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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter V » Virtual On: Oratario Tangram - Strategy Guide (Page 04)

Virtual On: Oratario Tangram - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Virtual On: Oratario Tangram - Strategy Guide (Page 04).

******************************
Long Range
******************************
RW      -- Ring Lasers
Bal Bados shoots some ring lasers from his right arm. They do decent damage
and have great V. Armor penetration. Unfortunately, despite their energy type
weapon, they do not cancel out incoming shots. Bal Bados can fire off about 10
of the rings before redlining.
The jumping version is like the standing version.

LW      -- Mines
Bal Bados drops a mine with each fire of this weapon. These mines hover in the
air and home in on the enemy. They have very good homing and can come in from
behind or from the front. Their damage is good and they ignore V. Armor.
Bal Bados drops 4-6 mines (depending on the ammo left) when jumping in the
air.

CW      -- ERLs
Bal Bados ejects his arms that become laser bits and rush over to the enemy
before firing 8 blasts of lasers. These lasers are slightly damaging, but if
all hit, then they can quickly add up. Furthermore, since they home toward the
enemy, Bal Bados can launch them and then move off while the bits harry the
enemy. Unfortunately, Bal Bados can not do an attack activities while using
the CW due to a lack of his arms. There is a selective fire mode in which only
one side will attack.
The jumping version causes the 2 ERLs to fly out and fire a laser straight
ahead. After about 1 second, they converge on the VR. If they hit, the stun
for a small amount as well. By this time, Bal Bados is usually on the ground.

LTRW    -- Launch / Return Right Arm ERL
Bal Bados launches / returns his right arm as an ERL. See specials for more
details.
The jumping version is like the standing version.

LTLW    -- Launch / Return Left Arm ERL
Bal Bados launches / returns his left arm as an ERL. See specials for more
details.
The jumping version is like the standing version.

LTCW    -- Twin Laser
Bal Bados fires off a twin laser at the opponent. Damage is decent, but laser
exits somewhat slowly. This is a direct fire weapon only. It is also capable
of selective fire and can be cancelled into a dash relatively easily.
The jumping version is like the standing version.

RTRW    -- Tracking Laser
Bal Bados shoots off a twisted laser in front of him. IF a lock-on exists on
the enemy, the laser will stop, turn into a ball and redirect as another
twisted laser toward the enemy. Its tracking is decent and thus is can hit
standing opponents off screen. However, an actively dodging opponent will
cause this move to miss.
Bal Bados jumps and shoots out 6 rings in a spread in front of him. They home
in on the enemy.

RTLW    -- Big Mines
Bal Bados unleashes a series of rectangular mines which home in on the enemy.
They do a bit more damage then standard mines.
Bal Bados creates 4 mines in a spread that home in on the enemy. They do a bit
more damage then standard mines, but look no different.

RTCW    -- ERLs
Bal Bados ejects his arm and legs to fire lasers at the enemy. This is like
the CW version except the arms and legs also go off to attack the enemy. There
is a selective fire mode in which only one side will attack.
Bal Bados jumps and ejects both his arm and leg ERLs which fire straight a
laser straight ahead. The laser does not converge on the enemy.


******************************
Crouching Long Range
******************************
CrRW    -- Crouching Ring Laser
Bal Bados crouches and shoots off some ring lasers at a small upward angle.
The ring lasers reorient after a small distance and become like standard
ring lasers. This move fires the rings a bit faster then the standing variant.

CrLW    -- Bouncing Spike Mines
Bal Bados drops some spikes out which bounce toward the enemy. These spikes
re-orient at each bounce allowing them to turn up to 90 degrees per bounce.
They do decent damage and are good version of mines to put out.

CrCW    -- Ray From Above
The bits fly out toward the enemy and create a laser hut above and onto the
enemy. They keep firing for some 5 seconds before returning. This attack does
no damage to Bal Bados so after this, Bal Bados can run in to get some cover
from any enemy counterattack.

