Virtual-On: Oratorio Tangram ver. 5.66 Advanced guide -2019 edition-
Version 0.97b - 2020/09/04
Initial release - 2019/11/24
This guide is discontinued, content has been moved to Mizuumi wiki
https://wiki.gbl.gg/w/Virtual-On_Oratorio_Tangram
Writing: Zaarock
Assistance: Porcupine, SoulGuitarist, oratan.com members
Special thanks: MentholMoose, Anitaspawn, Shamanic, soyoka, kirin, men, Schooly D, Aniking, neoken, VOTwinstick, japanese wiki contributors
Original game by SEGA AM3 Xbox 360 port by SEGA AM2 PS4 port | - 1998-2000 - 2009 - 2019.11. |
Changes to be made:
This is a players guide for the 1on1 arena versus game Virtual-On Oratorio Tangram M.S.B.S. Ver. 5.66, originally developed by Sega AM3 (aka Hitmaker).
Common nicknames for the game: VOOT, Oratan / オラタン
This guide focuses on two player versus gameplay. Single player content might be added later.
The main goal of this guide was to make a comprehensive resource for english-speaking players to learn the game and it’s intricacies, similar to existing japanese sites.
Use Google Docs’ Outline-menu to navigate the between sections of the guide.
The bulk of this guides length is formed by character specific portions in Section 5.
Various outside resources relating to the game are covered in the last part of the guide in Section 10.
This guide is heavy on information. I recommend reading the general concepts and strategy (sections 1.-3.) then skipping around to details on characters that might interest you.
We’re planning on making a series of short tutorial videos that are more approachable for new players.
The advanced sections are more approachable for those who already spent some time with the game. If you get into it maybe these more cryptic parts become worth reading.
In my personal experience starting to play VOOT back in 2009, I didn’t enjoy it much in the first week to month of playing. This was because the basic control was complicated and different from anything I had played.
(I came from playing Senko no Ronde, which you would think is a similar game.)
It was hard to understand the basic concepts of what I was doing wrong and how to hit the opponent. But after grasping the ideas of basic movement and timing ranged attacks in a unique way I got hooked and enjoyed always having some new little technique to learn or new attack to utilize. Fighting each character felt like a different game due to the amount of matchup specifics. Dodging shoot’em’up style patterns in a 3D space was also exciting. That experience was when using only one character for many years.
It has been over 20 years since the games original release, and the situation with the new PS4 release is much like when the previous port came out in 2009. There are many long time veterans and returning players, but also a group of new people interested in the game.
Virtual-On OT is a fast paced and unique fighter with gameplay focusing on movement in a 3D space and projectile focused combat with mecha characters.
Compared to the previous game Oratorio Tangram added an explosive mix of complexity and gameplay speed. Suddenly it’s a 3D airdasher game with a crazy amount of movement techniques and characters with over 100 total attacks.
But there are still beginner friendly tactics and characters. If you understand the basic concepts of dodging attacks and moving around it’s easy to make progress just playing matches.
Movement vectors involved with ‘dash attacks’ are a central concept, with angling and timing various attacks just right to hit the opponents opening being a focus. Players also make aimed attacks to block the opponents path and quick movements anticipating and countering their next action. Predicting the opponent and making hard reads is a thing just like your normal fighting game.
There is less focus on forcing your opponent to make guesses, pressuring their wakeup and setplay than your average fighting game. More time is spent in ranged, neutral game situations. At range many characters can create a heavy attack barrage akin to a bullet hell game. Combos are a rare sight, but when they happen are short but technical while dealing explosive damage.
Among experienced players defensive play is very strong because of how much control is given in terms of mobility. With enough execution aggressive play is still possible and it looks very flashy. Perhaps the most flashy out of any 3D arena fighter.
There are characters who specialize in each of these concepts. Most high level players are character specialists, having spent years getting good with just one of the 15 playable characters.
This is not a game where you spend a lot of time in training mode as nothing beats just playing matches against other players. Still, having knowledge on strategies and the specifics of controls can give you an upper hand and hopefully enjoy the game more. It can be a rewarding experience to inch your way to unlocking the potential control the game gives over each character.
You might like this game if you…
You probably won’t enjoy the game if you...
Virtual-On OT tutorial videos: https://www.youtube.com/playlist?list=PLixUgqix_ieQZbn0fJc9Dl_Oo9RDyuc4H
Videos by Schooly D, Anitaspawn, Zaarock, SoulGuitarist
English translations for game menus, settings and controller configuration
Includes all three games in the collection.
This guide follows default layouts and names of bindings.
Movement directions match a numpad notation numpad notation where 5 is a neutral position, 6 is to the right, 2 is down and so on.
7 8 9
4 5 6
1 2 3
“left stick direction - right stick direction”
where directions of the stick match a numpad notation.
7 8 9 7 8 9
4 5 6 - 4 5 6
1 2 3 1 2 3
eg. “6-6” means both sticks moved to the right. Twin Sticks follow some rules of ‘Tank controls’ for how you move and rotate.
Jump input
TS: 4-6
Pad: Jump button (Xbox: Y , PS4: Triangle)
Crouch input
TS: 6-4 (or 9-4, etc.)
Pad: crouch button (Xbox: A , PS4: X)
This input is used for various things: crouching attacks, jump cancels, guarding, input ‘locking’
Rotation input
TS: 8-2 for rotating to the right, 2-8 for rotating to the left. Diagonals also work.
Pad: left rotate & right rotate buttons
This is the default pad control layout. You can map another turbo button to R3 to turbo rotate easily. However, rotation on right stick is not ideal. For some advanced techniques you want constant access to rotation while having access to everything else. As L1 and R1 are unmapped it’s recommended to map something on them, like turbo buttons or macros.
D-Pad / Left Stick △ X ⬜ ◯ L2 R2 L1 R1 Touchpad Right Stick R3 | Directional movement Jump Crouch Left Turbo Right Turbo Left Weapon Right Weapon None None Special Rotation Turbo (for RS rotate) |
Default layout but the shoulder buttons are mapped to left & right rotation. One of the ideal mappings as all actions are available without switching finger positions. Map L3 or Back/Share button to Left Turbo to enable Both Turbo inputs (only used with one character).
D-Pad △ X ⬜ ◯ L2 R2 L1 R1 Touchpad Right Stick L3 R3 | Directional movement Jump Crouch Left Turbo Right Turbo Left Weapon Right Weapon Left Rotation Right Rotation Special Rotation (unused) Left Turbo (for Specineff BTCW) Right Turbo (for RS rotate) |
Same as above but swap Rotation and Weapon mappings.
Possible improvement by having weapon inputs on buttons instead of triggers (more sensitive).
More easy to push both turbo buttons at the same time if needed. Closer to Twinstick setting. For Specineff specific advanced techniques if layout B isn’t working for you.
The default layout from arcades. No room to switch around when using a Twin-Stick apart from swapping Turbo and Weapon buttons.
In console ports of the game the twinstick control layout can used on a gamepad with stick movement corresponding to the left and right analog sticks. But it’s difficult to use the analog sticks similar to the original 8-way arcade control, so most players stick to the pad configuration.
Contrary to popular belief, both controller types can play the Virtual-On games just as well. That includes the highest levels of play. A twin-stick is not needed to enjoy or learn the game. Gamepad has its own small advantages which some minority of players might even consider unfair.
In the end this is the same deal as most 2D fighting games: the control type doesn’t matter as long as it’s functional and the player is experienced with it. You see people using all kinds of controllers and a PS4 gamepad should be no exception.
In short, you don’t need to worry about the specifics of twin-stick operation while using a gamepad unless you:
A. You plan to buy one in a short time period.
B. Want to play on the arcade version in the future.
Comparisons to the original 5.66 arcade version and previous ports. Gameplay differences are listed in Section 6.5.
= Virtuaroid customization (player only)
= Optional updated graphics mode that alters lighting.
= Online multiplayer. Netcode is around the same quality as X360.
= Online lobbies with live spectating.
= Widescreen mode.
= Able to switch character inside online lobbies (added in 1.03)
= Replay system.
= Virtuaroid customization.
Controls & gameplay mechanics of VOOT 5.66
The following shorthands for inputs and commands are used in future sections.
For all control types:
“Right Weapon” will be referred to as ‘RW’
Left Weapon = LW
Center Weapon = CW
Left Turbo = LT
Right Turbo = RT
Input-Pad = Gamepad input method
Input-TS = Twin-Stick input method
General:
Virtuaroid (player mech) = VR
‘X’ or ‘Y’ = X/Y
Matches are won by winning the specified number of rounds. By default a match is won by taking two rounds.
A player wins a round by:
Default round time is 80 ingame seconds. In case of a draw both players gain a round.
This timer is faster than real time, it’s around 70 real seconds.
Draw conditions:
Movement is the most central part of the game and its core mechanics are universal to all characters.
Note: All movement speed on the horizontal plane is slowed down the closer you are to your opponent.
Core movement options that were present since the first Virtual-On game, Operation Moongate.
Input-Pad: | In a neutral state on the ground, move the d-pad or left stick in wanted direction. |
Input-TS: | Move a stick in a direction with the other one is neutral. Or both sticks together. |
Your character will walk around in 8 available directions.
Walking is a truly ‘neutral’ state, in that you can perform any action out of it.
Input: press a Turbo Button while holding a walking input in any direction.
Your character will start a dash in the given direction, moving faster than walking. Dash directions have differing speeds and have different accompanying dash attacks.
Generally forward dashes move the fastest while backwards directions are slow.
Input-Pad: | Jump button. Hold to increase height. |
Input-TS: | 4-6. Sticks apart from eachother: left stick to the left and right stick to the right. |
Character goes airborne and rapidly gains height. Holding the input will increase jump height.
Input-Pad: | Crouch button. |
Input-TS: | 6-2. Sticks towards eachother: left stick to the right and right stick to the left. |
Your character quickly falls back down to the ground. If performed quickly camera also rapidly rotates to face the opponent.
Input-Pad: | Hold crouch button while in melee range, or held during landing. |
Input-TS: | 6-2. Sticks towards eachother while in melee range. |
Character guards while stationary, preventing them from hitting. Guard is readied instantly and has no recovery. Guarding ends upon release of crouch input or performing some other action.
Movement options introduced in the second Virtual-On game, Oratorio Tangram. Central to the flow of the game but clearly built upon the previous set.
Input-Pad: | Release directional input to neutral, then move in a new direction. |
Input-TS: | Release directional inputs and move one or both sticks in wanted direction. |
Your current dash direction will change to the given direction.
Switches between certain directions are not allowed, for example forward (8) to back (2). In these cases quickly input an intermediary direction like horizontal (6/4) before moving to the final one.
Input: press a Turbo Button while holding a direction during the rising part of a jump.
Begins a dash similar to the ground dash at your current height in the air.
Input-Pad: | Input Crouch button for fast fall. Hold Jump button to delay your fall. |
Input-TS: | Hold Crouch/JC (6-4) to fast fall. Hold Jump input (4-6) to delay your fall. |
Fast fall will make you fall to the ground quickly. It will continue until you release the input. Almost always used as it will both make you harder to hit during the fall.
Delayed fall has a maximum hold duration. You can still keep performing it repeatedly until you hit the ground. Delayed fall can used to mix up landing timing. If the opponent misjudges the situation they might miss their attack and give you an opening.
Don’t get predictable using delayed fall as you can be hit with more attacks than normal.
You can stop these actions at any point and mix between the two.
Input: Release a Turbo button and immediately input a movement direction.
A special movement option available in close range. You can quickstep in 8 directions. Your character will perform a large step motion relative to your opponent (rather than the camera).
Left and right quicksteps make you rotate around your target.
Input-Pad: | Jump button. Hold to increase height. |
Input-TS: | 4-6. Sticks apart from eachother: left stick to the left and right stick to the right. |
The same rules apply as to a normal jump.
The Virtual-On series has controls for turning your mech to the left and right on the horizontal plane. Some control over rotation is almost always accessible.
Rotating via manual control is used to maintain vision & lock-on on your opponent, aim attacks or fine-tune your movement.
Input-Pad: | Default: Move Right stick to the left or right. Custom: Rotate Left & Rotate Right buttons. |
Input-TS: | 8-2 to rotate to your left. 2-8 to rotate to your right. Combinations with diagonals also work. |
Rotate to the left or right.
Input: Left or Right Rotation while holding a Turbo button
Rotate with increased speed.
There is a system in place to determine if your attacks can target the opponent.
Normal attacks will only target the enemy when they are “locked on”. Otherwise the attack will fire off to the current facing of the camera. There are some exceptions*
To gain a lock on your target they must momentarily be vertical to the targeting reticle at the middle of your screen.
Lock-on can be obtained by:
Usual methods
or
Advanced / alternate methods
Lock-on is lost by:
Essentially you only need to worry about lock-on when you have lost it.
As mentioned in the rotation section, manual rotation can be used to keep the opponent from exiting the screen.
*Some special projectile attacks do not require lock-on. Some attacks will always target the opponents vertical axis regardless of lock-on.
- Firing without lock-on is still used for manual aiming attacks on the ground plane. For example laser or explosion type attacks.
When close enough to an opponent the lock-on reticle will expand into a large square shape. This indicates that you are in Close Combat range and able to perform melee and other close combat actions. Range is character specific, and corresponds with one of your weapons being able to perform melee attacks.
Double lock can be active even if the opponent is behind you, provided you are close enough. Use this to your advantage: you can start a Quickstep when the enemy is right behind you.
Near the middle of the screen around the lock-on reticle there is a number display that shows your distance to the opponent. This is always accurate even if the opponent is offscreen and includes altitude if they’re above you.
When the opponent is off-screen their position is indicated by an orange arrow. Since enemies can often exit the screen while being in close range or high up in the air, try to get used to keeping track of the arrow to know opponents rough position without direct vision.
Paying some attention to the range counter lets you gauge distance without vision on the opponent. It can also give an idea as to how close they are to landing to the ground if they are in the air.
You can also can keep track of various audio cues corresponding to ground dashes or attacks.
Projectile combat is the bread and butter of Virtual-On. Characters have a ton of attacks to choose from for different purposes.
Weapon gauges & reloading
There are three weapon gauges. They represent your ammunition / energy reserve and constantly refill. They are visible on the middle of the screen on top of the player character while firing and reloading.
From left to right the gauges correspond to Left Weapon (LW), Center Weapon (CW) and Right Weapon (RW).
Projectile attacks require a certain amount of gauge to fire and consume a certain amount on being used (these are often not the same).
Weapon gauges refill quite quickly. If you are using all three weapon groups you can often keep attacking without any breaks.
Standing & walking attacks
Standing attack input: Weapon
Walking attack input: Movement direction + Weapon
Fire a basic projectile attack. Walking attacks fire the same projectile but recovery and cancel ability can differ.
Crouching attacks
Input-Pad: Crouch + Weapon
Input-TS: 6-2 + Weapon
Fire a projectile attack from a crouching state. Crouching projectiles usually have higher ‘projectile priority’ and can aim higher to the air.
Sliding attacks (crouch attacks while moving)
Input-Pad: Walk -> Crouch (hold) -> Weapon
Input-TS: Walk -> Crouch (hold) -> Weapon
TS example: 6-6 -> 6-4 (hold) (this maintains the walk) -> Weapon
Sliding attacks fire the same projectile as crouching.
Left Turbo attacks - while in a standing state
Input: (crouch+) Left Turbo + Weapon
Left turbo projectiles can be fired in melee range.
Often one of the following:
Right Turbo attacks - while in a standing state
Input: (crouch+) Right Turbo + Weapon
Powerful attacks, dealing more damage and consuming more gauge. These also tend to have both slower startup and a long recovery animation. Right Turbo attacks are generally not cancellable into anything else.
One of the defining mechanics of Virtual-On. Perform a unique attack matching your current dash direction.
Ground dash attack - different attack depending on dash direction
Input: LW, RW or CW during a ground dash
Crouching ground dash attack - different attack depending on dash direction
Input: crouch + LW, RW or CW during a ground dash
Air dash attack - different attack depending on dash direction
Input: LW, RW or CW during an air dash
Dash attacks are not cancellable. Your movement direction gets locked from input to the end of the attacks recovery.
This locked movement and recovery is a moment of weakness where you can be punished.
Forward and forwards diagonal dash attacks are usually of an aggressive, fast type with high damage. Other directions have more unique properties.
Backwards and backwards diagonal directions are rarely used but there are strong exceptions.
