Sega PLAYSTATION 3 GAMES VIRTUA FIGHTER 5 User Manual

Page 1
The Fourth World Fighting Tournament had come down to one final bout between Kage-Maru and Shun Di. But as Kage-Maru launched his final offensive, the glowing, silver form of Dural interrupted the match.
“Mother...” Kage-maru whispered, facing the transformed being that had once been Tsukikage. Knowing full well that it was too late to save his mother, Kage-Maru destroyed her with his own hands. But when he looked at her face, his expression froze. “This is...”
Concerned by Dural’s defeat, J6 captured Vanessa for the next step of the Dural program. But before they could turn her into the next Dural, she disappeared—apparently with inside help. But they had already transplanted her combat data into the production-model Dural, and thus J6 announced the Fifth World Fighting Tournament to test the abilities of the new V-Dural and to determine the identity of any traitors within J6.
What is J6?
Judgement 6, or J6, is made up of six global corporations. Together, they exert enormous influence over areas ranging from weapons development to international politics. J6’s goal is to complete their subtle form of world domination.
CONTENTS
GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
STARTING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
ARCADE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
QUEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
DOJO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
VF.TV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
CUSTOMIZE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
CHARACTER PROFILES & COMMANDS . . . . . . . . . . . . . . . . . . . . . . 20
Thank you for purchasing Virtua Fighter5. Please note that this software is designed for use with the PLAYSTATION®3 computer entertainment system. Be sure to read this software manual thor­oughly before you start playing.
1
Page 2
GETTING STARTED
PLAYSTATION®3 system front
Starting a game: Before use, carefully read the instructions supplied with the PLAYSTATION®3
computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information.
Check that the MAIN POWER switch (located on the system rear) is turned on. Insert the 5 disc with the label facing up into the disc slot. Select the icon for the software title under [GAME] in the PLAYSTATION®3 system’s home menu, and then press the
Quitting a game: During gameplay, press and hold down the PS button on the wireless controller for at least 2 seconds. Then select “Quit Game” from the screen that is displayed.
Hint
To remove a disc, touch the eject button after quitting the game.
gS button.
Virtua Fighter
GETTING STARTED
Using the SIXAXIS™ wireless controller (for PLAYSTATION®3)
* The L3 and R3 buttons function when the sticks are pressed.
Note: To use the controller, you must first register or “pair” the controller with the PLAYSTATION 3 system and assign a number to the controller. For details, refer to the instructions supplied with the system.
Button Assignments
Button to use
Directional buttons
gA button gS button gD button gF button
START button
SELECT button
Note: The button configurations during the match (kicks, punches, and guards) can be changed in the
Controller settings menu of the Options (p.18).
Saved data for PLAYSTATION®3 format software
Saved data for PLAYSTATION®3 format software is saved on the system’s hard disk. The data is dis­played under “Saved Game Utility” in the Game menu.
Menu/Select Screens During Match
Move Cursor
ZX: Change setting, where applicable)
( Cancel Enter
Not used Not used
Switch costume type during Character Select
Delete data during Character Select Screen (Customize Mode only)
Control character
Kick (K) Punch (P) Punch (P) Guard (G)
Display Pause Menu
Reset position (Dojo Mode only)
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Page 3
Command Display
The basic controls used during gameplay are dis­played on the right. Note that the controls listed assume the character is facing right. If a character is facing left, the right and left controls of the direc­tional buttons must be reversed. To input a diago­nal direction, press the two directional buttons sur­rounding the direction you wish to press.
Basic Controls & Actions
With the directional buttons, a character can advance, step back and crouch. Use lP (gS or gD button) to
lK (gA button) to kick, and lG (gF button) to guard. Also, by combining commands in various ways,
punch,
Dash/Back Dash
^6^6 / $4$4
Dash a short distance forward or backward. For forward dash, it's possible to hold down the directional button
^6^^) to make the
( character run.
Jump
Press and hold *8+lP (or lK)
The character can jump.
Throw
lP+lG
When your opponent is close, you can per­form a throw by enter-
lP+lG. There are
ing also additional throw commands for each character.
Hold the directional button in the direction indicated.
^
Tap the directional button in the direction indicated.
6
Press to punch.
P
Press to kick.
K
Press to guard.
G
Press two or more buttons simultaneously.
+
Crouching Dash / Crouching Back Dash
#3#3 or #3@2#3 / !1!1 or !1@2!1
Dash a short distance crouching forward or backward.
Note: Press @ to simply crouch.
ARM (All Range Move)
Walk any direction (except @@) and move in any direction you like.
If you press and hold any directional button
@, your char-
except acter will begin walk­ing. To command your character to walk towards the camera,
@2, and immedi-
tap ately press and hold
@@ again.
Throw Escape
lP+lG
Evade your oppo­nent's throw. For other throws that use and a direction, enter the last direction of the command simulta­neously.
lP+lG
Down Attack
*lP (while your opponent is down)
When your opponent has been knocked down to the ground, you can perform a fol­low-up attack. Some characters have addi­tional attacks as well.
Getting Up
lP or lG (while currently down)
When your character is knocked down, you can make him/her get up faster.
Defensive Move
@2 or *8 (release quickly)
You can dodge an attack by moving left or right.
Other Actions
Some actions can only be performed by specific characters. A sample can be found in the Command List on p.20. You can also view a complete list by opening the Pause Menu (p.7) and selecting
Reversals
Turn your opponent's attacks against them using these moves.
Charge Attack
Hold down the last button pressed to make a strong charged move.
Recovery
lP+lK+lG (when you are about to fall)
When you are just about to hit the ground, press to spring back up, and evade a Down Attack from your opponent.
Rising Attack
lK or @2lK (while knocked down)
When getting up, you can make your char­acter perform middle/low attacks.
Offensive Move
@2 or *8 (release quickly) P+K+G
Move quickly towards the left or right, mak­ing it easier to get behind the opponent.
Deflecting
Deflect the opponent's attack. If you deflect successfully, the opponent will stagger, (see below) giving you a chance to attack.
Stagger
Some attacks will make the opponent stagger, giving you an opening to attack. If you stag­ger, alternate the directional buttons
$4^6
lP+lK+lG
quickly to recover.
Command List.
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Page 4
STARTING THE GAME ARCADE
System Data
When you play Virtua Fighter™ 5 for the first time, you will be asked to create System Data on the HDD. This may take several minutes. The next time you start the game, you will be prompted to load the System Data.
The System Data will be saved (overwritten) when you return to the Main Menu from each mode. Please do NOT turn off the power of the PLAYSTATION®3 system, reset, or remove/insert the game disc during saving.
Main Menu
From the Title Screen, press the START button to display the Main Menu. The following selections are available.
ARCADE
QUEST
P.10
DOJO
P.13
VF.TV
P.15
CUSTOMIZE
P.16
OPTIONS
P.18
Fight against CPU controlled characters through seven stages with unlimited continues.
P. 7
Play against a human opponent. A second
VS.
controller is required.
P. 9
Play against your rivals at virtual arcades and tournaments to become the top VF player.
Improve your fighting skills.
View replays of VS. Mode saved onto the HDD, and promotional movies.
Create and customize your own character, using the prize gold and items you collected in Quest Mode.
Change various game options, and view Rankings.
Character Select Screen and Character Data
In this game, except for VF.TV and OPTIONS Modes, you must select a character or character data. Select either one of the character data you've created already, or select
using data
select one of the non-customized characters. If you select Create new data, you will create new data with a character of your choice, but customizing must be done later on in Customize Mode. Press and hold the START button while selecting a character to switch the costume type between Main and Sub(stitute).
Through Quest and Customize Modes, you can customize your character data with your own ring name and different appear­ances, and use them in Arcade, VS., and Dojo Modes.
(not available in Quest and Customize Modes) and
Play without
This is a mode where you play through seven stages against CPU controlled characters, as in the Arcade version. When selected, the Character Select screen will be displayed. Select a character (or character data) and start to fight!
Arcade Mode Screen
l1 Selected Character
The name and face of your selected character are displayed.
2 Health Bar Remaining
l
This decreases as your character takes dam­age. If it reaches zero, the character will be K.O.'d.
3 Player Information
l
The ring name of the player, the rank, and the emblem are displayed here (only when Player Data is in use).
l4 Rounds Won
Displays how many rounds have been won by each player. One lamp lights up in red each time a round is won.
5 Time Remaining
l
When the time reaches zero, the round is over. If the match is undecided, the player with the highest remaining health bar wins.
6 Stagger Mark
l
When staggering, the Stagger Mark is displayed on your player's side. Press the directional but­tons and other buttons in quick succession to
2
1
3
6
7
7 Score
l
8 Drink Count (Shun Di only)
l
When the character is Shun Di, the drink count is displayed here. Please also see p.31 for details.
7 Total Time Elapsed and Stage Count
l
Displays the total time elapsed since the game began and the current stage.
4
5
Pause Menu
Press the START button during the match to pause the game and open the Pause Menu.
n Return to the game
Close the Pause Menu to resume the match. Note that the pressing the START button again has the same effect.
Command list
n
Displays the Command list of the character in use. Use the directional buttons ZX to select between the command types, and
Controller settings
n
Change button assignments (p.18).
n Return to the Main Menu
Quit the match.
CV to scroll the list up/down.
8
9
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Fight Rules
In each match, you must win a predetermined number of rounds for overall victory. When you win a match, you move on to the next stage and fight the next character. Here are the ways to win a round.
K.O.
Ring Out
Time Up
Draw
Sudden Death
When the game is at a match point for both characters and the round is a Draw, the game will continue in which both characters fight with almost no health remaining. If the game still cannot determine the winner and ends in a Draw, then the CPU (or the host player, in case of two-player game) wins the match.
Game Over & Continue
If you lose a match, the game ends, and the Continue screen will appear. Press the START button before the counter reaches zero to restart from the match you just lost.
Join in during the Game
During the gameplay, a second player can join in the game by pressing the START button on his/her controller. The message "Challenger Comes" will be displayed. After the challenger selects a character and a stage, the match begins. The match will be played according to VS. Mode rules (see next page). The winner of the match will continue on with the Arcade Mode.
Inflict damage to lower your opponent's health bar. If his/her health bar drops to zero, you win the round by a K.O.
Some stages have no walls, and some have low walls. Knock your opponent out of the ring, regardless of the health bar remaining, to win by Ring Out.
When the time runs out, if neither side is K.O.'d, the player with the most health remain­ing is the winner.
If both players have an identical amount of health remaining at Time Up, it's a draw. Both players are credited with a win for the round.
Sudden Death in
VS.
Two players play a match against each other.
This mode is for two players only. You will not be able to select this mode if you only have one con­troller connected to the PLAYSTATION®3 system.
After each player selects a character to use, the 2P side (or whoever lost on the previous match) has the option to select a stage to play on. Select stage.
The rules are the same as in Arcade Mode, except you only play one match. The player who paused the game has control in the Pause Menu (p.7); when selected, only the Controller settings for the player who paused will be displayed. After the match, a Result Screen with menu selections will be displayed. Use the directional buttons item, and press the
Fight again
n
Play a match again with the same characters and stage.
n Change stage
Play a match again with the same characters, but with a different stage (go to Stage Select screen).
Return to Character Select
n
Play a match again with different characters.
n View replay
View a replay of the match you just played. For the Pause Menu during replay, please see p.15.
Save replay
n
Save a replay of the match you just played onto the HDD. You can view the replays you have saved later in VF.TV (p.15).
Playing with Character Data
If you use a character data, your performances in the VS. Mode (or a match in Arcade Mode, when another player joins in) will be reflected. You will earn experience points for the ranking. You may also see an Item Battle. Please see p.12 for details.
RANDOM to let the game choose the
Command list and
gS button.
CV to select a menu
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QUEST
Battle against different rivals at the arcades to win the local tournaments and get your chance to com­pete in the national tournament. Through the mode, improve your Ranking, and earn items to customize your character.
