The Official Lion Rafale FAQ. V1.01 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Copyright 1995 by Cleo Saulnier. Original: April 18, '95 V1.00 Revision #1: May 18, '95 V1.01 1.0 PREFACE 1.1 MOVES 2.0 FIGHTING STYLE 3.0 FIGHTING AGAINST CPU 3.1 LAU 3.2 SARAH 3.3 SHUN 3.4 PAI 3.5 LION 3.6 JEFFREY 3.7 KAGE 3.8 JACKY 3.9 WOLF 3.10 AKIRA 3.11 DURAL 3.12 AFTERWORD ON CPU FIGHTING 4.0 FIGHTING AGAINST HUMANS (N/A) 5.0 DETAILS OF EACH MOVE 6.0 RUMORS AND GOODIES 7.0 CREDITS 8.0 COMMENTS, UPDATES 1.0 *** PREFACE *** This FAQ was put together solely by me, Cleo Saulnier, on April 18th, 1995 because I like using Lion and I was annoyed that there was no Lion FAQ out there. So I'm writting this in the hopes that other people will contribute to this FAQ and make it become a REAL FAQ! Right now, I just mustered out what I knew of Lion and the game, and put it all down in this FAQ. A lot of stuff in this FAQ are my personal opinions and would I GREATLY appreciate it if I made any errors in judgements in my techniques or you just plain disagree with what I say, that you send me a text file as to how it was wrong and how you would like to see it corrected. Just don't flame me like some of those idiots on usenet who are just waiting to see someone make a mistake. Remember, these are MY opinions, and I'm open to YOURS. I would like info on how to play against human players. I don't get to play very often against humans so I don't have much info to give out other than playing against Akira, and even then, I'm not sure. 1.1 *** MOVES *** (See VF2 FAQ V3.00 for description of control motions, etc...) Lion Rafale ^^^^^^^^^^^ Biodata ---------------------------------------------------------------------------- Date of birth : 24th December 1979 Sex : Male Blood type : AB Height : 1.71 m Weight : 61 kg Job : High School student Hobby : Collecting knives Nationality : France Fighting style : Toru-ken/Seven Stars Mantis Fist Basic moves =========== CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- P H Punch 12 down+P L Squatting punch 08 K H Kick 30 down+K L Low swipe kick (F) 12 down/for+K M Side kick 24 (F) 24 Hopping attacks =============== CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- back/up or for/up+P M Hopping downward swipe F 30 jump, P while ascending M Hopping jab 30 up+P M Armspin strike F 30 up+K M Hopping roundhouse kick 25 up+K, K MM Dancing kicks 32 F 25+30 up/for+K M Cartwheel spin kick F 20 jump, K while ascending M Hop kick 20 jump, K while descending L Hop and slide 20 Distance jumping attacks ======================== CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- JUMP, for+P while ascending n Overhead hammer 30 JUMP+K M Take-off jump kick 30 JUMP, for+K while ascending M Distance drop kick to the front 40 JUMP, K while ascending n Mid-air kick 30 JUMP, K while descending M Landing kick 30 JUMP, back+K while ascending M Distance drop kick to the rear 48 Turning attacks while facing opponents ====================================== CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- back, back+P H Turning punch 16 14 back, back+K H Turning high back thrust 16 30 back, back+K+D M Turning side kick 16 Turning attacks with back facing opponents ========================================== CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- P H Turning double punch 12+12 down+P L Turning low punch 14 DOWN+P H Turning punch from crouching 12 K H Turning back thrust 36 down+K L Tripping low kick 36 DOWN+K H Turning high back thrust 36 Special moves and combos ======================== CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- P, P HH Punch and elbow thrust 29 20F 12+14 P, P, P HHH Punch, elbow thrust, backfist 29 23 32F 12+14+15 P, K HH Punch-kick combo 29 42 12+30 for+P M Elbow strike 24 19 for+K M Knee 31F 30 down/for+P M Uppercut 19 10 down/for+P, P Mn Uppercut and downward swipe 12 36 10+20 FC, down/for+P LL Low forward creeping peck 12 12 FC, down/for+P, P LL Double low creeping pecks 15 21 12+12 back/down+P LL Low thrusting peck 20 12 back/down+P, P LL Double low thrusting pecks 16 13 12+08 for, for+P M Long range fist thrust 16 20 40 for, for+K+D M Spin forward and kick high 16 36F 24 down/for+K+D L Spin forward and kick low 43F 24 back+P H Duck and poke head from above 21 30 for+P+D H Recoil and poke head directly 14 30 P+D L Short range low wind-up attack 20 15 down/for+P+D L Long range low wind-up attack 28 20 down+K+D L Sweep 39 24 down, down+K M One-handstand kicks 40 24+24 back/up O Cartwheel backwards down+K, K LL Double low swipe kick 25 34 12+12 down+K, K+D LH Low swipe kick, high spin kick 31 26 12+30 D, for+P H High spinning side attack 10 22 20 D, down/for+P L Spin to the side with low trip 10 34 20 back/down+D O Ducks and steps away sideways 29 for/down+D O Ducks and closes in 23 Throws and close range moves ============================ CONTROL MOTIONS LEVEL DESCRIPTION/COMMENTS -------------------------------------------------------------------------- P+D H Trip 50 10+15+25 P+D B Piggyback attack 89 10+20+20 back+P+K H Reaping throw 57 30+20 for, for+P+D H Grab and fling 16 80 30+20 for, SCR, back+P+D H Frontal piggyback attack (26) 69 