VOOT added crouching and air dash attacks, tripling the amount of available dash attacks. Since you can switch dash directions repeatedly with Watari Dash / Vertical Turn you can access any of these 8 directional attacks at will by switching directions right before firing.
In the initial phase after inputting the attack your VR will turn to face the target. Dash attacks will have a tiny amount less startup if your final dash direction was rotated towards your target. This can usually be ignored.
Jumping attacks
Input a weapon at any point during the rise of a jump.
The attack will come out at the apex of your current jump. You can move and rotate during the whole jump and attack animation. If you change your mind and dont wan’t to use the attack it can be cancelled by performing a jump cancel. You cannot air dash while a jumping attack is buffered.
Jumping turbo attacks
Input turbo + weapon at any point during the rise of a jump.
These follow the same rules as normal jumping attacks. Unlike grounded turbo attacks, jumping turbo attacks can be performed while moving and rotating at the same time. The air dash input looks to be in the way: to get around it first input a normal jumping attack, then a turbo attack. The latest input will take priority.
For example holding movement direction the whole time -> jump -> RW (buffer) -> RTLW = jumping RTLW comes out while constantly moving.
A variety of Center Weapon attacks can be ‘half-cancelled’. This means only firing ‘half’ of the attack, matching to the left or right side.
Input: Begin Center Weapon input (LW+RW), then keep holding either LW or RW while releasing the other quickly. Timing is attack specific.
A simple example is half-cancelling Raidens CW laser. You can choose to fire only the left or right laser to consume less CW gauge.
Note: more info on half-cancels in Advanced techniques section 5.1.
Neutral attacks can often be interrupted/‘cancelled’ into another action, like walking, jumping, dashing or a different attack.
Walking and sliding attacks lose any movement cancel ability and may only be chained into another attack. This is why you see many moves used only when stationary.
The cancel can apply to the end of attack recovery or a larger part of the animation. Cancel routes are entirely attack and character dependant.
Possible cancels to look out for:
Cancel into another attack (may reduce gauge consumption)
Walk cancel
Jump cancel
Dash cancel
Rotation cancel
Melee attacks are done with the same inputs as projectile attacks. When close enough to an opponent your weapon gauges turn yellow. The yellow gauge signifies that the weapon is in melee range and will now perform a melee move.
This is with the exception of Left Turbo attacks which will always fire a projectile.
Melee attacks do not require weapon gauge. Melee ranges are character dependant and vary between weapons.
Normal melee
Input: LW/RW/CW while weapon gauge is yellow
Performs a melee attack for high damage. First moving towards the target, then swinging your weapon. Normal melee can be comboed into other attacks for increased damage.
Normal melee can be cancelled into any movement option or guard at any point.
Normal melee can be cancelled into crouching melee until active frames.
RW and LW melee often have a 2-3 part attack string by inputting the weapon multiple times. These strings are quite slow and don’t deal the highest combo damage, making them rarely used.
Crouching melee
Input: Crouch + LW/RW/CW while weapon gauge is yellow
Crouching melee can be cancelled into standing melee, quickstep or dash until the move becomes active / hitbox can connect with opponent..
Crouching melee cannot be guarded, it deals full damage to guarding opponents.
Crouching melee is completely uncancellable as it is active and recovering. This is the risk involved with using this move.
Turbo melee
Input: RT + LW/RW/CW while weapon gauge is yellow
Turbo melee can be cancelled into any movement options before active frames. Turbo melee can be cancelled into Guard at any point.
Usually a more powerful melee attack that causes immediate knockdown instead of continuing into a combo. Turbo melee cannot be cancelled directly into other melee attacks.
When blocked, turbo melee causes slight damage and forces knockdown.
Guard Reversal melee
Input: LW or RW during Guard - or shortly after releasing Guard
VR performs a quick melee attack without moving from current position.
Guard Reversal melee cannot be cancelled.
A melee attack that can be manually spaced. Usually faster total startup than normal melee. These properties make Guard Reversal a strong option.
Normal melee often moves unnecessarily close to the target before actually starting the attack. With guard reversals you can space your attack to hit at maximum range. This is effective with VR that use long melee weapons such as Fei-Yen and Cypher.
Attack differs depending on weapon. Like with crouch melee, lack of cancel ability is the risk involved. Keep in mind that jump cancelling / fast falling immediately puts you into a guarding state.
Quickstep melee
Input LW,RW or CW immediately after performing a sideways (4/6) Quickstep.
Performs a melee attack while rotating around the opponent. Startup is somewhat slow and can be interrupted. You can cancel it anytime by dashing, jumping, or guarding.
Since you rotate around the opponent it can often hit from behind and go around the opponents guard. Good at catching opponents jump cancels as the attack is delayed but mobile.
Sometimes comboable into as an unblockable.
Jump melee
Jump input + LW/CW/RW
while opponent is in range on horizontal plane (yellow gauges not required)
Auto targeting melee move starting from the air and falling down. Completely uncancellable, can be punished on guard or whiff. High damage but rarely used apart from hard reads or combos. Usually it hits someone perfoming a grounded attack, the jump part making them miss.
Weapon type changes attack for some VR (Raiden)
Dash melee
Down / 2-2 OR Rotate + LW/RW/CW during a ground dash (forward or diagonal forward)
Perform a meleattack while continuing on your current dash direction. Can be performed anywhere during ground dash. Fully manual control of the swing, no auto targeting. You can rotate during the whole animation to control hitbox further. Like a ground dash projectile you are stuck in an animation until the recovery ends.
note: dash melee is extremely difficult to use but is efficient in some scenarios at high level. Also used as a combo tool.
On the ground (OTG) melee
Condition: Opponent is in knocked down state.
Input: RW (LW for fei-yen) when weapon gauge turns green while in melee range.
Causes high damage on grounded opponent. However this attack is not a guaranteed hit if the opponent wakes up fast enough. You can get punished heavily as the move is completely uncancellable and you are in point blank range.
There are exceptions like Fei-Yen who has exceptionally fast OTG melee startup.
Other VR have different melee moves or projectiles that do less damage but are suited better for grounded hits than OTG melee.
Melee cancel route examples
Since melee attacks can be cancelled in many ways you have the freedom of cancelling into anything you want by indirect means assuming your execution is fast enough.
Example 1: normal melee (HIT) -> jump cancel -> any action
Example 2: turbo melee -> guard -> jump cancel -> any action
Quick step -> guard -> guard reversal is a common defensive technique.
These factors stack. Reduction rates are character specific.
Damage is dealt by draining the players health over a split second instead of instantly cutting health on hit. This only really affects timeout and near double KO situations (it makes double KOs extremely rare)
Damage of various projectiles differs upon range (more damage the closer the hit). For some projectiles that actively float around the stage, their damage varies over time.
In VOOT all characters start rounds with a full gauge of V-Armor, similar to health. V-Armor is an additional defensive stat that determines if certain projectiles can get deflected at range making them not deal any damage. On the flipside characters often have moves specialized for stripping V-Armor and softening the opponent.
In most cases this V-Armor mechanic has a minor effect. Unless your attacks are getting deflected you don’t need to worry about it.
The strength (ability to deflect attacks) of V-Armor is character dependant. The strength of armor is further attenuated by the state of the VR: V-Armor ability is increased the further the projectile has flown. V-Armor ability is reduced while in the air and increased while crouching.
As an example Dordray and Angelan have high V-Armor while Cypher has almost no armor.
Deflectable attacks
Generally basic type attacks like Temjin RW are deflectable by V-Armor.
Armor piercing attacks
Melee attacks, grenades and various character specific moves pierce through V-Armor and always do damage.
V-Armor stripping attacks
Left turbo attacks often drop the targets V-Armor, but this is only a general rule.
After reaching a knockdown treshold (character specific) you lose control and your VR gets knocked to the ground.
Knockdown values reset if you don’t get hit for a while.
The enemy can hit you with any attack as you are knocked down as long as the hitbox can connect.
Damage is heavily scaled down but remains relative to the damage of the move. Even though the scaling is heavy these hits can make a big difference in a round as a single grounded hit can range from around 3% to 10%.
The enemy can perform a OTG melee for highest possible damage. But these are rarely guaranteed, usually they cannot hit a player who mashes out fast enough with safe(!) wakeup.
After getting knocked down the player has a few ways of varying wakeup timing to get back into the fight. Despite these options the neutral (safe) wakeup option is almost always used.
Inputs for wakeup options start counting once your VR stops completely in place after the knockdown.
Safe wakeup speedup - general option
Input: mash movement and rotation inputs
Effect: knockdown duration decreases drastically
Player is invincible after wakeup, and nothing cancels this invincibility. Basically you get a free move after waking up and the enemy needs to respect this ability.
Gamepad input method: mash directional and rotation inputs.
Twinstick: Jump input must be avoided, so for example spin the other stick and move the other one up and down, or rotate on the inner side.
Unsafe fast wakeup - rarely useful
Input: attack or jump
Effect: interrupt knockdown in a single input
This should basically never be used as it is only a couple frames faster than safe wakeup. If the enemy is trying to set up delayed attacks & traps without pressuring your wakeup at all then it can sometimes catch them off guard. (ie. they’re probably Bal-Bados or Angelan).
Otherwise you lose the abilities granted by momentary invincibilty. If the opponent notices that you use this you will start taking massive damage on wakeup.
Options after safe wakeup
You have a moment of full invincibility that is not interrupted by any action. Use this to move around or attack.
If you wake up into a hitbox (for example a grenade or laser net) you will remain invulnerable until the attack is gone.
Wakeup & okizeme in general
Generally the player who got knocked down is always safe on wakeup and gets to do some attack during invincibility.
A universal method to gain a slight advantage on the knocked down opponent is to move behind them right before wakeup (usually using quickstep). They lose vision on you and to regain it will be forced to jump cancel, move into the air or perform a dash attack. That means they cannot act first or have to perform a risky move or blind attack.
Some VR can set some kind of wakeup pressure like delayed attacks. You can set up an area denial attack like a grenade so the person waking up can’t shoot anything for a moment after wakeup.
All these factors can be combined to make stronger & more confusing okizeme.
Hitstun: projectile invulnerable, melee vulnerable: VR blinks transparent
eg. cypher daggers.
Usually accompanied by the players actions getting interrupted and a short flinch animation. The flinch can be comboed from or just used to continue pressure.
Advanced note: invulnerability continues indefinitely until there is a break in the attack. This was initially added to avoid guaranteed wakeup setups. It can be used for the defenders advantage by staying inside a long-lasting hit area.
Stagger / ‘Electric’ stun VR goes in a special stun animation emitting sparks.
Player loses control of his VR for a duration. Attacks during stun add no knockdown value, making the target susceptible to large combos.
Mash directional and rotation inputs to speed up escape of any instance of this kind of stun. Can be escaped much faster than with no inputs.
A midair stun causes a heavy landing state similar to falling from a platform, with uncancellable landing recovery.
VRs have attacks that always cause stun, and ones which cause range specific or random stun. The latter ones usually have a short/minor effect.
Advanced note: you can jump on the first frame after escaping staggers even while airborne.
Slow state (Dordray Claw/Drill, Cypher Dagger, Apharmd C) - projectile attached to VR
VR movement speeds are slowed down during this state, effect depends on attack.
Confused state (Fei-Yen hearts)
Manual rotation and jump movement speed reduced. Can be shortened by mashing any actions.
Frozen state (Angelan RTRW)
Similar to Stagger, but cannot jump from the escape frame.
Concepts on general movement relative to opponent. (horizontal plane)
Left-Right movement (horizontal):
Passive, evasive. Common use.
Forwards movement at the opponent
Direct assault. Used to perform an attack. Used to approach when opponent does not act.
Diagonal forwards movement:
Assault. Approach the opponent. Common use.
Has multiple great qualities:
Backwards movement, away from the opponent
Retreat. Gain distance on opponent.
Most VR lack tools to move in this direction at a decent speed.
Diagonal back movement
Retreat while maintaining high evasion.
Most VR lack tools to move in this direction at any decent speed, utilization is character specific.
Concepts on air movement. (vertical movement)
Air movement and air dash add a third dimension, majorly complicating things. Air movement options are highly evasive, but will land in similar vectors and in terms of stages, players still try to control the horizontal plane.
Projectile attacks usually have far stronger homing on the horizontal plane than moving up and down vertically, but there are exceptions.
Jump
Rapid spike of vertical movement. Carries over horizontal movement from before jumping. Generally evades all attacks.
Jumps can move around horizontally. This can be combined with Jump attacks.
Jump Cancel
Return to the ground, perhaps after evading or baiting an enemy attack.
Air dash
Dash in the air, on a horizontal plane determined by jump height. Watari Dash / Vertical Turn can be performed to continue moving on this plane before ending the dash with either a dash cancel or attack.
Air dash cancel
Like Ground dash, Air dashes can be followed with a dash attack. But the movement can be cancelled into a fall and this is your means of moving on this horizontal plane in the air without committing to a punishable attack.
Viewing from the side, a simple air dash cancel forms an ‘n’ / reverse ‘U’ pattern. This is a strong evasive pattern, like forming a sine wave.
If your virtuaroid has decent air dash speed, forward/forward diagonal air dash cancels allow you to approach the enemy with a much more evasive property than when grounded. You can close distance on the opponent while avoiding most grounded attacks.
Fall control
Players can move around horizontally, speed up and slow down their fall. When not falling from an air dash attack rotation can also be controller. Often simple fast falls are used. Floaty movement might be used combined with advanced techniques to increase horizontal movement speed.
Jump Cancels and Air dashes are the bulk of air movement.
Dash attack properties
Dash attack animations like most attacks have three parts: startup (duration before attack), active (attack comes out), and recovery (part after attack).
The end point of recovery is where the VR stops in place.
The unique thing here is the player is moving the whole time. Upon inputting the attack they are locked into a set animation that moves in given direction.
This locked vector is susceptible to being counterattacked by the opponent intercepting it or firing at it from behind.
This is why the players and projectiles movement vectors play such a large role in Virtual-On.
Generally speaking, in a neutral situation the first player to perform a dash attack is at a disadvantage as his movement vector gets locked. But some attacks are very high performance and more difficult to punish.
Keep in mind the dash attack type does not need to match your movement direction. If your opponent is to your right during your forwards dash and you attack, you will be moving to their right.
Front dash attacks tend to have higher knockdown value so dashing into the opponent with a horizontal attack may be dangerous and leave you open to counterattack even if it connects.
Good dash attack vectors
If the attack does good damage, knocks down and you know it will hit a powerful frontal attack towards the opponent is ideal.
If you do not know it can hit this is a dangerous move, you get locked moving towards the opponent with no control. If you are close they can even melee you.
A dash attack moving away from the opponent is usually bad if the opponent is free to move. You can be hit with a large variety of attacks. However if it does work successfully you will gain distance on the opponent and escape if wanted. Often a forwards dash attack does this if performed after your dash crossed behind the opponent.
Horizontal dash attacks are a middle ground, the opponent may have a larger variety of homing attacks that can be angled to hit you. Depending on range the enemy might be able to reposition themselves behind you.
Punishing dash attacks
The VR performing a dash attack keeps moving for a long time, is he still safe?
As a general rule dash attacks can be thought of as unsafe and punishable. Unless:
Even in these cases, if the attack did not hit you the opponent gave you their ‘turn’ and you gain an advantage: being free to move around or perform your own attack while the opponent recovers.
Dash attacks end at a predetermined point
If the dash attack WAS unsafe:
Not only do they get frozen into a single movement vector and lose control, but they will stop in place at a predetermined point. As you gain experience in the game you will know the exact point where their movement will end upon seeing them start their attack.
On seeing them start a dash attack you have the remainder of their whole animation to perform your counterattack.
If they used a dash attack poorly (both unlikely to hit and unsafe) and you have good enough execution, you can essentially hit them with any attack you want:
Move to the position their movement will stop and perform a powerful attack. Try to match their line of movement so you cannot miss.
Manually aim a powerful attack to where their dash will stop.
Usable attack strength and time windows depend on properties of the punishable dash attack. But usually anything can be punished with a light attack. Small bits of damage make a big difference. This applies more and more as the players level increases.
Experienced players will not use dash attacks haphazardly. But it still happens a lot in scramble situations or desperate offense.
Punishing enemies locked vector by matching vectors
Once they initiated their attack: try to hit them from behind their locked movement direction, matching the line of their movement based on how much homing your counterattack has.