CrLTRW  -- Launch / Return Right Thigh ERL
Bal Bados launches / returns his right thigh as an ERL. See specials for more
details.

CrLTLW  -- Launch / Return Left Thigh ERL
Bal Bados launches / returns his left thigh as an ERL. See specials for more
details.

CrLTCW  -- Crouch Laser
A crouching variant of the LTCW. Selective fire is possible.

CrRTRW  -- Crouch Leg Ring Laser
Bal Bados sticks out his right leg to shoot off a ring laser. It is decent in
damage.

CrRTLW  -- Crouch Big Mine
Bal Bados sticks out his left leg to shoot off a big mine at the enemy. This
mine does very good damage.

CrRTCW  -- Crouch Reflect Laser
All 4 ERLs eject to fire off lasers which reflect at a certain distance toward
the opponent. Damage is decent. This has a selective fire mode in which only
2 laser (1 side) are fired.

******************************
Dash Attacks
******************************
--Forward Dash
RW      -- Slinky Lasers
Bal Bados fires off a set of ring lasers which act like a slinky as they home
in on the enemy. Damage is decent and possibility of knockdown is very high if
all the lasers hit.
The crouch variant is the same while the air dash variant simply fires off 
ring lasers at the enemy.

LW      -- 1 Big Mine
Bal Bados fires off a slimmer version of the big mines that home in on the
enemy and do good damage.
The crouch and air dash variants are the same as the standard dash variant.

CW      -- ERLs
Bal Bados fires off his arm ERLs which go above the enemy and fire down lasers
at the enemy from above. Very much like the standing CW variant. Selective
fire is possible.
The crouch variant has the ERLs become energy claws and they attempt to catch
the enemy between the two claws. Selective fire is possible.
The air dash variant ERLs stay near you and fire off the laser blasts from
long distance. Selective fire is possible.

--Side Dash
RW      -- Ring Laser
Bal Bados fires off a single stream of ring lasers at the opponent. They home
decently.
The crouch variant and the air dash variant fire off 3 streams of ring lasers
at different angles. Homing on these shots is lower. The air dash variant
also shoots off 1-2 rings below the shots to hit the ground below Bal Bados.

LW      -- Mines
Bal Bados unleashes about 8 mines (depends on ammo gauge) at the enemy. These
mines fly around attempting to home in on the enemy.
The crouch variant drops the boucning spiky mines instead of standard mines.
The air dash variant drops standard mines.

CW      -- ERLs
Bal Bados ejects his arm ERLs to fire lasers. Selective fire is possible.
The crouch variant is a bit different. The right ERL will fire lasers while
the left ERL fires off mines at the enemy. Once again, selective fire is
possible so that you can choose what to fire.
The air dash variant is like the standard dash variant.

--Back Dash
RW      -- Ring Lasers
Bal Bados fires off a single stream of ring lasers at the enemy.
The crouch variant fires dual streams of ring lasers.
The air dash variant is the same as the standard dash variant.

LW      -- Mines
Bal Bados fires off a stream of mines behind him.
The crouch variant fires off the spiky mines while the air dash variant fires
off 2 streams of mines.

CW      -- ERLs
Bal Bados ejects both arm ERLs to fly above the enemy and cause a lot of
explosions to occur. It does not seem to do any damage however. Also the ERLs
are stuck in place after firing for about 5 seconds during which the explo-
sions occur.
The crouch variant causes the 2 ERLs to face each other at a low level and
create a laser between the two. They then attempt to clothesline the enemy.
This move knocks down the enemy, but can be easily jumped over.
The air dash variant is like the standard dash variant.

******************************
Close Combat Attacks
******************************
RW      -- Arm Energy Bars
Much like Apharmd B's tonfers, Bal Bados creates two energy bars and slices
the enemy with them. A very fast move with decent damage.

LW      -- Claw
Bal Bados creates an energy claw that spins and drives it into the enemy.
This move stays out for awhile and can catch incoming enemies as well as over-
zealous enemies that drop their guard to early to counterattack.