Character Select
In Quest Mode, you must use character data. On the Character Select Screen, select one of the existing character data or create a new one. The selection
Map Screen
From the Map Screen, you can go to any arcade in town or the Event Square. Select your destination using the directional but­tons, and press the
Home Menu
Home Menu can be accessed either by selecting your home or pressing the SELECT button.
n
Customize
Customize your character by purchasing items or adjust set­tings. See p.16 for details.
Status
n
View status of the game. You can also view a list of players you have defeated in the Quest Mode, and Emblems you have col­lected.
Quest settings
n
Adjust the Quest Mode difficulty and Commentary settings.
Save
n
Save the current game onto the HDD.
n Return to Character Select
Change character data.
n End Quest Mode
Return to the Main Menu.
Record Display
Your current record is displayed on the bottom half of the screen. It shows your ring name, your current rank (p.12), win/loss records, win ratio, the number of orbs you have (p.12) and the amount of Gold (G) you have.
gS button to enter.
Play without using data will not be available.
Entering an Arcade
Inside the arcade, there are three units, each with the current player's name. If a local tournament is in progress, tournament information will be displayed instead. Select either one of the three players to challenge, the local tournament (if in progress), or Arcade, simply press the
Event Arena
Whenever an announcement for an Official Tournament is made, go to the Event Arena. Select the indicated Official Tournament to participate. This can be selected only when one is being held, and until you clear it. If you have already cleared any of the Official Tournaments, select participate again at any time. You can also your character. Press the
Tournaments
There are two types of tournaments: Official Tournaments and Arcade-sponsored local tournaments. If you are placed within the top three, you earn a prize. Whenever you see an announcement for a tourna­ment, visit the location where it will be held.
l Official Tournaments
Official Tournaments are held in the Event Arena. You can clear these events by placing in the top three, and you can keep try­ing until you clear the tournament. Note: You can also re-enter a tournament you have already cleared by selecting it from unless the current tournament is cleared, no new tournaments will be held.
l Local Tournaments
These are Arcade-sponsored tournaments of smaller scale. In these tournaments, the rules (number of rounds needed to win a match) could be different from the norm. Although you only have one try at each, these are held on a regular basis at each of the arcades.
Virtua Fighter5 video game
Customize (p.16). To exit the
gA button.
List of official tournaments to
gA button to exit.
List of official tournaments, but
Customize (p.16)
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Official Ranking and Ranking Match
Every player has an Official Ranking, and experience points (l1) gained by winning matches. When a Ranking Match message is displayed before the match, you will be promoted a rank by winning the match.
At higher ranks, you may lose experience points by losing the match. You may see a Ranking Match where your loss will cause you to be demoted to a lower rank.
Note: The experience points can be earned in both the Arcade (when another player joins in) and VS. Modes. You must be
Item Battle
Occasionally, there will be an Item Battle, where you can win a prize. This could be an item, fight money (Gold), or an orb (see below). Note that a Ranking Match and Item Battle may occur at the same time.
Note: The Item Battle may occur in both the Arcade (when another player joins in) and VS. Modes. You must be using a character data in these modes.
Orbs and Orb Discs
As you create a character data, you are given an Orb Disc with seven seven holes, each of which can be filled by an orb you win as a prize. When all seven holes are filled, a special reward is given, and the Orb Disc will disappear. You can then buy another Orb Disc at the shop (p.17).
Orbs will not appear as a prize if you do not have an Orb Disc. You cannot hold more than one Orb Disc at a time. There is also a limit to the total number of Orb Discs you can buy.
DOJO
Hone your skills in the Dojo. There are two types of training available.
Dojo Menu
Command
Training
l1 Command in Training
The current Command name and button combina-
1
tion are displayed.
2 Command Display
l
3 Input Display
l
4 Hit Display
l
5 Time (Time Attack only)
l
Displays the Record Time (top) and Elapsed Time (bottom).
Training Menu
Press the START button to display the Training Menu
n Return to the game
Close the Training Menu and resume training.
Command list
n
Displays the Command list. Use the directional buttons ZX to select between the command types,
CV to select the command. If you select the command with the gS button, you will resume the
and training with the selected command as your new Command in training.
Display settings
n
Toggle On/Off the following displays on the screen.
Command Display Displays button presses and frame count in real time. Input Display Displays button presses. Hit display Displays the location of hit (HIGH/MIDDLE/LOW) upon contact.
n Reset positions
Resume training with initial positions. Note: pressing the SELECT button during the training has the same effect.
n Controller settings
Change button assignments (p.18).
n Time attack
How fast can you go through all available commands? Test your skills by selecting Time attack. If you wish to quit, open the Training Menu again and select
n Return to Character Select
Select to train with a different character.
n Return to the Dojo Menu
Exit Command Training.
Practice different fighting skills according to commands displayed. If you enter the command correctly, you will move on to the next skill.
1
2
3
4
End time attack.
5
12
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Page 8
Free Training
l1 Number of Combo hits
The number of attacks hit in succession (combo).
2 Amount of Damage
l
Displays the amount of damage inflicted by an attack, or total amount in Combo hits.
3 Sparring Partner's Health Bar
l
4 Command Display
l
5 Input Display
l
6 Hit Display
l
Select your character and sparring partner, and train freely in an advanced fighting situations.
1
2
4
5
6
3
Training Menu
Press the START button to display the Training Menu
n
Return to the game
Close the Training Menu and resume training.
n CPU settings
Set up the actions and reactions of the CPU character in various ways for more advanced training. Note that the Menu Items appearing in CPU settings change according to your setting selections.
Display settings
n
Toggle On/Off the following displays on the screen.
Command Display Displays button presses and frame count in real time. Input Display Displays button presses. Hit display Displays the location of hit (HIGH/MIDDLE/LOW) upon contact.
n Position settings
Change the default position against the sparring partner.
n Ring settings
Change the height of the walls around the ring (No walls/Half fence/High fence).
n Command list
Displays the Command list. Use the directional buttons ZX to select between the command types,
CV to view the commands.
and
n Controller settings
Change button assignments (p.18).
n Return to Character Select
Select to train with a different character.
n Return to the Dojo Menu
Exit Free Training.
VF.TV
View replays of VS. Mode matches and short movies of Virtua Fighter5.
Replays
Use the directional buttons CV to select the replay data to view, and press the starts.
During the replay, press the START button to display the Pause Menu.
n Return to Replay
Close the Pause Menu and resume the replay.
n Play from the beginning
View the current replay again from the beginning.
n Replay settings
Display commands and button inputs (separately for 1P and 2P sides) on the screen. For each selection, use the directional buttons button to return to the Pause Menu.
n Return to VF.TV Menu
Quit the replay and return to VF.TV Menu screen.
Exhibition
matches
Use the directional buttons for the opponent. The recordings of the Exhibitions give you an idea of how to fight against the opponent in various situations.
As in Replays, press the START button to display the Pause Menu.
Movie Theater
View replays of the VS. Mode matches you have saved.
gS button. After confirmation, the replay
ZX to toggle the setting On/Off. Select End Adjustment and press the gS
View pre-recorded match-ups of the selected characters.
ZX to select a character, and CV
You can view demos and promotional movies of Virtua Fighter5.
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CUSTOMIZE
Here you can create and edit character data to be used in the Quest Mode (p.10). The edited characters can also be used in Arcade, VS, and Dojo Modes.
Character Select
First, select an open slot to create new data, or select an exist­ing character to edit. If you create new data, you must next select a character to use.
Once the data is created, you cannot switch characters. To delete existing data, select the data and press the SELECT button.
Customize Menu
Costume settings
Item Edit
n
Select from four available costume types (see Main/Sub costume settings below), and customize the
First, select from four types of character appearances. Note that some items can be equipped only with certain costume types.
Next, use the directional buttons ZX to select the area to edit items, and press the CV to select the item, and press the gS button to equip (or
Return to default to return style of the area to its default;
select Remove to remove item in the area). The areas you can edit, and the items the character can equip vary depending on the selected character and the costume type.
Note: Rotate the view of your character, using the tQ/tE buttons.
Each item has a certain amount of item points. The total item points of the items equipped must not exceed the maximum allowed. Also, only one item can be equipped in one area. Note that some items in the different areas may not be equipped together.
Change the appearance of the character.
gS button. Next, use the directional buttons
n Main/Sub costume settings
Out of four costume types, select one type for Main costume, and another for Sub costume. Only these two can be selected during the Character Select Screen.
Item shop
If you earn enough Gold, you can purchase items to customize your character's appearances. First, use the directional buttons ZX to select the body part and press the gS button. Next, use the directional button button to buy. Information for the selected item (usable types, item points, etc.) is displayed at the left side of the screen, so use this as a guide to make your purchase.
Change
ring name
Personal
comment settings
Software Keyboard
Ring name and Personal comment are entered using the soft­ware keyboard. Use the directional buttons to move the cursor on the software keyboard, and press the letter/symbol or function. Press the Press the keys are functions:
A1
. . . . . . . . . . . . . . . . . . . . . Use letters/numerals
À . . . . . . . . . . . . . . . . . . . . . Use accented letters
@. . . . . . . . . . . . . . . . . . . . . . . . . . . . Use symbols
A . . . . . . . . . . . . . . . . . . . . Use uppercase letters
a . . . . . . . . . . . . . . . . . . . . . Use lowercase letters
Emblem settings
You can have an emblem appearing with your Ring name. Use the directional buttons ZX to select the Emblem type. Next, select the emblem to appear. If you do not want the emblem to appear, select Remove emblem.
End
customization
With the prize Gold you earned, you can buy items.
CV to select the item, and press the gS
Enter a unique ring name with up to 10 alphanumeric characters.
Edit a two-line PR comment that appears before the match.
gS button to enter a
gF button to undo changes. The left- and right-most
Change emblem to appear next to your ring name.
Return to the Main Menu screen.
gD button to delete a letter.
¨
. . . . . . . . . . . . . . . . . . . . . . . . . . . Delete a letter
Ø
. . . . . . . . . . . . . . . . . Switch between the lines
OK
. . . . . . . . . . . . . . . . . . . . . . . Exit with changes
(Personal comment only)
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OPTIONS
In Options, you can change various game settings, manage saved data, or view rankings. Use the directional buttons select an option to adjust, and changes. In any menu with the following menu items, select Return to defaults to return all values of the selected settings menu to the default value; select changes. Where applicable, press the without changes).
Game settings
Difficulty
n
Adjust CPU skill level (from 5 levels).
n Round count
Adjust the number of rounds required to win the match.
n Time limit
Adjust the time limit for each round.
n Max. health bar: Player/CPU/1P/2P
Adjust the health bar for each player/CPU.
n Stage select
Allows you to select the stage (ring) to play on. The game selects the stage randomly if this is set to Off.
Commentary
n
Toggles On/Off whether to have announcers commenting on the
Controller
settings
For each player, use the directional buttons of the respective SIXAXIS™ wireless controller ZX to select its function. Select Return to defaults to reset.
Screen settings
Display settings
n
Choose the display to appear either Sharp or Soft.
n X-axis
Adjust the display position (horizontal).
n Y-axis
Adjust the display position (vertical).
Note: The options X-axis and Y-axis are available only when you are using the standard television set (TV Type 4:3).
ZX where applicable to make
End adjustment to exit with
gA button to cancel (exit
Make a variety of changes to gameplay settings in ARCADE and VS modes.
Edit controller button configurations/functions for each player.
CV to select the button, and
Make adjustments to the screen sharpness and position.
CV to
Sound settings
Volume: sound effects
n
Adjust the volume level for the sound effects.
n Volume: music
Adjust the volume level for the background music.
n Volume: commentary
Adjust the volume level for the commentary during the match.
