Virtua Fighter 2/Gameplay

Like its predecessor, Virtua Fighter 2 focuses on realism, making it more complex than it may seem at first glance. Each character's fighting style mimics one in real life, with each character having their unique set of punches, kicks, and throws. Guarding also plays as big a role as it did in the first game, with basic controls remaining unchanged:

Offense
The time in which a move can be performed is usually measured in frames. Since Virtua Fighter 2 runs at 60 frames per second, one frame's length is equal to 1/60th of a second. Every frame is crucial in a fight between skilled players or one against a high-level computer. Certain actions can be taken to make the player's fighter quicker, such as the time taken between crouching and standing. Moving to a crouching position from a standing one takes about twenty frames. This time can be reduced by instead performing a standing punch while in a crouch or a crouching punch while standing, making the move between positions instant.

Hopping is done by tapping,  , or  while jumping is done by holding these buttons. These attacks are usually dangerous to pull off but may have a good pay-off. Practice is key when handling these techinques against a tough opponent.

An opponent can be "floated" while they're falling toward a knockdown. Attack them in mid-air while they're defenseless before they can hit the ground.

Defense
Like in many other fighting games, guarding is not as simple as holding the button to lessen damage. Firstly, there are two different types of guards: standing and crouching. One may be good for blocking one attack and the other may leave the player vulnerable to a stagger against that same attack. Throughout the guide, take note that some fighters have specific ways to stagger opponents whether they are common crouchers or standing their ground. The best course of action when fighting against or performing a guard can also be tested easily against high-level computer opponents or other players of Virtua Fighter 2. This button also has numerous other purposes that are commonly overlooked by average players, such as cancelling dashes and attacks.

Attacks can be cancelled by pressing shortly after the attack is initiated. This can easily be used to your advantage by drawing unsuspecting opponents into unsuccessful counters, giving your fighter time to capitalize. Additionally, combos can even be interrupted in Virtua Fighter 2; tap mid-combo to freeze it and start up a new one, confusing your opponent or delaying the computer's response time.

Counters are done when a fighter is in the process of recovering from an attack. They do more damage than the average move, especially if the counter is performed before hit detection.

Throws
The game's most simple throws are commonly performed with the and  buttons. Similarly, these throws can be escaped by tapping   within 10 frames of the move's initiation. More complex throws cannot be escaped. A fighter can't be thrown mid-attack, but they can be thrown during recovery.

Stance is a key factor of success in regard to a successful throw. In general, the difference between an open and a closed stance can be seen by looking at the feet of your fighter in relation to the opponent's. If one of your fighter's front feet meets up with the opponent's front feet, the stance is open, thus making for more accessible throw range. Conversely, if the opponent's front foot is opposite of your own fighter's, this indicates a closed stance. An ideal throw would be performed in an open stance. Certain moves may affect your fighter's stance once they're done, so watch closely if you're planning on performing a throw. To change stances, release and inch the stick to move your fighter into place.