CW      -- Dual Claw
Much like the LW, but with two claws. Hits in a better arc and better damage.

CrRW    -- Crouch Right Energy Bar
Bal Bados creates an energy bar with his right arm and swings it low. Fast and
decent damage.

CrLW    -- Low Claw
Bal Bados creates an energy claw with his left arm and hits low.

CrCW    -- Low Dual Claw
Same as CrLW but with 2 claws. Does more damage.

RTRW    -- Tekken
Bal Bados drops off his right ERL which then slams into the enemy for a lot
of damage. There are a lot of things that can be done with the Tekken.

RTLW    -- Energy Claws
Bal Bados creates an energy claw in each arm and also sprouts energy claws
from his chest. This can hit in a 180 degree arc.

RTCW    -- Spinning Energy Bars
Bal Bados creates energy bars in his arms and his right leg. He spins on his
left leg twice to hit the enemy.

Dash RW -- Kick and Swing
Bal Bados kicks out and swings his right bar. This has very good range and
may also hit a bit on the left side.

Dash LW -- Dual Bars
Bal Bados uses both bars to hit in a 180 degree arc from in front of him to
his left side to behind him.

Dash CW -- Wheel
Bal Bados flips forward with energy bars coming out of his arms and legs and
rolls over the enemy. This goes a decent distance and does good damage.

Ground Hit
Bal Bados hits the ground while pivoting on his left foot. Fast and does
decent damage. Range seems a bit lower then other ground hits.

******************************
ERL Specials
******************************
  Bal Bados does not have standard specials. Instead, these specials are done
by changing the ERL from laser to mine mode and vice versa.
  ERLs are the arms and legs from which the Bal series fire their weapons. On
added advantage to being modular is that these arms and legs can fire their
specific attack even if not attached to the Bal body. To eject the ERLs, LT
and CrLT attacks are needed, LT for arms, CrLT for thighs.
  When the ERLs are ejected, they will stay with Bal Bados for about 1-2
seconds before hovering in whatever spot they are. As a result, it is possible
to put ERLs high in the air by ejecting them and then double jumping. Also,
because the ERLs can hover, Bal Bados can throw off 2 ERLs and run around
drawing an enemy close to their location before unleashing their attack.
  Ejected ERLs have two settings, B and M. B is for beam (laser) and M is for
mine. They also have an "ammo" gauge which starts at 24 and rapidly diminishes
depending on what attack they do. The Start button will change the setting
between B and M. B attacks take 1 ammo while M take 2.

  Basic ERL usage is simply with the LW and RW. An ejected left arm will fire
whenever LW is hit (including any turbo configurations). Because of the B/M
setup, even a LW can fire a ring laser. By crouching and firing a weapon while
a thigh ERL is ejected, Bal Bados causes the thigh ERL to fire what would be
a standard shot.
  For example, Bal Bados ejects his right arm ERL and his left thing ERL by
doing a LTRW (right arm ERL) and CrLTLW (left thigh ERL). He places them in
various places and then decides to fire them. Suppose the RA-ERL is set to M
and the LT-ERL is set to B. Thus, hitting RW will fire off mines from the
RA-ERL which CrRW will fire off a crouch ring laser from Bal Bados itself. At
the same time, CrRTLW will fire off Big Mines from the LT-ERL while RTLW will
fire that same thing from Bal Bados.

  Listed below are specific oddities that the ERLs can do which can not be
done while attached to the body.

Mine Snake      -- RA-ERL, set to M, Jump, RTRW
This causes the ERL to eject 4 standard mines and then a line of big mines
move toward the enemey. The line of big mines looks like a snake from the side
hence its name.

Mine Bridge     -- RA-ERL, set to M, Gauge at 1 or 2, RW, Move
Fire off the RA-ERL and deplete its ammo to 1 or 2 shots. Make sure that RW is
at 100%. Move away from the ERLs location and hold down the RW trigger. The
ERL will start ejecting lots of mines while attempting to follow you. It is
possible to create an arch as long as you hold the trigger down and the ERL
has not yet reached you to dock.