Save data
n Save
Save the System Data on the HDD.
n Load
Load the System Data from the HDD.
n Autosave settings
Toggle On/Off the autosave feature. When this is set to Off, the game will prompt to confirm whether to save (overwrite) the System Data.
Delete saved data
n
Select and delete any game data on the HDD, including data from other games. Use this utility to create free space, when
Rankings
Press the gS button to change between the categories. Press the SELECT button to reset the rankings.
n SCORE RANKING
The top ten scorers in the Arcade Mode.
n TIME RANKING
The top ten clear times in the Arcade Mode.
WINNING STREAK RANKING
n
The top ten longest winning streaks in 2-player versus matches of the Arcade Mode (second player joining in) or the VS. Mode. For VS. Mode, you must be using the same character, selecting
Fight again or Change stage during the Result Screen to
either
Make adjustments to the volume of the following voices/sound effects used in the game.
Manage saved data.
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Page 11
CHARACTER PROFILES & COMMANDS
Akira Yuki
Akira left the Fourth World Fighting Tournament in the semifinals, defeated by Kage-Maru. With only dis­appointment to show for his ef one day, as he continued his training deep in the mountains, Akira’s gaze dropped to a creek nearby. A single leaf r “The leaf spins because it rides the stream, not trying to resist the flow…” With a new epiphany fresh in his mind, Akira resumed his training. And now, as his training nears its close, an invitation for the fifth tournament arrives. “Now, I should be able to hold my own—and more—against him.”
Normal Moves
Hachimon Kaida Kansuitai Shousui~Tanheitou
~Anshou Chouchu Rimon Chouchu Yakuho Chouchu Jouho Senshou Fukko~Shichiseiho Fukko~Shichiseiho
~Chouchu~Ouda Housui Mouko Kouhazan
~Kakuda Chouchu Byakko Soushouda Koboku Youhou Kenhou Renkantai Sokutai Youho Shousui Renkan Toushou Suisou Senzankou~Shichiseiho Hazan Ryoutenchi Chouzan Housui
etsuzankou
T Maho Shoukou Gaimon Chouchu (deflect) Souka Housui Hekisui Youshi Saiken Teishitsu Dantai
Ryusoushiki~Maho Chouchu~
etsuzankou (Shura Ha'ou K
T
Fujinkyaku~Jouho Choushitsu ~Fukko (Fujin Shoushitsu Fukkogeki)
Houken~Youshi Senrin~Soushou (Hougeki Unshin Soukoshou)
Gekiho Honko (stagger) Kaiko (stagger)
Country: Japan Fighting Style: Hakkyoku-Ken
forts in the third and fourth tournaments, Akira began to doubt himself. But
ode the current, and spun around a boulder in the middle of the stream, avoiding it neatly.
MOVES
oukazan)
COMMAND
PP PK
6P4PP
66P 666P 46P 43P2 (or 8)
PP during Fukko~Shichiseiho
2P
@6P, then P during guard or hit
@46P 214P 33P 6KP 66KK 3K P+KP P+K6P P+KP+K 66P+K2 (or 8) 66P+KP 46P+K (can be charged) 466P+K @6P+K 214P+K 3P+K 33P+K K+GP (can be charged) K+G (release G after 1 frame)
3K+G6P466P+K
2K+GK6P
P+K+G,
then
43P+G6 (or 4) P during hit 2P+K+G 6P+K+G
MOVES
(during stagger) Mouko Kouhazan
(during stagger) Byakko Soushouda
(during stagger) Utankyaku Geimon Tessen Hougekishu
~Gaimon Chouchu Tenzankou Toushou Juji Toutai
Throws
Toushin Soutai Kaikyusei Kaikyu Tenshin Touda Daiden Housui Shin'iha Junshin Honko Junshin Honko~Shin'iha Junshin Honko~Chinho Chinho~Kouzanheki Junho Honko (stagger) Shishi Hougetsu Youshi Senrin Shinporiko
Reversals
Youhou Gaimon Chouchu
an'yokuchou
T Youhou Gaimon Chouchu Tan'yokuchou Gaimon Chouchu Jouho Shoukou Haiho Richu Senpu Soushou Shoutenkou
anda
T
Honshin Souhakushu
Down Attacks
Soukahou Gekihousui
COMMAND
26P (during stagger)
246P (during stagger)
66K (during stagger) 46P+K+G
3P+K+GP
P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
P+G 6P+G 6P+G2 (or 8) 46P+G 16P+G 64P+G P+K (during Junshin Honko) 2 (or 8) (during Junshin Honko) P+K (during Chinho) 42P+G 3P+G 43P+G 1P+G
4P+K (vs. right high punch) 4P+K (vs. left high punch)
high kick)
4P+K (vs. 1P+K (vs. right mid punch) 1P+K (vs. left mid punch) 1P+K (vs. mid kick) 1P+K (vs. elbow) 1P+K (vs. right side kick) 1P+K (vs. left side kick) 1P+K (vs. knee)
somersault)
1P+K (vs.
lo
2P+K (vs. 2P+K (vs. low kick)
wn)
(opponent do (opponent down) 8P
w punch)
3P
El Blaze
Unrivaled in the light-heavyweight division, El Blaze viewed Wolf's victories in the heavyweight divi­sion with envy and jealousy Blaze decides to enter the Fifth World Fighting Tournament.
Normal Moves
Burnout Combo Jab~High Kick Jab~Low Kick Shadow Fang Shadow Storm Combo Rising Back Spin Kick Back Spin Low Kick Inferno Savate Rolling Low Knuckle Sit Jab Body Blow Fake Roll Venus Venus Diversion Shadow Spear Shadow Lance
~Combo Rocket Discharge Face Smash Darkness Savate
~Combo Rocket Discharge Head Smash Kick Face Hit Quick Savate Death Scythe Slash
~Combo Rocket Discharge Middle Kick
ade Roll Kick
F ~Combo Rocket Discharge
Drop Kick Volcano Knee Combo Elbo Quick Combo Shado Hammer Smash Shutdown Knee Handsome Scra
~Combo Rocket Discharge Volcano Upper Darkness Hammer Jumping Hammer Knuckle Rolling Bod
Country: Mexico Fighting Style: Lucha Libre
. In order to surpass Wolf and finally put these feelings behind him, El
MOVES
PPPK PK P2K 6PK 4PKP 46PPK 46PP2K 46PKK 1P 2P 3P 41236P
From Fake Roll: P From Fake Roll: P, then K during hit
6K
66K, then 6 during guard or hit
4KPP
4KPK, then 6 during hit
46K 2KPP 2KPK
8K, then 6 during guard or hit
3K
7K6
9K
w Upper
w Hammer
y Press
K (while rising from a crouch) P+KPP 6P+KP @6P+K 46P+K 3P+KPK
tch Rush
43P+K, then 6P+G6 during hit
4P+K 2P+K 8P+K 7P+K
COMMAND
MOVES
Demon Dance Demon's Tail High Spin Kick Jumping Savate Darkness Sword
~Combo Rocket Discharge Low Spin Kick Tornado Spin
Darkness Flame
Quick Back Spin Kick ~Combo Rocket Discharge
Quick Body Quick Knee
Moves from Rocket Discharge
Rocket Discharge Flying Cross Chop Drop Kick Low Drop Kick Déjà Vu
Throws
High-Speed Brain Buster Decapitation Whirlwind Just Face Lock Screw Drag Hole Drag Swing DDT 44 Astro Scissors Head Scissors
Through
Hammer Hammer Through
~Combo Rocket Discharge High-Speed
Hurácan Rana Rolling Clutch Fantasma Spread Wing
Down Attacks
read Smash
T 450 Splash
9P+K
From Demon Dance:
K+G 6K+G
3K+G, then 6 during hit
2K+G P+K+G
From Tornado Spin:
K, then P+G during hit P+K (during Defensive Move),
then 6 during hit
P (during Offensive Move) K (during Offensive Move)
6P+K+G
From Rocket Discharge: P From Rocket Discharge: K From Rocket Discharge: 2K From Rocket Discharge: P+G
P+G 6P+G 41236P+G P+G (during Whirlwind) 4P+G 64P+G 63214P+G 42P+G 3P+G 33P+G 1P+G
1P+G6
9P+G
(opponent crouching) 2P+K+G (opponent crouching) 3P+K+G (opponent crouching)
(opponent do (opponent down) 8P
COMMAND
wn)
3K
K
33P+K+G
2120
Page 12
Country: China Fighting Style: Kou-Ken
Eileen
After losing both her parents at a young age, Eileen was raised by her grandfather, a martial arts master. In addition to her grandfather's training, she also spent much time studying with a Beijing opera tr One day, she happened to see a martial arts demonstration by Pai Chan, and was amazed by the beauty of her movements. Since then, Eileen thinks of little else besides finding some way to appr
MOVES
Normal Moves
Rakuho Senpukyaku Renkan Zensou Senpu Enkou Gekisou Shoukou Yakutou Rententai Matsumen Soubi Enkou Nyurin Enkou Yurin Nichigetsu Tenkan Enkou Kenka Fukushinshou Koushi Choukan Taisei Rensou Enkou Santen Hikou Hagetsu Rinheki Hairen Hikou Bokushoku Kousokuhon Hikou Niki Hikou Senshi
aku
Hairenky Kousokutan (deflect) Taisei Kouten Taisei Dakka Hikou Choukan Sokutantai Tanhikyaku Dokuritsu Sougan Sayu Gekishou
~Koushi Choukan Sayu Gekishou
~Taisei Honsou Sayu Gekishou
aisei Chouzan
~T Sayu Gekishou
~Taisei Dakka Sayu Gekishou
~Zenkuhon Sayu Gekishou
~Enkou Nyudou
COMMAND
PPPK PPP2KK PP6P P3PK PK 6PP2K 66P 4PPK 44P 46P 2P 236P 214PP 3PP 33P 1PK 9P K (while rising from a crouch) 6K 66K 4K 46K 236KK, then K during hit 214K 8K 3K 9K P+K 6P+KP,
then 236P during guard or hit
6P+KP,
then 214P during guard or hit
6P+KP,
then 236K during guard or hit
6P+KP,
then 214K during guard or hit
6P+KP,
then 236P+K during guard or hit
6P+KP,
then 214P+K during guard or hit
MOVES
Sayu Gekishou ~Rakuchi Bougetsu
Sayu Gekishou ~Rakuten Hagetsu
Jinrai Santen Sayu Hashitsu Taisei Soudou Enkou Toutou Koushi Renzan Shashin Sousou Rigou Tenshintai Hikou Rantsui Renkan Touku Kouhaikyaku Kesshi Hanbi Zensou Senpu Honshin Kousoutai Goku Shicchi Goku Kouzan Goku Santeki Shashin Hon'yaku Shashin Sousou Shashin Teikyaku
Moves from Zenkuhon
Zenkuhon Zenku Soutsui Zenkuhon Rakutai Taisei Soumen
ves from Enkou Nyudou
Mo
Enkou Nyudou Enkou Shutsudou Shukushin Zensoubi
Throws
ou'ou Enten
K
ou'ou Touten
K Kou'ou Gezan
ekikyu
T
ou'ou
K Kou'ou Roukyu Kou'ou Batsuzan Kou'ou Kouzan
Down Attacks
Enkou Shousui Enkou Rakuten
oupe.
oach Pai.
COMMAND
6P+KP2P+K+G
6P+KP8P+K+G
6P+KPP 4P+KPP 46P+K 3P+K @3P+KP 1P+K K+G 6K+G2K 4K+GK 46K+G 2K+GK 3K+G 6P+K+G
From Goku Shicchi: From Goku Shicchi: K
P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
236P+K
From Zenkuhon: P
rom Zenkuhon:
F From Zenkuhon: P+G
214P+K
From Enkou Nyudou: P From Enkou Nyudou: 2K
P+G 6P+G 6P+G6 6P+G2 (or 8) K 64P+G 63214P+G 3P+G
(opponent down) 3P (opponent down) 8P
K
P
Pai Chan
Pai had entered the Fourth World Fighting Tournament out of concern for her sick father, Lau. But befor Pai searched for her father afterward, and found him just in time to save the weakened Lau from Lei-Fei’s killing blow for her father—she had to respect his desire to pursue ultimate strength for as long as he lived. So when Pai learned that Lau was participating in the fifth tournament, she decided to enter as well, telling herself that the only way she can show her love for her father is to be strong, both emotionally and in combat.
