DDDDDDDDD UUUU UUUU RRRRRRRR AAAAAAAAA LLLL Virtua DDDDD DDDD UUUU UUUU RRRR RRRR AAAA AAAA LLLL FAQ Fighter DDDDD DDDD UUUU UUUU RRRR RRRR AAAA AAAA LLLL 2 DDDDD DDDD UUUU UUUU RRRRRRRR AAAAAAAAAAA LLLL DDDDD DDDD UUUUUUUUUUU RRRR RRRR AAAA AAAA LLLLLLLL DDDDDDDDD UUUUUUUUU RRRR RRRR AAAA AAAA LLLLLLLL written by ReCharredSigh e-mail me at peesigh@hotmail.com (and title all your messages as "VF2 Dural FAQ comments", else i will ignore them) version 1.1 232 KB FAQ for VF2, not bad, not bad(although the really elaborate VF FAQs tend to climb into the 300s when it comes to space, heh heh) December 10, 2001 Copyright 2000,2001 ReCharredSigh First of all, lemme sum the legal mumbo jumbo regarding this FAQ in the simplest terms, please don't be like those snobby lawyers that twist every word to their own benefit, it's really degrading of you: =================================================================================== 1. I am not responsible for harm to you due to something in this FAQ, whether it was in the computer sense(i.e. your computer crashed while you tried to save this FAQ) or in the arcade playing sense(lost/won and got beat up due to some technique in this FAQ). 2. This FAQ is free. Plain and simple. You can find it free at the websites I listed. 3. Give me credit if you want to use anything from this FAQ, you don't need to quote me on everything, just give me credit at the beginning/end of your work, and I will have no beefs against you. If you want to post this FAQ on your website, please e-mail me first asking permission, else I will be pissed off. 4. And lastly, if you don't want to obey the above, please just ignore this FAQ, and read some other. 5. What characters Sega has created, is of their entire copyright. I have in no effort tried to take one of their works as my own. 6. This FAQ is meant either for the Sega Saturn, or the PC 95/98 version of VF2. This really isn't a legal thing, it's just that I don't want any of you crying to me about how you can't find Dural at your arcade. 7. You can find this FAQ at the following sites: Gamefaqs.com, http://www.gameadvice.com, http://www.neoseeker.com, http://www.gamesover.com If you didn't find it there, chances are it isn't in the latest version. =================================================================================== WHAT TO EXPECT IN THIS FAQ 0.CREDITS I.INTRO A.Storyline of Dural B.Why choose Dural(actually, how to choose Dural) C.What's the reasons to read this FAQ II.MOVE COMMANDS A.General Move Commands B.Move Command Summary C.Dural's Normal Attacks D.Dural's Hopping Attacks E.Dural's Distant Jumping Attacks F.Dural's Turn-Toward Attacks G.Dural's Special Attacks H.Dural's Reversals I.Dural's Throws J.Dural's Ground Attacks III.COMBOS IV.STRATS A.General Strategy a.Defense b.Offense c.Misc B.Computer Strategy a.General Tactic b.Ending C.Vs. Challengers Strategy 1.Lau 2.Sarah 3.Shun 4.Pai 5.Lion 6.Jeffry 7.Kage 8.Jacky 9.Wolf 10.Akira 11.Dural V.REVISIONS VI.IN CLOSING *********************************************** | 000 CCC RRRR EEEEE DDDD III TTT SSSS | |0 00 C C R R E D D I T SSS S| |0 0 0 C RRRR EEE D D I T SS | |00 0 C C R R E D D I T S SSS| | 000 o CCC R R EEEEE DDDD III T SSSS | *********************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ Sega (www.sega.com) -Yu Suzuki, you have always made the best 3D fighting games that I have seen. Keep it up, and try to get Virtua Fighter to become more popular, it sucks when I can't find it around here in the US or when you don't get good competition to practice on. VirtuaFighter.com -For being such a great site for VFers. Too bad it lacks in popularity and they don't cover VF2 as much as VF4, but I can understand. Besides, there's always the FAQs that I can find elsewhere. VirtuaProject.com -Another good VF website to check out. Gamefaqs.com -For providing a place to put this FAQ. And the great VF2 FAQs, by which I learned about 90% of the game through. That includes Joji's Akira FAQ, S. Hyun Yim's Sarah FAQ, Colin Leong's Lau FAQ, and Tan Wu Meng's Kage FAQ. And CHIA Jin Ngee's FAQ for getting me started on the game at all. Joji Suzuki(joji.g@channel1.com, us003263@pop3.interramp.com) -THE man, because like many VF players he got me started on how to use Akira through his VF2 Akira FAQ. I will forever thank him. Also used some info from his FAQ in creating this FAQ. S. Hyun Yim(Esak+@cmu.edu) -He wrote a very good VF2 Sarah FAQ, which I learned quite a lot from, and probably took some info from his FAQ to use in mine. Colin Leong(Colin@MAILHOST.NET, leongtk@singnet.com.sg) -He wrote a very good VF2 Lau FAQ, which I used some info in creating this FAQ. Tan Wu Meng(wumeng@pacific.net.sg) -Wrote an awesome VF2 Kage FAQ, which I used some info from. Silent J(silent_j_@hotmail.com) -My online game chatting buddy. I wrote this FAQ for people who are still hooked on VF like him(Silent J, if you're reading this, tell me if you like the FAQ). God -Hey look! Everyone else who has wrote a VF2 FAQ has thanked God! Besides, if it weren't for him, I'd wouldn't exist, or have hands and fingers coordinated enough to play Virtua Fighter games. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ************************************ | 11 III NN N TTT RRRR OOO | | 1 I NNN N T R R O O | | 1 I N NN N T RRRR O O | | 1 I N NNN T R R O O | | 111o III N NN T R R OOO | ************************************ /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ =========== A.Storyline =========== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dural is in fact, Kage's mother. Kage's mother was kidnapped by a crime organization called Judgement, and brainwashed. They then applied an unknown metal alloy to her skin, and taught her every single martial art known to man, including everything from pro wrestling to Tiger Fist, thus turning her into the most powerful fighter ever known. When the Judgement organization realized Sarah Bryant was very close to discovering who had almost killed Jacky in his seemingly-accidental car accident (guess who?), they kidnapped Sarah. They decided to brainwash her into joining their organization, and then taught her Jeet Kune Do in a mixture of Muay Thai, Kickboxing, and TaiKwanDo. Once done, they decided to kill Jacky, who had also found out who had kidnapped his sister, but they decided to do it in a sly way. They would host an underground world tournament, and send invitations to every single skilled opponent in the world. They would also send Sarah into the tournament to carry out the deed. Thus, they would test the skills that Sarah had picked up, and kill Jacky in the process. Two birds with 1 stone. However, the organizaiton also knew that Kage would also join to find out about his whereabouts of his mother, and also suspected that Sarah wouldn't succeed in killing her brother. Thus, they decided to send Dural into the tournament to overwatch Sarah. That was one year ago. Lau had won the 1st tournament, Sarah hadn't killed Jacky, and Kage had discovered who his mother was, it was Dural. Thus, to make sure that Jacky and Kage would end up dead, the Judgement organization decided to train both Dural and Sarah harder, and then host a 2nd tournament, to hopefully, kill both Jacky and Kage in the process. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ================== B.Why Choose Dural ================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well, given that most people don't play VF2 much anymore, much less on the Saturn or the PC, I'll give a simple rundown; Dural is THE best character(Hey, look, there's a reason why she's the last character you fight)! She has the best moves from every single opponent in the game! It is as fun winning with Dural as it is figuring out every single move she has, as well as trying to create combos of your own with her! SPEED-Above-average, but I wouldn't say the best. This is because Sarah does move faster than her. She does have Kage's jump, which is the best in the game, but given that jumping in VF is suicide, why bother? Nevertheless, Dural has a ton of moves with fast startups and/or fast recoveries. POWER-THE BEST! Do I have to explain? Given that she has Jacky's kickflip, Akira's body check, and Wolf's Giant Swing, shouldn't that be enough? Add to that Dural's amazing ability to get the opponents into the air with many floats, and you can kiss about 50% of your opponent's life goodbye with a simple 2-3 hit combo. She really does take down lifebar fast. OFFENSE-THE BEST! Given that she has the awesome Super Dashing Elbow, which doubles as a Jumping Clothesline, a Grasping Mind throw, which doubles as an elbow-whatever canned combo, a high reversal doubling as the infamous Ten-Foot Toss, and numerous other throws and special attacks, trying to play Machi against Dural is simple suicide. Her Okizeme also rocks. Dural can easily threaten Ring Out from anywhere in the match, and has a great combination of low, middle and high-leveled attacks. DEFENSE-THE BEST! Given that her reversals are extremely versatile, you can rock playing Machi, Yomi, or whatever defensive skill you want with Dural. Her high reversal doubles a the 10-Foot Toss, and her low reversal doubles as a punch reversal. Counter attacks with a punch-kick combo into backheel sweep, or a body check, or a kickflip. Or, just Giant Swing them. I seriously could go on and on about how good Dural is. RANGE-THE BEST! Dural can play a really good long-range to up-close fight. Like I've said before, it's all in the special attacks. COMBOBILITY-Above-average. I still think Lau has the best floating combos in the game, as his not only takes off 100% like Kage's, but are 10 times more easier to pull off. Dural also has great combobility, but you need to know the Senbon Punch and the Iaigeri Kick to pull off long, impressive combos. However, the fun in using Dural is coming up with combos not possible with other characters. Dural