Oni Mine        -- LA-ERL, RA-ERL, Set to B/M, Side Dash LW
This causes the RA-ERL to return after unleashing 5 high speed standard mines
at the enemy. They do decent damage as well as have good knockdown capability.
This move can also be done with the thigh ERLs by using the Cr variants.

Oni Balkan      -- Selective CW RW, LA-ERL, Set to B/M, Side Dash LW
This technique makes use of the Oni Mine but first sends the RW-ERL above the
enemy before unleashing the 5 oni mines. It takes good timing because the
Side Dash LW must be hit before the RA-ERL begins firing. However, if done
properly, the enemy has to dodge 5 mines coming in above and possibly from his
blind side at close range.

Reflect Laser   -- Jump RA-ERL, RT-ERL, Both Set to B, Jump, RTRW
Drop the RA-ERL while in the air and then the RT-ERL any other way. Jump and
do an RTRW to make the RT-ERL fire a laser that reflects off the RA-ERL toward
the enemy. Damage is decent and this can be done at any time while keeping
the ERLs around the enemy.
There is a Left Side ERL version too that is done the same way. Make sure that
the ERLs are set to B (Left Side ERLs default to M).

Dual Reflect Laser      -- Eject All 4 ERLs, Full Gauge, Jumping RTCW
Make sure that at least 2 of the ERLs are set to Beam mode. This is a variant
of the above except that 2 sets of lasers are fired out. At the same time,
Bal will dance for the viewer.

Black Hole              -- Eject All 4 ERLs, Full Gauge, RTCW
The ERLs point together and create a Black Hole in front of Bal. All of the
enemy's shots will be drawn into the black hole and will not harm Bal at all.
This move can only be done once per game or challenge. The ERLs can then be
used for other attacks.

Pyramid Shield          -- Eject All 4 ERLs, Full Gauge, CrRTCW
The ERLs fly over to the enemy and create a pyramid of energy around them.
The enemy can not move past the pyramid's boundaries and also can not fire out
of the pyramid. The ERLs are still active while forming the pyramid and can
thus attack. However, after they attack, the pyramid dissipates.


##################################
# H. GRYS-VOK
##################################

** Background **
  Grys-Vok is the next variant of Belgdor. This is a primary missile VR who
has a great deal of homing missile weapons.

** Notes **
  As stated above Grys-Vok is only second to Bal Bados in the amount of hom-
ing weapons that he can launch at the enemy. His RW standard missile launcher
is a good standby, though somewhat low in homing capability and he also holds
napalm to flush out his enemies. However, Grys-Vok's main weapon comes from
his CW Central Launcher which is capable to throwing out up to 8 homing
missiles as well as a tactical nuke.
  Grys-Vok is somewhat slow compared to medium VRs as well as lacking in V.
Armor compared to heavy VRs. However, Gyrs-Vok is easily capable of dropping
quite a bit of damage on the enemy.

******************************
Long Range
******************************
RW      -- Missile Launcher
Grys-Vok fires off a steady series of missiles at the enemy. Homing capability
is pretty low as well as the damage and V. Armor penetration. It is a good
standby while the other weapons are charging.
Grys-Vok jumps and fires off about 6 small rockets at the enemy. They do small
damage.

LW      -- Napalm
Grys-Vok drops a napalm bundle in front of him. Unlike Aph B's napalm, this
goes straight forward meaning that a bit of aiming is required. It does more
damage then Aph B's napalm and as a result can stop oncomming VRs even in
their dashes. The weapon is somewhat slow to charge meaning that 2 consec-
utive fires while empty the gauge. It is also good for flushing out enemies.
The jumping version is like the standing version. He drops the canister a bit
in front of him.

