Subject: [VOOT] Basic Operations FAQ v1.1 From: Christopher Tan Date: Thu, 14 May 1998 16:43:29 +0000 Newsgroups: rec.games.video.arcade With Robert DeLoura's permission, I have updated his translated FAQ for the benefit of all the VOOTers (hmm... sounds like Hooters) who missed his original post. Here it is... :) ============================== VOOT Basic Operations FAQ v1.1 by Robert DeLoura ============================== ======== CONTENTS ======== * Foreword * Movement * Attacking * Special Techniques * VR Information ======== FOREWORD ======== Robert did a magnificent job translating a Japanese FAQ he found at http://www2.tky.3web.ne.jp/~tuxedo/Von/index.html . He did not have access to VOOT at the time of translation, however, so at certain points, he had to guess what the author was trying to say. Now that VOOT is out in Singapore, I've had the chance to verify those sketchy parts, as well as add some new techniques that have cropped up since then (e.g. super low-altitude dash, crouch weapon/LT cancel). Here's the revised version of his translated FAQ. Christopher "XAQ" Tan - 14 May 98 - ======== MOVEMENT ======== NORMAL MOVEMENT Move the sticks in a direction to move in that direction. You'll move faster if you move both sticks in the direction instead of just one stick. ROTATION Moving one stick UP and the other one DOWN rotates you, just like old VO. DASH Hit a Turbo button while holding the sticks in a particular direction. DASH CANCEL If you're dashing, you can cancel it by hitting the turbo button again. You don't have to point the sticks in any particular direction to cancel. The author recommends that if you're in the habit of hitting both Turbo buttons to dash, you should get out of that habit and just use one. CHANGING THE DIRECTION OF A DASH If you are dashing and you return the sticks to neutral, you can then move the sticks to a new direction and you will start dashing in the new direction instead. You can do this as many times as you like, as long as you don't run out of "dash". CURVE DASHING If you enter a rotation command (UP/DOWN on sticks) during a dash, your dash will start curving in the appropriate direction. The radius of curvature isn't very significant, however. JUMPING Pull the sticks apart to jump. Jumping only orientates your VR to the enemy at the start of the jump, but you can lose your lock after that. DOUBLE JUMPING Pull the sticks apart again while already jumping, to double-jump. JUMP CANCEL Push the sticks together during a jump to cancel it and return to the ground. This is more effective before your jump peaks. If you have attacked during the jump, or are at the end of an airdash, you can still push the sticks together to make your VR land faster. AIR DASHING During a jump you can point the sticks in a direction and hit a Turbo button to dash in that direction. You can change the direction of your air dash or make it into a curve dash the same way you would do it on the ground. You can cancel an air dash the same way you cancel one on the ground. GUARD When you have a double lock-on, you can guard against your opponent's attacks by pushing both sticks inward. If you are still holding them inward from a jump cancel, you will try to guard when you hit the ground. You can't guard against attacks if you're in the air or performing an air dash. QUICK STEP During a double lock-on, if you hold down a Turbo button and THEN point the sticks in a direction, you will move quickly in that direction. You can only move Forward, Right, Backward, Left, and the four main diagonal directions. There is a warning that you should be careful to note the difference between this and a normal dash: Hold button then move sticks: Quick Step Move sticks then hit button: Dash ========= ATTACKING ========= STANDARD ATTACK Left trigger fires left weapon (LW), right trigger fires right weapon (RW), both triggers together fires the central weapon (CW). CROUCHING ATTACK Press the sticks inward and hit the appropriate trigger button(s) at the same time. SLIDING CROUCH ATTACK Do a crouching attack while moving. An example is given. * Both sticks RIGHT. * Both sticks INWARD + trigger(s) * Both sticks RIGHT again. TURBO SHOT When you aren't moving, hit a Turbo button and the appropriate trigger(s) together. You