One major example of the power of the Model 3 is its ability to make different types of cloth move in different manners. For instance, Aoi's first outfit is made of silk. In the game it will move EXACTLY like silk would in the real world.
And Jacky's leather jacket will move like leather would. One more, less interesting tidbit is that in Aoi's stage it is snowing. These snowflakes are just like real ones, no two are alike. I assume they did this through the use of fractals. Here are the specs:

GRAPHICS
Geometrizer; 1 million polygons per second. Renderer; 60 million pixels per second. 16 million colored textures. Trilinear Interpolation Micro Texture.

SHADING
High Specular Gouraud shading. Fix Shading. Flat Shading. Texture and edge
Multi-Layered Anti Aliasing

LIGHTING EFFECTS
Parallel light. 4 Spot Lights. Pin Spot Light

OTHERS
Main CPU: Power PC 603e. Resolution 496x384~640x480

SPECIAL EFFECTS
Zoning-fog. 32 Levels of Translucency



I)Basic Gameplay a)conventions used in this FAQ

G=Gaurd
P=Punch
K=Kick
E=Escape f, b, u, d=Tap forward, backward, up, down x/y=tap diagonally, i.e. d/f means tap diagonally between down and forward.

F, B, U, D=Hold forward, backward, up, down b)control layout
Scince it is finally out, there is no use whining about the less than optimal control configuration. Adapt or die I guess...

P K E
G c)changes from VF2
* Jump motion: In VF2 it was simply (u), now it is (d,u).
* Throws: all throws vs. standing opponents end in (P+G), and that all throws vs. crouching opponents end in (P+K+G). Does this mean that every high throw is escapable? We are yet to see.
* Pouncing: to big pounce on a downed enemy you now must do (d,U+P).
* Dashing: dashing can be accomplished by two procedures. The first is the same as in VF2, f,F. The new method is F+E. Forward can be exchanged for backward in both examples.
* New animation: missed throw and missed reversal animation. No more cheesy "auto-select" crap.


d)general moves

E or u+E            Dodge into screen
d+E                 Dodge out of screen
F or B              Step forward or backward
D/F or D/B          Crouch Step f, f  or f+E        Forward Dash b, b  or b+E        Back Dash f, F or F+E         Run d/b, d/b            Dash from Crouch  (Not crouch dash) d, u                Small Jump d, U                Big Jump
u+P                 Small Pounce d, U+P              Big Pounce


II)Characters
KEY:
Outfit 1: Player 1 costume.
Outfit 2: Player 2 costume.
Moves: A list of that character's moves, duh. ;) Explination is as follows:

Name
Control      Damage         Frame Rates [(Exe-Ht-Rec) see below]
Level               Reverse Level  Notes


Exe-Ht-Rec: the number of frames the move takes to execute (Exe), Hit (Ht), and Recover (Rec) to a ready stance. The Exe number is from the time you finish the control motion to the time the move begins to hit. The Ht number is how long it takes for the moveto hit
ONCE IT HAS STARTED HITTING. Note that attacks like straight punches have a very short Ht rating, while throws have rather long ones. The Rec number is how long it takes to get to a ready stance after the hit animation is done. For an example look at
Akira's Dashing Elbow: 10  2  24. This means that it takes 10 frames before it hits, 2 frames to hit, and 24 frames to recover.
A total of 3 6 frames. Based on the 60 frames per second frame rate of VF3, this means it t akes slightly over half a second to execute, hit, and recover from.

TA: Turn Away. This move, after completion, leaves your character's back facing the opponent.

TT: Turn Towards. This move can only be done if your back is facing the opponent.  After the move is completed, you are now facing the opponent. b,f,d,u: *tap* back, forward, down or up.

B,F,D,U: *hold* back forward, down or up. d/f,u/f,d/b,u/b: tap diagonally between down and forward, up and forward, down and back, or up and back.

D/F,U/F,D/B,U/B: hold diagonally between down and forward, up and forward, down and back, or up and back.

+: do the thing before the sign and after it at the same time. Ex: "d+P " means "tap down and hit P at the same time."

,: indicates individual taps or presses or a combonation thereof. Ex: "f,f+K" means "tap forward, then tap forward and press K at the same time."

*: from crouch. If the asterisk is *before* the controller motions it means that you have to be crouching before you can do the move. If it is after the motion, it can be done from either a standing or crouching position. a>b: roll from position a to position b, downward. Ex: "b>f" means "roll the joystick from back to down/back to down to down/forward to forward." a|b: alternative motion. This means that the motion "a" does the same thing as motion "b".

~: ranged damage. This means that the closer you are to someone when you do the move, the more damage it does. Ex: Akira's backcheck.

[]: long range version of an attack.

{}: different damage for throws versus takaarashi.

           ---
|L: Low
Attack   |M: Mmedium
Levels   |H: High
|G: Ground
           ---

           ---
|L: Low
Reversal |M: Medium
|H: High
|P: Punch
|K: Kick
|C: Crescent (sweep)
|K-Flip: Kickflip
|R: to reverse a reversal
           ---

           ---
|T: High throw
|L: Low throw
|S: Side throw
|B: Back throw
Throws     |W: Wall throw
|G: Ground throw
|C: Catch throw
|TT: Combo throw
           ---

           ---
|Exe-Ht-Rec: the number of frames the move takes to execute (Exe),
|            Hit (Ht), and Recover (Rec) to a ready stance. The Exe
|            number is from the time you finish the control motion
|            to the time the move begins to hit. The Ht number is
|            how long it takes for the move to hit ONCE IT HAS
|            STARTED HITTING. Note that attacks like straight
|            punches have a very short Ht rating, while throws have
|            rather long ones. The Rec number is how long it takes
|            to get to a ready Frame stance after the hit animation
|            Rate is done. For example look at Akira's Dashing
|            Elbow: 10  2  24. This means that it takes 10 frames
|            before it hits, Info 2 frames to hit, and 24 frames to
|            recover. A total of 36 frames. Based on the 60 frames
|            per second frame rate of VF3, this means it takes
|            slightly over half a second to execute, hit, and
|            recover from.
           ---
         ----
|/: In recovery time, a slash separates miss and hit recovery times
|   if they are different
|(): Parenthesis indicate a different recovery time when an attack is
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