Partially overlap their previous line of movement and attack from behind with your dash attack. Or depending on range and attack power, move behind them and hit them with a neutral attack.
If you are close enough, perform a melee attack instead of neutral attack. If it can be fully performed during the opponents dash recovery you have a guaranteed hit into massive damage. This is a major benefit of having long melee engage range.
Predicting the opponents dash attack
If you predicted the opponents dash attack you are more able to exploit the ending point of the dash. Even if they made a decent general use of the attack, if you read what they will do you have a counter play.
Those movement related concepts are very low commitment, you are just moving to cover potential cases. But if they did what you expected.. in a good case you can melee them easily.
If the opponent is doing a ground dash attack an easy way to reposition and counter is to air dash cancel ending at your point of counterattack.
Air dash attacks can be thought of as a modification of ground dash attacks.
They take place on a horizontal plane in the air that was decided by the players jump height.
Punishing the end of air dash attacks
You can think of air dash attacks like ground dash attacks on a higher plane. As an addition once the attack reaches the point of stopping there is a vertical cone expanding downwards that describes how the attacker can control their fall.
The closer to the ground the air dash was performed, the less possible landing positions and times there are. Low air dash attacks have a more predictable recovery but also spend less time falling.
The opponent will begin falling after their attack. A projectile firing from above is a better attack vector. This can be a projectile with higher vertical homing: at first it will move up, and as they fall convert to approaching from above. Your VR might have an attack especially good for this.
Another common approach is to move into the air yourself once the enemy begins falling and attack from there, as all your attacks have a better attack vector.
Example: it is trivial for Apharmd B to punish landings with air dash LW grenades. You can visually confirm where the opponent is landing and throw an explosion at the landing point from an ideal attack vector.
Intercepting the fall from the air
To punish their fall directly from the ground, make use of the mechanic concerning movement speed: movement speed decreases the closer you are to the opponent. Once safe from the opponents attack move as quickly as possible to below the end point of their air dash attack. Now the horizontal movement the opponent can perform while falling becomes small and the number of possible landing points decreases.
Example: repeatedly input forward dash -> jump cancel -> forward dash until your VR stops. At that point you are directly below your target. Once you are at that point, switch to walking forward and mashing jump cancel.
Catching the final landing
Now read and react to their landing speed. If they land slowly you may have more time to prepare your counterattack. You also have more time to perform the aforementioned repeated jump cancel. Generally players will always end with a fast fall right before hitting the ground, as it prevents slower attacks from connecting with their landing. Prepare for that final acceleration of their landing and attack.
The landing catch is usually done with a forward dash attack, forward dash crouching attack
or a melee attack. a VR like raiden might react and shoot a CW laser where they are about to hit the ground.
For melee attacks, you can mash the input as they approach the ground (you dont need ammo) and again repeatedly jump cancel. If the matching projectile is also decent that is a bonus.
For certain ranged attacks with more homing, you might want to maintain some distance from the landing zone. This way the attack has time to home on the target instead of flying in a straight line.
Remember: the ability to perform these punishes increases the more the opponents action was predicted. But light punishes can be performed much more consistently. Decide whether or not to commit to a stable or high risk punish attempt.
Air-to-air interception
If you have an idea as to the height, Air to air intercept by moving to point blank range or an attack specific height above / below them.
You can see their height once you gain it yourself and if above can see exactly how they are moving. Some characters have strong air-to-air moves.
Catching air-dash cancels
Many of these concepts can be applied to dealing with opponents doing Air dash Cancels. The timing windows become tighter and you dont have the luxury of reacting to them starting an attack. But reads and landing catches can be done in a similar way.
Catching jump attacks
The same ideas as in the catching landings section apply. But the opponent has increased control over their landing and access to rotation. More attention has to be paid to horizontally aiming/vectoring the counterattack, most likely you will not have time to reposition into their their landing zone.
Stationary neutral attacks, like crouching and Right Turbo attacks
The easiest case to punish. The opponent is stuck at a single point. Perform a fast enough attack to interrupt the recovery.
Instead of punishing can also be interrupted by constant fire.
Maintaining a barrage prevents the opponent from having openings to attack. They may be pressed to perform more dash attacks because of their armor and high tracking performance.
Performing a sliding attack causes a similar locked vector to grounded dash attacks, but much shorter. Can punished by matching vectors and/or highly homing attacks.
Common situations that lead into close range combat:
Defender makes the following choices
Guard is not an obvious choice for the defender: most attacks go around it making it more of a read and agreeing to dueling.
Duel situation - Both parties agreed to point blank / close range combat.
Big scramble situation. Knowing a variety of movement techniques is key. Quick projectile attacks should be intermixed with melee to have any kind of efficiency. Interrupt attacks can be used to stop the opponents attack and sometimes comboed into melee.
Dash attacks are used as hard reads/predictions or to force an escape path.
Melee itself is not necessary to succeed in close combat, projectiles can edge out.
Lots of reading the opponents movement vectors and checking who can execute better / push buttons faster. Guards and such are often reads or option selects rather than reactions.
Continued pursuit - Opponent escaped melee pressure
Most commonly the defender chooses to escape. You must have in mind some ways to gain an advantage on their air escape. Often the person running does an air dash cancel or some character specific escape technique.
To continue pursuing a running away opponent, mix melee with forwards movement, chase type projectiles and fast neutral projectiles if these are available. Or throw out a movement check/pressure type attack during an opening to ‘reset’ and maintain pressure.
To maintain melee range keep cancelling melee into other actions instead of letting it whiff. That includes quicksteps, dashes, pretty much anything. . An easy way to mash melee into itself to constantly rush in is to input melee -> jump cancel -> melee -> jump cancel etc.
At highest level play around half of matches end in time out instead of an opponent dying.
The ability to pressure your opponent is character dependant. If you’re worried about this select your character carefully.
Characters like Raiden and Bal-Bados are more likely to always destroy their opponent instead of going for a timeout.
However if you want to win you should always consider timeout as an option.
The player who refuses to let rounds time out will be forcing themselves to take damage.
Explosive damage is still a thing in this game: even if a match timed out it may have been by a hairs breadth.
When a player has a health lead they often have the ability to choose which area the players engage in on the stage. This can be a walled in area that is awkward for the enemy to approach. For highly mobile VR like Cypher or Fei-Yen, they might bring the opponent to an open area with no cover.
Only using dash attacks as your offense, ignoring neutral attacks
Most dash attacks are a high commitment tool and risky to be throwing out, especially if the opponent learned how to punish the recovery of attacks. Even more dangerous on a player versus player level, once the opponent learns your habits.
There are still many skills to be learned involving dash attacks like proper spacing, vectoring and timing. Knowing which dash attacks are more powerful and which are safer. If you learned these that is a huge step in getting a hang of the game!
Heavy use of dash attacks and hard predictions of your opponent can get you far in the basics of the game, but will fare poorly against advanced players or defensive players. Your neutral game will be very weak against advanced players, and defensive players (or those used to your habits) can simply bait your attack until you lose.
Dash attacks are not synonymous with playing aggressively. There are other parts to it: rapid attack chains using neutral and melee attacks. Aimed attacks that punish the opponents predictable movement. Moving aggressively and closing distance is a threat in itself.
Not using Vertical Turn / Watari dash to switch dash directions
-fixed with experience
This applies for both using for movement, and switching direction just before attacking. Your attack selection is limited by the way you are moving.
This is usually related to the next example.
Heavy use of inefficient dash attacks (horizontal, backwards directions)
-fixed with experience, knowledge of attacks
These are low power and still susceptible to counterattack. You will make poor trades in terms of damage combined with poor evasion and attack vectors.
Attacking out of every dash - predictable
a common mistake is to commit to a dash attack every time you dash.
If your opponent catches up on this habit you are in a very bad position. The opponent prepares for you to make a mistake the moment you begin dashing.
You might delay the attack and Vertical Turn multiple times. But if the opponent is baiting your attack this is of little use. In fact, they may gain even more time to set up their punish for your incoming attack.
If you know your opponent is baiting your attack you must cancel (for ground dash usually jump). There are a massive amount of things you can do from this neutral state, including other movement options. You have better attacks to fight off passive opponents and since you now have access to them, the opponent cannot predict your action.
The opponent may also realize that by always attacking you lose access to using dashes for movement and find a way to further exploit this.
Attacking out of every air dash - predictable
A common mistake is to attack out of every Air dash. This is common even if the player doesn’t do this behavior for ground dashes.
Upon realizing this habit, the opponent prepares to evade and punish an unsafe move the moment you begin dashing.
Not considering timeout an option: running into attacks of opponent who tries to timeout
Covered in previous section. If you really want to win then be patient when chasing the enemy. When you gain a health lead it becomes the opponents turn to attack.
Heavy use of guard
Guard is only effective against standing melee attacks, and can be beaten by most other actions. Many VRs have methods to break the guard and combo into melee, so it’s dangerous to guard in a predictable fashion.
Shorthands used in this guide in the advanced techniques section. Many of these are also used by the japanese community.
General - guide specific
‘X’ or ‘Y’ = X/Y
Inputs
Described in section 1.2.
Attacks
cRW jRW RTRW cRTRW jRTRW QSCC | Crouching Right Weapon Jumping Right Weapon Right Turbo Right Weapon Crouching - Right Turbo Right Weapon Jumping - Right Turbo Right Weapon QuickStep Melee |
Mechanics
CC QS JC GR | Close Combat (Melee) QuickStep Jump Cancel Guard Reversal |
Shorthands used in this specific guide for convenience.
RW / LW GD AD - GD8 AD3/2 GDX : W - scRW or XcRW where X is direction wRW or XRW where X is direction - GRCC: W JCC : W DCC : W | RW or LW Ground Dash Air Dash - Ground Dash Forwards Air Dash Diagonally Backwards or Backwards Ground Dash Direction : Weapon - Sliding - Crouch Right Weapon Walking - Right Weapon - Guard Reversal Melee : Weapon Jumping Melee : Weapon Dashing Melee : Weapon |
Mainly dash attack notation looks complicated. The rest is shorter.
GD8:RW GD9:cRW AD2:LW CC:RW GD:CC:RW GD9/8/7 | Ground Dash forward - Right Weapon Ground Dash diagonal forward - crouching Right Weapon Air Dash backwards - Left Weapon Close Combat - Right Weapon (melee) Ground Dash - Close Combat - Right Weapon Ground Dash in direction 9 or 8 or 7 |
Overviews of character properties along with general use moveset and advanced techniques.
Each section starts off with a translation of the official description of each character from the VOOT Xbox 360 version homepage.
Describe the strengths and weaknesses of each character.
Meaning of symbols on character traits:
‘+’ = Strength of the VR
‘-’ = Weakness of the VR
‘!’ = only applies at mid-high level play
‘?’ = only applies at low-mid level play
The common attacks -section for each VR is aimed at to give an idea of the effective moves to use for each character, rather than listing out every single one. These are generally central moves used by all experienced players of the character.
Projectile attacks can be thought of as divided into categories, signified by their purpose and situation where they are useful. These terms are used in the attacks section to give you an idea as to the strengths of each option.
Movement check: force opponent to move, checking their movement ability
Punish: for hitting the opponents recovery vector or animation
Chase: for chasing/pursuing the opponent
Erasing: for destroying/erasing the opponents attack
Interruption: for interrupting the opponents neutral or melee attack
Prediction: aimable attacks for punishing predictable movement
Armor removal: for removing enemy V-Armor
Pressure: Long lasting projectiles that force the opponent to move
Chip: Low damage attacks good for dealing small but safe damage and maintaining a lead.
High damage: High damage attacks to get a comeback or capitalize further on situation.
Knockdown: Attack with high knockdown value. For landing knockdowns.
These are a general idea of usage. There are many unlisted use cases and other attacks still have their roles. The timing and optimal range of each attack will have to be learned in practice.
A versatile virtuaroid that emphasizes the overall balance of attack power, defense and mobility.
Its simple armament makes it easy to handle even for beginners, and depending on the pilots skill it can compete with all types of aircraft.
Aim for damage with mid-range launcher shots while eliminating your opponent's attacks with sword waves and bombs.
+Easy to handle.
+Strong fundemental tools.
+Great at punishing enemy recovery or whiffed attack.
+Strong close range dash attack.
+Above average ground and air mobility.
+High airdash mobility.
+High health considering mobility.
+No landing recovery.
!+Guard crush & unblockable ability.
?+Surfing ram attack with high auto targeting.
-Weak ability to create a barrage at longer ranges.
-Only has basic, easy to understand projectiles that work in a linear fashion. Low ability to attack outside of current vector.
-Attack patterns are predictable due to little variance in moves. Harder to catch experienced players off guard.
Neutral projectile attacks RW cRW (sliding) CW / cCW cLTLW LW RTRW LTLW LTCW / cLTCW LTRW RTCW RTLW / cRTLW Ground dash attacks GD8:RW ‘Big two’ GD9/7:cRW GD8:cRW GD8:LW GD8:CW GD8:cCW Air dash attacks AD8/9/7:LW AD8:CW AD8:RW Jumping attacks jRTCW jRTLW jRW Special attacks Surfing Ram (AD8:CW with full gauge) Spinning Sword (Rotate + CW) Melee attacks RW melee CW melee LW melee Quickstep melee Dash CW melee Dash LW/RW melee | Movement check, General damage Movement check, General damage, Anti-air Chip, Erase Erase, Chip, Interrupt, Armor removal Chip, Erase OTG Movement check, Erase, Chip, Armor removal Wall piercing, Movement check, Erase, Chip Interrupt, Armor removal Prediction, Erase Erase, High damage Punish, High damage, Anti-melee Punish, High damage, Chase Punish, High damage, Chase, OTG Erase Chip, Anti-Air Chip Chase, Erase Punish, Chip Punish, High damage, Chase Prediction Prediction High damage, High homing Unused, Gives super armor Fast startup Decent engage range Widest attack angle Combo tool |
0 Landing recovery
As a special trait temjin has no landing recovery. This makes air dash cancelling, guarding and some melee techniques faster and easier to perform. It’s also harder to punish the recovery of your airborne attacks.
Machinegun RW
Temjin’s gun has very low gauge consumption. You can rapidly fire his neutral attacks by walk cancelling standing RW and combining with sliding cRW.
Guard crush & combos from projectiles
It is possible to combo melee attacks and unblockables from LTRW, LTCW and cLTLW hits at close range if the opponent goes into hitstun.
High speed movement - 9-6 button lock variant
High speed walk in a horizontal direction.
Move in direction 9 then direction 6 and immediately hold crouch. Temjin will walk sideways at high speed. Same applies for left side directions 7->4
In addition to walking can be performed during a sliding attack, jump attack or fall from the air by inputting at the same time.
See section 8.2. on “Rowing” for more info.
Misc. advanced melee combos
RW melee -> rotation cancel -> LTRW (hitstun) -> dash CW melee
cLTLW (hitstun) -> quickstep melee (unblockable) [lightweight specific]
Temjin rotation cancels
Recovery of temjins LT attacks like LTCW can be rotation cancelled.
Nagoya input - Surfing ram
There is a 1 frame window to jump out of the recovery of Temjin’s special surfing ram attack (weapon gauges 100% air forward dash CW). This will make your recovery much safer as you dont get the slow fall in place after. In theory you can use this technique to quadruple jump.
Virtuaroid that makes up for low defensive capabilities with top-class mobility and a variety of attacks.
By harassing your opponent with quick movements and constant attacks you will gain an advantage in both ranged and melee battles. After taking a certain amount of damage the true performance of the unit is released, significantly increasing attack power and mobility.
+Easy to handle.
+Strong fundemental tools.
+High ground mobility. Medium air mobility.
+’Hyper mode’ comeback mechanic at <50% health, gains power & speed up.
+Excellent melee ability: high reach and speed.
+Massive damage reduction on melee startup.
+Good at punishing enemy recovery or whiffed attack.
+Decent sniper attacks with LW.
+Excellent ability to run away.
+Small hitbox.
-Low health.
-Projectile attacks are linear and easily blocked by walls.
-A little reliant on activating hyper mode. Opponents may intentionally avoid activation.
-Low damage per hit unless CW or melee is used.
