In this thread I will post most of what I know for each characters that are in VGMax, a super-deformed girl only fighting game for PC that came out around 1999. I hope this thread will catch/encourage more interests/play for the game for you the reader, as well as having my stuff corrected before it gets published in a form of .html/.txt which are bitch to edit. In addition, I would greatly appreciate someone to take some screenshot of attacks in the game, because I can’t myself with the computer I have.
First off. This game is hentai, take it as a warning, though I can’t imagine anyone possibly being interested in the game that way. Second. I know there are other games, this thread is not meant to be a comparison between this game and other games in quality, so I ask you to not to do troll posts. All flames regarding the game quality will be ignored; I’m not the guy who made the game.
This game is recommended for:
People who like combos and freeform juggles
People who like varieties in characters
People who like simple games that are easy to get into
Those of you who like a reasonably balanced game
People who like simple looking games.
People who want stable games so they can play while waiting for downloads.
This game is not recommended for:
People who don’t like “anime” games
People who expect a flashy graphic for a computer game
People who don’t like kiddie looking girl characters
People who want many varying attacks(“I love SIX BUTTONS” -JChensor)
if you don’t like dynamic scaling system
if you don’t like super canceling and other combo subsystems
if you can’t play with keyboard
Where to know more about variable geo series?
home of the underdogs is a good start. There are various imageboards to start off, like 4chan, for instance. Character command lists can be found at gamefaqs.com. Now’s a good time to plug eternal romancia( http://kalciane.net/mb )I suppose.
Suggested tiering(arguments welcomed) in best to worst order.
Satomi(one with kid on background)
Chiho(custom combo ninja)
General controls for 1p
"A" key on keyboard: weak attack, referred as A button
"S" key on keyboard: strong attack, referred as B button
"Z" key on keyboard: short jump, referred as EX button
"T" key: up or jump
"F" key: back or move to left
"H" key: forward or move to right
"B" key: down or crouch
regular “left” arrow on keyboard: A
regular “up” arrow: B
regular “down” arrow: EX
Numpad “8” key: jump
Numpad “4” key: back
Numpad “6” key: forward
Numpad “2” key: crouch
Basic universal controls
hold forward: move forward
forward, forward(hold): hop forward
forward, forward(tap and let go within 5 frames): cancelled dash*
hold back: move back, or if opponent attacks, block
hold down+back: crouch and block
back, back: hop back
forward+up: jump forward
back+up: jump backwards
tap down, and tap up: high jump
tap down, and tap up+forward: high foward jump
tap down, and tab up+back: regular backward jumpwith a sound effect (-_-;
tap down, down the moment your character hits ground for a fast getup(not all characters have this)
tap down, down the moment your character is standing up from a downed state for a backflipping wakeup(not all characters have this)
ex key while standing: small jump
*cancelled dash will still move character forward. Plus, as soon as you recover from a cancelled dash it’s possible to do yet another one. In advanced play, this trick is combined with other basic controlls for many different usages. For instance: tap forward twice and let go fast, and jump backward while attack will let you do a moving jump attack without actually moving forward. Do cancelled dash and jump neutrally immediately, and you can do a neutral jump attack while moving forward. Also, often times this is a way to extend combos and pressures, eg: do a cancelled dash, and mash on A and some characters can get as many as three extra weak attacks in a combo, than they can normally do without cancelled dash. There are many more usages, but those are the main ones.
You can cancel ground A to a ground B.
Jumping attacks including short jump attacks cannot be blocked by crouch blocking.
It’s possible to chip damage someone to their loss.
All crouching B attacks(except Masako’s) cannot be blocked while standing or when landing from a jump.
The maximum number of fierce hits allowed for OTGs and juggles are 4 hits.
The maximum number of weak hits allowed in a combo is 14 hits(Chiho is an exception).
Not all moves can be guarded in air. In addition, blocking too much in air will cause your character to break guard.
All non-fireball special moves can be cancelled into EX move or super, as long as the character in on ground, and the special actually hits or blocks.
Throws don’t damage opponent until they actually hit the ground. Any hits before then will cause opponent to go back to their neutral falling state.
A weak counter hit in air will cause the character to go into a neutral falling state, and any following attack they receive will be unblockable and counted as a combo.
A strong counter hit on the ground will cause a flashing effect, and it grants +1 extra fierce hit count to maximum OTG # hits possible.
Guardcancels: it’s possible to cancel your guard if you block a combo. That is, if you are already in a block stun, and successfully block another attack, you can counterattack by canceling your block animation into a special, EX, or Super. The special, EX, or Super you do will do less damage and have more startup time.