Normal Moves
Renkan Tenshinkyaku Renkan Haitenkyaku Renkan Tenshin
Soukyaku Renkan Enshi Rantsui Renken Toukikyaku Renkentai~Bokutai Gyokujo Kensho Hi'en Dantai Ensei Soushou Ensei Soushouheki Souchuken Ensei Kosouha Ensei Raigekiken Souka Rensuishou Souka Senpukyaku Rikensui Koushu Kasui
Senpukyaku Ko'en Senkyaku Koudantai Shi'en Kousen Renkan Tanheki Ensei Haikyaku~Bokutai
ouku K
T Ensei Haijinkyaku Renka Sentai Senky Hi'en Rekkyaku Ensei Katanheki Chouho Soukasui
~Bokutai Kasuishou Ensei Senpukyaku Enbu Renky Ensei Touku Haikyaku
ochouky
K Zensoutai Honshin Soukyaku
Country: China Fighting Style: Ensei-Ken
e she could see him, she was defeated and had to leave the tournament.
. Hit with the realization that Lau did not have long to live, Pai realized that she could do nothing
MOVES
ouhaiky
aku Chushou
aku
aku
aku
COMMAND
PPPK PPP4 (or 7) K
PPP2K
PP4PK2K PPKK PK2 6PK 66PK 64PP 4P 2P @6P @4P 3PP6P 3PK (can be charged) 1P
KPK (can be charged)
KK K (while rising from a crouch) 6KPK 66KP 4K2 44KK @4K @ (or 1) KK 3KP 9KK P+K
66P+K4
46P+K (can be charged) K+G 6K+G 66K+G 4K+G 2K+G 1K+G
MOVES
Sokushin Senpuga Sokushin Toushou Soushin Danshitsu
Moves from Bokutai
Bokutai~Chuken Bokutai~Raigekishou Bokutai~Kousou
Soushougeki (deflect) Bokutai~Kinkei Bokutai
~Zensou Taitoukyaku
Throws
Toushin Housoukyaku Raishin Nyurin Toushin Inshou Ensei Monka Kuretsu Tenhou Shun'en Ryouku Honshin Haisetsukou Senpu Enka Ensei Houshin Katai Sei'en Katou Hi'en Honko Junsui Suishu Hi'en Tenshin Shoukyaku Enfu Rinshou Ensei Shoutai
Reversals
Ensen Hairyu Rasen Anshou Hi'en Hairyu
yu
Ensen Hair
Anshou
Rasen Hi'en Hairyu Kakyaku Senten
oukai
T
Shitsuten
Down Attacks
Rai'in Shouda Enshu Raigeki Hi'en Youshu
P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
From Bokutai: P From Bokutai: PP
rom Bokutai:
F
From Bokutai: P+K
From Bokutai: K+G
P+G 6P+G 66P+G 46P+G @6P+G 4P+G 64P+G 63214P+G 62P+G 42P+G 3P+G 33P+G
(opponent crouching) 2P+K+G (opponent crouching) (opponent crouching) 46P+K+G
4P+K (vs. high punch) 4P+K (vs. high kick) 4P+K (vs. 1P+K (vs. mid punch) 1P+K (vs. 1P+K (vs. mid elbow) 1P+K (vs. side kick) 1P+K (vs.
(opponent do (opponent down) 8P (opponent down) 8K+G
COMMAND
KP
high elbo
mid kick)
knee)
wn)
3P
6P+K+G
w)
2322
Page 13
Country: China Fighting Style: Shaolin Kung-Fu
Lei-Fei
Lei-Fei had received orders from his master to put an end to the Ko’en-ken style. But when he found Lau in the fourth tour
nament, he saw for himself the amazing power of the style, and approached Lau after the tournament as a promising student. Impatient to lear was unable to fight back, and survived only because of Pai’s sudden appearance. Lei-Fei had failed in his mission to destroy Ko’en-ken, and had failed to learn Ko’en-ken for himself. His only choice was to develop the strength required to defeat anyone who came after him. Lei-Fei used the pressure to push himself to new heights. Now, Lei-Fei is ready to enter the fifth tournament
Normal Moves
Rengeki Soushouha~Hai Shiki Kakushu Suigeki
~Ura Koko Shiki Kakushu Suirengeki Toushou Rakengeki Fukusoushou Toutenshou Honrai Konten Shatenshou
~Ura Nehan Shiki Shaten Renshou Haisenkyaku~Bokutai Rigoutai~Koko Shiki Toukyaku~Dokuritsu Shiki Bunkyaku Kongou Renshin Houda Zaban Hekishou Kyuho Soufuken Goka Zasan Kochouheki (deflect) Haisetsukou~Koko Shiki Sousuigeki Senpukyaku~Koko Shiki Zensoutai Chisen Choukyaku 2 T
oushin Sen'enky Souhiky Teishitsu Sokushou Shaho Toushin Shaho Shitsuda
Mo
Dokuritsu Shiki Senshin Toushou~Hai Shiki Nikiky Fukushintai~Hai Shiki Shinpo Bunkyaku Zenten~Touku Rensenkyaku Zenten~Hou'ou Ten'yoku
Dokuritsu Senshou
n quickly, Lei-Fei attacked Lau, hoping to see the secrets of Ko’en-ken. But the weakened Lau
.
MOVES
aku
aku
ves from Dokuritsu Shiki
aku
COMMAND
PPP
6PP+K+G
6PP 66P 4PP 2P @6P 3PP
33PP+K+G
33PP K, then 2 during guard or hit 6K 66K (hold K) 3K P+KPP 66P+K 46P+K 466P+K 236P+K 3 (or 9) P+KP 1P+K 66K+G 2K+G 3K+GK 33K+GKK+G 9K+G P+KP (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
8P+K+G
From Dokuritsu Shiki: P From Dokuritsu Shiki: KK
rom Dokuritsu Shiki:
F
rom Dokuritsu Shiki:
F From Dokuritsu Shiki: 6P+K+GK From Dokuritsu Shiki: From Dokuritsu Shiki: (vs. high
punch/mid punch/low punch/elbow)
2K K+G
6P+K+GP+G
MOVES
Moves From Hai Shiki
Hai Shiki Housui Rengeki~Dokuritsu Shiki Housui Shouheki Koudantai~Dokuritsu Shiki Hai Shiki Zensoutai Senshippo
Moves From Bokutai
Bokutai Shinpo Senshinken Senkyutai Hanshouda
Moves From Nehan Shiki
Nehan Shiki Sokushukyaku~Dokuritsu Shiki Zensoutai Renkan Honshin Mahosui
Moves From Suirakan Shiki
Rakan Dako Fukuchi Settai~Ura Nehan Shiki
Moves from Koko Shiki
Renkan Sousui (deflect) Koushutai (deflect)
Moves from Ura Nehan Shiki
Rakan Doushou Kishin Niki
Moves from Ura Koko Shiki
Jirou
T
anzan (deflect)
obi
ouku K
T
Throws
Raishin Senbu
yusen Shouheki
K
yu Haibi
our
K Soufu Kanji Sousai Haiken Rakan Shintengeki
aku Soutou
Haiky
yu Gakkou
Kinr Haizan Toukai
Down Attacks
oushingeki
T Rakugeki Houda
COMMAND
2P+K+G
From Hai Shiki: PP From Hai Shiki: PP+K From Hai Shiki: K From Hai Shiki: 2K From Hai Shiki: P+K (can be charged)
rom Hai Shiki:
F From Bokutai: PP From Bokutai: 3K From Bokutai: P+K
1P+K+G
From Nehan Shiki: PK From Nehan Shiki: 2K From Nehan Shiki: P+KPP
From Suirakan Shiki: P From Suirakan Shiki: K
rom Koko Shiki:
F From Koko Shiki: K
From Ura Nehan Shiki: PPP From Ura Nehan Shiki: KK
From Ura Koko Shiki:
rom Ura K
F
P+G 66P+G 46P+G 41236P+G
From Soufu Kanji: 46P+G From Sousai Haiken: 236P+G
64P+G 3P+G 33P+G
(opponent do (opponent down) 8P
2
oko Shiki:
wn)
P
3K
P K
Aoi Umenokouji
Aoi left the fourth tournament with only frustration and anger. She had to endure a slew of pick-up lines before her match, and the match itself was a complete loss. Her opponent’ more than impressive, but his tendency to come on to any woman he saw only angered Aoi. Even after the tour that in the previous tournaments, and he had made a strong impression on her. Aoi found herself training harder because she wanted to show him a thing or two. Now that the invitation to the Fifth World Fighting Tournament has arrived, Aoi can barely contain her desire to enter the tournament and see him again.
MOVES
Normal Moves
Rentotsu Kodachi Rentotsu Kusanagi Rentotsu Kinuguruma
~Sundome Rentotsu Ryusen Soushou Nirentotsu Kugikyaku Shougerigasane Tsumujisakura Koromoguruma Ougimai~Tachikaze Tenkai Ryoushi Gedan Shouda Sodeguruma Hou'oushu Uegeri~Datotsu
~Abarakudaki Kusarigama Kumogeri Sou'unha Kamageri Kasumi Renshou Maegeri Oushu Hiji'ate Ouka Iwaodome Soushouda Jousei Ryusenshou Inshou Shinchuzuki (deflect) Tengu Otoshi
~Kaname'uchi Sodeshinken Shigure Ogamigeri (deflect) Kusanagi Mikawashi Ouda Abara'uchi
te
Hiza'a
Moves from Tenchi In'you
Tenchi In'you
Country: Japan Fighting Style: Aiki Ju-Jutsu
s nimble footwork and powerful kicks were
nament ended, Aoi thought about her opponent often. There had never been any fighters like
COMMAND
PPPK PPP2K
PP6PPG
PP2 (or 8) PP PPK PK 6PP 66P 4PK 46P, then P+G during hit 43P 2P @3P, then 4P+G during counter hit 3P
KPK
KK 6KK 66K 4K 2KPP 3K 6P+KP 66P+KP 64P+KP 46P+K 44P+K 43P+K 236P+K
@3P+KP
33P+K K+G 4K+G 2K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
4P+K+G (can be charged)
MOVES
Ryusen
Throws
Ko'ate
Hikichigai
Okurite Mawashi Wakigarami
Yumigatame
Ebi'ori Taiboku Taoshi
Taiboku Kudaki
Aikinage Okuri Otoshi Kiri'e Otoshi Morotebiki Konoha Otoshi Oboroguruma Hangetsuha Tekime Toushin
urai
Shin no K
Reversals
Uzuneri Tenshin Nyushin Edasaki Kusabi Otoshi Uzuneri
enshin Nyushin
T Edasaki Kusabi Otoshi Senryu Kaede Otoshi
Ryuseishu
Down Attacks
te Shutou
a
T Kusei Komashutou
totsugeri
usei Ga
K
Edakudaki
From Tenchi In'you: 2 (or 8) P
P+G 6P+G (change throw direction with
4 or 2 or 8) 46P+G 41236P+G 62 (or 42) P+G
(during Wakigarami)
28P+G (during Yumigatame) 2486 (or 8426) P+G 41236K+G
(during Taiboku Taoshi)
@6P+G 64P+G 2684 (or 8624) P+G @4P+G 3P+G 33P+G 1P+G
(opponent crouching) (opponent crouching) 1P+K+G
4P+K (vs. 4P+K (vs. left high punch) 4P+K (vs. right high kick) 4P+K (vs. left high kick) 1P+K (vs. right mid punch) 1P+K (vs. left mid punch) 1P+K (vs. right mid kick) 1P+K (vs. left mid kick) 2P+K (vs. low punch) 2P+K (vs. low kick)
From Tenchi In'you: (vs. high punch/mid punch/elbow)
(opponent down) 3P (opponent down) 8P (opponent do (opponent lying face up, feet toward you)
2 (or 3) P+G
COMMAND
2P+K+G
right high punch)
wn)
8K+G
2524
Page 14
Goh Hinogami
Goh found himself in an old, abandoned dojo. This was a former J6 training facility, where Goh had spent much of his youth. As he lay on the ruined tatami mats, sunlight filter ceiling to play across Goh’s face. His or
ders had been to assassinate certain fighters taking part in the Fourth World Fighting Tournament, but he had failed completely. He had explained to his superiors that Dural’s interruption of the final match had disrupted his plans as well as the tournament itself, but the organization had done little to hide its disappointment in him. He could not afford to fail again. The Fifth World Fighting Tournament is his last chance to redeem himself.