CW      -- Shoulder Launcher
Grys-Vok unleashes a series of missiles from his shoulders. These shots have
very good homing capability and also have two versions of selective fire. The
first version involves only launching a side of missiles. This is done in the
standard manner and launches either the left or right side missiles. The other
variant is to let up the trigger instantly resulting in only 2 shots being
fired (keeping the trigger down launches 4 missiles). These first two missiles
do a good deal of damage while the second set quickly speeds up to catch up
to the first set. The second set of missiles may do a bit more damage then the
first set.
The side selective fire seems to do more damage then the standard variant, but
the standard variant is more capable of hitting far away dodging enemies.
The jumping version is like the standing version. Because there are 4 missiles
it is possible to fire 1, 2, 3 or 4 using selective fire. To fire less, simply
let go of a trigger earlier.
The jumping version is like the standing version. All the missiles come out
at the same time causing up to 4 trails to speed toward the enemy.

LTRW    -- Fast Machinegun
Grys-Vok unleashes some red shots from his center that home in on the enemy.
These shots don't strip a lot of armor, and also do not home very well. How-
ever, they do a lot of damage on contact with the enemy.
The jumping version is like the standing version.

LTLW    -- Fast Strip Machinegun
Grys-Vok fires a series of blue machine gun shots from his center. Like the
above, they do not home or go very fast. However, their V. Armor stripping
capability is very good, capable of stripping up to 16% from only one bullet.
The jumping version is like the standing version.

LTCW    -- Fast Shoulder Missiles
Grys-Vok fires off a series of fast shoulder shots that spit out 2 fast
homing missiles. Due to the speed of the missiles, a side dashing enemy can
dodge them pretty easily. However, this attack takes little ammo and thus
Grys-Vok can launch up to 6 of these at will without redlining. A successful
hit takes off both energy and V. Armor.
Grys-Vok jumps and shoots out 4 bombs from his shoulders. They arc forward and
then bounce toward the enemy. Upon impact, they explode into a single napalm
explosion.

RTRW    -- 4-Shot Missiles
Grys-Vok uses up about 75% of his gauge to launch off 4 missiles that have
good homing ability and streak toward the enemy. On a successful hit, they do
quite a bit of damage to the enemy. Depending on Grys-Vok's ammo gauge less
then 4 shots may be fired.
The jumping version is like the standing version.

RTLW    -- Bouncing Homing Napalm Missile
Grys-Vok launches a homing napalm missile which bounces once and then explodes
on contact into a Napalm spiral with a grenade blast. If the enemy stands
still it doesn't do any damage. However, if the enemy runs into the blast,
this attack deals out a good amount of damage.
The jumping version is like the standing version. This version does not bounce
and simply explodes on contact with the ground.

RTCW    -- 6 Shot
Grys-Vok fires off 6 shots of his shoulder launcher that home in on the enemy.
These missiles do more damage then standard launcher and home a little better
then the standard missile launcher. If all 6 hit and the VR stays up, they
can take off up to 60% energy.
In the jumping variant, Grys-Vok unleashes 10 missiles at the enemy at stagg-
erred intervals. This makes them very hard to dodge.

******************************
Crouching Long Distance
******************************

CrRW    -- Crouch Missiles
Grys-Vok fires off a crouch variant of his missiles. They go a slight bit
faster, but their low homing capability makes them miss quite a bit.

CrLW    -- Phalanx
Grys-Vok launches 4 grenades up in the air that arc down about 150m in front.
On contact with the ground, they explode into grenade hits. It is possible for
enemies to be hit multiple times by this attack.

CrCW    -- Crouch Shoulder Launcher
Grsy-Vok launches 8 or 4 missiles (depending on ammo gauge) that go after the
enemy. They are about the same as the standard CW.

CrLTRW  -- Crouch Fast Machinegun
Same as LTRW.

CrLTLW  -- Crouch Strip Machinegun
same as LTLW

CrLTCW  -- Crouch 4 Fast Missiles
A crouching variant of the LTCW, but 4 missiles are launched instead of two.
Takes up a bit more ammo.

CrRTRW  -- Crouch 4 Shot
Same as RTRW but does a slight bit less damage and the missiles are not as
clumped as they exit the missile launcher.