Neutral projectile attacks wRW (also walking + rotating RW) CW LW LTLW cLTLW cCW LTCW / cLTCW RTCW / cRTCW RTLW Ground dash attacks (N) GD8: RW / cRW [H] GD7/8/9: cRW GD8: CW Air dash attacks AD8: RW AD8: CW (N) AD6/4: RW Jumping attacks jRTLW jLTLW [H] jRW Melee attacks CW melee Guard reversal melee Quickstep melee Ground stab melee (LW) Dash LW melee cLW melee RTLW melee | (N) = in Normal mode | [H] = in Hyper mode Movement check, Chip, Armor removal Damage over walls, [H]High homing,[H]Punish Chip, Erase Movement check, Chip, Erase Punish(fast), Erase, (N)Knockdown High damage Movement check, Pressure (‘Fake’ CW) Piercing, Prediction, OTG Stagger(combo), Prediction Punish, Knockdown(near), Anti-melee Punish, Anti-melee Punish, High damage, [H]High homing Punish, Chase, Knockdown(near) , Anti-melee Punish, High damage, Chase, Anti-melee Wall Piercing, Chip Stagger(combo), Prediction Stagger(combo), Prediction Chip Long engage range, Very fast, Multi-hit Long reach, Very fast, LW is slightly faster Early hitbox on left arm Fast, high damage OTG Very long reach, wide Preferred crouch melee OTG, large hitbox |
Instant cancels from LW and cLW
Fire standing LW and immediately input any other neutral attack. They will come out. If RTLW followup will consume no gauge.
The same technique can be done from cLW to other crouching attacks.
Constant walking RW
Stop moving intermittently during walking RW and you can continue firing constantly until the weapon gauge is drained.
Stagger chain attack
After landing jLTLW you can combo into RTLW on landing to cause another stagger and extend the combo.
RTLW is often best comboed into CW melee as it is multi-hit. This allows for instant kill combos.
Melee approach damage reduction
Fei-Yen gains the highest damage and knockdown reduction during the approach of her melee attacks. As usual the reduction is increased during crouching melee.
If you are about to get hit you can perform cCW melee for a massive damage reduction. Or use cCW for the approach phase and cancel into another attack for example by dialing cCW -> CW.
High speed movement - 3-2 button lock variant
High speed walk and air movement in a backwards direction.
Move in direction 3 (or 1) then direction 2 and immediately hold crouch. Fei-Yen will walk backwards at high speed. Very effective for gaining distance on your opponent while keeping current facing. See section 8.2. on “Rowing” for more info.
High speed movement - 3-6 button lock variant (lower speed)
Faster speed walk and air movement in a horizontal direction.
See section 8.2. on “Rowing” for more info.
Hyper CW invincible frames
During hyper mode the startup of normal CW projectile has invincible frames. Cannot be hit by projectiles for a moment.
Instant cancel from walking RW
Rotate in place, stop in neutral then quickly input walking RW and wanted instant attack.
Heavyweight virtuaroid with top class offensive and defensive capabilities. All of the weapons are extremely powerful, especially the lasers fired from the shoulder units, which are extremely destructive.
By anticipating the path of your opponent and firing a laser accordingly you can maintain an advantage over even the fastest machines.
+High damage per hit. Powerful aimed attacks with CW laser.
+Excellent at punishing predictable movement and attacks.
+Heavy control of the game with aimed lasers (CW) and laser net (LTCW).
+RW bazooka is high performance and covers basic pressure and dash attack actions.
+Stun properties on laser net allow practical instant kills on some VRs.
+Surprisingly competent at close range as laser and other options are quick enough to act as a melee deterrent.
!+1-frame instant laser techniques and changing laser to V/X-pattern increase performance further.
!+Advanced movement techniques increase ground mobility further.
-Low mobility apart from fairly fast ground dash. Larger hitbox than normal.
-Low mobility makes survival more difficult. Forced to use attacks effectively and quickly to defend your area. Timeout is less likely of an option.
?-Somewhat difficult to handle. Heavy use of rotation is required to play this VR to its strengths.
Neutral projectile attacks cRW RTRW LTRW cLTRW LW cLW CW cCW LTCW / cLTCW RTCW RTLW / cRTLW Ground dash attacks GD8:cRW GD2:cCW Air dash attacks AD8:RW AD8:LW AD8:CW AD4/6:CW Special attacks Armor purge Melee attacks Quickstep LW melee cCW melee (for super armor) CW melee Jump melee *With Instant laser glitch | Movement check High damage, Punish (cancellable) Check, Interrupt, Erase, Armor removal Check, Interrupt, Armor removal, Cancel route Erase, Movement check Erase, Movement check High damage, Punish, Prediction, Anti-melee High damage, Punish, Prediction, Anti-melee Stagger, Prediction, Movement restrict, Anti-air Piercing, High damage, [Prediction, Punish]* Erase, Movement check Chase, Punish, Anti-melee Stagger, Prediction, Movement restrict, Anti-air Punish Erase Chip (match ender) Punish (vs heavyweight VRs: high damage) Comeback factor, Massive mobility boost Fast startup High damage, Net combo Net combo |
LW into TRW cancel route
Fire stationary LW then input RTRW. RTRW will come out with the last shots firing earlier than normal. The attack is also dash and walk cancellable much faster than normal.
The same can be done with LW into LTRW.
Crouch attacks into cLTRW cancel route
cLW and cRW can be cancelled into cLTRW. cLTRW can be cancelled into dash or jump at any point. As a result using cLTRW as a cancel route allows you to move into other actions like dashing or other attacks immediately
You can even perform cLW -> cRW -> cLTRW for a combined barrage.
BIOS dash
Cancel landing or natural dash recovery with CW or RW startup and dash again to cancel the recovery and keep moving.
High speed movement - 3-2 button lock variant
High speed walk in a backwards direction.
Move in direction 3 (or 1) then direction 2 and immediately hold crouch. Raiden will walk backwards at high speed. Very effective for gaining distance on your opponent while keeping current facing. See section 8.2. on “Rowing” for more info.
Instant Laser
Start firing RW in a neutral state and input CW or RTCW as the bazooka is about to fire. CW laser will come out instantly skipping startup frames. Very tight timing.
V-Laser
Perform a ground dash attack (usually dashing cRW), then input CW at a specific point of the recovery as it’s about to end. CW lasers will come out instantly in a V-pattern with the other laser shooting off to the side. Very tight timing.
Virtuaroid with the highest class in air mobility in exchange for defense.
Its high attack performance allows it to perform two attacks while dashing in midair, keeping opponents at bay with ease. You can deal great damage even to heavyweight opponents by hitting a rush attack in fighter form.
+Highest airdash mobility & ability to do two airdash attacks.
+Powerful spread projectile with neutral LW.
+Multiple low commitment attacks. Can throw out a heavy attack barrage in neutral.
+Mobility can disorient opponent and be used to rush down. Can also turtle using air mobility.
+Good at sniping recovery animations with airdash CW.
+Strong anti-air attacks. Air superiority.
+High melee attack reach.
+Solid character matchups. All are near even or in your favor with minor exceptions.
!+Spread attack barrage can be made ambiguous using rotation and advanced movement.
!+Advanced air movement makes jump attacks useful, opening more options.
-Pixie character with very low health. Can die from 1-3 mistakes.
-Low ground dash speed.
-Low damage per hit unless using CW or melee (matchup dependant).
-Cannot afford to trade damage in most matchups, allowing the opponent some extra options.
?-Low health and weak ground dash makes it somewhat hard to handle.
Neutral projectile attacks RW LW & cLW LTLW & cLTLW cCW ‘Force’ LTCW ‘Force’ cLTCW CW RTRW cRTRW cLTRW RTCW Ground dash attacks GD8: cCW GD9/8/7: cLW GD2: cCW ‘Force’ GD6/4: RW Air dash attacks AD8: CW AD9/7: CW AD4/6: CW ‘Force’ AD9/8/7: RW AD9/8/7: LW AD4/6: LW / RW Jumping attacks jLW & jRTLW jRTCW jRTRW Special attacks SLC (AD8:CW , 100% all gauges) Air dash melee (AD8/9/7 CC) Transformation (double jump + Special) Melee attacks Guard reversal melee RW/LW melee Quickstep melee Ground dash RW/LW melee | --*Erase on crouch variant-- Movement check, Chip Movement check, Spread pattern, Prediction,* Movement check, Spread,Interrupt,Anti-melee,* High damage, High homing Check, Piercing, High homing, Anti-melee Movement check (fast), Knockdown Erase, High homing, High damage Punish, Prediction, OTG Prediction, Piercing Interrupt, Anti-air knockdown, V-Armor removal >400 range only, High damage, High homing Punish, High damage, Knockdown Chase, Interrupt, Erase, Anti-melee Anti-air (Anti-jump), High homing, High damage Multi-hit, Anti-melee Punish, Evade+Chase (Boost), High damage Punish, High damage Punish, High homing, Anti-Air Movement check, Punish, Interrupt Movement check, Punish Chip Prediction Chip, Erase OTG over walls Rush attack, Prediction, Timeout Prediction, Instant startup Unused, Air stalling Long reach General use Long reach Very long reach, QS -> diagonal CC etc. |
Landing recovery cancel using Vulcan
Standing RW has no recovery animation. When landing from the air you can cancel landing freezes by inputting RW on the landing frame. This way you can continue to an action like jumping or dashing almost immediately.
FWD airdash CW speed boost without firing & ammo cost
Do a forward airdash and perform CW as the second attack while the CW gauge is around 76-82% gauge. You will get the speed boost tied to the move without firing the projectile or consuming ammo. A useful but situational tool since often you want to do the CW just for the boost.
Horizontal dash cancel movement
Cypher moves at a high speed during the dash cancel of a horizontal dash. You can repeatedly dash cancel horizontally for some decent movement speed. Bal-Bados has a similar technique.
High speed movement - 9/6 & 3/6 button lock variants
High speed ‘rowing’ movement in a horizontal direction.
Input: Move to direction 9, then 6 and immediately hold crouch
or Move to direction 3, then 6 and immediately hold crouch
Cypher will move horizontally at a high speed until crouch is released. Same applies for matching directions to the left.
In addition to walking on the ground can be performed in various situations like during a whole jump attack (input at the start), during a crouch attack or when falling from a jump.
Horizontal walk speed utilizing rowing is significantly faster than Cypher’s ground dash. His jumping attacks become much more effective when using rowing during the attack and / or the following descent. Grounded daggers can be easily displaced by rowing for a split second before attacking, making opponent unsure of their position.
See section 8.2. on “Rowing” for more info.
Jump dagger cluster
During jRTLW or jLW turbo turbo rotate to the right while the attack is active. The dagger pattern will turn into a smaller cluster with much smaller gaps.
Infinite dagger glitch
Input: walking RW -> cLW -> cLW
cLW must be input as quickly as possible. Cypher will throw two sets sets of daggers with a large cluster on the right side.
Weakness: committed to sliding attack animation. Can be combined with rowing to make more effective (9RW -> 6cLW).
Instant attacks (standing)
Input an attack (say RT attack) immediately after inputting RW (vulcan). The attack will come out without any startup. This includes melee attacks if the RW weapon is not in melee range. Timing is more strict for projectile attacks.
For melee range this can be used on purpose by rotating or moving a bit to the right of your target. RW into instant CW melee is a strong technique. Difficult to use in practice.
Instant crouch melee
Input / mash cRW while opponent is approaching or landing in front of you. You will perform an instant cRW melee out of the crouching vulcan.
Missiles launched in large quantities from both shoulders have high tracking performance, strenghtening the further you are from your opponent. The reload speed of each weapon is fast, allowing continuous fire.
If you can keep a good distance between you and your opponent, you can create a one-sided battle.
+Heavy attack barrage of missiles and explosions.
+Strong basic dash attacks like Temjin & Fei-Yen.
+Sliding dash attacks have fast recovery.
+High amount of control of the match due to combination of barrage and area denial.
+Has some of the best anti-air & neutral control with high speed missiles.
+Very high ammo efficiency.
+Surprisingly decent ground and jumping mobility.
!+Constant area denial with double napalm glitch etc.
!+Increased jumping and walking speed with advanced movement.
-Has to constantly attack for defense.
-Large hitbox.
-Low air dash mobility.
-Low damage per hit on weaker attacks -> somewhat difficult to recover from health deficit.
-Weaker to opponents with attacks that can pierce through napalm explosions.
-Susceptible to melee & hard-hitting combos due to low mobility and reliance on Erase attacks.
Neutral projectile attacks LW / cLW cCW cLTCW cRTLW LTRW / cLTRW Ground dash attacks GD9/7: cRW GD8: cRW GD6/4/3/1: cRW GD2: cRW / cLW ‘Shark missile’ Air dash attacks AD9/8/7/2: LW Jumping attacks jLTCW jRTCW jRTLW Special attacks ICBM (crouch + Special) Melee attacks RW melee CW melee RTRW melee | Erase Movement check, High damage Movement check, Chip, High homing, Anti-air Erase, Area denial Various cancels (landing, etc.), Anti-melee Chase, Punish, High damage, Anti-melee Punish, High damage, Knockdown Multi-hit Pressure, Erase Chip, Erase Pressure, Erase, Area denial Pressure Erase, Area denial Pressure, Anti-Erase, Anti-melee Fast Using instant technique Chase |
Rapid fire cCW & cLTCW
You can fire the cCW and cLTCW missile attack rapidly by rotation cancelling its recovery. Input rotation for a frame, release rotation and attack again. Does not work if rotation is input too early. Remember to half-cancel the attacks for less gauge consumption
Double napalm
Do walking LW and immediately input sliding LW (cLW while moving). Both attacks will come out in sequence. The cLW will not consume any gauge.
Free napalm
While LW gauge is around 55-60% fire walking RW and immediately input crouch/sliding LW. The cLW will not consume any gauge. You can for example do this immediately after ‘double napalm’ for a ‘triple napalm’
Crouching attack cancel routes
Many crouching attacks can be transferred into others. For example cRW into c(LT/RT)LW/CW/RW
Fast CW missile
Fire stationary RW and immediately input CW, LTCW or RTCW. The CW missiles will come out much faster along with faster move speed and targetting. Similar to typical instant attack input cancels from RW on other VR.
VOK instant melee
Input a melee attack right after LTRW or crouching melee attack right after cLTRW. The startup will be completely removed.
VOK low profile
Firing cLTRW or cLTLW machineguns puts Grys-Vok in a flat low-profile state. It can avoid most high melee attacks.
High speed movement, two directions: 9-6 and 8-9 old-style mash variant
See section 7.2. on “Rowing”.
Useful for improving jump attack efficiency.
High speed movement, 9-3 unknown variant
See section 7.2. on “Rowing”.
Utilizing Grys-Vok dash cancel slide speed
Grys-vok moves at an abnormally fast speed during the slide-animation on cancelling a ground dash. This is sometimes used to move around, and gives a window to buffer old-style rowing inputs.
Virtuaroid with the appearance of a grim reaper.
In addition to the ability to disable your opponent's weapons, it has penetrating attacks that will damage your opponent even through obstacles. Maneuverability in close combat is also high. However, in contrast to its high attack power the defense of this virtuaroid is extremely low, making evasion the most important technique for victory.
+Strong baiting & zoning type character.
+One of the highest ground mobility.
+Unique short ground dash. Can use automatic end of dashes to advantage.
+Sliding attacks have ’skating’ property allowing unusual movement while attacking.
+Attacks have high velocity. Multiple good sniper type attacks.
+Multiple piercing attacks including Wall piercing CW.
+Multiple high priority attacks that are hard to erase.
+Highly homing LW orbs for pressure, map control.
+Good close range ability. Diagonal dash cCW is exceptionally good at denying close range.
!+Faster pressure and sniping attacks with execution heavy BTCW ‘Super’ cancels.
-Very low health.
-Low jump and air dash mobility.
-Low ammo.
-Few erasing type attacks.
Neutral projectile attacks RW cRW cLW LW cRTLW CW / cCW RTCW / cRTCW cRTRW cLTCW LTRW / cLTRW LTLW / cLTLW Ground dash attacks GD9/7: cCW GD8: RW Air dash attacks AD8: RW AD8: CW AD6/4: CW Jumping attacks jRTCW Special attacks Both Turbo CW laser Rotating LW GD8: cCW (full gauge) Death Mode (Special button x2) Melee attacks Quickstep melee TCW melee | Movement check, Interrupt, Prediction Movement check, Skating movement Pressure, Skating movement, Piercing Pressure, Piercing Pressure, knockdown, Erase, Piercing Wall piercing, Prediction High damage, Prediction(range), Wall piercing High damage, Prediction(long range) Piercing, Erase, Anti-air Erase, Disable opponent RW Disable opponent LW Punish, High damage, Anti-melee, Area denial Punish, High damage Punish, High damage Punish, High damage Punish Prediction, High damage Cancel routes, Disable opponent CW Anti-melee Reposition, timeout Invincible for 13s or timeout, then self destructs High movement speed Large hit area |
Sliding movement
Using cRW and cLW while moving gives specineff a speed boost. Especially effective in diagonal back directions which are usually slower speed. cLW gives a larger boost than cRW.