MOVES
Normal Moves
Tsurane Shouda Shouda~Kasumigoroshi Rengoku Yomi'okuri Aragami Urahiji Soukyu Sune Kudaki Sune'uchi Raika Kirin Inazuma (Migi Hibara) Geri Tsukikage Garyu Kyousengeri (deflect) Yamibaraigeri Uchikurubushigeri Ura Inazuma (Migi Hibara) Geri Senryukeri Jun'you Fudousatsu Arata Karura Kotetsu Kokuryusatsu Todome
tsu Arata
yusa
okur
K Minamobarai Goukitotsu
uri'ori (deflect)
Y
Gohou Yoroidoshi (deflect) Ikaruga Raijinsatsu
Murakumo
De'ashibarai
tsu
Ni'ousa Orochinagi Tengusatsu Basara~Mekira~Bikara
(Shinshou Sangou) Basara~Mekira~Indara
(Ura Shinshou Sangou)
Country: Unknown Fighting Style: Judo
COMMAND
PP PK 6PP 66P, then 4P+G during counter hit 4PK 44P 46P 43P 2P 3P 33P K 6K 66K 46K 4K 2K 3K 1K 6P+KP 66P+K 4P+K 4P+K (when fully charged) 46P+KPP 46P+KP6P 2 (or 8) P+K @6P+K 3P+K 1P+K K+GP 46K+G 66K+G,
then 4P+G during guard or hit
2 (or 8) K+G 3K+G
, then
6P+G 1K+G 9K+G P+K+G,
then 43P+K6P during hit
P+K+G,
then 43P+K4P during hit
during counter hit
ed in from the holes in the
MOVES
Zenpou Kaiten Ukemi Suigetsugeri Shouda Keri'age
Throws
Makikomi Tsuchikumo Osotogari Tsuyubarai~Todome
achidori~Todome
T Se'oinage Tai Otoshi Hiza'ate~Oguruma Uchimata Onigari Naraku Otoshi Gourai Kuchikitate Orochi
Moves from Tsukami
Kumite Harai~Tsukami Tsukitobashi Zenpou Kuzushi Zenpou Kuzushi
~Osotoguruma Kouhou Kuzushi
uzushi
ouhou K
K
guruma
asha
~Y Uhou Kuzushi
uzushi~Okuri'ashibarai
Uhou K Gou~Todome
Sahou Kuzushi Sahou Kuzushi
~Ashibarai Gou~T
Down Attacks
Todome Hayate
odome
Matasaki
Hi'engaeshi
6P+K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
P+G 66P+G 46P+G 41236P+G 2486 (or 8426) P+G 64P+G 63214P+G 2684 (or 8624) P+G 62P+G 3P+G 43P+G 33P+G
(opponent crouching) 2P+K+G (opponent crouching) 3P+K+G
P+KP+G
From Tsukami: From Tsukami: 6
rom Zenpou K
F
From Tsukami: 4
From Kouhou Kuzushi:
From Tsukami: 2 or 8 (back side) From Uhou Kuzushi:
2 (or 8) P+G (back side)
From Tsukami: 2 or 8 (front side)
rom Sahou K
F
2 (or 8) P+G (front side)
(opponent do (opponent do (opponent lying face up, feet toward you)
2 (or 3) P+G
(opponent lying face do
2 (or 3) P+G
COMMAND
P+G
uzushi:
uzushi:
wn)
3P
wn)
8P
6P+G
4P+G
wn,
feet to
ward you)
Kage-Maru
Kage-Maru had entered the fourth tournament to save the soul of his mother, Tsukikage, who had been transformed into Dural by J6. He made it to the final r intrusion of Dural. Kage-Maru tried to r Tsukikage and Dural with his own hands. Afterwards, however, he realized that the destroyed Dural he held in his arms was not Tsukikage, but one of the production-model Durals. After further investigation, Kage-Maru found that J6 had continued the Dural Project with a new model with Vanessa’s abilities. Kage-Maru decides to enter the fifth tournament—to stop J6, and to save Tsukikage.
Normal Moves
Sandan Urageri Sandan Fujinkyaku Sandan Rasen Urageri Rekku Renkyaku Hagasane Hiji'uchi Rasen Rasen Urageri Jizuridan Hagakure-ryu In Yougeki Shippuzan Sokudangasane Fushin Hizageri Doukudaki Ryu'eikyaku Tenshin Agokudaki Ura Tsumujigeri Kuruwageri Rasen Kouryujin Jibashiri Senpugeri Tobimaegeri Bosatsushou (stagger) Hagakure-ryu In Fujingeki Rakusenjin Gaeshi Kasumi Hagakure-ryu
In Suzaku Hishoukyaku Naraku Otoshi Fujin Urasuisha Souhajin Rasengeri Fusen Renky Hagaryu Gen'you Otoshi Ryubisen Tsumujigeri Suishageri Engetsugeri Rairyu Hishoukyaku
gakure Senjin
Ha
Country: Japan Fighting Style: Hagakure-ryu Ju-Jutsu
ound, but the finals were interrupted by the sudden
each whatever was left of Tsukikage, but realized that it was too late. He destroyed
MOVES
aiba
Y
aku
COMMAND
PPPK PPP4 (or 7) K PP4PK PPKK PK 6P 4P 4PK 2P @3P 3PP 1PK @6K 6K 66K 4KKK 44K 46K 3KPP 1K 7K 8 (or 9) K P+K 46P+KP 6P+KP 66P+K
623P+KPK,
623P+KK 2P+KK 3P+K K+G 6K+G 66K+G 4K+G, then 4P+G during guard or hit 44K+G 2K+G 7K+G 9K+G 66P+K+G P+K (during Defensive Move)
then
K during hit
Ryusuizan Ryusui Urageri
Moves from Hagakure-ryu You Jumonji Kamae
Hagakure-ryu You Jumonji Kamae
Hagakure-ryu In Kama'itachi
Hagakure-ryu You Kusabi'uchi
Hagakure-ryu In Dounuki Suimengeri Hagakure-ryu
In Suigetsuhou (deflect) Hagakure-ryu You Hi'en Fushin Randangeki
Moves from Hagakure-ryu In Shippujin
Hagakure-ryu In Shippujin Hagakure-ryu
In Shinsoku Renjin Hagakure-ryu In Kumobarai Hagakure-ryu In Shouryuzan Hagakure-ryu
In K
gakure-r
Ha In Ryubi Renkyaku
Fushin Randangeki
Throws
Taitou Jung Kagegasumi Tomoenage Ko'enraku Izuna Otoshi Fugasumi Katanagasumi Fushin Randangeki
Reversals
Kotegaeshi Kotegaeshi
Down Attacks
Kaka Hi'endan
usana
aku Jizai
y
to Otoshi
MOVES
gigiri
yu
P (during Offensive Move) K (during Offensive Move)
P+K+G
From Hagakure-ryu You Jumonji Kamae:
PKK+G
rom Hagakure-ryu You Jumonji Kamae:
F
6P
From Hagakure-ryu You Jumonji Kamae: From Hagakure-ryu You Jumonji Kamae:
From Hagakure-ryu You Jumonji Kamae:P+K
From Hagakure-ryu You Jumonji Kamae:K+G From Hagakure-ryu You Jumonji Kamae:P+G
4P+K+G
From Hagakure-ryu In Shippujin:
From Hagakure-ryu In Shippujin: PK From Hagakure-ryu In Shippujin: 3P
From Hagakure-ryu In Shippujin: 6P
rom Hagakure-ryu In Shippujin:
F
From Hagakure-ryu In Shippujin: P+G
P+G 6P+G 46P+G 4P+G 64P+G 64P+G8P+G 42P+G 3P+G 9P+G
4P+K (vs. high punch) 1P+K (vs.
(opponent do (opponent down, close range) 8P
COMMAND
mid punch)
wn)
3K
6K 2K
PPP
2KK
2726
Page 15
Sarah Bryant
Sarah had entered the Fourth World Fighting Tournament in the hopes that surpassing her brother would allow
her to put her past behind her him. In addition, Sarah was faced with the sudden disappearance of Vanessa, who had been protecting her. Then one day if she could destroy J6 first, she could both surpass her brother and prevent anyone else from becoming a victim of the evil organization. But Sarah knew too little of the power of J6. Her efforts to infiltrate J6 play neatly into their hands, and danger threatens her once again...
MOVES
Normal Moves
Combo Rising Knee Combo Somersault Kick Combo Scarecrow Combo Reverse High Kick Serpent Tail Punch High Kick Elbow Side Chop Double Joint Butt Elbow Hook Kick Serpent Frenzy Tail Sweep Serpent Claw Squat Straight Setup Combination High Kick Straight Double Thrust Kick Knee Kick Switch Kick Sharpsword Combo Jackknife Middle Kick
ge Kick
Mira Dragon Smash Cannon Full Spin Heel Kick Somersault Kick Hide Side Kick (deflect) Storm Combination Blizzard Kick Double Rise Kick Serpent Smash Cannon
ornado
T
Crush
Shadow Slash Spear Kick Combo Crescent Heel Leg Slicer Rising Knee Double Round Kick Low Spin Kick
alkyrie Sword
V
alkyrie Strike
V
Country: U.S.A. Fighting Style: Martial Arts
. But while she was able to push Jacky to the edge, she was unable to defeat
, Sarah heard that Jacky had resumed his training in order to destroy J6 itself. Sarah decided that
COMMAND
PPPK PPP4 (or 7) K PPP8K PPKK PP2K PK 6PP 6PK 6P4K 4PK
, then Kduring hit or guard
4PKK+G 4PK4K 2P 3PK KP KK 6K 4K 44KK 2KK 3KK 33K 9K 7K P+K 6P+KPK 6P+K3PK 4P+K 2P+KK
(while rising from a crouch)
K+G (can be charged) 6K+GK 66K+GK 4K+G 2K+G @6K+GK 8K+G 3K+G 1K+GK 9K+GPPK
MOVES
Sword Rush Combo Sidestep Kick Sidestep Slash Sidestep Knee
Moves from Flamingo
Cut-in Punch Cut-in Chop Side Kick Combination Valkyrie Lancer
Hand Hold Neck Cut
Somersault Kick Back Knuckle Side Kick
Edge Kick Combo Triple
Low Spin Kick Leg Hook Throw
Gatling Kick Beat
Moves from Step
Step Toe Kick Combination Step
~Edge Kick Combo Step~Serpent Tail
Throws
ge
alkyrie Ra
V Requiem Requiem
~Mirage Step Kick Neckbreaker Drop Leg Hold Throw Sweet Pain Mermaid Phalanx
ront Suplex
F Falling Angel Throw Rolling Face Crush
Down Attacks
Soccerball Kick Jumping Knee Stamp
9K+GKK P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
From Flamingo:
rom Flamingo:
F From Flamingo: KK From Flamingo: 4K From Flamingo:
2K, then P+G during hit
From Flamingo: 8 (or 7) K From Flamingo: 6P+KK From Flamingo:
6P+K2K, then KK during hit
From Flamingo: 2K+G From Flamingo: P+G From Flamingo:
2486 (or 8426) P+G
From Flamingo: P+K+G From Step: KKK
2K, then KK during hit
From Step:
Triple
From Step: 2K+G
P+G 6P+G
6P+G2 (or 8)
66P+G 46P+G 2486 (or 8426) P+G 4P+G 64P+G 61P+G 9P+G
wn)
(opponent do
wn)
(opponent do
COMMAND
P 3P
3K 8P
Jacky Bryant
Jacky could barely contain his anger against J6, the mysterious organization that was after his sister, Sarah. He was goaded into entering the Fourth W disappearance of Vanessa, who had been guarding his sister. Even in his races, the continuing series of incidents, including sudden pull-outs by his sponsors and impr indicate someone tampering with his racing career. J6 was behind everything, and unless the organization itself was destroyed, there would be no end to Jacky and Sarah’s troubles. With this new realization, Jacky was determined to put an end to J6. With almost perfect timing, the invitation to the fifth tournament arrives.