has numerous combo starters; some don't even need to Major Counter! She is a combo character for everyone; beginners will enjoy her damaging SDE, kickflip combo, and experts can easily do flash with her TFT combos! WEIGHT-THE BEST! Weight is kinda attributed to lifebar in VF games, as the lightest characters will definately lose maybe 70% from one combo in a round. Dural is enveloped with metal, so she hits the ground instantly from nearly every floating attack pulled off against her. Even Major Counter hits aren't any better either. The best one can do against her is knockdown attack into low pounce. Basically Dural is even heavier than Jeffry, and has a smaller body build than Pai, this makes her the hardest opponent to combo. Enjoy the fact that you can kill your opponent easily, while he/she has to put mega effort into beating you. To choose Dural, you must go to the fighter select box and highlight Akira. Then, press Down, Up, Right, Attack, Left to choose the silver-colored Dural, or press Down, Up, Left, Attack, Right to choose the gold-colored Dural. In either case, the screen should flash back to Akira's biodata and his name, but instead, you will see Dural's face. You can also place the cursor on Lion. On the Saturn, you can only use Dural in practice mode or versus mode(damn), but on the PC, you can use Dural in ANY game(Arcade, Versus, Team Battle, Expert, heck, even Multiplayer over the internet)! Yeeha! If you want to get the PC version of Virtua Fighter 2,(because I doubt you'll find a Saturn anymore) visit www.sega.com. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ===================================== C.What's the reasons to read this FAQ ===================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I think the reasons are simple enough; -Learn every single move of Dural(let's face it; it's pretty tough figuring out every one of her moves by yourself) -Learn how to play with Dural well(Yomi, Machi, Okizeme, as well as threatening Ring Out from anywhere and setting up mean strings) -Learn how to take advantage of things only Dural can do -And lastly; pull off some of the most phat ass combos ever in VF2, or how to take advantage of Dural's combobility ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ******************************************* | 222 MM MM OOO V V EEEEE SSSS | | 2 22 M M M O O VV VV E SS S| | 22 M M M O O VV VV EEEEE SS | | 22 M M M O O VVVV E S SS| | 22222o M M M OOO VV EEEEE SSSS | ******************************************* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ Here's a quick legend to help orient you with what means what f: Tap the joystick towards the opponent once b: Tap the joystick away from the opponent once d: Tap the joystick towards yourself once u: Tap the joystick away from yourself once G: Tap the button that is labeled "Guard" once P: Tap the button that is labeled "Punch" once K: Tap the button that is labeled "Kick" once all: Tap all the 3 buttons together simultaneously +: And(i.e. for+P means "tap forward and punch together") F: Tap and hold the joystick towards the opponent briefly B: Tap and hold the joystick away from the opponent briefly D: Tap and hold the joystick towards yourself briefly U: Tap and hold the joystick away from yourself briefly /: diagonal direction(i.e. up/for means tap the diagonal up-forward) jump: a direction that is one of the three "ups" SCR: semi-circle roll(i.e. back, SCR, for means roll the joystick from back to forward passing down) QCR: quarter-circle roll []: commands in brackets optional H: attack can only hit standing people, and must be blocked^ high M: attack can hit both standing and crouching people, and must be blocked^ high L: attack can hit both standing and crouching people, and must be blocked^ low G: attack can only hit a person knocked down and on the ground *: note the description BEHIND: attack can only be executed when facing the standing/crouching opponent's back FC: move requires a crouch first(this is NOT the same as D, as there are numerous ways to crouch) O: no effect on opponent Note in the above legend, ^ means that it only pertains to strikes. throws and reversals can't be blocked. reversals with a certain hit level can only reverse attacks at that hit level. ======================= A.General Move Commands ======================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Standing Dash ============= f, f or b, b One of the most simple staple moves necessary for mastery of VF2, you must learn it as a beginner. It will help you to move in and out of your opponent's hit range. Rarely does a person ever walk in VF2 at all. If you are crouching, you can use the dash to instantly stand up. Run === f, F or b, B(when back is to opponent) If you are at a far distance from your opponent or have your back to him, pulling this off will cause you to run all the way to your opponent and skid to a stop, or in the back-to-opponent case, run all the