Dash turning movement
Dash repeatedly and keep your opponent in sights by rotating during dash and dash end animation. Central movement technique with Specineff
BTCW Super Jump Cancel - 60% CW gauge required
Input: Neutral attack -> RT+LT+CW -> Jump -> Jump Cancel
Both Turbo CW startup can be cancelled with jump. Various Right Turbo attacks can be cancelled into BTCW. You can jump cancel these attacks at any point by using BTCW as an intermediate step. Tight timing is required.
Example attacks: cRTRW, cRTLW
Machinegun RW
Specineff RW can be cancelled by walking. Do this repeatedly to rapid fire the attack. Unlike temjin the gauge runs out quickly so use sparingly.
Rush attack movement
GD8:cCW rush attack can be combined with with turbo rotation to move around the stage and take cover behind walls.
High homing RTCW - While LW gauge is around 30-34%
Input: on landing cLW -> RTCW
Difficult timing. Can also perform a high speed RTRW instead of CW.
BTCW Super Rotation cancel - 60% CW gauge required
Same as technique Super Jump Cancel but replacing jump with rotation input. Execution is harder.
BTCW Dash cancel - While CW gauge is between 60-75%
Hold a direction during an RT attack, input BTCW and you will walk/dash out of the attack. Does neutral CW if gauge is above 75%
Special virtuaroid that attacks by detaching Bits/Launchers.
Overwhelms opponents with highly inductive mines and canceling ring beams. Much skill is required to operate this unit due to the complexity of attack methods. If you are able to place launchers in the blind spot of the opponent you will gain an advantage in battle.
+Highest level barrage ability, can be thought to surpass or equal Grys-Vok.
+Can turn the game into a 3D shoot’em’up for his opponent, testing their mobility.
+Varied, freeform offense having the biggest moveset in the game by a large margin.
+Able to deploy up to 4 puppets (ERLs) for the ability to attack from unconventional angles.
+Gets the highest value for scoring knockdowns on enemy. Setups when enemy knocked down.
+Punishes passive play even through walls. Forces many matchups into a deathmatch.
+Undodgeable attacks when opponent is close to ERL, allowing for strong area defense.
+High defensive ability in close range with good melee & threat of point blank ERL attacks.
+Has special momentum based attack chains which can be thought of as ranged combos.
+Many tricky setups & attack chains to test opponents knowledge of the game.
+- Lots of combo routes running on puppet timers for those who enjoy practicing / labbing
-Mediocre mobility.
-Weak fundemental tools. Stronger tools are indirect or slow.
-Low single hit damage, restricting heavy punishes.
-Vulnerable mobility during most attacks and setups. Few low commitment tools.
-Have to maintain constant pressure for defense and control of the match.
-Maintaining fast attack cancels requires some of the highest execution in the game.
-Has a couple almost unwinnable matchups.
?-Difficult to understand which attacks to use in each situation with lack of basic tools.
?-Heaviest game knowledge requirement in the game. Expert VR that requires a lot of practice.
Neutral projectile attacks [Mine] LW / RW [Mine] cLW ‘Sea urchin’ (Beam) RW (Beam) cRW {ERL} CW ‘Vulcan Bit’ {ERL} cCW ‘House’ (Beam) RTRW / RTLW ‘Screw laser’ LTCW / cLTCW Utility actions {ERL} LTLW / LTRW {ERL} cLTLW / cLTRW {ERL} jLTLW / jLTRW {ERL} Special button Ground dash attacks (Beam) GD9/8/7:cRW / LW / cLW ‘Spring laser’ {ERL} GD6/3/1/4: cCW (Beam) GD4/6: cLW / cRW ‘Shotgun’ {ERL} GD2: cCW ‘Tripwire’ Air dash attacks [Mine] AD8: RW {ERL} AD4/6: CW ‘Vulcan Bit’** (Beam) AD8: RW [Mine] AD4/6: LW / RW (Beam) AD4/6: LW / RW ‘Shotgun’ (Beam) AD2: RW Special attacks (described below) Rapid Reflect Laser Full/Half Reflect Laser Delta End ‘Pyramid’ Black Hole Other attacks Demon Rings Demon Mines Melee attacks RW melee Guard reversal RW melee Quickstep melee Dash RW melee RTRW melee ‘Rocket punch’ | Movement check + Chip (major) Movement check Chip, (Erase) Chip, Erase Movement check, Chip, Half cancel Movement check, Knockdown, Area denial Chase (ranged) Anti-melee when lacking ERL, Prediction Detach / recall Hand ERL Detach / recall Thigh ERL Detach Hand ERL in Jump state Switch all ERL modes between [Mine]/(Beam) Punish, Chase, Anti-melee, Knockdown Movement check + Chip (major), Anti-melee Area denial, Chip (if long range) Movement check, Knockdown --**: very fast recovery animation-- Area denial, Anti-melee, Chip Movement check, Chip, Half cancel Chase Movement check + Chip Area denial, Chip (if long range) High damage, Punish, Chain attack High damage, Chain attack Okizeme wall-in trap, Chain attack Absorb all enemy projectiles Mov. check (heavy), Punish, Chase (ranged) Movement check, Chip Heavy damage, Combo tool Instant recall of right Hand ERL + acts as shield |
All Center Weapon attacks ‘Deploy’ ERLs to perform an attack. Most normal attacks become unavailable while ERL are deployed.
ERLs start returning to bal after perfoming a CW or running out of ammo.
Some attacks can still be performed if they have no ammo or are returning.
Normal CW attacks can be performed when target ERLs are either attached to Bal or stationed on the field with LT inputs.
Special attacks can be performed based on the states of ERLs that are not attached to Bal.
ERL states - possible ERL states when detached
Stationed: ERL have been detached into a position with LT inputs.
Deployed: ERL are performing an attack (backdash CW are not allowed).
Returning: ERL are returning to Bal.
Returned: Brief state as ERLs are about to attach back to Bal. Overrides Returning.
Special Return: Flag signifying that ERL are returning from a special attack. Disables Delta End.
ERL performing Backdash CW attacks do not follow normal rules, presumably since those attacks have very low gauge consumption.
Rapid Reflect Laser
Special Requirements:
1-2 Hand ERL in Jump state (detached with jLTW)
1-2 Hand ERL in Beam state (can be the same as above)
1-2 Thigh ERLs in Beam state
ERL state requirements: None
Input: Jump RT + Weapon, where weapon matches Hand Beam ERL. 80% gauge required.
Fires a powerful projectile that is first reflected between ERLs, then aimed at the opponent. Rapid Reflect Laser damage and shot configuration change depending on ERL counts. Jump ERLs act as the final point of reflects and target the enemy. If two beam jump ERL are available there will be two firing points.
Reflect Laser
Special Requirements: All 4 ERL detached from Bal
ERL state requirements: None to initiate attack, but does not use ERL that are Returning
Input: Jump RTCW. 100% gauge required.
Forms two ‘turrets’ that fire a one-step reflect laser at the opponent. These match Left Hand+Left Thigh and Right Hand+Right Thigh. Deals more damage than rapid reflect. A ‘Half’ version can be performed if only one side is available.
As a unique trait Bal performs a midair double jump on finishing this attack. You can do air actions from this state like normal. If ERLs are available you can even follow into a jump attack.
Delta End - ‘Pyramid’
Special Requirements: All 4 ERL detached from Bal
ERL state requirements: ERL must not be Returning*, ERLs must not be Special Returned**
Input: cRTCW. 100% gauge required.
Forms a Tetrahedron with walls around the opponent where the four ERLs act as vertexes***. Lasts for a long duration. If done fast enough after knockdown opponent they will be guaranteed walled in. If opponent moves inside they will also be trapped. During the Delta End you can perform any attacks using the ERL, but CW attacks will break it.
*If 1 ERL was Returning, the vetrex will be displaced at Bal and a Delta End is formed but the visual image is wrong. This allows for a (very dirty) advanced technique at high level.
**Walls of delta end are not formed. This can be bypassed (see advanced techniques)
***The ERL remain remain forming walls even while returning.
Black Hole - Usable once per game
Special Requirements: All 4 ERL detached from Bal
ERL state requirements: None
Input: RTCW. 100% gauge required.
Vacuums and absorbs all enemy projectiles for a few seconds.
Demon Rings
during CW/‘Vulcan Bit’: (Beam) jRTRW
Fires a horizontal arc of ring-beams from the Right hand ERL.The Hand ERL can be in any state to perform this, but firing during ‘Vulcan Bit’ is very effective and an infamous technique.
One of the most difficult attacks to dodge in the game. Evasion generally involves doing a jump cancel or airdash cancel to bait the spread to fire in the wrong vertical angle. By using this attack you can force the opponent to make a large evasive movement. Since it’s easy to connect hits with, you can also punish a variety of things.
However it is a jumping turbo attack, if used in neutral is punishable and prevents you from continuing a flow of other attacks. Damage is also fairly low.
Close range denial - when right arm ERL is attached to or near Bal
LTRW into immediate [Mine] AD8:RW. Enemy will be hit if close to the ERL. Fast enough to be performed on wakeup.
Urchin quick cancel
cLW can be immediately cancelled into walk or dash, but only if the attack was fired with less than 100% Left Weapon gauge. If at 100% gauge, first fire a single standing LW and then walk cancel it into cLW.
One-Two punch
Input: Alternate between LW and RW as quickly as possible while avoiding CW input
LW and RW can be fired very quickly in succession. If both weapons are set to [Mine] type this allows for the heaviest possible barrage of mines. Tricky input to do perfectly.
Half-house
cCW cannot be half cancelled normally but a halved version can be done if only one thigh ERL is available or you recall the other ERL after starting cCW (cCW -> cLT LW/RW). The latter is rarely used. Generally you perform some attack chains that lead into half house.
This is useful as you get an attack with roughly the same purpose, only a smaller hitbox and keep the other thigh ERL available for attacks. For example to keep access to cLW which is a central move.
Demon Mines
While Left Hand ERL is in (Beam)-mode and Right Hand ERL is in [Mine]-mode
Input: AD6/4: LW
or
While Left Thigh ERL is in (Beam)-mode and Right Thigh ERL is in [Mine]-mode
Input: GD6/4: cLW
Small mines with high homing properties will appear from Right hand ERL. Right hand ERL ammo will be consumed to 0. The Right hand ERL can be in any state for example performing a CW attack or already out of ammo. These mines did more damage in a previous version but this is still a useful technique.
Delta End into guaranteed Rapid Reflect
Trap an opponent inside Delta End while a Hand ERL is in Jump state. When Delta End is dissipating perform Rapid Reflect. The dissipation of the floor of the ‘Pyramid’ causes a heavy landing freeze on the opponent. Against most VR you get a guaranteed hit of Rapid Reflect for heavy damage.
Overriding Special Return ERL state
As ERL are returning with Special Return status, Detach an ERL with LT (very tight window). Special Return state will be removed and chaining into Delta End is possible.
Bal-Bados advanced techniques (continued)
More general techniques, advanced Reflection & Delta End, Example attack chains, etc. on another page.
Assault type virtuaroid with high defense and attack power.
His left-arm drill has the ability to penetrate obstacles, allowing attacks even if the opponent is hiding behind an obstacle. The claw on the right arm can be launched to lower the targets mobility. You can aim for heavy damage by stopping the opponent's movement with a flamethrower or hurricane.
+High defensive ability using walls as cover.
+Prediction shots and area denial with flamethrower.
+Has many attacks that pierce through walls.
+Special movement using rush attack specials to race around the map.
+Sniping ability with LW drill.
+High rotation speed allowing for extra dash control and special movement.
+Delayed drill attack that can be fired through walls and placed in odd vectors.
+Instant kill combos combos off stun attack (CW).
+High V-Armor deflects many attacks at range until destroyed.
+Fast recovery on horizontal ground dash cancel.
-Ground movement speed is the slowest of all VR unless using rush attacks or advanced tech.
-Very bad air mobility.
-Wide hitbox.
-Low ability to pressure defensive opponent without resorting to special rush attacks.
-Reliance on walls is map dependant and works less if the enemy has similar abilities.
-Good use of rotation is required for both movement and attacking, somewhat difficult to handle.
Neutral projectile attacks LW / cLW LTCW / cLTCW cRW cCW RTRW / cRTRW LTRW LTLW / cLTLW Ground dash attacks GD9/7: cCW / CW GD9/7: cRW / RW GD9/7: cLW / LW Air dash attacks - Jumping attacks jRTCW Special attacks GD8:LW GD8:cLW GD8:CW / GD8:cCW AD8:LW AD8:CW Giant mode (Special) Melee attacks Guard reversal LW melee cRW melee LW OTG melee RTCW | Movement check, Special: slow Snipe, Chip, Interrupt Erase (against walls) Prediction, Stagger, High damage (combo) Prediction, High damage Special: slow Snipe, Chip, Interrupt, OTG Chip, Punish Punish, High damage Punish Prediction High damage, Movement, Chase, OTG High damage, Movement(fastest), Chase, OTG High damage, Movement, Chase High damage, Movement, Chase High damage, Movement(slowest) Some comeback potential with silly hitboxes Fast and high damage Low profile and pretty fast, hits grounded Fast startup, highest OTG damage Grab attack, can interrupt enemy and guard |
ZAP
Jump into aerial special attacks (AD8:LW, AD8:CW) controlled with turbo turning. Hard to evade with either dashes or jumps and has high attack power. Risk comes with long recovery when missing the opponent.
Rush attack movement
Dordray’s rush attacks can be combined with with turbo rotation to move around the stage and behind walls. You can also pre-aim the rush attack by rotating during your dash.
cRTRW dash cancellation
cRTRW can be canceled part-way through with a ground dash despite being a Right Turbo attack.
cCW hurricane dash cancellation
cCW can be quickly cancelled into a ground dash while the attack is active. Since it causes a stagger/stun state on hit you can still confirm a hit into combo after moving from position.
Drill attack manipulation
LW drill attacks target your enemy without requiring lock-on. You can fire the drill inside walls and various parts of terrain for it to eventually home in from strange angles and vary the timing before it moves freely.
CW hurricane extension
Normal CW attack duration can be increased by inputting CW twice.
High speed movement, 3-2 button lock variant
High speed movement in a backwards direction. Move in direction 3, then 2 and immediately hold crouch. Dordray will move backwards at an abnormally high speed until crouch is released. Same applies for the left side direction 1 and 2.
Can be performed in various situations like a simultaneous crouching attack. See section 8.2. on ‘Rowing’ for more info.
Tidal Wave
Move to the border of the stage, perform high speed backwards movement and input CW at the same time. cCW will come out. Input CW again to extend the attack duration. You will slide against the border at high speed while covering a large area with CW stun projectiles.
Nagoya input
At the end of aerial special attacks you are in standing state for one frame, before falling starts. Input jump at the correct timing and you can jump in the air.
Instant hurricane / CW
Input: Walking RW -> stop walking (RW doesn’t come out) -> CW
A single CW ring comes out instantly. All steps have to be done as fast as possible, difficult to execute. Can combo into various things from the stun. In theory can be comboed into itself indefinitely.
Virtuaroid that fires anomalous attacks such as highly tracking dragons and ice bullets that freeze opponents.
It is characterized by its ability to act continuously with no gaps after a dash attack. Has high-performance armor that can repel many attacks. But the unit has low durability, so even the slightest mistake can lead to heavy damage. Maintaining an evasive combat style is central.
+High air mobility. Especially jump mobility.
+Dash attacks do not slow movement during recovery.
+Instant startup laser for sniping and self-defense.
+Can summon a shield in place which blocks basic projectile types.
+Delayed projectiles with heavy homing force pressure in neutral game.
+Horizontal spread attack.
+Has high V-Armor: deflects many attacks at range until armor is destroyed.
!+Extremely high walking & jumping mobility with advanced ‘rowing’ movement.
?+Attacks like RTCW dragons and RTLW have heavy homing and damage forming a trap against beginners.