can also do them from a crouching or jumping position, but you can't do them during any sort of regular movement or dash. The correct combination of Turbo button(s) and trigger(s) varies depending on your Virtuaroid. The combinations listed are: * Left Turbo and Right trigger * Left Turbo and Left trigger * Left Turbo and both triggers * Right Turbo and Right trigger * Right Turbo and Left trigger * Right Turbo and both triggers Both Turbos and Both triggers is also mentioned, though I'm not sure what is being said. DASH ATTACK Pull the appropriate triggers during a dash. The attack will vary depending on your choice of weapon and your direction of travel. There are five directions that the attacks vary for: * Forward * any Forward diagonal * Sideways * any Backward diagonal * Backward You can also dash attack during an air dash. Sometimes this results in a completely different attack than the one you'd get for the same dash attack on the ground. DASHING CROUCH ATTACK During a dash, push the sticks inward and hit the appropriate triggers at the same time. If you mess up the timing on this, you might accidentally get a direction change followed by a regular dash attack. CLOSE COMBAT During a double lock-on, pull any trigger (or both). Close combat is enabled for a particular weapon if you see that weapons gauge turn green. CROUCHING CLOSE COMBAT During a double lock-on, push both sticks inward and press any trigger (or both) at the same time. Guarding cannot defend against crouch attacks. TURBO CLOSE COMBAT During a double lock-on, push a Turbo button and a trigger (or both) at the same time. There seems to be six different attacks just as with a normal Turbo attack. SMALL JUMP CLOSE COMBAT During a double lock-on, push both stick outward and hit a trigger (or both) at the same time. You'll make a small jump attack. DASH CLOSE COMBAT While dashing in any forward or forward-diagonal direction, press both sticks backwards while pulling a trigger (or both). The left weapon slashes from left to right, the right weapon slashes from right to left, and the central weapon slashes from top to bottom. ================== SPECIAL TECHNIQUES ================== ROWING (KOUSOKUIDOU) "Rowing", from Virtual On. Can be done by Bal-Bados, Specineff, and Angelan. Move both sticks back and forth from NorthEast to SouthEast position (row right), or NorthWest to SouthWest position (row left). MACHINE GUN (MASHINGAN) Wiggle right stick sideways while tapping right trigger continually. Allows you to fire a particular weapon very rapidly. Temjin, Raiden, and Specineff can do this. SUPER LOW ALTITUDE DASH (SLD) Immediately after the jump command is executed, hold levers in any direction and hit the dash button to do a very low airdash. This allows you to cut down on landing time at the end of the airdash. CROUCH WEAPON/LT CANCEL (DOI-2 DASH) After a dash attack, your VR will stall for a moment before you can move again. To negate this stall, do one of the following * Crouch + LWLT * Crouch + RWLT * Crouch + CWLT and then immediately cancel the crouch attack by dashing. This move takes the place of the (now non-existent) central weapon dash cancel. ============== VR INFORMATION ============== Now, Virtuaroid-specific information. Just the things that jump out at me. RAIDEN (Has: Bazooka, Ground Napalm, Laser) Crouch bazooka shells detonate at 400m. Crouch shots no longer hit aerial targets. The laser comes out faster, and takes less time to charge, but does a little less damage now. There's some unusual way of firing the laser that makes the gauge go down less than normal so you can fire after a shorter delay. Only a single beam comes out when you do this. (It might be both triggers followed by releasing one of them.) He has Turbo attacks called Screw Laser and Electric Net Laser. Screw Laser is good at destroying incoming fire. The Electric Net Laser forms in the air over the stage and stays there for 10 seconds, trapping enemy VRs that touch the net. Firing another Electric Net Laser will destroy the old one and create a new one. GRYS-VOK (Has: Shoulder Launcher, Missile Launcher, Overhead Launcher) The site author thinks Grys-Vok plays more like Dorkas than Belgdor. Just like Belgdor, it is hard to hit with his weapons. Author didn't have much