MOVES
Normal Moves
Flash Piston Punch Double Punch Slash Kick Combo Smash Back Knuckle
~Side Slide Shuffle Combo Smash Back
Knuckle Spin Combo Smash Back
Knuckle Low Rib Crush Combo Smash Sword Jab Straight Back Knuckle
~Side Slide Shuffle Combo Back Knuckle Spin Jab Double Straight Punch High Kick Middle Smash Sword Double Back Knuckle Spinning Arm Kick Spinning Back Knuckle
Low Slash Spinning Slant Back Knuckle Squat Straight Smash Upper Lightning Back Knuckle Smash Back Knuckle Rage Kick Flash Sword Kick Combo Knuckle Spin Kick Combo Knuckle Low Double Spinning Kick Knee Kick Dash Hammer Kick
ake Elbow Back Knuckle
F Spin Kick Combination High Angle Upper Kick Somersault Kick Double Dra Beat & Back Knuckle Beat Spin Kick Chopping Left Combo Bil Jee
Country: U.S.A. Fighting Style: Jeet Kune Do
COMMAND
PPP PPK
PP6PP2 (or 8) P+K+G
PP6PPK
PP6PP2K
PP6PPP+K PP6PK
PP4P2 (or 8) P+K+G
PP4PK PP8P PK 6PK 4PP 4PK
4P2K
4P1P 2P @3P 3PPP 3PPP+K (can be charged) 1PK ^K, then G just before hit KPK KP2K KK 6K 66K
then
2K,
PP just before hit 3KPK 33K
gon
7K 9K P+KP P+KK 6P+KP 46P+K
orld Fighting Tournament, but then had to deal with the
obable mechanical breakdowns, seemed to
MOVES
Lightning Kick 5 Rage of Dragons Dragon Combination 2
~Side Slide Shuffle Dragon Combination 3 Spinning Kick Low Spin Kick Step-in Middle Kick Spin Heel Sword Middle Spin Kick Spin Leg Slicer Jumping Savate Head Hook Kick Switch Spin Kick Barrier Kick Sidestep Body Sidestep Hammer Kick
Moves from Side Slide Shuffle
Elbow Back Knuckle
Moves from Slide Shuffle
Slide Shuffle Flash Back Knuckle Step-in Sword Step-in Low Slash High Dragon Back Knuckle Ducking~Heavy Body
Toe Kick Somersault Kick
Ducking~Fire Darts
Throws
ace Smash Kick
F One-Inch Blow~Switch
w Combo
Back Blo Dragon Fist Knee Strike
p
gon Sna
Dra Sadistic Hanging Knee
ves from P
Mo
Pak Sao Pak Sao Knuckle
Down Attacks
Soccerball Kick Jumping Knee Stamp
2P+KKKKK 3P+K, then P+G during hit
1P+KP2 (or 8) P+K+G
1P+KPP K+G2K+G 66K+G 4K+G 46K+G 2K+GK 8K+G 3K+G P+K+GK P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
From Side Slide Shuffle: PP
4P+K+G
From Slide Shuffle: P From Slide Shuffle: K From Slide Shuffle: 2KK From Slide Shuffle: P+K From Slide Shuffle: 33P From Slide Shuffle:
33K, then P+G during hit
From Slide Shuffle:
P+G
6P+G2 (or 8)
66P+G 64P+G 3P+G 33P+G
ak Sao
Lever neutral (vs. high/mid punch) From Pak Sao: P
(opponent down) 3K (opponent do
COMMAND
wn)
8P
33K+G
2928
Page 16
Brad Burns
The Fourth World Fighting Tournament was like one big party to Brad—the joy of fighting against challenging opponents, and the fact that many of them wer But after the tournament ended, Brad’s life suddenly felt empty. There were still no opponents who could challenge him in the kickboxing ring, and none of the women he had met at the tour his calls. Then one day, Brad received an invitation to the Fifth World Fighting Tournament. The invitation also included the name of a female fighter that Brad didn’t recognize. “Hmm... Looks like I’ll have to go meet her.”
Normal Moves
Combo Double Knee Combination Low Gliding Knee~Catch (Neck Clinch) Jab~Spin Kick Elbow Hook~Screw High Kick Lumpini Combination Sit Jab Rising Upper Dtee Sawk Combination Gazelle Combination Sharp Shoot High Kick Teep Combination Knee Upper Kao Loy Stop Kick Step Change Knee Double Strike Turn Savate Middle Kick~Catch (Neck Clinch) Dtee Sawk Bon Sawk Klab Upper Combination Shovel Hook Triple~Last Shot Dtee Sa
ornado Combina
T Step-in Knee~Front Kick
wk Kao
p Sa
a
P Jaguar Tail Over Step Middle Body Blow Quick Knee
Moves from Ducking
Ducking Cross Upper Ducking Knee Upper
~Catch (Neck Clinch) Middle Spin Kick
ves from Long Ducking
Mo
Long Ducking
Double Dtee Sawk Lang Combination
Country: Italy Fighting Style: Kick Boxing
MOVES
PPPK PPK P6PK, then P+G during counter hit PK 6PK 4PK 2P @3P 3PP 33PP 1P ^K KPK 6K 66K 4K 46K @ (or 1) KK @4K 3K, then P+G during counter hit P+K 6P+K 66P+KP
wk Lang
2P+KPP6P 3P+KP
tion
K+G2K+G 4K+GK 46K+G 2K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
6P+K+G
rom Ducking:
F
rom Ducking:
F
K, then P+G during counter hit
From Ducking:
6P+K+G6
From Long Ducking: PPP
e beautiful women, was almost too much for Brad to take.
nament were returning
COMMAND
PP
K+G
MOVES
Double Knee Combo Corkscrew Straight
Moves from Sway Back
Sway Back Sway Back Jab Sway Back Middle Kick Ratchadamnoen
tion
Combina
Moves from Slipping Right
Slipping Right Body Break Piercing Knee Waving Body~Smash Hook
Moves from Slipping Left
Slipping Left Smash Hook Hunting Middle Kick
~Catch (Neck Clinch) Waving Body~Smash Hook
Moves from Phasing Turn
Phasing Turn Chopping Blow Grand Sweep Hook Double Crusher
Moves from Neck Clinch
Elbow Slash Gohk Kor Dtae Kao 3 Position Change Right
osition Change Left
P
Throws
Elbow Slash Body Knee Crush Neck Slash
w
Hold Elbo Face Fang Change
Reversals
Death Trap~Elbow
Down Attacks
Gambit Hell Dive
From Long Ducking: KK From Long Ducking: P+K
4P+K+G
From Sway Back: P From Sway Back: K From Sway Back:
P+KPK, then 3K during guard or hit
2 (or 8) P+K+G (front side)
From Slipping Right: P From Slipping Right: K From Slipping Right: P+KP
2 (or 8) P+K+G (back side)
From Slipping Left: P From Slipping Left:
K, then P+G during hit
From Slipping Left: P+KP
2P+K+G2 (or 8P+K+G8)
From Phasing Turn: PP (can be charged) From Phasing Turn: 2P From Phasing Turn: P+K
From Neck Clinch: P From Neck Clinch: K+G From Neck Clinch: 2 or 8 (front side) From Neck Clinch: 2 or 8 (back side)
P+G 46P+G 4P+G 3P+G 33P+G 1P+G
1P+K (vs.
kick, right mid full spin kick)
(opponent do (opponent down) 8P
COMMAND
right mid kick, right side
wn)
3K
Shun Di
Shun had entered the Fourth World Fighting Tournament to look for his young student who had been abducted by J6. Hoping that he would find useful information by fighting his way thr Shun fought with uncharacteristic energy, and made it to the final round. But he was unable to find any­thing, and the tour Shun returned to his quiet life of retirement, and when he was almost ready to give up, an invitation arrived for the Fifth World Fighting Tournament, and the sender’s name was that of his missing student. Shun enters the fifth tournament, determined to discover the truth behind his student’s mysterious disappearance.
Normal Moves
Gyou'inshu Honshin Tanka Renkan Chougeki~Soukokukyu Rengeki Koukashutai Chougeki Rigoutai Kasenko Kasen Gyou'in~Soukokukyu Turn Ousou Gyou'in~Soukokukyu Turn Suisen Gyou'in~Soukokukyu Turn Rengeki Gakushu
Rengeki Gyou'in~Soukokukyu Turn
Shinho Suikoushu Fukuchougeki Chouwan Saishu Getsuga Saigeki
Gyou'in Haishu~Soukokukyu Turn
Gyou'in Renkan Tankyaku ~Tentouritsu
Haisenchu Kaikakyaku Renshu Kaishu Renshu Haika Ryukyaku Sokutan Senshu Rentai Kanshu Chubu Soutenkyaku Getsuga Chougeki Kouhi Tentai Ryubikyaku Sokutanky Koushu Rentai Suisen Renkyaku~Tentouritsu Tenshin Souchushou
Tenshin Getsuga Chougeki (deflect)
Gekizan Senchu Ousoushu
ouky
T
Honshin Rensenkyaku~Choukarou
Renkan Zensen Soutai Senpu Soutai Suisen Honda
Note: moves require Shun Di to have a certain number of drinks. Certain moves increase Shun Di's drink count, while others will reduce it.
Country: China Fighting Style: Drunken Kung-Fu
nament ended with Dural’s intrusion into the final round.