-Pixie character, low health. Can die from a couple mistakes.
-Some extremely bad matchups that make most of your strengths disappear.
-Basic attacks / fundemental tools dont have strong homing or speed.
-Advanced movement involves very straining inputs (constantly bufferable mashing).
-Eventually forced to play for timeouts constantly as other tools are weaker. Hard to recover from health deficit.
-Poor rotation control while on the ground.
!-High reliance on aimed laser sniping once opponent knows how to deal with more gimmicky tools.
Neutral projectile attacks cRW / RW cLW / LW LTRW / cLTRW LTLW / cLTLW cCW / CW LTCW / cLTCW RTLW RTCW cRTRW Ground dash attacks GD8: RW / cRW GD6/4/3/1: CW Air dash attacks AD9/7: LW AD3/1: CW AD2:CW Jumping attacks jRTLW jRTCW jCW jRTRW Special attacks Angel mode (crouch + Special) Melee attacks LW melee RTCW melee Dashing CW melee cCW | Movement check, Chip Snipe, Snipe, Chip, Prediction, Instant with 0 recovery Chip Pressure, Chip Erase (Shield) Pressure, High damage Pressure, High damage Prediction, Freeze (special stun) Pressure, Chip Punish, Anti-jump Pressure, delayed timing Pressure, High damage Pressure, High damage Chip Prediction, Freeze (special stun) Comeback tool, Mobility++, Lifedrain melee Very fast startup, hits air High damage,OTG, Lifedrain during Angelmode Fast startup, High damage, OTG Delayed anti-melee |
RW landing recovery cancel
Landing recovery can be cancelled by firing RW or other projectile. A common technique is to perform this using LTRW laser or LTCW shield.
LAN dash
Perform a horizontal airdash, rotate to the matching side and hold crouch. Keep holding crouch and cancel the dash by pushing a turbo button (hold it to gain additional turbo rotation).
You turn rapidly in midair while staying mobile, and can quickly strafe to a side and prepare an aimed attack. For example a laser.
Central for aiming angelans LTRW laser.
Jumping turbo attacks while moving
While moving and rising in a jump buffer a normal jump attack, then a turbo attack. Turbo input will no longer cause an air dash and the turbo attack comes out.
Slide cancel route
cLW or sliding cLW can be cancelled immediately into a sliding cRW.
Angelan high speed movement - rowing mashing type
Angelan has a unique type of high speed movement that was more common in previous versions of VOOT.
Mash between movement direction 6 and 3 (or 4 and 1) constantly. Angelan will accumulate acceleration and eventually get very high speed. Can be maintained in the air and acceleration can be buffered in during any animation! Can be maintained during non turbo or dashing attacks. Current acceleration can be stored and maintained by holding crouch input.
This is a central technique to angelan and awkward to execute. But it’s not absolutely required so avoid it if the inputs annoy you.
See section 8.2. on rowing for more info.
High speed movement - 6-9 button lock variant
Move to direction 6, then 9 and immediately hold crouch. Same for left side directions 4 to 7. You will move much faster on the ground and in the air in a forwards diagonal direction until crouch is released.
Can be performed in various situations: Walking on the ground, starting a crouch attack, starting a jump attack (lasts for duration), falling in the air.
Angelan can combine this with her other rowing type for even more speed or to switch air movement directions. Combining these two rowing types tends to switch the direction further to a horizontal direction.
These rowing types can also be combined with rotation, and stored including rotation using crouch input.
See section 8.2. on rowing for more info.
cCW melee interrupt
cCW melee can be cancelled into quickstep or dash after the first few icicles are formed, removing the recovery. Very difficult timing. Still a slow attack so not very practical.
Specialized fighting type virtuaroid equipped with beam tonfas on both arms.
It has high dash performance and a wide range of melee attacks, allowing it to aim for direct attacks using its tonfas. By using your napalm’s blast to disable the opponent’s attack you can approach close distances unscathed.
+Excellent ground mobility. Fastest ground forward dash speed.
+Large melee engage range. Can use quickstep for movement in more situations.
+High melee damage and attack speed.
+Efficient and fast dash melee.
+Many interrupt and rushdown attacks for pressure on the ground.
+Air forward dash grenades are good for landing small hits and approaching.
+Good avoidance ability on the ground.
!+Highest guard crush ability.
!+Massive damage melee combos from situational confirms.
-Low damage on all projectiles.
-Forced to play a close range game or a very low damage ranged game.
-One of the hardest VRs to play effectively. Requires an advanced gameplan and tight execution to pressure opponents and get the most out of any opening.
-Some significantly bad matchups start to hurt viability.
Neutral projectile attacks CW RW / cRW cLTLW LW cLTCW LTRW / cLTRW RTRW LTCW RTLW / cRTLW Ground dash attacks GD8:RW GD8:cCW GD8:cRW Air dash attacks AD7/8/9:LW AD8:RW AD6/4:LW Jumping attacks jRTLW Special attacks Divekick (AD8:CW 100% gauge) Hyper activation (double jump CW) Melee attacks CW melee LW melee RW melee RTCW melee Quickstep melee Ground dash RW/LW melee | Movement check, Erase, Chip Movement check, Chip Chip, Erase, Interrupt, Chase Erase, Chip Movement check, High damage(range specific) Interrupt, Combo starter, V-Armor removal High damage Chip, Interrupt High damage, Prediction Chip Punish, Stagger Chase Chase, Erase, Chip Chip High damage, Prediction Prediction, Punish, High damage For damage reduction / timeout Very long engage, large hitbox, hits crouching General purpose, very fast, combo starter Combo tool (low knockdown value) High homing, slight anti-jump ability, OTG Generic Fast + speed boost, Punish, Combo ender |
Approach cancellation (A-cancel) - melee technique
During standing melee approach (ie. CW melee) input cLW melee and immediately release the crouch input while holding LW. cLW is not visible and LW melee will come out instead. This gives a way to cancel a standing melee into another standing melee.
LW melee is often ideal for attacking the target and cancelling CW melee into it is a great way to get into range.
Basic/intermediate Battler melee combos
Battler can deal the highest melee damage by normal means, without causing any kind of stagger. Some fairly easy to perform combos are available from hitting with a LW melee:
-jc- = jump cancel
Heavyweight (Dordray, ?)
LW -jc-> LW -jc-> LW (instant death)
Intermediate weight (Raiden, ?)
LW -jc-> RW -jc-> LW
Lightweight (Cypher, ?)
LW -jc-> LW (instant death)
Apharmd-series crouch walk
Start walking, then hold the crouch input. You will continue walking with drastically increased speed.
Guard crush / Interrupt attacks as combo starter - intermediate level
Interrupt attacks can be used as combo starters. Things like LTRW -> dash melee or LTCW -> dash melee are possible along with more complicated combos.
LTRW is also used for combo extensions.
Tsubame Gaeshi
LW melee -> diagonal forward QS -> diagonal Dash (same direction)-> Dash melee
Dash attack is unblockable if the opponent guarded LW melee. Also catches opponents performing jump cancel after QS. Acts as a combo if LW hit.
Simultaneous RT attack
Input RTCW and quickly release the right trigger. Both RTCW and RTLW will come out.
Virtuaroid with high power launchers mounted on the right arm and left shoulder. Mobility and defense are average.
Its tracking and cancellation performance are a bit weak, so it becomes required to use napalm to neutralize your opponent's attacks and get into mid-range firefights. Melee attacks using the knife are also strong.
+High sniping / recovery punish ability with dash CW.
+Able to set delayed missiles in place for area control.
+LW Napalm and Grenade explosion variant of CW to defend area and erase enemy attack.
+Good melee with very fast animations.
+Very short ground dash cancel recovery.
+-Unique playstyle with focus on fundementals which can be good for learning the game.
-Basic tools are weak apart from some high damage.
-Low air mobility.
-Low homing on attacks. Must match opponent movement vectors.
-Forced to play around opponents weapons and look for big openings.
Neutral projectile attacks cRW / RW cLTRW LW / cLW CW / cCW (half-cancel) cLTLW cLTCW [Left half-cancel] RTCW RTCW [Left half-cancel] RTLW / cRTLW LTCW Ground dash attacks GD8: cRW GD9/8/7: CW (half-cancel) GD8: cRW (late) GD9/7/6/4: cRW (late) GD8: cLW Air dash attacks AD8: LW AD8: CW (gauge below 100%) AD4/6: LW Jumping attacks jLTCW [Left half-cancel] jRTLW Special attacks Air tackle (AD8: CW 100% gauge) Hyper activation (double jump CW) Melee attacks CW melee RTLW melee CW dash melee | Movement check Movement check, Chip, Erase Erase, Chip Armor piercing, High damage, OTG Chip, Erase, Interrupt, Armor removal Pressure, Knockdown High damage, Erase Erase Erase, High damage Manual CW gauge reduction (for AD8: CW) Punish, Knockdown Punish, High damage Punish, Knockdown, (Fast recovery) (Fast recovery) Chip, Erase Punish, Erase High damage Chip Prediction Prediction Prediction, High damage Damage reduction, Timeout General purpose Very fast Very fast |
Apharmd S Half-cancels and CW properties
Striker has a variety of half cancels with CW, cLTCW, RTCW etc. Mastering these is central.
for CW and dash CW variants: the left side is a heavier type missile projectile. This deals high damage but moves more slowly. The right side is the faster, sniper type projectile. When fired without half-cancels they rarely both connect at once, but there is a chance to get a double hit at close range.
Learn to choose which missile to use in each situation.
With CW left half cancel by holding the left trigger you can fire three of the heavy missiles.
One very unique tool to Striker is cLTCW left half-cancel. This deploys small missiles in place that will a few seconds later fire at the opponent. Can be used to control areas and restrict the enemies movement.
Apharmd S dash cancel movement
Striker has very little recovery on ground dash cancels. You can use it to throw out neutral attacks quickly. Things like Attack (cancel) -> Double tap Dash -> Attack are viable.
Example 1: cLTLW (single shot) -> Dash -> Dash cancel -> cLTRW (single shot) -> etc.
Example 2: cLTCW [Left HC] -> Dash -> Dash cancel -> cLTCW [Left HC] -> etc.
Firing dash cRW late into dash
Common technique with Striker. Let ground dash run ~1.5-2 seconds of its duration, then do dash cRW. The attack will only fire a single shot, making it much safer to throw out. This means heavy use of Vertical Turn until the given time.
It deals the same damage in many situations and recovers significantly faster.
Apharmd-series crouch walk
Start walking, then hold the crouch input. You will continue walking with drastically increased speed.
RTRW Cancel
RTRW has a window during the attack to input normal RW. You can use this to reduce recovery time.
RW can be held to get this window immediately. If you input dash on the first possible frame you can dash from holding RW. Jump input can be done at any time.
Defensive barrier - when behind a wall
Alternate between firing RTCW [Left half cancel] and cLTLW at a wall. Constantly defend yourself with explosions.
God Launcher - melee combo
LW or RW melee -> RT horizontal dash (hold RT) -> dash cancel -> RTRW melee
Swallow blade - melee combo
LW or RW melee -> down quickstep -> GD8:CWCC
Commander type virtuaroid equipped with a machete and a shotgun. While overall performance is average, the attack power of the machete is high.
Hold the line using napalm and shotgun, creating opportunities to attack using the machete. You can aim for great damage by using melee attacks.
+Easy to handle.
+Unique machete CW attacks have some good traits.
+Good CW sword wave performance for chipping away at opponent.
+Many Erase type attacks.
+Fast cancels from LW Napalm.
+Very fast walk speed.
-Low ammo efficiency.
-Below average melee performance despite description.
-Slightly low damage output.
-Overshadowed by Temjin in many respects. Often thought of as a weaker Temjin.
-Linear projectile weapons.
-Overall Left Weapon performance lowest in Apharmd series (slightly).
Neutral projectile attacks RW / cRW CW LTCW / cLTCW cLTLW LW / cLW cCW RTRW / cRTRW RTCW LTRW / cLTRW RTLW / cRTLW Ground dash attacks GD8: RW GD9/7: cRW GD8: cCW GD9/8/: LW Air dash attacks AD8: LW AD8: RW AD6/4: LW Jumping attacks jRTCW jLTCW jRTLW Special attacks Divekick (AD8:CW 100% gauge) Hyper activation (double jump CW) Melee attacks Quickstep melee RTLW melee Dash CW melee Dash LW melee | Movement check, Poke Chip, Armor removal, Immediate dash cancel Movement check, Piercing, Erase, Chip Erase, Interrupt, Chip, Armor removal Erase, Chip Movement check, High damage Erase (heavy) High damage Erase Erase, High Damage Punish, High Damage Punish, Chase Punish, High Damage Erase, Chip, Chase Erase, Chip Multi-hit chance Chip, Erase High damage, Prediction Stagger (combo if near), Prediction High damage, Prediction, Erase High damage, Prediction Damage reduction, Timeout Generic Fast attack while still being powerful Fast startup Fast and short recovery, can rotate around |
Apharmd-series crouch walk
Start walking, then hold the crouch input. You will continue walking with drastically increased speed.
Cancel routes from LW napalm
LW can be cancelled quickly into a walk. Some attack cancel routes are also available:
Sliding cLW -> Sliding cRW
LW -> RTRW
cLW -> cRTRW
RTRW Cancel
RTRW has a window during the attack to input normal RW. You can use this to reduce recovery time.
RW can be held to get this window immediately. If you input dash on the first possible frame you can dash from holding RW. Jump input can be done at any time.
Walking RW over walls
Do stationary cLW or cRW -> walking RW. Apharmd C will hold up the gun while firing and shots will appear higher than normal, going above medium sized walls.
Walking CW over walls
CW sword wave will come out higher than normal if apharmd C is walking to the left. Can go over some walls.
Virtuaroid equipped with a variety of optical weapons throughout its body.
Has a wide variety of attack methods which be freely selected to match the battle situation.
The quadruple laser which spreads to the sides is particularly powerful and poses a threat to opponents as it will directly hit careless movements.
+Strong LW grenades for self-defense and area control.
+Neutral pressure with homing ‘Melon’ orbs that fly around for a long time and cause stagger, possibly leading into massive damage.
+Variety of energy attacks from other VR with reduced performance, but giving versatility.
+Variety of lasers and aimed attacks to check opponents movement.
!+High melee range defense and control with instant melee techniques.
!+Versatile walking movement with advanced techniques.
-Heavy reliance on CW attacks causing ammo problems.
-Weak ability to create an attack barrage.
-Large hitbox.
-Not much health.
Neutral projectile attacks RW / cRW LW / cLW RTRW cRTRW CW RTCW ‘W-laser’ cRTCW ‘Melon’ LTCW ‘Cypher force’ cLTCW ‘Angelan laser’ RTLW / cRTLW LTLW / cLTLW LTRW / cLTRW Ground dash attacks GD9/8/7: cRW GD9/8/7: cLW GD8: CW GD6/4: cRW GD6/4/2:cCW GD2:cLW Air dash attacks AD8: RW AD8: CW AD8: LW AD6/4: CW Jumping attacks jCW jLTLW Special attacks Giant melon (crouch + Special) Melee attacks CW melee cRW melee cCW melee | Movement check Erase Punish, Prediction, OTG Prediction, Piercing High damage, Erase, High homing, Anti-air Prediction, High damage, spread pattern Pressure, Stagger(combo), High damage Arc over walls, Movement check, Knockdown Prediction, Anti-melee Erase, High damage Armor removal Various cancels, Interrupt, Anti-melee Punish, Chase Erase, Chase Punish, High damage Multi-hit (Anti-dash/melee) Chip, Erase, Anti-melee, Anti-air Erase (long range) Multi-hit High damage Erase Punish, High homing, Anti-air Prediction, High damage Armor removal, Chip Pressure, High damage Using instant technique Using instant technique OTG |
VOK instant melee
Input LTRW and immediately perform a melee attack
or cLTRW into crouching melee for crouching attacks
Instantly perform melee attacks. Very strong on Stein-Vok as he has competent melee range.
Instant melon
Input cLTRW into cRTCW. cRTCW will come out with no startup. Easy timing.
High speed movement, two directions: 9-6 and 3-2 button lock variants
See section 8.2. on ‘Rowing’. Stein-Vok can row in both a horizontal and backwards direction which is more versatile than normal.
Instant W-laser
Input RW or LW into immediate RTCW. RTCW laser will come out with no startup. Difficult timing.