way out the ring. While it enables you to cover range fast, you could easily end up running into an attack, so be ready to Guard cancel your run. Escaping Throws =============== In VF2 you can only escape the default P+G throw and Jeffry's Body Press. To escape the P+G throw press P+G within 10 frames of being thrown. To escape the Body Press press B+P+G within 10 frames of being thrown. Although you can't escape any other throws, if you do a P+G throw at the exact same time, your throws will take priority over theirs. Guard Canceling =============== G during move initiation In VF2, the computer usually looks for canned combo inputs, and inputs them whenever possible. So if you wanted to do a punch, low kick, you'd get a Punch-Kick combo. Simply press G after the punch, and you will be free to do a low kick. This can also be used to help control your dash. VERY crucial to learn. Guard Buffering =============== Hold G while inputting commands If you are doing a "long" move command in VF2, i.e. f, f, f+P, chances are you will see the twitching movements of your player. This gives the move away. In the above case, Guard Buffering requires that you hold down G while you tap in f, f, then release G and tap f+P. This has no twitching movements and thus can help you perform moves with surprise. Another crucial technique to learn. Crouch Dash =========== d/f, [d,] D/F or d/b, [d,] D/B This is one of the more unknown secret techniques of VF2. Many people simply use the standing dash. However, this has risks, as you are considered a standing non-defender while dashing. Thus, high attacks or even worse, throws can connect against you. Crouch dashing is one of the more powerful simple techniques when mastered. It places you into an instant crouch while moving so 1)your "from crouching" moves can come out instantly and 2)it enables you to duck high punches while moving forward. Just imagine; crouch dash under Jeffry's Crucifix Piledriver attempt then TFT him and proceed to float him across the ring. Some people find it more easier to add the d direction and then to roll the movements point to point instead of tapping them, but that comes out slower. Senbon Punch ============ Punch-Kick combo, Guard cancelled Kick This is a major offensive weapon to everyone in VF2 except for Shun, Pai, Lau, and Lion. Basically, everyone else has a regular punch, regular kick combo. In this combo, the punch has NO RECOVERY, else the kick wouldn't combo. However, by canceling the kick before it connects, you are given about 11 frames by which the opponent can't do anything to follow up. First of all, before you think this is the greatest thing and go out and senbon punch your opponent to death, many people easily get pissed by this, and will rearrange your face for doing that. So don't, because as for now tourneys simply haven't allowed players to senbon punch the opponent to death because it is simply too easy and too abusive to allow to occur. If you want to use it, as many do, you should use it for; 1)closing in, 2)pushing your opponent back(not all the way to ring out), 3)punch-whatever string, as you remain initiative, or 4)repeat senbon punching in floating combos. As for doing the move, remember that you need to press P,K as fast as possible, but WAIT until the punch is retracted and the kick begins to come out to press G. A powerful technique, you should learn to use it when possible in non-cheap ways. You will easily be able to tell if you did it right because you will see Dural "flicker" after the punch. Iaigeri Kick ============ Guard cancelled K on the 12th frame of animation As far as I know, only really elite Akira, Jacky, and Dural players can do this. Basically, this involves letting the K's animation go until it hits the opponent, then cancelling the kick right there. What will result is a kick that is short ranged, but recovers instantly. This is even harder to do than the senbon punch because you MUST cancel on exactly the 12th frame; too soon, and the kick does no damage, too late, and you missed the oppurtunity to follow up. However, you can get in some nasty float combos with this. I've seen an Akira combo involving Iaigeri(MC), Iaigeri, Iaigeri, Modified Double Palm, and it took off half of the opponent's life. I personally can't help you, because while I have some success with the Senbon Punch, I really can't do this, no matter how much I try. If you can, you can do nasty Dural combos like TFT, Iaigeri, Iaigeri, Kickflip. Getting up ========== Ok, there are many ways to get up in VF2. First of all, never rely on the rising kick/sweep. Okizeme masters can easily thrash your butt when you do. Instead, you have 5 options: 1)Tap P repeatedly- this results in you standing straight up faster. 2)Tap u repeatedly- this causes you to do the handspring and it's useful against people who choose the ground pounce, or against Lau. 3)Tap G or G+d repeatedly- this causes you to roll to the side. In most cases, this is the most desired way to get up. 4)Tap b repeatedly- this causes you to roll away from your opponent. Slow, but puts some distance between you and your opponent. 