MOVES
aku
aku
Shun Di's fighting style, Drunken Kung-Fu, r
COMMAND
P+K+G PP4P PPPK, then 4 just before hit
(6 or more drinks) PP2KK
PK 6PPPK
(6 or more drinks) 6PPPP+K4 (8 or more drinks) 64PP4 (4 or more drinks) 4PP4
46PPP
(6 or more drinks) 46PPPP+K4
43P 2P
(6 or more drinks) 236PP
@3P 3P4
(8 or more drinks)
1 (or !) PK KKP
(16 or more drinks) KK2PK
6K ^KP 66K 4KP @4K 8K 3K 1KK P+KKP+K+G 6P+K
(10 or more drinks) 4P+K
3P+K (can be charged) K+GP 6K+G 4K+G (hold K+G)
(7 or more drinks) 2K+GKK
3K+G 6P+K+GP, then P during guard or hit
3PPKP+K+G
ough the competition,
MOVES
Kasen Renchugeki Kousoku Kouhi Fusshu Shasoku Renkyaku Sokuhi Kanshu Sokuhi Teishitsu
Moves from Zabantetsu
Zabantetsu Chubu Rakusenkyaku Saikeikyaku
Moves from Tentouritsu
Tentouritsu Toushin Renkyaku Tenshin Suishukou~Oushin Soushoutai
Moves from Oushin
Oushin Gyoushi Toutai Nehan Rengeki Katai
Moves from Choukarou
Ousou Sengeki Sokutan Senshu
Moves from Soukokukyu
Ha'ou Chouteki Kokukyu Zensou Kaibou Hanbi Haishin Renkan Chougeki
~Soukokukyu Rouko Haibi
okukyu Ryou'in
K
Throws
Suiho Tenshinchu Suiryu Bukazan'un
enshin Ousoushu
T
Rengeki Toushu Richu Gouhai Senbu
enshin Souko
T Tenshin Soukeikyaku
Down Attacks
Rasen Suichu T
es him to feign drunkenness, often making drinking movements. Some
equir
enchu Rakuky
aku
COMMAND
2 (or 8) P+K+GPP 1 (or 7) P+K+GP P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
2P+K
From Zabantetsu: From Zabantetsu: 2K
63214P+K
From Tentouritsu: From Tentouritsu: P+KG From Tentouritsu: K+G
41236P+K
From Oushin: KPK (10 or more drinks) From Oushin: KP2KK
From Choukarou: From Choukarou: K
From Soukokukyu: PPK From Soukokukyu: From Soukokukyu: P+KP (opponent behind) From Soukokukyu:
PK, then 4 just before hit
(opponent behind) From Soukokukyu: 2K (opponent behind) F
P+G 6P+G2 (or 8)
(3 drinks or more) 46P+G
4P+G (10 drinks or more) 2684 (or 8624) P+G 3P+G
(6 drinks or more) 43P+G
(opponent do (opponent do
K
K
P
2K
rom Soukokukyu:
wn)
3P
wn)
8P
P+KP
3130
Page 17
Lau Chan
Lau was unable to win the Fourth World Fighting Tournament, but he found a worthy successor to his Ko’en-ken style—Lei-Fei. Lei-Fei thirsted for str however, Lei Fei suddenly turned on him, and the weakened Lau survived only because of Pai’s sudden appearance. Lau r everything. But with death fast approaching, there was nothing that he could do for his daughter. True to the way he had lived his life, he disappeared. One day, an invitation to the fifth tournament arrived at what he had thought was a secret hideaway. He is now ready to face the last fight of his life.
Normal Moves
Renkan Tenshinkyaku Renkan Haitenkyaku Renkan Tenshin
Soukyaku Souken Senputai Tenshin Soukoshou Renkentai~Kokei Ha'ou Soushou~Kokei Kosouken Kosoushou Souchuken Fukko Sougeki Shajou Chusui~Kokei Renkan Soushou Renkan Ko'enshou Renshou Tenshinkyaku Renshou Haitenkyaku Renshou Tenshin
Soukyaku Renshou Senputai Junho Renshou~Kokei Hi'en Nyusou Jinrai Kokou Renshu Senpu Renken Sokushu Sokushutai
o'en
K
o'en Senshi
K Ko'en Kasou Renshou Tenshin Risenkyaku Senkyaku Chushou
~Kokei Senky Rakuchi Kobikyaku
ouku K
T Kokyaku Haiten Enshishou Tenshin Senchugeki
Country: China Fighting Style: Koen-Ken
ength, and was obedient to his new master. As they trained,
ealized that the bond between father and daughter was there, in spite of
MOVES
aku
enshinky
T
aku Renkan Koshou
aku
osenky
COMMAND
PPPK PPP4 (or 7) K
PPP2K
PPK P4PP PKP+K+G 6PPP+K+G 4P 46P 2P @46P @3PPP+K+G @3P6P @3PP+K 3PPPK 3PPP4 (or 7) K
3PPP2K
3PPK 33PPP+K+G 1PPP 1PP2P 1PKK 1P3K K (while rising from a crouch) KK 66K 2KP @ (or 1) KK
3KPP+K+G
3KPP 8KK 9K 7K P+K (can be charged) 6P+K
MOVES
Souko Sensou Kosou Renshou~Kokei Ko'en Tenshin Utanchu Kokuko Ransensou
(deflect) Ko'en Souken Souko Reppa Honshin Hekiken Senpuga~Kokei Koryu Tenshinkyaku Enjin Senpukyaku Chisoutai Kukokyaku Geimen Tansou (stagger) Kousokuhi Ko'enshou Kokuko Toushin Kokuko Choushitsu
Moves from Kokei
Senshin Shajou Sougeki Kou'ou Sakou Gako Kin'you Touku Renkanshou Kokyaku Haiten
okei~Enshishou
K Kosou Gekishou
Throws
Kensha Touraku Gako Shitsuda Gako Bokushou Tenshin Ha'inshou Houshin Soukosoushou Ryusha Senten
tou
Ryushu Ka Raishin Nyurin Ko'en Renbu
oushu
T
Daichi
Down Attacks
Toushugeki
osou Raishu
K
66P+K 4P+KPP+K+G 4P+KP+K
46P+K
2P+K 3P+K 1P+K K+G 6K+G 4K+G 2K+G 9K+G 6P+K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
From Kokei: From Kokei: 6P, then P+G during hit From Kokei: 4PPP From Kokei: 9P From Kokei: K From Kokei: P+K From Kokei:
P+G 6P+G 6P+G2 (or 8) 46P+G @6P+G 4P+G 42P+G 3P+G 43P+G 33P+G
(opponent do (opponent down)
COMMAND
PPP+K
6P+K
wn)
3K 8P
Jeffry McWild
Jeffry had entered the Fourth World Fighting Tournament to raise funds to buy a fishing research vessel with high-end radar had been captured by J6. His rival, captur one else can touch him! No one!” Driven by obsession, Jeffry tried to find out everything he could about J6, but even after spending all of his prize money from the tournament, all he learned was that J6 was the organization behind the tournament itself. Unsure of what to do next, Jeffry’s next move is decided for him when he receives an invitation to the fifth tournament.
MOVES
Normal Moves
Double Knuckle~Upper Straight Knuckle
~Body Blow~Threat Stance Head Cut Smash Combo Pile Bunker Elbow Hammer Dash Elbow Upper Violence Face Stamp Double Impact Kenka Hook Tornado Punch Rising Hammer Low Knuckle Vertical Upper Double Upper Full Swing Upper Killing Knee Hammer Killing Knee
Splash Mountain Knee Attack Kenka Kick Knee Push Bottle Cut Toe Kick Hammer Toe Kick Splash Mountain Side Kick Double Stab
Buzzsaw Kick
Middle Hell Stab Choke Slam Hell Dunk Hammer Heavy Back Knuckle
t Stance
~Threa Stomach Destroyer
Attack
Head Full Swing
Double Hammer Megaton Knuckle Hell Dunk Knee
idal Wave Combo 4
T
Country: Australia Fighting Style: Pancratium
, but when he returned home, he heard from the local fishermen that the Devil Shark
ed!? Jeffry couldn’t believe his ears. “I’m the only one who can defeat the Devil Shark! No
COMMAND
PPP
P6PP+K+G
P6PP PKP 6P4P 66PP 64PK 4PP 46P 466P (can be charged) 43PP 2P @3P 3PP 33P KKP
KK, then 236P+G
6K 66K 4KP 2KP 2K, then 236P+G 3K P+KP P+KP,
then 6P+G during counter hit
6P+K
then
66P+K, 64P+K
4P+KP+K+G
4P+KK 46P+K
466P+K
43P+K 2P+KK 3P+KPPP
P+G during hit
MOVES
Destruction Wave Ducking Low Heel Scythe Kick Turn Straight Body Hook Quick Knee
Moves from Threat Stance
Threat Stance
Heavy Knee Strike
Counter Side Kick Spear Straight Rising Rush
Throws
Knee Smash Power Slam Head Butt Head Crush Double Head Butt Triple Head Butt Head Crush Front Backbreaker Machine Gun Hammer
Body Lift
Go To Sleep Spine Buster Sharkbite Tackle Splash Mountain
w
Thro
Back Iron Claw Machine Gun Knee Lift Power Bomb
Air Catch Bomb
Down Attacks
Stomping
y Press
Bod Raiden Drop Devil Reverse Claw Neck Hanging Bomb
COMMAND
K+G 2K+G 3K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
P+K+G
rom Threat Stance:
F
P, then 6P+G during guard
From Threat Stance: K From Threat Stance: P+K From Threat Stance:
P+G 6P+G 46P+G
From Head Butt: 4P+G From Head Butt: 6P+G From Double Head Butt: 6P+G From Double Head Butt: 4P+G
41236P+G 16P+G 4P+G
(change throw direction with 2or8 )
63214P+G 2P+G 3P+G 33P+G 1P+G
(opponent crouching) 2P+K+G (opponent crouching) 26P+K+G (opponent crouching) 3P+K+G (opponent falling,
the air)
9P+G
wn)
(opponent do (opponent do (opponent down) 8K+G (opponent lying face up) 2P+G (opponent lying face up) 3P+G
wn)
3K 8P
P+G
face up with feet in
32 33
Page 18
Vanessa Lewis
When Vanessa learned that J6 was targeting Sarah, she volunteered to protect her, and infiltrated the Fourth W
orld Fighting Tournament as a security officer. But midway through the tournament, Vanessa suddenly lost contact with her team and disappeared. After a few years passed with no leads on her wher room in the Bryant home. When she came to, she could only remember events up to midway through the fourth tournament. Her body, however, showed signs of conditioning and training beyond anything she remembered. As Vanessa struggled with her lack of memories, she learned of the fifth tournament. Hoping to find out what had happened, Vanessa decides to enter the tournament.
MOVES
Normal Moves (Defensive Style)
Shadow Combo High Kick Feint Body Crush Jaw Back Knuckle Stream Back Knuckle Toe Kick
~Hold Face Knee Ducking Body Smash Heavy Impact Takeoff Elbow~Switch Knee Lift Cut Upper Defensive Elbow (deflect) Front Sleeper~Hold Face Knee Shadow Slicer Parrying Combination Stopping Low Bone Crush Middle Boomerang Hook Low Spin Slicer Intrude Hook Set-up (Offensive Style) Barrier Kick Body Hook Smash Toe Kick
Normal Moves (Offensive Style)
Quick Back Blo Machine Gun Combination Smash Straight Smash Upper Stride Combination Long Barrel Blow Assault Combination Stinger Strike
th Scythe
Dea Cluster Knee Knee~Kick~Jab~Hook Hunting Kick Intruder Step
w~Switch Knee Lift
y Blo
Stealth Bod
HAWK Strike Lightning Lancer
anessa has stances in Defensive and Of
Note: V Defensive Style stance, and likewise for the Offensive Style moves.