CrRTLW  -- Phalanx + Homing
Grys-Vok launches 6-8 bomblets that bounce on the ground before exploding into
grenades blasts and napalm blasts. There are 3 napalm blasts, to the center,
right and left. From these napalm blasts come out 3 homing missiles that
converge on the enemy. A good attack that has a chance of hitting the enemy if
they dodge the initial blast.

CrRTCW  -- Mini Nuke
Grys-Vok crouches and launches a small nuke that takes about 5 seconds to hit.
The nuke goes straight up and then can be seen moving by a small shadow on the
ground before falling on the enemy. Standing under the sanctuary building is
not enough to dodge the nuke as it does some damage below. This attack can be
dodged by a constantly moving VR and can also hit Grys-Vok. A good attack to
do and then pressure the opponent into forgetting about it.

******************************
Dash Attacks
******************************
--Forward Dash
RW      -- Dual Missile Stream
Dual sets of missiles come from the RW to hit the enemy in exploding shots.
These shots seem to penetrate V. Armor very well and are also very good at
homing in on the enemy. They do a good amount of damage.
The crouch variant is the same as the standard dash variant while the air
dash variant launches larger single missile shots in much the same manner.

LW      -- Dash Napalm
Grys-Vok rotates and drops a napalm that goes straight.
Crouch and air dash variants are the same.

CW      -- Dash Shoulder Launcher
Standard dashing is the launching of 4 shots that do good damage and have good
homing capabilities on top of that.
Crouch variant launches a mini nuke at the enemy that has the same character-
istics as the CrRTCW.
Air dash variant is the same as the dash CW.

--Side Dash
RW      -- MIRV missiles
This fires off about 2 missiles that after traveling about 250m break up into
smaller missiles that converge on the enemy. The initial phase (non MIRV)
homes better, but the second phase does more damage.
The crouch variant and the air dash variant are the same.

LW      -- Napalm
Depending on the gauge Grys-Vok drops either 1 or 2 napalm bomblets at the
enemy. They explode toward the enemy.
The crouch and air dash variants are the exact same.

CW      -- 2 Sets of 2 Missiles
Grys-Vok shoots off 2 sets of 2 missiles at the enemy. They have good homing
as well as do good damage to the enemy.
The crouch variant launches all 4 at the same time while the air dash variant
is the same as the standard dash variant.

--Back Dash
RW      -- Homing Ground Missiles
Grys-Vok launches two homing ground missiles that go slowly at the enemy.
These missiles have very good homing capabilities and unless they hit a build-
ing, will continue to pursue the enemy. Upon hit, they explode into a small
nuke for good damge.
The crouch variant launches 4 at slightly faster speeds.
The air dash variant is simply the standing RW except in dash mode.

LW      -- Napalm
Grys-Vok drops a napalm in front to obscure the enemy and enemy fire from
himself. A good retreating tactic.
The crouch variant shoots off 4 homing ground missiles that move extremely
fast. This is a good mix-up as enemies may be used to the RW version and the
speed of these missiles will surprise them.
The air dash variant is like the standard dash variant.

CW      -- 2 Sets of 2 Missiles
Grys-Vok launches 2 sets of 2 missiles at the enemy.
The crouch variant launches all 4 at the same time.
The air dash variant is the same as the standard dash.

******************************
Close Combat Attacks
******************************
RW      -- Missile Launcher Bash, Backhand
Grys-Vok swings his right arm and hits the enemy. He then returns it in a
backhand that will send the enemy to the ground. The second hit knocks down
and does good damage. The first hit comes out relatively fast.

LW      -- Grenade Laucher Swing, Shoulder Bash
Grys-Vok swings his left arm and then pauses before doing a shoulder bash. The
second hit has knock-down capability, but comes out a bit slowly meaning that
enemies can interrupt it. Best to do the first hit and cancel into a guard.

CW      -- Spin Strike
Grys-Vok spreads his arms horizontally and then spins once to hit his enemy.
This move will hit all around him and does good damage. The start-up is a bit
slow tho.

