Fighting Vipers 2/Gameplay: Difference between revisions

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new mechanics discoveries
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{{Header Nav|game=Fighting Vipers 2}}
{{Header Nav|game=Fighting Vipers 2}}


Fighting Vipers 2 doesn't see too many changes from its predecessor ([[Fighting_Vipers/Gameplay|Fighting Vipers]]) in terms of its base gameplay. Just like the first game, there are no side-steps to its movement at least not by default. Some movement like jumping is a bit faster than the last game and just feel smoother overall. Three new characters are added to the default roster with 3 more to unlock in the [[Dreamcast]] version.
Fighting Vipers 2 doesn't see too many changes from its predecessor ([[Fighting_Vipers/Gameplay|Fighting Vipers]]) on the surface. Just like the first game, there are no side-steps to its movement at least not by default. Some movement like jumping is a bit faster than the last game and just feel smoother overall. Damage overall isn't as high as the first game thus changing the pacing of the game a bit. Air recoveries were extended as well. Three new characters are added to the default roster with 3 more to unlock in the [[Arcade]] and [[Dreamcast]] version.


[[File:FV2 Tech Guard.png|thumb|right|Successful Tech Guard performed with the two new characters of FV2.]]
[[File:FV2 Tech Guard.png|thumb|right|Successful Tech Guard performed with the two new characters of FV2.]]


One of the new mechanics added to Fighting Vipers 2 are Tech Guards. These are special guards that interrupt an opponent's combo when timed right. These are performed by pressing the 3 main buttons ([[File:Arcade Button VF Punch.png]], [[File:Arcade Button VF Kick.png]] and [[File:Arcade Button VF Guard.png]]) simultaneously. There's a High and Low Tech Guard. Once a hit makes contact, you can either counterattack immediately (with P or K) or evade to the side for a side throw for example.
One of the new mechanics added to Fighting Vipers 2 are Tech Guards. These are special guards that interrupt an opponent's combo when timed right. These are performed by pressing the 3 main buttons ([[File:Arcade Button VF Punch.png]], [[File:Arcade Button VF Kick.png]] and [[File:Arcade Button VF Guard.png]]) simultaneously. There's a High and Low Tech Guard. Once a hit makes contact, you can either counterattack immediately (with [[File:Arcade Button VF Punch.png]] or [[File:Arcade Button VF Kick.png]]) or evade to the side for a side throw for example.
 
Tech Rolls were also introduced when falling from being hit, you press [[File:Arcade-Stick-UoD.png]]{{plus}}[[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] as you land.
Throw Escapes have seen some enhancements as well. Throw escapes aren't too dissimilar to Virtua Fighter 3 (and later 4) where you input a certain direction then [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Guard.png]] depending on what throw the opponent might use. Another means of Throw Escape is [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]].


[[File:FV2 Super K.O..png|thumb|left|Super K.O performed in training mode.]]
[[File:FV2 Super K.O..png|thumb|left|Super K.O performed in training mode.]]


Another new mechanic are Super K.O's. These deperation moves are performed by the player having their armor broken and doing a special input. Unlike supers in other fighting games, if used to finish a round, the user will be rewarded by winning 2 round wins. However, they can only be used once throughout the entire match. Even when it gets countered for any reason, it'll be gone for the rest of the match. Faster way to have access to them is to use the armor removal. Super K.O's can be disabled in the options menu in the Dreamcast port.
Another new mechanic are Super K.O's. These desperation moves are performed by the player having their armor broken and doing a special input. Unlike supers in other fighting games, if used to finish a round, the user will be rewarded by winning 2 round wins. However, they can only be used once throughout the entire match. Even when it gets countered for any reason, it'll be gone for the rest of the match. Faster way to have access to them is to use the armor removal. Super K.O's can be disabled in the options menu in the Dreamcast port.


[[File:SSS moonrunes.jpg|thumb|right|Page 35 of Fighting Vipers 2 Skillz guide book]]


A secret mechanic not mentioned except the japanese guide for the arcade version, Fighting Vipers 2 Skillz (ファイティングバイパーズ2 Skillz) published by Axela, is the Stun Subtraction System. This system keeps track of how many times you use a move at least 16 times on a blocking opponent and decreases the blockstun to force players to add variety to their pressure game (Guard & Attack moves included). As described in an Shoryuken.com article by Jason Moses uncovering the mechanic, ''... let’s take Bahn’s Iron Elbow (6P) as an example, as seen above in the left diagram. It’s -3 on block normally, and remains -3 the second time you use it within the 16 move window. As soon as you use it three times, however, SSS kicks in and subtracts three frames from the opponent’s blockstun, making the move -6. Use it four times, and it becomes -7, five times and it’s -8, six times and it’s -9. SSS can’t subtract more than six frames, though, so even if you used the move 16 times in a row it would never become worse than -9 on block.
''




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* [[File:Arcade Button VF Dir 8.png]] or [[File:Arcade Button VF Dir 2.png]] - Press while on the ground to roll sideways
* [[File:Arcade Button VF Dir 8.png]] or [[File:Arcade Button VF Dir 2.png]] - Press while on the ground to roll sideways
* [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] or [[File:Arcade Button VF Dir 4.png]]{{plus}}[[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] - Quick recover while landing
* [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] or [[File:Arcade Button VF Dir 4.png]]{{plus}}[[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] - Quick recover while landing
* [[File:Arcade-Stick-UoD.png]]{{plus}}[[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] - Safe roll to the side while  
* [[File:Arcade-Stick-UoD.png]]{{plus}}[[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] - Tech roll to the side while  
* {{cade|Air}} [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]]  - Air Recovery
* {{cade|Air}} [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]]  - Air Recovery
* [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] - High Tech Guard
* [[File:Arcade Button VF Punch.png]]{{plus}}[[File:Arcade Button VF Kick.png]]{{plus}}[[File:Arcade Button VF Guard.png]] - High Tech Guard