10+15+15+30 MOVES addendum: Where it says DOWN+K+D (sweep), I usually do back/down+K+D and it usually works fine. I never hold it DOWN. 2.0 *** FIGHTING STYLE *** As everyone knows, Lion fights with a very "low" style. He has a vast amount of trips and sweeps. The most popular is obviously the down+K,K. This move tends to be overused, and therefore tends to backfire a lot when playing good players. The 4 most usefull moves that I found were: down+K,K Do not overuse this. (Although I do) P, [P], [P] Very usefull against CPU. Great when opponent floats (CPU or Human) up+P Good when you want something powerful to mix up your moves. And creates the opportunity to pounce. back/down+K+D Great opening move. BASIC DECRIPTION ON RECOVERY Every move has a certain recovery time. During this time, you are absolutely vulnerable. Some moves have longer recovery times than others. Sidekicks have rather long recovery times, while punches have relatively short rcovery times. Example: If you do a sidekick, which is a medium attack. And your opponent stands and defends, therefore blocking it, you are now totally vulrenable to most any attack your opponent deems appropriate to deliver upon you for however many frames it takes for the sidekick to recover, EVEN IF YOU'RE PRESSING D!!! But, if it is you who just defended, your choice should be a rather quick move. For Lion, P,P,P is a good choice, but against human Akira players, if you use this too often might result in pain, as Akira can now try to counter a high move after missing a previous move. Recovery seems to be a tad bit faster if the attack connected. 3.0 *** FIGHTING AGAINST CPU *** Fighting against CPU is VERY different than fighting human players. Do NOT follow these guidelines if playing against human players, or else you will be pulverised. A few basic guidelines against most CPU players: The P, P, P move is deadly (as far as connecting goes) against most CPU players. But this gives you the opportunity to pounce if it connects. A lot of the CPU players are just plain suckers for the down+K, K move. If you use the down+K,K move too much, the CPU will start blocking it. So you need to alternate moves. And a good one is up/for+P or up+P. up+P is usually better. When the opponent is down, HARD pounce him (UP+P). You hold the stick UP and repeatedly tap P to be sure to pull it off or else, and sometimes, you end up jumping straight up. This usually isn't a problem as your opponent is still trying to get up and is out of range, but an opportunity is wasted. And don't only HARD pounce him, or her, once, HARD pounce them TWICE!!! After you HARD pounce them once, wait 'till you're back on your feet, and as soon as you're standing up again, hold UP, and repeatedly tap P. A hit to knock down your opponent, usually down+K,K or P,P,P and two HARD pounces will drain anybody to about 15-20% garanteed!!! All you have to do now is get 1 or two punches in and you win the round. BTW, the down+K,K,HARD pounce, HARD pounce is most likely to succeed if the first down+K connects right at the beginning of the game. I occasionally use this as my opening move, but you have to make sure the CPU doesn't start to crouch too early. This is how you beat Kage, BTW. Good opening moves would be DOWN+K+D as this trips your opponent and gives you the chance to back up a bit to start your long-range game that Lion is so good at. Anyhow, this allows you time right at the beginning to settle into your game and annoy your opponent (human) or just get ready for your next move. I mention that you have to alternate your moves in a lot of cases. This does not mean that they have to connect. Example: With Jacky, he's a sucker for the double sweep if he's standing. So if you try a double sweep and Jacky blocks it, most likely he'll start crouching. Now, you must do some mid and high-range moves to get him to stand up, so you can try the double sweep again. I don't know if these are glitches in the game or what, but I have fullproof ways of beating 3 CPU players after SHUN (Shun not included). Read on... 3.1 *** LAU (CPU) *** Good opening moves: Anything Do anything. Good place to practice your moves. 3.2 *** SARAH (CPU) *** Good opening moves: Anything Do anything. Again a good place to practice your moves. 3.3 *** SHUN (CPU) *** It just gets harder from here on in. Good opening moves: DOWN+K+D down+K, K P, K, Pounce Shun is pretty easy to beat with Lion. Just keep on tripping him with the variety of sweeps and trips. The P,P,P works well and HARD pounce him. You can basically try different moves on him with relative success. Most of the time though, you can only pounce him once, and sometimes he gets up too fast. Remember that when you knock down a CPU player near the beginning of a game (up to and including Kage), you can usually HARD pounce them twice!!! (This also works sometimes with Jacky) A move that oddly enough works sometimes against Shun is for+P+D. Well, if you can't beat Shun, I don't know... 3.4 *** PAI (CPU) *** (Fullproof method found!!!) Good opening moves: DOWN+K+D, DOWN+K+D The first attempt will miss, the second will not. Now that she's down, back off and wait for her to come to you. When