Virtua Fighter 3tb - Strategy Guide (Page 11)
Below are the cheat codes, hints and help for Virtua Fighter 3tb - Strategy Guide (Page 11).
punch II F+P 14
H / H*P 12-2-13 +1 / +3 / +8
- -
dodging punch P+E 14
H / H*P 12-2-13 0 / +3 / +8
- -
roundhouse K 30
H / H*K 16-2-23 +1 / D / D
- -
dodging kick K+E 30
H / H*K 16-2-23 0 / D / D
- -
sidekick df+K 28
M / M*K 16-2-37 -14 / D / D
Ht -
dodging sidekick df+K+E 28
M / M*K 16-2-37 -14 / D / D
Ht -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick d+K 17
L / L*K 16-1-28 -12 / -3 / +2
Lt -
low kick & cancel d+K+G 17
L / L*K 16-1-28 -12 / -3 / +1
Lt -
HOPPING MOVES
-------------
hopping hammer u+P 30
M / - 34-4-27 -5 / D / D
- -
hopping kick d,u+K 30
M / - 39-4-28 -9 / D / D
Ht -
hopping kick & cancel u+K+G 30
M / - 39-4-28 -9 / D / D
Ht -
hopkick d,u,K asc. 30
M / - 10-2-25 -7 / D / D
- -
landing sidekick d,u,K desc. 30
M / - 10-2-22 -6 / -3 / +3
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 36
M / - 4-5-61 -30 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10-2-28 -5 / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +9 / D / D
- -
jumping dropkick d,U,f+K 50
M / - 12-4-45 - / D / D
- -
backward dropkick d,U,b+K 48
M / - 12-3-45 -23 / D / D
Bt -
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-21 -7 / -6 / -1
- -
TT kick K 36
H / H*K 14-3-26 -3 / D / D
- -
TT smash d+P 30
L / H*P 15-3-23 -9 / D / D
Ht -
TT low dropkick d+K 36
L / L*K 17-1-39 -16 / D / D
Ht -
SPECIAL MOVES
-------------
punch-kick P,K 20
H / H*K 12-2-25 -1 / +3 / +1
- -
double punch P,P 14
H / H*P 9-1-19 -5 / -2 / +3
- -
double punch-uppercut P,P,P 24
M / H*P 18-2-29 -8 / -5 / D
Ht -
double punch-elbow P,P,f+P 16
H / H*P 12-2-25 -10 / -8 / -2
Ht -
double punch-elbow-swat P,P,f+P,b+P 20
H / H*P 13-3-31 -7 / D / D
- -
double punch-elbow-low throw P,P,f+P,db+P+K+G 70
Lt 20-163-1 - / - / -
- low throw
body blow f+P 14
M / H*P 15-2-24 -11 / -8 / -3
Ht -
body blow-overhead smash f+P,P 20
H / H*P 18-2-37 -20 / D / D
Ht -
upward lift FC,f+P 30
M / - 14-3-39 -17 / D / D
Ht -
screw shot f,df,d,db,b+P 20
M / elbow 12-2-31 -14 / -10 / +5
Ht -
screw shot (stagger) f,df,d,db,b+P 20
M / - 12-2-31 - / +9 / -
- -
screw lariat f,df,d,db,b+P,P 20
H / - 23-2-25 -8 / D / D
Ht -
uppercut (near) df+P 24
M / H*P 14-2-25 -8 / -5 / D
Ht -
uppercut (far) df+P 24
M / H*P 18-2-29 -6 / -1 / D
- -
uppercut from crouch DF+P 22
M / H*P 14-2-23 -6 / -1 / +5
- -
elbow drop b+P 20
H / H*P 13-3-31 -6 / D / D
- -
shoulder ram (near) b,f+P 20~70
M / - 19-5-35 -15 / D / D
Ht -
shoulder ram (far) b,f+P 20~70
M / - 19-5-35 -15 / -11 / D
Ht -
hook punch db+P 19
M / elbow 12-1-27 -8 / -6 / -1
Ht -
hook punch (stagger) db+P 19
M / - 12-1-27 - / +1~+7 / -
- -
tomahawk chop uf+P 15
M / - 18-2-17 -2 / 0 / +5
- -1 DP
tomahawk chop-throw uf+P,b+P+G 60
Hit 1-1-86 - / - / -
- hit throw
attack lariat f+P+E 40
H / - 24-16-31 - / D / D
- unblockable
double kick K,K 20
H / H*K 21-2-34 -17 / D / D
Ht -
knee f+K 30
M / knee 15-2-30 -11 / D / D
Ht -
low dropkick f,d+K 20
L / L*K 16-1-49 -32 / D / D
Lt -
dropkick uf+K 35
M / - 23-5-29/76 - / D / D
- ground if missed, re 76 if blocked/missed
back chop P+K 24
H / H*P 21-2-26 -5 / -2 / D
- -
arrow knuckle d+P+K 20
M / H*P 13-2-30 -13 / +2 / +2
Ht crouch
tomahawk flash f+P+K 20
H / H*P 15-3-23 -7 / +8 / +8
- -2 DP
grizzly lariat df+P+K 20
L / L*P 18-4-33 -28 / D / D
Ht -
short shoulder b,f+P+K 30
M / - 17-4-30 -11 / D / D
Ht ground
falling scissor kick K+G 36
H / - 20-4-37 - / D / D
- ground
ballet kick f+K+G 30
M / H*K 21-2-37 -14 / D / D
Ht -