Instant W-laser after ground dash attack is also available similar to Raiden’s V-laser. Time RTCW at a specific frame of the dash recovery.
VOK low profile
Firing cLTRW or cLTLW machineguns puts Grys-Vok in a flat low-profile state. It can avoid most high melee attacks.
High speed movement, two directions: 9-6 and 8-9 old-style mash variant
See section 7.2. on “Rowing”.
Useful for improving jump attack efficiency.
Simple mass-production virtuaroid manufactured based on the older generation Temjin.
It has functional limitations such as having no air dash or vertical turn, making it difficult to achieve stable performance.
Melee combat performance is similar to the new generation Temjin, so it has a chance to win if it can close the distance while avoiding the opponent's attacks.
+Decent melee performance.
+Fast, rapid firing laser.
+Decent vulcan weapon for small ranged damage.
-Handicap trait (based on VO:OMG): cannot Watari Dash / Vertical Turn.
-Handicap trait (based on VO:OMG): cannot air dash.
-Very weak movement due to lack of abilities.
-Melee ‘specialist’, but not strong in that class.
-Left turbo weapons weak at complementing melee.
-Very limited projectile armament.
Neutral projectile attacks RW cRW CW / cCW LW / cLW LTRW / cLTRW RTRW RTLW / cRTLW cLTLW Ground dash attacks GD8/9/7: cRW GD9/7: cRW GD8: cCW Jumping attacks jRTLW jRTCW Special attacks Gliding ram (j8CW at full gauge) Melee attacks CW melee Quickstep melee Guard reversal LW melee Dash LW/RW melee | Movement check, Chip Chip, Anti-air Chip, Erase Erase Armor removal, Interrupt Punish, Prediction, High damage Erase, High damage Chip, Erase Punish (weak) Chase Chip, Chase Punish, Prediction Prediction Punish, Usable for movement (consumes CW) Long reach Long reach |
Nagoya input
10/80 is in a standing state for 1 frame after performing Gliding ram. You can jump out of it with perfect timing.
Mysterious battle crystal structure in the shape of a virtuaroid.
It has a certain probability of appearing after repeated time-up victories in ARCADE mode. It has very high offensive and defensive power, and requires a great deal of skill to defeat.
When controller by a player, its defense is drastically reduced, making it difficult to master.
+Very high attack power (Extremely high with power up).
+Very high mobility (Extremely high with speed up).
+Dash attacks with good hit ability.
+Multiple slow moving pressure attacks.
+Defensive shield type projectile.
!+Special control of dash attacks due to crazy rotation speed.
!+Has an instant kill technique confirmable from close range or high air knockdowns.
-Absurdly low health. Truly a glass cannon.
-Loses health over time. Dies before rounds can time out.
-Forced to kill opponent, always on the offense.
-Uncontrollably fast rotation speed for aiming attacks.
-Speed upgrade attack can randomly spawn projectiles that heal opponent on hit (!?).
Neutral projectile attacks RW LTLW / LW / RTLW RTCW / cRTCW cLTRW CW ‘Saturn’ RTRW Utility GD9/8/7: CW AD9/8/7: CW Ground dash attacks GD9/7: cRW / RW GD8: cRW GD8: LW GD2: cCW GD6/4:cCW Air dash attacks AD9/7: RW AD8: RW AD9/8/7: LW Jumping attacks jRTRW Special attacks Self Destruct (Rotating CW) GD9/8/6: cCW Melee attacks Unused, too slow | --*Risk of random opponent healing orb-- Movement check, High damage Pressure, Erase, Knockdown Erase (high), Pressure, Knockdown Knockdown, Anti-air Remove 60% of current enemy health High damage, Punish Armament Level Up - Levels Down over time Speed Level Up - Does not level down* High damage, Punish High damage, Punish Pressure Erase (high), Pressure Movement check* High damage, Punish High damage Anti-air, Pressure, Knockdown Prediction(using movement), High damage High damage, Wall piercing (gimmick) Don’t do this |
Instant neutral attacks
Input LW into wanted attack. The attack will come out with no startup. Unlike most similar techniques this is easy to time.
For example LW->RTCW, LW->RTLW, LW->RTRW, LW->CW.
Full control Vertical Turn
Before using Vertical Turn during a dash or air dash, rotate left/right for a short duration. You can massively alter the direction the corresponding dash direction will face.
For example during a horizontal dash you can shortly left rotate, tap up for ‘forward dash’. The forward dash will be moving to your previous left and now you can perform a forward dash attack in that direction. This is possible because of Ajim’s absurd rotation speed.
You can perform dash attacks while moving in a more safe direction.
Drifting Airdash attacks
During an airdash, Rotate towards a direction and input an attack at the same time. Ajim will drift heavily towards the direction, basically making a 90 degree movement in the wrong direction from the direction of fire (very unique property). Can be used to improve performance of air dash attacks.
The direction can be changed by 180 degrees or more depending on how long rotation was held, so it’s possible to use things like AD2:CW while moving forward.
ABO Hold
Instant kill technique that can be confirmed from landing a knockdown.
Usually a close-range knockdown or air knockdown.
Input: Move next to opponent -> LTCW -> backwards quickstep -> LTCW -> RTLW melee
Opponent will be forced to teleport on wakeup with no kind on invincibility state and get instant killed by the melee attack.
Very difficult to confirm into quickly enough. A central technique to make Ajim work at higher levels as there are some decent attacks to cause knockdowns like cLTRW, LW orbs and RTCW.
General example:
Confirm KD -> Airdash cancel into melee range -> 8QS -> LTCW -> 2QS -> LTCW -> RTLW
General example 2:
Confirm KD -> Airdash cancel ->cRWCC->8QS(Vacuum CC)->LTCW->2QS -> LTCW -> RTLW
Walls
Walls inside stages play a huge part in the gameplay of the Virtual-On series. Most attacks will be stopped in their tracks when connecting with a wall and be rendered ineffective.
As such some core skills are using the walls for defense, how to attack through/around them and how to attack enemies using them as a shield.
They can also be used as platforms to move in abnormal elevations & mix up your landing timings. Landing behind walls or placing dash attack recovery behind walls is a common strategy.
VRs reliant on walls for defense or with weak ability to attack through walls are more heavily affected by stage selection.
Some VRs have attacks which completely ignore walls and pierce through them.
The presence of abnormally high walls reduces the amount of attacks that can be used to shoot around them.
Wall collissions
Dashing into a wall immediately stops the current dash animation and any attack
Falling on the corner of a wall causes a heavy falling animation with uncancellable recovery.
Stage border
Moving against the border of a map will not slow a VR down, the momentum is transferred to match the direction of the wall, ‘sliding’ against it.
Of course you have more limited movement directions against a border, being easier to hit.
Dash attacking into a corner should be especially avoided since you stop at a single point.
Uneven terrain
Some stages do not have flat terrain. Things like lasers will not cover the whole ground plane. Direct attacks may hit a hill during travel.
No walls: Unholy Cathedral
Minor walls: Public Port
High/Large walls: Space Dock, Autobahn, Water Front
Uneven terrain (Major): Abandoned Quarry, Sanctuary
Uneven terrain (Minor): Autobahn, Unholy Cathedral
In the arcade version and online modes stage is randomly selected with no control from the players. As such most players dont think much about the stages and learn to play in all of them.
Undersea Plant
For some reason the stage Undersea Plant changes projectile weapon behavior for all VRs. Usually one weapon type (usually LW?) deals slightly more damage than normal. Generally Beam-type attacks deal less damage than normal while explosive or V-Armor piercing type is increased.
The stage does take place in water but this is a confusing gameplay change.
Bal-Bados (Bal-series) becomes underwater type Bal-Baros in Undersea Plant. This model has a faster ground dash, slower air dash and a longer hitbox along with a variety of changes in moveset.
Sanctuary
The water puddle inside the stage heavily slows down any grounded movement. Highly recommended to not perform any dash attacks inside of it.
The unique building in the middle can have strange collision properties.
Storage Depot & Unholy Cathedral
Storage Depot has two conveyor belts which move grounded VRs and a medium sized container that can be used as cover.
Unholy Cathedral has small pieces of cover periodically rise from the ground.
Stage gravity
Another strange stage mechanic: Stages have unique gravity values. The maximum height of jumps is altered by stage. Undersea Plant has the lowest gravity. This is minor and generally doesn’t need to be taken into account.
Character health pools are matchup specific in VOOT. This seems to be a last step of trying to balance the game. But in some cases the health changes make matchups less balanced.
(For example Raiden having low health against Fei-Yen)
VOOT matchup specific health table collected by Porcupine
Name on the left is the used character. Vertical columns match opponent characters.
Projectile attacks have a priority system, where one attack might go through another, cancel eachother out or get eaten by a stronger projectile. These change how a matchup plays and may limit viable moves.
This also applies to explosion type attacks. Most projectiles will be destroyed by explosions but there are attacks which can pierce through them.
Example 1: Specineff’s basic RW shot pierces through laser attacks. It’s dangerous for Raiden to throw out lasers as they lose their blocking property.
Example 2: On xbox 360 version Bal-Bados’ basic mines destroy Angelan LTCW shield in one hit. The shield becomes basically useless.
Example 3: Grys-Vok and many other VR use explosion type attacks for self defense. Firing explosion piercing attacks can counteract this.
Movement speed is relative to distance
All movement speed is slowed down relative to how close you are to the opponent. The closer you are the slower you move.
As such it’s easy to get stuck in a close ranged battle or maintain a long distance battle.
Precise function of jump and jump cancel to lock-on
During the rise of a jump and the falling part of a short jump cancel your VR very quickly rotates towards the opponent. This isn’t done in an instant fashion.
If you cancel a jump very quickly to an air dash no rotation is done. If you do a very short jump cancel you will rotate less than 180 degrees.
These traits can be used intentionally to control rotation further.
Match timer damage bonus (10%)
Damage in a match is slightly increased over time passed. This adjustment reaches its maximum of +10% after 60 seconds. It carries between rounds. This property can usually be ignored but it’s good to know that damage dealt is a little lower on match start.
Comparisons to the original 5.66 arcade version. Gameplay differences are generally minor. Feature differences between ports are listed in Section 1.6.
Removed in patch 1.03:
Opponent makes heavy use of Erase-type attacks (napalms and grenades) to cover themselves
Try using piercing attacks if you have access to them. If they are using explosions up close remember that melee still works and they have to respect that option. Being in a dashing state should prevent you from getting hitstunned by these weaker attacks.
If your opponent is using low air dash grenades (Temjin, Apharmd series) while you are free to move you can try meleeing their landing, for example with a manually aimed dash melee. This is difficult but somewhat guaranteed and you get heavy damage.
The opponent wins with constant heavy dash attacks like Temjin forward dash RW
Practice punishing each specific attack. Most likely they are high performance attacks which are harder to punish. In this case get ready to bait and predict them. Anything is punishable if you made a read. Play a more defensive style, and they will lose for constantly using risky moves.
Avoiding high homing / pressure attacks
Some attacks stay out on the field for a long time and will circle you, eventually coming in from a strange angle.
Try manipulating the trajectory of the attacks to make them easier to evade. Almost all attacks of this type will spin around you in a horizontal circle.
Move to the center of that circle, making them ‘orbit’ you. Since they are moving in a horizontal pattern, this is easiest done by jumping over them or air dashing over them. Once this is done they can be ignored unless you quickly leave the area you moved to. Even though your movement is restricted, it’s not by much for most attacks of this type and the projectile was rendered ineffective.
Skilled opponents will know this and try to push you away from the centre point.
Avoiding prediction attacks
The enemy is making hard predictions on your movement. Try moving less, and then try to be less predictable and mix up your movement options. It’s much harder to aim at an opponent making multiple minor movements. This is partially because of how rotation works when the reticle is near the target.
Neutral combat is forcing a stalemate with opponent slightly edging out
Start using more varied tactics, and previously unused attacks on your character. Your opponent most likely is not ready for everything. If you played against them a lot you should be able to use more aimed/predicting attacks and discourage them from using certain options.You can still perform this while staying patient. Otherwise, it’s just a close match. Some VRs are significantly harder to chase and force to a direct fight.
Avoiding Temjin surfing ram
Using surfing ram a lot is a common beginner tactic. Strong points are it having heavy homing, large hitbox and ability to hit low airborne opponents. If you jump at the last moment it will still hit. Try predicting the opponents use of the attack: a surfing ram requires full gauge on all weapon gauges. Which means they haven’t fired anything for a while.
Listen for the unique sound effect at the start of the attack. You can crouch under the attack, for example with a crouching dash attack. If you have one that lasts a long time it can be an easy way to pass under. If you reacted to the attack early you can still jump over it. But the easy mistake here is to jump right as it’s about to hit you. You can also guard the surfing ram. The Auto-guard technique mentioned in advanced techniques can be a convenient way to deal with it. The attack can be heavily punished, so make them think twice for using it.
Avoiding Raiden LTCW laser net
One of the strongest prediction type attacks. Try moving in smaller increments which makes it hard to accidentally run into the net walls. Try avoiding common horizontal movement and instead move to the dead-zone between the laser net and the raidens normal CW (diagonal forward, diagonal forward airdash).
If the raiden is constantly using laser net they are susceptible to getting hit by safe neutral attack pressure. Make small movements and shoot a barrage until they are forced to consider other actions.
Avoiding Bal-Bados reflect laser
Somewhat gimmicky attack. As the defender an important thing to keep track of is that performing a reflect laser requires either
A. a jumping ERL to have been detached. That involves a slow jumping turbo attack where Bal just sets an ERL in place. Once you have seen that, keep in mind a reflect laser is possible. The ERL that was deployed while jumping is the firing point of the laser that aims at you.
B. all four ERLs have been detached and bal can perform another type of reflect laser. This should be easier to notice. The attack is also easier to notice and animation lasts longer.
Keep in mind the firing point of these attacks, in the usual case the jumping ERL and they should be fairly easy to evade, just move lateral to that point of the map. You can even perform some attacks while moving if the situation is clear enough.
Avoiding Bal-Bados point blank mines
If bal-bados detaches his right arm and does forward air dash mines the attack is not possible to evade at close ranges to the arm. Stay away from the ERL and respect the option, or throw a Erase attack that can nullify the mines.
As a general rule memorize the positions of detached ERLs and avoid moving right next to them or you are susceptible to similar attacks.
Avoiding Angelan dragons & Stein-Vok ‘melons’
Gimmicky attacks with high homing and damage. If your character has access to one, use an erase attack that can interrupt the highly homing projectile. Or check the general section on how to dodge highly homing attacks.
Center Weapon Half-cancels, continued
When half-cancelling CW in some cases no part is lost and gauge consumption is reduced: there is no reason not to half-cancel. In rare cases you might get a very different attack.
Decide on the side to fire depending on the situation. If you know one half will likely miss you can choose to fire only the other and so on.
Example 1: Raiden LTCW ‘Laser net’ covers a wide area of the stage. If you think the enemy will only move towards the right side then fire that side only.
Example 2: Cypher cCW ‘Force’ fires out from the sides away from cypher. The right side will angle better towards an opponent moving to the left, as the left half is more likely to meet in a 90 degree angle (and miss).
Landing recovery attack cancel
Landing recovery can be cancelled into attacks. Some characters have attacks with very low recovery or ability to dash/jump cancel and you can reduce the landing recovery.
Projectile attack walk cancel
Many attacks performed in neutral position can be cancelled immediately by walking. In some cases the walking should be stopped by inputting rotation for a frame right after (see below).
Projectile attack rotation cancel
Mainly effective on crouch attacks. Attack dependant.
Landing recovery quickstep cancel
If landing in melee range input a direction and either turbo button + attack the moment you land to quickstep immediately. This does not require the normal quickstep timing. Direction + turbo is enough. Direction can be held beforehand.
Important skill to learn for melee combat.
Sugihara cancel - Ground dash attack recovery quickstep cancel
Cancel ground dash attack recovery into quickstep by inputting direction + turbo + attack. Direction can be held beforehand. Quickstep can be cancelled into guard, dash, jump etc. immediately.
This cancel enables you to recover from dash attacks a little faster and is sometimes necessary over jumping for example against melee attacks which need to be immediately guarded.
Quickstep melee variant: enter another attack input (LW, RW or CW) after the previous command. It’s a little faster if you use another trigger for each input.
Crouch-walking
Walking input can be ‘stored’ by holding crouch. For many VR using this increases walking speed, as for some reason crouch-walking makes you move at forward walk speed in all directions. Has a large effect for the Apharmd series.