she finally does, do DOWN+K, K, and HARD pounce her twice. Usefull to hold down D when not actually making a move, as she often goes into this punching and kicking frenzy near the start of a round. What you do is try and trip her with DOWN+K,K. This is all you need to do. When you trip her, HARD pounce her twice. And repeat this, usually twice, to beat her. Remember to hold D whenever standing near her, or else her frenzy will hit you. If she ever knocks you down, you have almost won the round. Think I'm crazy??? Read on... As you're getting up, she ALLWAYS stands!!! So, as you're getting up, hold DOWN, maybe for as well, and repeatedly tap K so that you kick her low. This will cause her to be knocked down and gives you the chance to HARD pounce her twice. She's a sucker for the double sweep and the double HARD pounce. Remember that last line and you'll do fine. 3.5 *** LION (CPU) *** Good opening moves: DOWN+K+D This opening move, if pulled off, will either momentarely (sp?) knock the CPU down or the both of yaz will end up on the floor. CPU Lion has got to be the second hardest player to beat (after Akira). He moves around like crazy and he blocks most of your double sweeps. Varying kicking low and high when getting up works well enough. I have no real set of guidelines on how to beat this guy except to keep your D button down and VARY your moves. The up+P is good when you want to vary your moves. It's also a pretty good opening move if you like risks. But like all risks, they have their rewards. I have found that throwing this guy and the DOWN+K+D works well. As the other characters, if you can get him down early in the game, you MIGHT be able to HARD pounce him twice. You might want to use the sidekick if he crouches or the DOWN/FOR+P,P if you're crouching and don't know what to do. But make sure you get outta there after those moves, unless you know what to follow up with. 3.6 *** JEFFR(E)Y (CPU) *** (MAJOR Fullproof method found) Good opening moves: P, P, P Strategy? P,P,P. Yep, that's it!!! I think I'll let you figure it out. Just don't do any move other than P,P,P and when jeffrey's knocked down, back up a bit so he doesn't kick you while getting up, and repeat. I wonder if this was an oversight on AM2's part? 3.7 *** KAGE (CPU) *** Good opening moves: DOWN+K,K Kage must be the 3rd hardest after Lion and Akira, although some would argue that Kage is the 2nd toughest. And Jacky isn't all that easy either. To get this opening move, you can't do it right at the beginning, but should rather be your second move or after you've defended an incoming attack. If you are then able to knock Kage down, chances are that you will be able to HARD pounce him twice!! After that you just need one or two more hits and he's dead. Try and follow these guidelines: 1. DON'T do an attack while getting up. He'll just chop you right back down, unless you're quick on the D button, which isn't all that hard really. 2. Kage is a sucker for that double sweep, but you must alternate between the double sweep and some other moves if he starts to block it. 3. Keep your D button down and if he gets close to you, don't let him stay there long because he'll flip you on your side and do that weird ground kick on you. 4. Watch out for the 10 foot toss. (How? I haven't got a clue) 3.8 *** Jacky (CPU) *** Good opening moves: Unknown, but watch out for Jacky's opening kick. DOWN+K,K is good occasionally. I don't play Jacky very often and usually have a bit of problem beating him. He's a sucker for the DOWN+K,K if you REALLY alternate your moves. Again, at the start, if you knock him down, you might be able to HARD pounce him twice. If not, Jacky will get up before you finish your first pounce, which is NOT good. Beware Jacky's pounce and kickflip. His kickflip will drain you lifebar. If you're crouching, he'll do his punt kick on you, so crouching is not a good idea. Jacky seems to like to crouch a lot, so sidekicking him might be a good idea, but the recovery is kinda slow. Again, just alternate your moves. When he runs towards you, throw him. Alternate your moves, then try and DOWN+K,K, HARD pounce. The pounce will most likely miss, so pouncing might not be a good idea all the time, but this is what, in most cases, makes you win. OK moves: DOWN+K+D to trip him. up+P swinging arms to knock him down and alternate your moves. for+K Knee is cool if you're both neck in neck and you both pull a move at the same time, the knee usually connects, and a cool way to alternate your moves. DOWN+K, K He's a sucker for this one after alternating your moves. You only alternate your moves when Jacky's crouching and you want him to stand up. Once he's standing, you have a chance of doing your double sweep. down/for+K Sidekicks also helps in getting Jacky to stand up. EXAMPLE REPOST: Example: With Jacky, he's a sucker for the double sweep if he's standing. So if you try a double sweep and Jacky blocks it, most likely he'll start crouching. Now, you must do some mid and high-range moves to get him to stand up, so you can try the double sweep again. 