flying knee kick f,f+K+G 30
H / - 23-6-48 -28 / D / D
Ht ground
front roll kick b,f+K+G 30
M / - 34-3-28 - / D / D
- ground, opponent must be standing
RUNNING MOVES
-------------
running shoulder ram (near) f,F or F+E,P+K 20~35
M / - 20-3-29 -11 / D / D
Ht -
running shoulder ram (far) f,F or F+E,P+K 20~35
M / - 20-3-29 -9 / D / D
Ht -
THROWS
------
backfall suplex P+G 60{65}
Ht 20-120-1 - / - / -
- high throw, ground
wrist lock swing f,df,d,db,b+P+G 80
Ht 145-60-1 - / - / -
- high throw
body slam df+P+G 50{55}
Ht 20-159-1 - / - / -
- high throw
steiner screwdriver df,df+P+G 80{90}
Ht 20-194{204}-1 - / - / -
- high throw
giant swing b,db,d,df,f+P+G 100
Ht 20-220{235}-1 - / - / -
- high throw
catch f+P+G 0
Ht 16; 1-0-55 - / - / -
- high-catch throw (1)
= front suplex b+P+G 60
Ht 20-91-1 - / - / -
- = link (2), ground
= neck chantry db+P+G 60
Ht 10-1-113 - / - / -
- = link (2)
= push df+P+G 0
Ht 10-72-1 - / +20 / -
- = link (2)
= power bomb P+G 20+40
Ht 20-220-1 - / - / -
- = link (2)
= change f+P+G 0
Ht 1-49-1 - / - / -
- = link (2)
== tiger suplex b+P+G 70
Ht 1-160-1 - / - / -
- == link (3)
== shove & grind df+P+G 65
Ht 1-117-1 - / - / -
- == link (3)
== push f+P+G 0
Ht 40-1-100 - / +5~+22 / -
- == link (3)
== german suplex P+G 60
Ht 1-142-1 - / - / -
- == link (3)
arm whip takedown f,f+P+G 50
Ht 19; 1-111-1/63 - / - / -
- high-catch throw, re 63 if missed
frankensteiner uf+P+G 60
Ht 17; 1-98-1/73 - / - / -
- high-catch throw, re 73 & ground if missed
leg takedown P+G 50
Ht 15-119-1 - / - / -
- high-side throw
arm extension b,f or f,b+P+G 60
Ht 10-81-1 - / - / -
- high-side throw
german suplex P+G 70
Ht 20-157-1 - / - / -
- high-back throw
dragon suplex b+P+G 80
Ht 20-150-1 - / - / -
- high-back throw
lock & swing into wall f,df,d,db,b+P+G 80
Ht 1-145-53 - / - / -
- wall throw, opponent's back to wall
wall body slam df+P+G 30+50
Ht 103-97-1 - / - / -
- wall throw, opponent's back to wall
tiger drop df+P+K+G 70
Lt 20-160-1 - / - / -
- low throw
side suplex d+P+K+G 60
Lt 20-90-1 - / - / -
- low throw
double-arm suplex db+P+K+G 70
Lt 20-163-1 - / - / -
- low throw
arm lock & break P+K+G 20+50
Lt 10-156-1 - / - / -
- low-side throw
low german suplex P+K+G 80
Lt 20-150-1 - / - / -
- low-back throw
ground pickup (over the head) d+P+G 0
Gt 1-120-1/80 - / -5~+11 / -
- ground throw, re 80 if missed
ground pickup (over the legs) d+P+G 0
Gt 1-109-1/80 - / -5~+11 / -
- ground throw, re 80 if missed
REVERSALS
---------
high kick reversal b+P+K 40
H 20-125-1 - / - / -
- -
midkick reversal db+P+K 30
M 15-85-1 - / - / -
- -
POUNCES
-------
elbow drop df+P 15
G 29-2-50 - / - / -
- -
jumping elbow drop u+P 30
G 39-3-23/72 - / - / -
- ground if missed, re 72 if hits
heavy elbow drop d,U+P 40
G 39-3-23/72 - / - / -
- ground if missed, re 72 if hits
front roll pounce b,f+K+G 18
G 34-3-28 - / - / -
- -
back splash u+K 16
G 32-3-76/61 - / - / -
- re 61 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 30-3-26/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 32-4-35/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 17-3-28/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 20-3-33/27 - / - / -
Lt re 27 if blocked
IV. APPENDICES
==============
I've decided to leave the below posts in their original form, therefore some
possibility of confusion exists. If you don't understand something, you may
always refer to my Abbreviations Guide (probably available on the same site
you got this document from) or to other VF3 guides.
a) Throw Escape Follow-ups
=-=-=-=-=-=-=-=-=-=-=-=-=-
What to do after escaping a throw?