If you hold crouch right after starting a walking projectile attack, the speed of the attack will also be affected.
Auto-guard - melee technique
Walk on the ground and hold the crouch input. Guard will be stored along with the walking movement. Guard will come out if opponent enters melee range. Stops working after about two seconds.
LAN-dash - aiming neutral and melee attacks with rotating airdash cancel
Do a horizontal airdash, input rotation and hold crouch to maintain input. Cancel the dash and hold the turbo button to gain additional turbo rotation. You turn rapidly in midair while staying mobile, quickly strafing to a side and preparing an aimed attack. Can be used to aim things like Laser attacks for VR that have access to them.
This is also used heavily for melee play. You can evade an attack rotating in the air and immediately melee the target on landing, without using jump cancels to regain lock-on.
Walk stop using rotate - allows turbo attacks from walk cancels
Going from walk to neutral doesn’t stop instantly. As such you cant perform turbo attacks right away from Walk Cancels. To get around this, it’s possible to stop the walk in two frames by rotating for a split-second. For example walk -> input rotate for 1 frame -> neutral.
You can start with walk + rotation as long as you end in only rotation. Movement must be stopped for at least a moment while rotating.
Low gauge dash attacks
For dash attacks that fire multiple times, the amount of shots fired can be manipulated by firing at low weapon gauges. Or for some VRs by performing the attack late into the dash. The amount of shots will be much lower, but safety of the attack is significantly increased.
In some cases the multiple shots dont serve a purpose for damage (if one hits, the rest do not connect) and in these cases this technique is particularly useful.
Your opponent will also be confused as to the varying recovery time of your attacks.
Ranged damage reduction
If there is a 1-2 frame window to act just before the opponent hits you you do not have time to evade. Input a crouching projectile attack at this moment and you will take reduced damage and knockdown. If it’s a projectile attack that’s useful in neutral you can use this as a kind of option select. If the attack startup can be cancelled into jump or dash, you can keep the armor active for a few frames and so on.
Dash attack & landing punish damage reduction - When facing opponent in melee range
If there is a 1-2 frame window to act just before the opponent hits you you do not have time to evade. However you can a input crouching melee (crouching LW/CW/RW) to put yourself into maximum damage reduction (about 50% for average VR). If you can judge that there is no chance to evade this technique allows from take significantly reduced damage from ‘late’ punishes. You can mash the crouch melee input to cover multiple timings.
In theory if the enemy hits you with a light melee attack, they can continue into an extended combo due to reduced knockdown value. But that requires extreme awareness. Lightweight VRs are more likely to knocked down regardless.
Approach cancellation (A-cancel) - melee technique
During the approach of a standard melee (ie. standing CW melee) input a crouching melee of another weapon and immediately release the crouch input while holding the weapon down. Crouching melee is not visible and Standing melee will come out instead. This gives a way to cancel a standing melee into another standing melee.
Lets you cancel standing melee attacks into others without using other actions inbetween. Useful to chain from a weapon that has a long engage range to one that has a faster attack animation.
Moomin cancel
cLTW -> ground dash cancel -> cLTW -> ground dash cancel -> cLTW
Perform crouching left turbo attacks while dash cancelling their recovery. Used with certain VRs like Apharmd S, Grys-Vok.
When performing on Twin Stick in a horizontal dash direction the stick on the opposite side can be left in a crouch position. When done to the right 6-4 cLTW -> 6-6 GD -> 6-4 cLTW etc.
Shot displacement
Combine walk & rotation inputs to get animation states where the tip of characters weapon is in different positions to displace the starting point of RW and CW shots. Mainly effective for Temjin and Specineff. This technique tends to get used more in Virtual-On Force.
Quick reversal
From recovery or guard:
quickstep -> guard reversal melee. Fast counter technique that remains evasive and may bypass the opponents guard. eg. Sugihara or landing cancel (explained above) -> guard reversal.
LJ - Low Jump
Perform an air dash on the first possible frames after starting a jump. You will air dash on ground level. Can be used to reduce the recovery of air-dash attacks, but is very difficult to perform. This technique is rarely used and is much more common in Virtual-On Force.
One of few techniques that are easier to do on twin-stick (because the forwards input overrides jump input, no button needs to be released).
Immediate 180 degree turn air dash attack
Air dash before your jump finishes turning towards your opponent. Then input an attack on the first frame after starting an air dash to immediately attack behind yourself.
Niche related technique: in theory possible to air dash cancel with less recovery by cancelling the airdash on the same frame as you would attack. See Porcupines analysis.
High speed storage
Massively increase movement speed by locking your acceleration in place between movement directions. Possible directions are character specific.
9-6 rowing: Temjin, Cypher, Angelan, Stein-Vok
3-6 rowing: Cypher, Fei-Yen (lower speed), Stein-Vok
3-2 rowing: Raiden, Fei-Yen, Stein-Vok
9-3 rowing: Grys-Vok
6-9 rowing: Angelan
For temjin, input movement direction 9 then 6 and immediately hold guard. You can hold the first direction indefinitely. The only timing required is pushing crouch right after switching to the second direction. Acceleration gets locked with the crouch input.
By mirroring the inputs you can do the same techniques to the left.
Can be performed while walking on the ground, or falling from the air.
Advanced rowing
Rowing can also be added to various other actions.
By doing the inputs right before a jumping or crouching attack you can add the rowing speed to the attack, extending the row to those actions.
By finishing the row input right after starting a walking attack you can row during those as well.
In the air rowing can be buffered at any point. For example it can be buffered during an air dash, where you hold crouch before even ending the dash. Rowing comes out once you start falling.
‘Rowing’ / Old-school ‘infinite’ acceleration:
6-3 alternation with Angelan
9-6 alternation with Grys-Vok (lower speed), Stein-Vok
8-9 alternation with Grys-Vok (lower speed), Stein-Vok
Mash between 6 and 3 directions constantly to build up acceleration. This can be buffered at any point during attack / animation recoveries. Angelan can move at crazy speeds using this. Can be combined with the diagonal forwards row she has for even more acceleration or a quick direction change.
‘Skating’ - rowing during dash cancel animations - (rarely used)
Buffer a row input before the end of a dash. You will row during the dash cancel.
To avoid using Vertical Turn, don’t let your movement input go to neutral in the dash.
For example with Cypher, dash to direction 3. Now move direction to 6 and hold crouch for the rest of the dash. When you cancel the dash you will perform a very large step motion due to the increased speed.
PS4 Instant melee cancel routes EDIT: Removed in patch 1.03
Characters gained various new cancels from projectiles into ‘instant’ melee. These new cancels generally have lenient timing, unlike most of the pre-existing instant melees. As such they can be easier to use and great for catching landing opponents (fire a projectile -> mash the melee cancel as they are about to hit the ground).
New routes:
LW -> RTCW melee : Temjin, Cypher
cLW -> cRTCW melee : Temjin, Cypher
RW -> CW/RTCW melee : Raiden, Specineff (?)
...
The number on the left of RANK is total matchup score. The number in parentheses is total matchup score when not counting Ajim or 10/80SP as possible opponents.
source: http://ot.virtual-on.com/index.php?%A5%C0%A5%A4%A5%A2%A5%B0%A5%E9%A5%E0
The number on the left of RANK is total matchup score. The number in parentheses is total matchup score when not counting Ajim or 10/80SP as possible opponents.
source: http://ot.virtual-on.com/index.php?%A5%C0%A5%A4%A5%A2%A5%B0%A5%E9%A5%E0
This list is 90% based on the above Arcade & 360 version matchup charts and ranks competitive viability at high level play. Generally speaking mastering any character above D-tier can perform consistently well.
TLDR: For the long run or competitive play pick a C-tier or above. Pick B or above if you want to avoid nightmare matchups, say in a character lock setting. Differences between single tiers are not large.
A+-tier: Above A tier by a small amount at the highest levels. Mainly just by stability.
They can have exceptional control of the game and stage. Raiden by aiming attacks and locking out movement vectors. Specineff by strong mobility, sniping and zoning.
Both are also good at attacking through terrain.
A-tier: Very strong VR with no major weaknesses. Not too hard to start using as a beginner and have a lot of depth to stick with until the end.
B-tier: Competitive VR. Note that Temjin is much easier to use than the other two. Apharmd B is a close combat focused VR with an exceptionally high execution requirement but can possibly perform better than the other two. Dordray is a pretty unique character, built to race around the map and use terrain as cover while sniping.
C-tier: Technical, competitive characters that have some unfortunate matchups which are near impossible. That doesn’t mean these characters are weak overall.
Especially Bal-Bados and Angelan can perform much above these tier specifications if they don’t run into bad matchups with players of the same skill level.
D-tier: Weaker VRs with basic performance. Not too difficult to handle. Would not recommend for serious play as typically other VR can perform the same things better. Apharmd Striker does have some unique tools and playstyle.
E-tier: Ajim is a glass cannon. a super good player can perform above this tier position and random wins can also happen as it packs a punch. But the VR has matchup instability.
F-tier: 10/80SP is an intentional handicap VR. It has strengths like melee and laser speed but does not have an edge in any matchup.
This chart may give a better picture on character differences but is more subjective.
Horizontal axis: Difficulty to handle - difficulty to reach high level potential
Vertical axis: Performance - character strength & stability once potential is reached
Horizontal axis: Character strength (right)
Vertical Axis: Playstyle focus at high level. Attacking focus (up) , Evasion focus (down)
Evasion playstyles focusing on round timeouts. Ajim would be placed in the upper left.
Sega official Virtual-On Series webpage: https://virtual-on.sega.jp/
General wikis
ot.virtual-on.com Oratan wiki - 2ch main wiki
2ch PS4 Masterpiece Oratan strategy wiki [PS4] - in an early state, based on the below
2ch XBLA Oratan Beginner strategy wiki [X360] - has useful info for veterans as well
Map & list of arcades operating Virtual-On games (JP) - 2020/08 by ‘kijitora_azuki’
General wikis
Cyber Troopers Virtual-On Wikia
General information on the Virtual-On series. Background & lore info.
English
Virtual On OT – Beginner’s Training Guide 2.0 by commonlogik [DC]/[X360] (2009)
Virtual On: Oratorio Tangram FAQ v 0.90 By Danny Chi [Dreamcast] (2000)
English
Specineff video guide by Anitaspawn
Japanese
Bal-Series
http://tk.dai-mine3.net/ + http://11th.dai-mine3.net/ - Extensive Bal-Series guide
https://www.nicovideo.jp/watch/sm7891712 Reflect Laser properties / routes video guide
Virtual-On beginners guide by Schooly D (2009)
English
VOOT 5.2. Apharmd B guide by Rolander (2002)
oratan.com discussion forum (BBS) hosted by MentholMoose since 2004
Virtual-On OT 5.66 Frame Data
Porcupine’s Virtuaroid Frame Data collection (2016-2019)
VR attributes
Melee damage reduction values, V-Armor values, Jump heights, Stage gravity (by sixfortyfive)
Advanced movement techniques
Rowing, Air Rowing, skating, etc mechanics megathread (2015-2017)
/ advanced movement acceleration mechanics
Attack mechanics and priority system
Attacks that home without lock-on (2016)
Cancel mechanics, cancel routes, instant attacks
Grys-Vok advanced napalm, Cypher double daggers (2017)
Raiden instant laser variants (2016-2019)
General advanced techniques thread (messy)
"Any suggestions to punish coward type players?" (2016)
“Important announcement [western temjin]”
Name & Link | Version | Content type | Timeline |
Sakuri193 | AC, 360 AC AC, 360 360 360 360 AC, 360 360 360 360 360 AC AC AC AC AC, 360 360 360 | HEY arcade replays, Tournaments, Events Arcade tournaments (Monthly), Streams Arcade tournaments, Streams Tournaments (360&Arcade Regular) |JP/ENG Tournaments (360 Regular) Replays, Streams Replays, Tech demonstration Replays, Streams Streams [Temjin] Streams [Grys-Vok] Streams [Raiden] ? Tournaments Streams (beginning of Reiwa ‘19 event) HEY arcade replays Tournaments (imafuku matsuri 2019/11/03) Replays, Tech demonstration Replays Replays, Tech demonstration | ?-2020 ?-2020 ?-2020 2009-2016? 2009-2010? ?-2020 ?-2020 2011-2020 2016-2020 ?-2020 2016-2020 ? 2006 2019-2020 2019 2019 2017-2020 2017-2018? 2016 |
Name & Link | Version | Content type | Region | Timeline |
votournament(sandsfel) | 360 360 360 360 360 360 360 AC, 360 360 | Replays, Tournaments Replays Replays, Tournaments Replays Tournament (Vector Strike 2014) Streams Replays, Streams, Tournaments Streams, Tournaments Replays, Streams, Tournaments | US midwest US west Canada US west US west US west EU US midwest US east | 2009-2011 2010-2013 2009-2013 2009-2014 2014 201?-2020 2014-2020 2014-2020 2019-2020 |
Name & Link | Content type | Region | Virtuaroid(s) |
Various, commentary Various, commentary Ranked, commentary Various, commentary Ranked Player match Ranked Ranked, Player match Ranked Ranked, Player match Player match, Ranked | JP JP JP JP JP JP JP HK JP US east EU | ALL, Cypher Raiden, ALL Raiden Specineff,all Temjin Apharmd B Temjin, Bal Bal, various Stein-Vok Apharmd B Cypher, var. |
Reference to help players look for match footage and tournament players.
warning: this list is heavily biased and based on players active during 2009-2020
Related terms/nicknames:
VOOT
Oratan / オラタン (from Oratorio Tangram)
チャロン ‘chalon’ : virtual-on
チャロナー ‘chaloner’ : virtual-on player
アケタン ‘ake tan’ (VOOT arcade version)
箱タン ‘box/hako tan’ (VOOT xbox360 version)
マピタン ‘mapi tan’ (VOOT PS4/masterpiece version)
いつき
王子 / hiroelza
Popeye / ぽぱい
seabass hunter
Sera chan
Moomin / ムーミン / t0193
Setzer / セッツァー
Tincruder / ティン
Hiroto10
butajiru9
west: PhantomPhotonX, Shamanic Beat
OGIZOU / おぎ
Fermina / cure chiba / せんちょう
Mito310 / ミト
Chabane / チャバネ
Eviln (?)
Syunarin / しゅな
WildEsoteric
Setzer / セッツァー
ogizou
west: Porcupine
Mench / メンチ
ESPOIR / エスポワール
Sumal24u / ス丸
SILBER / シルバー
tmt100
GK Raiden / hbv502
Inapon (?)
AZY / えーぜ
Soyokaze / SwordedShepherd / そよ風
いらく / i-lak-10
BA
nakane / ナカね
Psyledics
Keimadeoute
Shima katsu / しまかつ
fz gantetsu / がんてつ
west: Schooly D, Zaarock
poi / ポイ
Moomin / ムーミン / t0193
Sakuri193 / igusachan
Sugar459
Kirl51 / きーる
TELEPINOIL
moteen
Juusyoku / (?)
west: MentholMoose, FlyExponent
SILBER / シルバー
RPO / RRR Plus
Wataru / ワタル
KaMNo
Tyukyasya13
Thousand / お1000 / Osen / おせんp
Anitaspawn / Anita / アニタ
TypeNora / 野良
Nao Mihara / ミハラナオ / Naoelldorado
Katenasasosu / Kirin / きりん
satomo666
Tincruder / ティン
kakubal / 各バル
Y shaku jpn / ヤカタ
Men doru / men
Aniking
Cominuts
N Solaris / ちょらりす
GOTOH1107
Kaiser (?)
Paffy / ぱひー
SoraTsumugi
Joe / 姫路JOE
Midorino17 / みどりの17
Shura Arch
S Zetto / ぜっと
OKE TANI / 谷
End9n / end / えんどくん
Yoshino / よしのちゃん
Ajire
Marimo / まりも
Janus13579
west: SoulGuitarist
Shiningstone
yamada / ymd
Yoo
おおの / ohno
SegaBBS / CHIEF747J / チーフ
Fermina / cure chiba / せんちょう
もにゃん
hidepon6554
Lets Prestar
Wolfgang Fujita / ウォルフガング藤田
ChainBlood
TENGA chan0721
ちゅるE / tsuru_e
Sera chan
sa0001 / sa1080sp
aosaba
x2cy
gat8
Katenasasosu / Kirin / きりん