3.9 *** WOLF (CPU) *** (MAJOR Fullproof mathod found) Good opening move: P,P,P Strategy? P,P,P. See section on Jeffrey. You might be able to pounce Jeffrey, but Wolf is way too fast, just P,P,P. 3.10 *** AKIRA (CPU) *** Good opening move: P,P,P If the opening move doesn't connect, watch out for throws. I have found a fe w weak spots with CPU Akira. Like other characters, if you can knock him down (yeah right, I can hear you say) near the start of a match, you have a chance to HARD pounce him twice. But getting the other 2 hits is hard since now you have a PO'ed Akira on your tail. OK, here's the move that can actually connect a lot on Akira... You ready? It's the P,P,P. By that alone, and the pounces, you can beat Akira. Ok, let's get into details here. I'll list the moves Akira does most often and try and give you pointers on what to do. 1. The pull-in push-out. Very deadly, and it's your fault 'cause you let him get too close for too long. I know, he's on you like glue, but try and get out of range. And don't move back too far because Lion is a light character and it doesn't take much for Akira to ring you out. 2. The Surprise exchange followed by the double kick. Believe it or not, this is where the CPU Akira is vulnerable (sp?). When he does the surprise exchange, and this is good BTW, you must do ANYTHING to stop him from following up with the double kicks. If you see the kicks coming, DUCK!!! If not, you might want to duck momentarely anyways, but look at Akira and see if he's doing anything, if not (during that split second) or after ducking the double kicks, release the stick completely and tap P,P,P. I usually opt for the easier method of tapping P,P,P immediately after the surprise exchange. If you hold D after the surprise exchange, Akira, for some reason or other, doesn't attack. He just sits there waiting. If this ever happens for a split second, let go of everything and start tapping P,P,P. After these 3 punches, 1 of 2 things can happen. 1) He falls whereas you try and pounce, HARD. 2) The game sorta screws up where you find yourself behind Akira (you are both now facing away from each other), proceed to tapping P,P,P which will most likely connect. If not and it still looks a bit screwed up, try P,P,P. If that didn't connect, you're on your own. If it did, which it does most of the time, proceed to pouncing, HARD. 3. close-in ram This is when Akira moves behind you and rams you with his back. Although this move take of 60 (not %), it is to your advantage as you can tap P,P,P and normally, you will connect, and then proceed to a pounce. 4. dashing palm Stand and defend. (You should ALWAYS be defending except when doing a move). DON'T CROUCH!!! And proceed to P,P,P 5. Knocks you down (I know, it's not a move) When getting up, DON'T do a raising attack, this is suicide. Just tap P,P,P continously when getting up, until you see he either blocked or it connected. Beating Akira is tough, but once you beat him a few times, you find he's kinda easy. You just gotta rise with triple punch. Even use triple punch in normal conditions. Get that timing right after the surprise-exchange. After the surprise-exchange, do ANYTHING if you're not sure what to do. If you don't do anything, he's gonna double kick you in the back and you're gonna be sore trying to get up. I've found that once in a round, the knee and up+P will connect (sometimes). Well, I think the main point here is that the P,P,P is a major factor in beating any CPU character, especially Akira. 3.11 *** DURAL (CPU) *** Good opening moves: Yeah right!!! Well, if you've gotten to Dural, most of the fun should be left up to you. If you beat all the other characters, then there is nothing new here, they are just all combined into one. Given that beating Akira is hard and most of her moves seem to come from Akira, and you don't get to continue. Although I have never won a whole match against her, I have beaten her in one round (2/3 to win), and the last round, she only had about 15% left. This is my 3rd time getting to Dural, so she is not that hard to beat. The annoying thing is that you don't hear anything when a move connects, so you have to keep looking at the life bar. This is sorta like the Jacky thing where you try to get her standing so you can try the double sweep. You can only pounce once if you're lucky though. Again, the P,P,P move is very effective here. Keep that Defense button down, 'cause she uses a lot of Akira's moves and stand and defend is pretty much all that'll help you here. Use the slow-mo to your advantage. As you see her get up, do the double sweep. If she blocks, and she then gets up, as she's getting up, do the P,P,P thing. You should have enough time to see any moves coming and time to react. Crouching should be frowned upon, since a lot of her moves are from Akira, stand and defend is the best option. Then again, anything goes with Dural. Remember, alternate your moves!!! TIP: At the very beginning of a fight, if you just hold D and nothing else, chance are that Dural will do the close-in ram. Just as is the case with Akira, this will take off 60, but if you follow up with P,P,P and a HARD pounce, you will have done more damage then received. Getting that pounce in is hard though. Remember to start tapping P when facing AWAY from Dural. Your pounces will most likely miss when playing against Dural, so your best bet is to follow up with a double sweep instead of a pounce. At least this way, you get SOME damage. 