CrRW    -- Low Missile Launcher Strike
Grys-Vok hits at the enemy's legs with his right arm. Fast and does good.

CrLW    -- Low Grenade Strike
Grys-Vok hits with his left arm at the enemy. Unlike other LW attacks, this
one goes from R->W.

CrCW    -- Low Dual Arm Sweep
Grys-Vok ducks, puts his arms center and then sweeps them outward at the
enemy's legs to trip the enemy. This attack is pretty fast and does good
damage.

RTRW    -- Overhead Smash
Grys-Vok raises both arms and does an overhead smash on the enemy. A very fast
attack that does good damge.

RTLW    -- Dual Arm Strike
Grys-Vok spreads his arms and then moves them inward to hit the enemy. This
move is pretty fast, but it is better to simply do the RTCW variant.

RTCW    -- Dual Arm Strike
There doesn't seem to be much difference between this and the RTLW except that
this variant does a bit more damage. It may also be somewhat slower, but is a
better variant to do.

Dash RW -- Right Arm Strike
Grys-Vok hits out with his left arm. This move has very low range and hits
pretty fast meaning that it is easy to miss the enemy.

Dash LW -- Left Arm Strike
Same as above except to the left side.

Dash CW -- Overhead Bash
Grys-Vok hits with both arms in an overhead bash.

Ground Hit
Grys-Vok hits at the ground with his right arm. Range of this move is pretty
horrendous.

******************************
Specials
******************************
Tactical Nuke                           -- Crouch and press start
Grys-Vok crouches and then launches an ICBM into the air. After about 7
seconds it attempts to hit the enemy from above. This move is easy to dodge
if you are expecting it, and does a lot of damage on contact. Grys-Vok can
also be caught in the explosion. There are rumors that it is possible to
explode the nuke as it leaves Grys-Vok causing him to take all the damage
instantly.


##################################
# I. APHARMD STRIKER
##################################

--Background--
  Apharmd Striker (Aph S) is Apharmd Battler's brother in arms. New to VOOT,
this VR has gone through many changes through the updates and has gone from a
weak VR into a much better one.
--Notes--
  Unlike Battler, Striker is not solely a close combat machine. This can be
seen in the removal of his tonfers. Instead, Striker has a Missile Launcher
which is simply a bazooka that does a very good amount of damage and has many
selective fire variants. His close combat weapon is now a combat knife which
is decent but does not have the same fear as a tonfer. Striker also drops the
SMGs for a Funny Launcher and carries a napalm grenade launcher much like
his brother.
  Striker has a bit more armor but is a bit slower then Battler.

******************************
Long Range
******************************

RW      -- Funny Launcher
There is no real reason for the name, but Striker's RW is a missile launcher
much like Grys-Vok's RW. It does decent damage and has decent V. Armor pen-
etration. Unfortunately, it does not home very well.
The jumping version is like the standing version.

LW      -- Napalm
Striker drops a napalm canister that goes rolls in explosions toward the
opponent. It ignores V. Armor and does a small amount of damage with each
explosion.
The jumping version is like the standing version. The canister drops to his
feet below him.

CW      -- Missile Launcher
Striker fires off 2 missiles at the enemy. One is slow and homing and does
a good amount of damage on impact. The other one (which fires afterward) is
much faster but does not home as well. It is possible to selectively fire
each of these missiles. The RW is the slower missile while the LW is the fast-
er missile. This weapon homes very well and is a good complement to Striker's
arsenal.
The jumping version is like the standing version.

LTRW    -- Strip Shot
Striker fires off 4 close missiles which home in on the enemy. These weapons
home very well and strip off about 25% armor if all 4 hit the enemy.
The jumping version is like the standing version.

LTLW    -- Single Bounce Grenade
Striker fires off 1 bouncing grenade from his chest at the enemy. This has
decent homing capabilities and does a small amount of damage. It also strips
off a good deal of V. Armor.
The jumping version is like the standing version.