Country: Unknown Fighting Style: Vale Tudo
COMMAND
PPPK P3P P (while rising from a crouch) 6PKK 6P3K,
then 6P+GK during counter hit
66PP 4P @3PP+K+G 3P 1P 6K, then 6P+GK during counter hit 66K 46KP 2K 3K (can be charged) 3P+K 2K+G G (hold G) 2 (or 8) P (front side) P+K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
w
PPPP PPPK PKP P (while rising from a crouch) 6PPK 66P 46PPPK 41236P (can be charged) ^K K (while rising from a crouch) 6KKPP 66K2 (or 8) K
then
4K,
6 just before hit 3KPPP+K+G 9K
Tackle
66P+K
eabouts, Vanessa was suddenly found unconscious in a
MOVES
Russian Hook Set-up (Defensive Style) Sidestep Lancer Body Smash Quick Knee Kick
Moves from Intruder Step (Offensive Style)
Rising Upper~Switch Back Blow
Tackle
Spear
Moves from Takedown (Offensive Style)
Hammer Knuckle V1 Armlock
Moves from Hand Hold (Defensive Style)
Hand Hold
Face Crush Upper Shoulder Breaker
Throws (Defensive Style)
Canyon Dive Elbow Rush Army Combination Heaven's Gate Hell's Gate Rolling Arm Crusher Rib Crush Bod Rib Crush Knee
Throws (Offensive Style)
Canyon Dive Leg Breaker Styx Hole Triangle Lancer Upkeep Hellhound
Reversals (Defensive Style)
Prison Armlock
Armlock
Prison
Down Attacks (Defensive Style)
Soccerball Kick Rolling Leg Drop
Down Attacks (Offensive Style)
Soccerball Kick
ants' Knee Stamp
y
fensive Styles. All moves in Defensive Style assume that she is taking
Br
43P+K P+K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
From Intruder Step: PP+K+G From Intruder Step:
From Takedown: From Takedown: P+G
From Defensive Style: Lever neutral (vs. high punch/mid punch)
From Hand Hold: From Hand Hold: P+G
P+G 6P+G 41236P+G 2684 (or 8624) P+G 62P+G 42P+G
y
(opponent crouching) 2P+K+G (opponent crouching) 3P+K+G
P+G 41236P+G 63214P+G 33P+G
(opponent crouching) 2P+K+G (opponent crouching) 3P+K+G
4P+K (vs. high punch) 1P+K (vs. mid punch)
(opponent down) 3K (opponent do
(opponent do (opponent do
COMMAND
P
P
wn)
8P
wn)
3K
wn)
8P
P+G
Wolf Hawkfield
When Dural appeared during the Fourth World Fighting Tournament, Wolf was on hand to watch the final match. He saw a small mark on Dural’ his nightmares—a recurring dream of the apocalypse. Almost as if to confirm the connection, his nightmar
es ended. Wolf returned to his life as a professional wrestler, and received a challenge from El Blaze, and an invitation to the Fifth World Fighting Tournament. Wolf hid a smile, knowing that he’d have some­thing else to look forward to besides fighting Akira.
MOVES
Normal Moves
One Two Upper Combo Elbow Butt Hammer Kick Dragonfish Blow Rolling Back Elbow Screw Lariat Elbow Butt Shoulder Attack
Emerald Flowsion
Emerald Flowsion Variant
Low Hammer Vertical Smash Reverse Sledgehammer Arrow Knuckle Comet Hook Elbow Rush 3 European Elbow Double High Kick Knee Lift Savate Face Lift Kick Drop Kick Level Back Crush Dragon Chop Quick Shoulder
Half Nelson Suplex
Short Shoulder
Burning Hammer
t
Grizzly Laria Regret Discharge Pounding Elbow
ythe
th Sc
Dea Toe Kick Side Toe Kick Stunner Kenka Kick
tch
Sidestep Ca
Country: Canada Fighting Style: Pro-Wrestling
s body that was very similar to a symbol he had seen in
COMMAND
PPP PP6P4P PK 6PP 6PP+K 63214PP 4P 46P (can be charged) 43P,
then 41236P+G during hit
43P, then max input speed 41236P+G during hit
2P @3P @36P 3P 1P 16PPP 9P, then 6P+G during counter hit KK 6K 4K 3K 9K P+K (can be charged) 6P+KPP 66P+K 63214P+K,
then P+G during hit
46P+K 41236P+K,
then P+G during hit
3P+K 33P+K 9P+K K+G 4K+GK
then
4K+G, 1K+G P+K (during Defensive Move)
P+G during hit
Body Blow Dynamic Kick
Throws
Face Crush Chop Catch Quebradora Slam Schwein Spiral Bomb Change One and Only Calf Branding Dangerous Backdrop Giant Swing Giant Swing
(fastest input) KS DDT Turbo Drop Third Low Sway Tackle F5 Snap Meyer Soccerball Kick Smash Down Bottom Jackhammer Swing Through
rankensteiner
F Side Suplex
ertical
V Double
Reversals
Captured
gon Screw
Dra
w Punch Cut
Lo ~Shining
Down Attacks
w Drop
Elbo Elbow Double Claw
Ankle Lock
MOVES
iger Driver
T Arm Suplex
Wizard
P (during Offensive Move) K (during Offensive Move)
P+G 6P+G
From Catch: P+G
rom Catch:
F From Catch: 4P+G From Catch: 6P+G From Change: P+G From Change: 3P+G From Change: 4P+G
41236P+G
(max input speed)
2486 or 8426P+G 4P+G 63214P+G 44P+G 2684 or 8624P+G 3P+G
From Snap Meyer: 46K
43P+G 33P+G 1P+G 9P+G
(opponent crouching) 2P+K+G (opponent crouching) 3P+K+G (opponent crouching) 1P+K+G
4P+K (vs. 1P+K (vs. side kick)
2P+K success, then 6P+G
(opponent down) 3P (opponent down) 8P (opponent lying face up) (opponent lying face up, feet towards you)
3P+G
COMMAND
1P+G
41236P+G
high kick)
2P+G
3534
Page 19
Lion Rafale
At the end of the Fourth World Fighting Tournament, Lion returned home. He had not been able to win
the tour well, and it seemed that his life would continue without incident. But one day
threw himself into his training, trying to forget about his suspicions. Just when he could no longer stand to keep quiet, an invitation arrived for the Fifth World Fighting Tournament. Somewhat bothered by the timing of the invitation’s arrival, Lion decides to enter the tournament, in part to learn about his father’s involvement with J6.
Normal Moves
Renkan Senshou Rensui Hachihon
~Tourou Soufu Rensui Mabanshu
~Honshin Rensui Soushu Rensuitai Shumen Rensuitai~Kanpo Banchu Renkanshu Senshippo Ni In'you~Tourou Soufu Shinpo Tourou Soushu Katousui Shippo Shousenshu Rakugekishou Tougeki Rensui Rensentai Koushu Teishitsu~Kanpo Fujin Rentankyaku Sentai Shumen Tanhikyaku Zensoutai Katoutai Dantai Senkyutai Souji Senpu
enshin
T Soushukyaku
Tourou Youzan Taizan Soukoushu Kouho Hachihonsui
~Tourou Soufu Rensansui Banchu Ryusei Mabanshu
~Honshin
akuhi Hoshinshou
T Juchou Senshou Honsui Zaban Shuhou Shaho Shasousui Shippu Sanrentai
Country: France Fighting Style: Tourou-Ken
nament, but was satisfied with his performance and fighting. His father congratulated him as
, Lion stumbled on the documents that seemed to link his father’s company to J6. Lion
MOVES
ouho
T
COMMAND
PPP
PP4PP+K+G
PP2 (or 8) PG
PP2P+K PKP PKP+K+G 6PP 66P 4PPP+K+G 43P 2P @6P 3PP 1PP KK 6KP+K+G 66KK 4KP 46K 2KK 8KK 3K 1K P+K
6P+KK
66P+KP 4P+K (can be charged)
44P+KP+K+G
46P+KPP
46P+KP2 (or 8) PG
@6P+K 8P+K 3P+K 33P+K 1P+K K+GKK
MOVES
Tenshin Ryou'inkyaku Senpu Haisoushu Kousoutai Zensou Tenshinkyaku Mabanshu Shashin Konryuchu Shashin Sokusouteki
Moves from Kanpo
Tourou Shugan Kanpo Teishitsu
Moves from Tourou Soufu
Tourou Soufu Taitou Bougetsu Ousen Soufu Tenshin Senputai Roushu Matsumen
Senputai
Moves from Tourou Maifuku
Tourou Maifuku Tourou Sanrensou Maifuku Toubi
ourou Soutansou
T
Throws
Hatoushu Shutai Saishu Houkou
aku
Hiten Soukuky Goda Renkanheki Tozan Honshakyaku
enbunchu
T
Shichisei
enshin Soukoushu
T Haika Senten Youzan Tourou Chouhi Soukoushu Bokuho Renkan Sakusui 3
Rakushu Soushu
Rakushu Dantai
Down Attacks
Rakusenshu Hiten Rakutai
6K+G 46K+G2P 2K+G 1K+G P+K (during Defensive Move) P (during Offensive Move) K (during Offensive Move)
From Kanpo: PP From Kanpo:
6P+K+G
From Tourou Soufu: P From Tourou Soufu: 6P From Tourou Soufu: KK
From Tourou Soufu:
4P+K+G
From Tourou Maifuku: PPP From Tourou Maifuku: From Tourou Maifuku: P+K
P+G 66P+G 46P+G 41236P+G @6P+G 4P+G 63214P+G 3P+G 43P+G 33P+G 61P+G
From Bokuho: PPP From Bokuho:
2 (or 8) P+G (left side)
From Bokuho:
2 (or 8) P+G (right side)
(opponent do (opponent do
COMMAND
K
wn)
3P
wn)
8P
P+G
2K
CREDITS
The following credits list the staff responsible for the localization and marketing for the North American
Virtua Fighter5. See in-game credits for the complete list of the development staff.
release of
CEO
Naoya Tsurumi
President/COO
Simon Jeffery
Executive VP
Hitoshi Okuno
VP of Product Development
Dave Cobb
Producer
Justin Lambros
Associate Producer
Andy Alamano
Localization Consultant
Osamu Shibamiya
VP of Marketing
Scott Steinberg
VP of Sales
Sue Hughes
Director of Public Relations
Charles Scibetta
Director of Marketing
Rick Naylor
oduct Marketing Manager
Senior Pr
Erica Mason
Assistant Pr
Derr
Cr
Jen Gr
Pr
Heather Lucchetti
oduct Marketing Manager
ek Peel
eative Services Manager
oeling
oduction Specialist
Graphic Designer
Marco Garcia
Senior Copywriter/Editor
Bridget Oates
Development Services Manager
Deni Skeens
QA Supervisor
Josh Morton
Mastering Lab Technicians
Rhianna Kellom Rey Buzon Andrew Byrne
Test Lead
Nestor Protacio
Compliancy Test Lead
Stephen Akana
Compliancy Assistant Leads
Lawrence Mann Joe Floyd
Compliancy Test
Rudolfo “Junior” Sison Jason Mahar
eb Development
ector of W
Dir
Chris Olson
oducer
eb Pr
W
Marjorie Puruganan
Online Art Dir
Rodwin Pabello
Senior W
Ricky Viray
ector
eb Developer
3736
Page 20
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zlib.h -- interface of the 'zlib' general purpose compression library version 1.2.3, July 18th, 2005
Copyright (C) 1995-2005 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Jean-loup Gailly jloup@gzip.org Mark Adler madler@alumni.caltech.edu
strlcpy Copyright (c) 1998, Todd C. Miller All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
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VICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
LIMITED WARRANTY
SEGA of America, Inc. warrants to the original consumer purchaser that the game disc or cartridge shall be free from defects in material and workmanship for a period of 90-days from the original date of purchase. If a defect covered by this limited warranty occurs dur­ing this 90-day warranty period, the defective game disc or cartridge will be replaced free of charge. This limited warranty does not apply if the defects have been caused by negligence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packaging and receipt, to the retailer from which the soft­ware was originally purchased. In the event that you cannot obtain a replacement from the retailer, please contact SEGA to obtain support.
Obtaining technical support/service
To receive additional support, including troubleshooting assistance, please contact SEGA at:
Website: www.sega.com/support
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E-mail: support@sega.com
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Telephone: 1-800-USA-SEGA
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LIMITATIONS ON WARRANTY
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MER­CHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC. BE LIABLE FOR CONSE­QUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CON­SEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE.
To register this product, please go to www.sega.com
SEGA of America, Inc. 650 Townsend Street, Suite 650, San Francisco, CA 94103
SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo and Virtua Fighter 5 are either registered trademarks or trademarks of SEGA Corporation. © SEGA. All rights reserved. The typefaces included herein are solely developed by DynaComware. This software uses specially-designed fonts created under license from Fontworks Japan, Inc. Fontworks Japan, Fontworks, and font names are trademarks or registered trademarks of Fontworks Japan, Inc.
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