3.12 *** AFTERWORD ON CPU FIGHTING *** As it says in all VF2 faq's, alternate your moves. If you always do the same move, they'll always get blocked. If you don't always do the same move, you won't always get blocked. There are a LOT of moves I haven't mentioned which could be used in combat. But I'll name a few that you shouldn't use. 1. back+P Takes WAY too long to execute 2. for+P+D Basically the same thing. Here are a few cool moves to use: 1. DOWN+K,K Lots of CPU characters are suckers for this. 2. DOWN+K+D Usually a good opening move. Sometimes you need to do it twice as in Pai. 3. up+P or up/for+P Nice for when you want to mix moves 4. K I haven't mentioned this, but this is actually a simple, yet very usefull move. It usually works best against humans, but if you get an opponent in the air (ie. the opponent jumped), and he's real close to you, just tap K. You'd be amazed at the reach this kick has. 5. for+K The knee is also a good move for alternating. 6. P+D For some reason, I usually tap back/down+P+D (Akira instinct) and it seems to connect good when players run towards you. 7. down/for+P+D Cool against some human players. Use sparingly. Nice for showing off, but nice sometimes to catch a human off-guard moves: 1. down+K, K+D Nice for showing off, but usually fails unless fighting a stupid CPU player or human. 2. down/for+K+D This actually works well against humans who aren't used to blocking low. 3. for, for+K+D Cool if it connects, but rather dangerous as a simple kick will send you to the floor. There are other moves that I haven't mentioned, but have their places. The other moves I haven't mentioned are usually pretty good against humans. 4.0 *** FIGHTING AGAINST HUMANS *** Fighting against humans with Lion is a whole different ball game. Humans catch on fast and that double sweep ain't gonna help ya anymore. You should probably try to play a long range game against humans. Using for, for before your moves and then pulling out quick is a good strategy. You'd be amazed at the speed that comes out of for, for,P+D. Lion runs in and throws before you can blink. Again, alternating your moves is essential. If you do a move too often, humans will catch on, and they remember. CPU forgets after you did a few different moves, but humans do not, so you better know most of your moves. Remeber to hold that D button down, and when you've defended an attack, use their recovery time to your advantage. Don't, however, attack after someone did an elbow for example, as its recovery time is extremely fast. 4.1 *** LAU (H) *** N/A 4.2 *** SARAH (H) *** Mostly N/A Rumors have it that crouching is not advised when fighting Sarah as her triple kick is deadly. Rumors also have it that getting behind Sarah is not a good idea because she has deadly turn around moves. 4.3 *** SHUN (H) *** N/A I usually play a long range game. Stay away from him, and use long-range attack to screw him up. 4.4 *** PAI (H) *** N/A 4.5 *** LION (H) *** Mostly N/A Well, playing against another Lion is very tricky. You just have to be on top of the game. Alternate your moves. Even try the ones that you usually use to show off. He'll never expect them, maybe. All in all, it requires a good ability to defend low, and quickly switch your attention for counter-attacking. Crouching is usually a good idea. And make sure that Defend button is down. 4.6 *** JEFFREY (H) *** Mostly N/A .... 5.0 *** DETAIL OF EACH MOVE *** Here is a list of moves available for Lion. Apparently, there are more moves out there than what we've found so far (see RUMORS), and when playing VF2, occasionally moves come out never before seen. These are usually variations of current moves, but are rather powerful. Keep an eye out and please share your discoveries with fellow Lion players. Description of speed for RECOVERY: <=10 frames: SUPER FAST <=20 frames: FAST <=30 frames: OK <=40 frames: SLOW >40 frames: SUPER SLOW Description of speed for EXECUTION: (this is how much time you have to execute the motion) <=10 frames: OYT (On Your Toes) <=20 frames: SHARP <=30 frames: QUICK <=40 frames: EASY <=50 frames: RELAXED >50 frames: ASLEEP 5.1 triple punch P, P HH Punch and elbow thrust 29 20F 12+14 P, P, P HHH Punch, elbow thrust, backfist 29 23 32F 12+14+15 EXECUTION TIME: QUICK QUICK RECOVERY TIME: FAST SLOW A simple punch, followed by an elbow thrust, and finally a backfist. VERY useful against CPU players such as Shun, Jeffrey and Wolf. Against these CPU players, the backfist is usually the only one that connects, but is powerful enough to make them fall. Beware using this too often after you defend from Akira's dashing palm, he will most surely counter it. If this move is defended against, then you will probably be thrown, so watch out. This move is probably best used after you've defended against a move from your opponent. Beware overusage. 