Shun and Taka are safe after all their throws being escaped.
AKIRA YUKI:
=-=-=-=-=-=
b,f+P+G f+P+G back throw for opponent, run required
db,f+P+G f+P+G high throw for Akira, strike attacks from
opponent prevent throw
df+P+G df+P+G high throw for Akira, strike attacks from
opponent prevent throw
df+P+G (wall version) df+P+G high throw for Akira, strike attacks from
opponent prevent throw
db+P+G db+P+G opponent has iniative
AOI UMENOKOUJI:
=-=-=-=-=-=-=-=
P+G P+G side throw for opponent, execute immediately
db+P+G db+P+G side throw for opponent, execute immediately
JACKY BRYANT:
=-=-=-=-=-=-=
df,df+P+G df+P+G side throw for opponent, execute immediately
JEFFRY MCWILD:
=-=-=-=-=-=-=-
db,f+P+G f+P+G side throw for opponent, execute immediately
b,f+P+G,f+P+G,f+P+G f+P+G 50/50 throw opportunity
b,f,f+P+G f+P+G high throw for opponent, strike attacks from
Jeffry prevent throw
KAGE-MARU:
=-=-=-=-=-
P+G P+G opponent has iniative; side throw for Taka
only, buffer f+E
b+P+G b+P+G side throw for Taka only, buffer f+E
df+P+G df+P+G high throw for Taka only, buffer f+E
b,d+P+G d+P+G side throw for opponent, execute immediately
b,f+P+G f+P+G side throw for opponent, execute immediately
LAU CHAN:
=-=-=-=-=
P+G P+G high throw for Taka only, buffer f+E
f+P+G f+P+G side throw for opponent, execute immediately
f+P+G (wall version) f+P+G side throw for opponent, execute immediately
df,df+P+G df+P+G high throw for opponent, buffer f+E (not
necessary for heavyweights)
b,d+P+G d+P+G side throw for opponent, execute immediately
LION RAFALE:
=-=-=-=-=-=-
P+G P+G Lion has iniative
f,f+P+G f+P+G high throw for opponent, execute immediately
b+P+G b+P+G back throw for opponent, full dash required
b,f+P+G (wall version) f+P+G back throw for opponent, execute immediately
PAI CHAN:
=-=-=-=-=
df+P+G df+P+G side throw for opponent, execute immediately
b,f+P+G f+P+G high throw for Pai, strike attacks from
opponent prevent throw
f+P+G f+P+G side throw for opponent, execute immediately
f+P+G (wall version) f+P+G side throw for opponent, execute immediately
f,f+P+G f+P+G side throw for opponent, buffer f+E
SARAH BRYANT:
=-=-=-=-=-=-=
P+G P+G side throw for opponent, buffer f+E
b+P+G (wall version) b+P+G side throw for opponent, buffer f+E
b,f+P+G f+P+G side throw for opponent, execute immediately
WOLF HAWKFIELD:
=-=-=-=-=-=-=-=
P+G P+G back throw for opponent (w/o Taka), buffer
f+E (not necessary for heavyweights)
df,df+P+G df+P+G back throw for opponent (w/o Taka), execute
immediately
f+P+G -> f+P+G f+P+G high throw for Wolf, strike attacks from
opponent prevent throw
f+P+G -> b+P+G b+P+G 50/50 throw opportunity
b,db,d,df,f+P+G b,f+P+G side throw for Taka only, buffer f+E
After all the other throw escapes the situation is neutral, maybe with slight
positional advantages for one opponent or the other.
b) Ticking
=-=-=-=-=-
If you MC a move from your opponent with the following moves, and your opponent
is not knocked down, and if you're within throw range, you may immediately
buffer in a throw during the recovery time of your move.
Jeffry: d+K+G
Jacky: f+PPd+K / P+KP (only if MC'ing a move 12 points or greater in damage)
Kage: P+K (only if MC'ing a move 11 points or less in damage)
Shun: d,df+PP (only if MC'ing a move 11 points or less in damage, and only
during drink points 6-11)
Aoi: P+K,P+K,P+K
Taka: PPP / f+P+KP / f+P+KPP / ff+PP / d+P
If you MC a move from your opponent with the following moves, and your opponent
is not knocked down, and if you are within throw range, then you must wait
until the recovery of your move has ended, and enter your throw during your
advantage period (you may buffer in the throw movements during the recovery
period, however, the P+G can only be entered during the advantage time).
Immediately after the advantage time the situation is 50/50.
Pai: df+K / uf+K / f+p (only if opponent is near wall and still within throw
range)
Kage: df+K / b+P / P+K (if MC'ing a move that is 12 points or greater in
damage)
Shun: d,df+PP (only if MC'ing a move 11 points or less in damage, and during
drink points 11-22)
Aoi: df+P (only if MC'ing a move 11 points or less in damage)
Taka: df+P (only if MC'ing a move 11 points or less in damage)
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