else to say. TEMJIN (Has: Long Launcher, Power Bomb, Sword) Forward dash rifle is still very strong. Crouch bombs in close combat no longer exist. BAL-BADOS (Has: Beam Launcher, Thigh Launcher, Hand Launcher) In water stages he has a fishlike bottom half instead of legs, and his name becomes Bal-Baros. He moves significantly faster than Bal-Bas-Bow. His ring lasers no longer seem to destroy enemy shots. His mines explode like bombs, but the explosions do not destroy enemy shots. ANGELAN No information was available. A-JIM No information was available. SPECINEFF (Has: Long Launcher, Boomerang, Scythe) His dashes are short, and repeated dashes make it almost seem like he is teleporting. His weapons recharge very slowly. He is *very* fast in close combat. If you know Japanese, the term the site author used was 'mono sugoku hayaku', so he's not just a little bit fast. But apparently he doesn't do much damage in close combat, so a hit-and-run method of close combat is recommended. APHARMD B (Has: Sub-Machine Gun, Grenade Discharger, Tongfer) B for Battler. This Apharmd still has a Tongfer, and operates like the Apharmd in VOOM. APHARMD S (Has: Grenade Discharger, Power Bomb, Funny Launcher) S for Striker. This Apharmd doesn't have a Tongfer. In close combat, he uses a weapon that looks like an army knife. The lack of a Tongfer apparently makes him less popular in the arcades. The Funny Launcher is like a Bazooka. CYPHER (Has: Dagger, Multi Launcher, Beam Launcher) Has slower movement during his jumps than the original Viper. Air dash is very fast, and Cypher can shoot 2 different weapons in an air dash, something that no other Virtuaroid can do. His Turbo Laser (RTRW) shot from the air can do 50% damage. A single sword hit from Cypher doesn't knock down the opponent, but this means you can swing once with each trigger and 'combo' them to do very good damage. The author strongly recommends *NOT* trying this against Virtuaroids like Raiden who will not fall down after the second swing. (Mmmmm, laser.) FEI YEN KN (Has: Hand Beam, Sword, Beam Irradiator) She enters Hyper Mode at 50% life. The Hand Beam fires shots closer together than in VOOM, and they are stronger. If you catch someone with it while in Hyper Mode, it does an amazing amount of damage. Forward dashing Hand Beams are as strong as Temjin's forward dash attack now. The Heart Beam is stronger and has better homing ability. Some versions of the Heart Beam cause a bomb-like explosion when they hit. The Heart Beam comes out faster and more powerfully than before if you fire it while dashing. During Hyper Mode, the Heart Beam explosions are bigger and the beam recharges faster. Turbo Shot Heart Beams don't explode. The Bow Gun behaves more like a Sword Cutter or Tongfer Beam now. It comes out slower than before. During Hyper Mode, Fei Yen is as good in close combat as Temjin. Her crouching hand-to-hand attack is especially good. With her Beam Rifle-like Hand Beam and exploding Heart Beams and good Hyper Mode hand-to-hand, the site author feels she plays a little like Temjin now. DORDRAY (Has: Claw Launcher, Drill, V Hurricane) He no longer has the Phalanx. Now he has a Drill that he can fire like the Hammer, which will attach to people and slowly drain away their energy. But if you fire the Claw Launcher and Drill off to chase the opponent around the playfield, you aren't left with much in the way of weapons. He has an SLC-like move where he comes at you with his body wreathed in flame. It does a lot of damage, and is performed by doing a forward dash attack with the center weapon. He no longer has a Mega Spinning Hammer (since he doesn't have a Hammer), but a Mega Spinning Drill instead. Shots fired at him from outside of 200m tend to do little or no damage. Forward dash fireballs (Claw Launcher) are strong. He is a little slow in hand-to-hand, but does very good damage and has a good throw. =========================================================================== ====================== Christopher Tan ======================= _/_/_/_/ _/_/_/_/ _/_/_/ _/ _/ _/ _/_/_/ ® _/ _/ _/ _/ _/ _/_/ _/ _/ _/_/_/ _/_/_/ _/ _/ _/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/_/ _/_/_/ _/ _/ _/ _/_/_/ _/_/_/ _/ ============= Chris (at) Cybertroopers (dot) com =============