5.2 Punch-Kick Combo P, K HH Punch-kick combo 29 42 12+30 EXECUTION TIME: QUICK RECOVERY TIME: SUPER SLOW A punch, looks like a spin, followed by a high kick. Comes out in one fluid motion. Sorta have to roll your fingers on P, then K. Something cool to use after defending. If you see your opponent open, you can try this. Probably one of the best combos to use. Simple, yet effective. 5.3 Elbow strike for+P M Elbow strike 24 19 EXECUTION TIME: OYT RECOVERY TIME: QUICK A simple, yet deceiving elbow strike. If I've ever seen a move that annoys your opponent, this is it. Fast, and has a great recovery time. If you'll notice, it hits in the mid-range. Nice, because Lion doesn't have many mid-range attacks, at least not this fast. So if they're blocking your high triple punch and defending low, this move will serve to annoy them. 5.4 Knee for+K M Knee 31F 30 EXECUTION TIME: OYT RECOVERY TIME: OK/SLOW Jumps up a little and comes out with a knee. Another one of Lion's mid-range attacks. Very useful. Seems to connect a lot, since opponents are expecting high or low attacks. Which means the recovery time doesn't come into effect that much. 5.5 Uppercut, [Downward swipe] down/for+P M Uppercut 19 10 down/for+P, P Mn Uppercut and downward swipe 12 36 10+20 EXECUTION TIME: OYT SHARP RECOVERY TIME: FAST SLOW Lion comes out with an uppercut and then comes down on you with a swipe. Looks more like a double crane attack. Usually surprises your opponent, but it's use is questionable. But, as a medium attack, serves it purpose. 5.6 Low forward creeping pecks FC, down/for+P L Low forward creeping peck 12 12 FC, down/for+P, P LL Double low creeping pecks 15 21 12+12 EXECUTION TIME: OYT SHARP RECOVERY TIME: SUPER FAST/FAST FAST/OK When crouching, a low annoying punch, followed by another if you wish. Seems to come out slow, but is a good tool to annoy your opponent when crouching. Doesn't do much damage, but hard to counter, and very useful when crouching and looking for a move. 5.7 Low thrusting pecks back/down+P L Low thrusting peck 20 12 back/down+P, P LL Double low thrusting pecks 16 13 12+08 EXECUTION TIME: OYT SHARP RECOVERY TIME: FAST SUPERFAST/FAST Much the same as the previous move, but you're not crouching. 5.8 Long range fist thrust for, for+P M Long range fist thrust 16 20 40 EXECUTION TIME: SHARP RECOVERY TIME: FAST If a certain distance away, will run up while thrusting a fist into your opponent's abdomen. Great medium-range power move. 40 damage!!!. When looking at for, for+P, it seems like it would just be a long range elbow. But this is a completely different move. If connected, will send your opponent flying back onto the ground. And since it is a medium range move, and must be done at long range, this works in well with Lion's long range game. Move seems to take rather long to come out, but due mainly to the fact that you are so far away from your opponent. 5.9 Spin forward and kick high for, for+K+D M Spin forward and kick high 16 36F 24 move EXECUTION TIME: SHARP RECOVERY TIME: SLOW Spins forward and kicks high. Similar to down/for+K+D. Works well against beginning players and even against some average players. As they see you spinning forward, they'll think you're doing the low spin and sweep (down/for+K+D) and defend low, but alas you kick them in the head and send them flying to the ground. Not to be used often. 5.10 Spin forward and kick low down/for+K+D L Spin forward and kick low 43F 24 EXECUTION TIME: OYT (but slow to come out) RECOVERY TIME: SUPER SLOW Spins forward and kicks low. Look more like a spinning sweep. Very easy to execute. Fits in well with Lion's long-range game, but can be seen from a mile away. 5.11 Poke head from above back+P H Duck and poke head from above 21 30 EXECUTION TIME: OYT (but EXTREMELY SLOW to come out) RECOVERY TIME: OK Winds up and comes down on opponent with both hands. Takes forever to execute, so you will most likely be knocked down before you ever get close to executing this move. Works well against some CPU players like Shun, sometimes. 5.12 Poke head directly for+P+D H Recoil and poke head directly 14 30 EXECUTION TIME: OYT (but extremely slow to come out) RECOVERY TIME: FAST Winds up and pokes opponent's head with both hands. Same as previous move. Very slow to come out. 'Nuff said. 5.13 Short range low wind-up attack P+D L Short range low wind-up attack 20 15 EXECUTION TIME: OYT (kinda slow to come out) RECOVERY TIME: FAST Spins and crouches and tries to kick low. VERY short range. Comes out when not in range for the throw. The only use that seems to be noticable is that when this move is executed at the same time as an opponent's high attack, you will end up ducking under the opponent's attack. Doesn't do much damage anyhow. Don't rely on this move to save the day. 5.14 Long range low wind-up attack down/for+P+D L Long range low wind-up attack 28 20 EXECUTION TIME: OYT (Ok time to come out) RECOVERY TIME: OK Just like above, except this time, he winds down futher and his kick reaches a fair distance. Rather slow in coming out, so somewhat easy to defend against. This move actually has some uses sometimes as it has a longer range. 