LTCW    -- Bouncing Missile
Striker shoots off a bouncing missile that attempts to home on the enemy. It
is not very good in the horizontal homing direction. However, this grenade can
and does bounce over obstructions making it a good chaser tactic. It does
decent damage and strips off V. Armor.
The jumping version is like the standing version.

RTRW    -- 4 Funny Launcher Shot
Striker launches 4 Funny Launcher missiles at the enemy. They have decent
homing but do a lot of damage. If all 4 hit, up to 60% energy can be taken
off a light VR. These shots are unfortunately somewhat slow.
The jumping version is like the standing version.

RTLW    -- Soccer Punt
Striker punts a grenade at the opponent. This move has decent homing and is
very good against air and ground enemies. It will knock down most medium VRs
and also does very good damage.
Striker jumps in the air and kicks a grenade at the enemy. This grenade
travels downward and bounces off the ground at about 250m. It bounces twice
and explodes after the second bounce or contact with the enemy. As with above,
it is not good for close enemies.

RTCW    -- Variable Missile
Striker shoots off 2 missiles at the enemy. Unfortunately, this is not a good
tactic up close as after about 150m, the two missiles change. It has a selec-
tive fire variant which allows you to control which missile to fire. The RW
missile explodes after 150m to turn into 4 smaller missiles which home in on
the enemy. The LW variant flies forward at a fast speed and explodes in a
grenade explosion upon impact. Both of these do a lot of damage and if both
hit, the enemy will lose a lot of energy. Unfortunately, the LW usually gets
to the enemy earlier and can cause a knockdown to occur before the RW variant
hits.
The jumping version is like the standing version.

******************************
Crouching Long Distance
******************************
CrRW    -- Crouch Funny Launcher
A crouching variant of the standing RW.

CrLW    -- Crouch Napalm
Striker drops a napalm canister in front of him to explode.

CrCW    -- Crouch Missile Launcher
Much like the standing it also has a selective fire option enabled.

CrLTRW  -- Crouch Strip Shot
Much like the standing LTRW, it homes in on the enemy. May be a bit faster.

CrLTLW  -- Fast Bounce Grenade
This crounching variant doesn't bounce. However, it comes out extremely fast
and explodes after 300m. This can be a good surprise move because the bomb
actually exits faster then most crouch RW streams.

CrLTCW  -- Short Explosion
The LTCW variant, this explodes almost in front of Striker. Maybe useful in
close combat as an alternative to the knife.

CrRTRW  -- Crouch 4 Funny Launcher shot
Crouch variant of th RTRW.

CrRTLW  -- Crouch Spike Grenade
Crouch version of the punt grenade but this one travels horizontally along the
ground toward the opponent. Has decent homing. It bounces and can go over some
obstructions but will most likely explode on contact.

CrRTCW  -- Crouch Variable Shot
Crouch version which has selective fire like the standing version.

******************************
Dash Attacks
******************************
--Forward Dash
RW      -- Funny Launcher
Striker fires off his Funny Launcher to fire multiple missiles at the enemy.
This attack does decent damage if a shot hits.
The crouch variant and air dash variants are much like the standard dash
variant. The crouch variant explodes after about 300m.

LW      -- Grenade
Striker throws a grenade at the enemy. Low damage, but it does obscure the
vision of the opponent.
The crouch variant goes much less in distance while the air dash variant
goes a bit further.

CW      -- Missile Launcher
Striker dashes and fires off both missiles at the enemy. Very much like the
standing variant even down to the selective fire method.
The crouch and air dash variants are the same as the standard dash variant.

--Side Dash
RW      -- Funny Launcher
Striker fires off a stream of smaller missiles at the enemy. Low V. Armor
penetration and damage.
The crouch and air dash variants are the same as above.

LW      -- Napalm
Striker drops a napalm canister to the side that explodes toward the enemy.
The crouch and air dash variants are the same as above.

CW      -- Missile Launcher
Striker fires off a weaker version of the standard CW at the enemy. Selective
fire is possible, but the missiles do much less damage then before.
The crouch and air dash variants are the same as the standard dash variant.

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