5.15 Sweep down+K+D L Sweep 39 24 EXECUTION TIME: OYT (SUPER FAST to come out) RECOVERY TIME: SLOW Spins and sweeps. down[/back]+K+D seems to work just as well. Unless your opponent is defending low, it will send him to the ground. Unfortunately, your opponent is able to get up very quicky from this. Usually a good opening move against CPU. Places to use this move always comes up. Very useful. Someone comes to close to ya, send 'em to the ground. 5.16 dancing kicks up+K M Hopping roundhouse kick 25 up+K, K MM Dancing kicks 32 F 25+30 EXECUTION TIME: OYT EASY RECOVERY TIME: N/A N/A Sorta jumps up and does a medium kick, and optionally spins and follows up with a high kick. (Don't use this one often, need more input on this move) 5.17 One-handstand kicks down, down+K M One-handstand kicks 40 24+24 EXECUTION TIME: N/A RECOVERY TIME: SLOW Holds himself up with one hand while being sideways and does two (?) medium kicks. 48 Damage!!! Hard to get it to connect though. (Only been able to pull this off once while getting up. Didn't know you could pull this off while getting up, but it was done.) 5.18 Cartwheel spin kick up/for+K M Cartwheel spin kick F 20 EXECUTION TIME: OYT (Ok time to come out) RECOVERY TIME: N/A Looks just like a hard pounce, but your opponent is standing. If not used often, can be utilised to freak out your opponent. Most times, they'll just stare at it while they get hit. Is not to be used against CPU. Human's can use a kick or sidekick to knock you to the ground though. Cool, but risky category. Opponents can usually get up fast after this. 5.19 Jumping downward swipe for/up+P M Hopping downward swipe F 30 EXECUTION TIME: OYT (but kinda slow to come out) RECOVERY TIME: N/A Lion sorta jumps up and looks like he comes down with some sort of crane attack. Can be useful to mix up your moves, but rather slow to execute. Good move against humans, sometimes as an opening move. One of the moves that seems to connect a lot if used in moderation. This is definitely a move to put in your repertoire. 5.20 Backwards jumping downward swipe back/up+P M Backward jumping downward swipe F 30 EXECUTION TIME: OYT (but slow to come out) RECOVERY TIME: N/A Same as above, but jumps backwards. Don't see the use of this move, as Lion jumps out of range and then does the sorta crane attack. Weird move. 5.21 Swiging arms up+P H Swinging arms 30 Lion changes feet position after this move EXECUTION TIME: OYT (comes out fast) RECOVERY TIME: N/A Spins and his arms will send your opponent to the ground if they aren't defending high. This is fast move to execute, so has lots of practical uses. And the damage it does isn't bad for Lion. If there's a move to remember, this is one of them. 5.22 Cartwheel backwards back/up O Cartwheel backwards EXECUTION TIME: OYT RECOVERY TIME: N/A Exactly that, cartwheels backwards. use it as you please. 5.23 Low swipe kicks down+K, K LL Double low swipe kick 25 34 12+12 EXECUTION TIME: QUICK RECOVERY TIME: SLOW Crouches and does a low swipe kick, optionally followed by another. Probably one of lion's most used move. Exellent for tripping the standing opponent, but rather slow if done from a long distance. And therefore can be defended against if done form a long distance. 5.24 Low swipe kick, high spin kick down+K, K+D LH Low swipe kick, high spin kick 31 26 12+30 EXECUTION TIME: QUICK RECOVERY TIME: OK Does a low swipe kick just like in the down+K, [K], and follows up with a spinning high kick. Rather awesome looking, but somewhat dangerous to execute. Has the advantage of hitting low, then high. So the only way to defend against it is if you're defending low and crouching. But you opponents will usually opt to kicking you out of this move. Rather painful when this happens. 5.25 Turn kick back, back+K H Turning high back thrust 16 30 EXECUTION TIME: SHARP RECOVERY TIME: N/A Turns around while sorta dancing and kicks. Back is now facing your opponent. If you know what you're doing, you may use this to lure your opponent in, and then turn around with some killer moves. 5.26 Turn punch back, back+P H Turning punch 16 14 EXECUTION TIME: SHARP RECOVERY TIME: N/A Same as above, but punches 5.27 Turn with side kick back, back+K+D M Turning side kick 16 24 EXECUTION TIME: SHARP RECOVERY TIME: N/A Same as above, but sidekicks 5.28 High spinning side attack D, for+P H High spinning side attack 10 22 20 EXECUTION TIME: OYT (And I mean it) RECOVERY TIME: OK/FAST Spins to the side of your opponent and punches high. The timing on this move is rather slick. You have to tap D, and as soon as you've realeased D, press for+P as fast as you can. It's sorta a rolling motion btween D and P, but you have to make sure you start pressing for AFTER you've released D. Starting to press for AS you're releasing D also works if you can get your timing down. Surprising your opponent, this move can usually be followed up by many things. The only risk, and a rather big one, is that you are totally vulnerable while starting the spin. If someone kicks you for example, it will connect and this move will be terminated. This move works wonders against the CPU. And if mastered, is very useful against humans. If a human is beginning a move as you do this move, then you will spin out of the way (looks awesome), and then punch him from behind. But if you're out of range, Lion probably won't punch, so you're free to do whatever move from behind. (Do not confuse this with the similar move in RUMORS. The move in RUMORS will make Lion end up DIRECTLY behind your opponent even if your opponent doesn't move, and Lion doesn't punch.) 5.29 Low trip spinning side attack D, down/for+P L Spin to the side with low trip 10 34 20 EXECUTION TIME: OYT RECOVERY TIME: OK/SLOW Same as above, but does a low trip instead of the punch. Look more like Lion steps beside your opponent and ducks while tripping you. Some say this is more useful than the move above. Seems to execute faster as well. But, the quick diagonal motion is tough to get timed right. 5.30 Ducks and sidesteps back/down+D O Ducks and steps away sideways 29 for/down+D O Ducks and closes in 23 EXECUTION TIME: OK/FAST RECOVERY TIME: NONE Ducks and either steps away or closes in. Rather useful for dodging attacks, but need to get the timing right. Also useful to see all of the background graphics. :) 5.31 Trip P+D H Trip 50 10+15+25 EXECUTION TIME: OYT RECOVERY TIME: SUPER SLOW (But who cares, you did the throw) Lion lifts your opponent's arm and trips him backwards. This must be one of the most annoying throws in the whole game, for other players that is. This move has speed and range if done after for,for. If up close, or you just defended a move and the opponent is still within range, this is the move to pull off. This P+D move is so fast that it's almost impossible to counter with another P+D. For, for, P+D has incredible range. if successful, move back somewhat. If missed, just back,back very quickly. The tricky part is releasing for before pressing P+D. 5.32 Piggyback attack P+D B Piggyback attack 89 10+20+20 EXECUTION TIME: OYT RECOVERY TIME: SUPER SLOW (Well, super slow for the whole move to finish) While behind an opponent, Lion will climb onto opponent's back and then fling him to the ground. Rather impressive move, but difficult to execute. Since it can only be execute from behind, there isn't much to say. 5.33 reaping throw back+P+K H Reaping throw 57 30+20 EXECUTION TIME: OYT RECOVERY TIME: SUPER SLOW (I can't pull this one off, it ends up doing back+P) 5.34 Frontal piggyback attack for, SCR, back+P+D H Frontal piggyback attack (26) 69 10+15+15+30 EXECUTION TIME: OK RECOVERY TIME: NONE, since you pulled it off Climbs onto opponent's chest. Looks like he chews on opponents head. Then flings opponent onto the ground. Extremely difficult to pull off. Not much to say, except that you'd be a fool trying on a human player unless you know how to do it consistently. 5.35 Grab and fling for, for+P+D H Grab and fling 16 80 30+20 EXECUTION TIME: SHARP RECOVERY TIME: SUPER SLOW Lion does a short wind up, and sends your opponent twirling away. Must be seen to appreciate. Has an incredibly short range. Very powerful if able to do consistently. To be used when an great oponing has occured. 6.0 *** RUMORS AND GOODIES *** THIS IS NOT A RUMOR!!! As of April 15th, a new move has been confirmed for Lion. The exact controller movement is as yet unknown, but is truly a great move. If you've ever done the high counter, where Lion spins a quarter ways beside your opponent and then punches him or her, then you'll know what it looks like. Anyhow, This move is different in that you end up directly BEHIND your opponent. I've done it multiple times trying to pull off the frontal piggy-back. Someone on usenet mentioned that he was trying D, for+P. I was trying D, for, SCR, back+P+D, but I somehow pressed P and maybe D BEFORE I got to the DOWN position and the move came out. I did this multiple times and the move came out. When in behind, you can just press P+D(piggy-back) or whatever. Your opponent is totally vulrenable. And it came out FAST! If anyone knows how to pull off this move, please let me know so it can be included in this FAQ. 7.0 *** CREDITS *** Source for Lion's moves and other AWESOME stuff: VF2 3.0 FAQ put together by Chia Jin Ngee mcblab47@leonis.nus.sg I think this would be a good place to give all our thanks to Chia for spending so much time and effort on the VF2 FAQ. The amount of moves, hints and techniques included is incredible. Thanks!!! Thanks should also be given to all who contributed to this, other, and the VF2 FAQ's. 8.0 *** COMMENTS, UPDATES *** All flames will be forwarded to /dev/null. But I do appreciate errors, comments, CONSTRUCTIVE criticism. Please don't flame me if I made a mistake. Just say so, and if I realise that it was indeed wrong, then I'll change it. If not, I'll post it to the net and see. I will NOT say outright that your comments are not so (except in very OBVIOUS cases like trying to tell me that for+P is not an elbow). And if you disagree with the strategies or anything else in this FAQ, just send me what you think should be in here, and chances are that it will be included in this FAQ. Oh yeah, if you want something to be added to this FAQ, you're more than welcome to send me some e-mail, and if it's suitable, I'll put 'er in. Cleo Saulnier p8uu@jupiter.sun.csd.unb.ca ---------------------------------------------------------------------------- Cleo Saulnier p8uu@jupiter.sun.csd.unb.ca