5)Do nothing until you are grounded, then D- this is known as the invincible stand up. As you get up, you will crouch, and when you do crouch, you are invincible for 0.3 to 0.4 seconds. It is useful in beating the okizeme game, but remember that before you get up, you are still vulnerable to pounces. But since your opponent typically will pounce immediately after you get knocked out, the best bet in getting up is to roll the joystick repeatedly while tapping P and G, which ensures that you get up almost immediately. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ====================== B.Move Command Summary ====================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Damage points are given based on Wolf's Giant Swing(100 pts), and not the lifebar. It usually takes about 200 points to kill someone. Time is based on frames, and there are 60 frames per second(although this is irrelevant because I don't know the speed for each attack, it is nice to know). If I'm uncertain about a piece of information I'll put a "?" in place of it. ***Normal Attacks*** ==================== Description |Command |Level |Damage |Notes ---------------------------------------------------------- Jab punch |P |H |10 | ---------------------------------------------------------- Low punch |d+P |L |10 | ---------------------------------------------------------- Roundhouse kick |K |H |30 |feint possible ---------------------------------------------------------- Low kick |d+K |L |10 | ---------------------------------------------------------- Side kick |d/f+K |M |23 |staggers ***Hopping Attacks*** ===================== Description |Command |Level |Damage |Notes ---------------------------------------------------------- Hopping chop |jump+P |M |30 | ---------------------------------------------------------- Hopping low jab |jump,P while |L |24 | |ascending | | | ---------------------------------------------------------- Overhead kick |jump,K |M |30 | | | | | ---------------------------------------------------------- Hopping side kick |jump,K while |M |20 | |ascending | | | ---------------------------------------------------------- Hopping sweep |jump,K while |L |20 | |descending | | | ---------------------------------------------------------- Scissor kick |u/f+K |M |16 | ---------------------------------------------------------- Scissor kicks |u/f+K,K |MM |16+10 | ***Distant Jumping Attacks*** ============================= Description |Command |Level |Damage |Notes ---------------------------------------------------------- Overhead hammer |JUMP,f+P |M |30 | |while asc. | | | ---------------------------------------------------------- Take-off j.kick |JUMP+K |M |30 | ---------------------------------------------------------- Front drop kick |JUMP,f+K |M |40 | |while asc. | | | ---------------------------------------------------------- Mid-air kick |JUMP,K |M |30 | |while asc. | | | ---------------------------------------------------------- Landing kick |JUMP,K |M |30 | |while des. | | | ---------------------------------------------------------- Rear drop kick |JUMP,b+K |M |40 | |while des. | | | ---------------------------------------------------------- 2.5 Somersault |U/F+K |M |30 |far slam | | | | ***Turn-Toward Attacks*** ========================= Description |Command |Level |Damage |Notes ---------------------------------------------------------- Turning punch |P |H |12 | ---------------------------------------------------------- T.low double punch|d+P |LL |14+14 | ---------------------------------------------------------- T.standing punch |D+P |L |12 | ---------------------------------------------------------- T.roundhouse |K |H |30 | ---------------------------------------------------------- T.c.axe kick |d+K |L |36 | ---------------------------------------------------------- T.s.roundhouse |D+K |L |30 | ---------------------------------------------------------- Flipover knee |u+K |M |30 | ***Special Attacks/Combos*** ============================ Description |Command |Level |Damage |Notes ---------------------------------------------------------- Punch-kick combo |P,K |HH |10+30 |feint possible ---------------------------------------------------------- 2 punches |P,P |HH |10x2 | ---------------------------------------------------------- 2 punches,s.kick |P,P,K |HHH |10x2+30 | ---------------------------------------------------------- 2 punches,elbow |P,P,f+P |HHM |10x2+15 |staggers ---------------------------------------------------------- " ",kickflip |P,P,f+P,u/b+K |HHMM |""+60 | ---------------------------------------------------------- Super d.elbow |f,f,f+P |M |20-40 |staggers ---------------------------------------------------------- Elbow |f+P |M |15 |staggers ---------------------------------------------------------- Elbow-hammer |f+P,b+P |MM |15+30 | ---------------------------------------------------------- Elbow-knee combo |f+P,K |MM |15+25 | ---------------------------------------------------------- Elbow-kickflip |f+P,u/b+K |MM |15+50 | ---------------------------------------------------------- Knee |f+K |M |35 | ---------------------------------------------------------- Rising knee |FC,d/f,f+K |M |40 | ---------------------------------------------------------- Heel thrust |d+K+G |M |35 | ---------------------------------------------------------- D.body check |b,f,f+P+K |M |20-80 | ---------------------------------------------------------- Jumping kick |f,f+K |M |30 | ---------------------------------------------------------- D.jumping kicks |f,f+K,K |MM |30x2 | ---------------------------------------------------------- Kickflip |u/b+K |M |60 | ---------------------------------------------------------- High kickflip |u/b+K+G |M |50 | ---------------------------------------------------------- Thrusting headbutt|d/b,f+P+K |M |40 | ---------------------------------------------------------- Backheel sweep |f,f,f+K |L |20-30 | ---------------------------------------------------------- Back thrust |b+K+G |H |30 | ---------------------------------------------------------- Leg tackle |d/b+K |L |19 | ---------------------------------------------------------- Triple kick |f,f+K+G |HHH |10x3 | ---------------------------------------------------------- Flying kick |f,f+all |L |40 | ---------------------------------------------------------- Backward kickflip |u/b,K |M |40 | ---------------------------------------------------------- Backflip |u/b |O |O | ---------------------------------------------------------- Roll |b,SCR,f |O |O | ---------------------------------------------------------- Backroll |f,SCR,b |O |O | ---------------------------------------------------------- Roll and sweep |b,SCR,f+K |L |20-35 | ---------------------------------------------------------- Backroll and sweep|f,SCR,b+K |L |20-35 | ***Reversals*** =============== Description |Command |Level |Damage |Notes ---------------------------------------------------------- High reversal |G,b+P |H |50 |reversal dependent on attack ---------------------------------------------------------- Middle reversal |G,d/b+P |M |50 |reversal dependent on attack ---------------------------------------------------------- Low reversal |G,d+P |L |50 |reversal dependent on attack ---------------------------------------------------------- Punch reversal |d+P |H |50 | ***Throws/Up-Close Attacks*** ============================= Description |Command |Level |Damage |Notes ---------------------------------------------------------- Backfall suplex |P+G |H |60 |escapable ---------------------------------------------------------- Torso takedown |P+G |BEHIND |50 | ---------------------------------------------------------- J.clothesline |f,f+P |H |40 | ---------------------------------------------------------- Reverse body check|b,d/f+P+K |H |35 |setup throw ---------------------------------------------------------- Grasping mind |d/b,f+P |H |60 | ---------------------------------------------------------- In-close ram |f,b,f+P+K |H |20+15+25 | ---------------------------------------------------------- Giant swing |b,SCR,f+P |H |100 | ---------------------------------------------------------- Frankensteiner |u/f+K+G |H |60 | ---------------------------------------------------------- Body press |b+P+G |H |60 |escapable ---------------------------------------------------------- C.piledriver |d/f,d/f+P+K |H |80 | ---------------------------------------------------------- Ten foot toss |b+P |H |40 |setup throw ---------------------------------------------------------- Reaping throw |b,f+P |H |50 | ---------------------------------------------------------- Toka throw |all |H |50 | ---------------------------------------------------------- Tombstone |d/f+all |L |70 | ---------------------------------------------------------- Triple knee bash |FC,f+K |L |10x3+30 | ***Ground Attacks*** ==================== Description |Command |Level |Damage |Notes ---------------------------------------------------------- Knee pounce |u/U+P |G |30 |far ---------------------------------------------------------- Stomping pounce |u/U+P |G |40 |mid ---------------------------------------------------------- Headbutt pounce |u/U+P |G |30 |close ---------------------------------------------------------- Ground punch |d/f+P |G |10 | ---------------------------------------------------------- Foot stomp |d/f+K |G |20 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ======================== C.Dural's Normal Attacks ======================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jab punch --------- Dural basically does a standing jab punch. If you are new at the game(which you most likely are, which is why you're reading this), this is one of the most essential attacks to learn. The jab is your fastest attack(runs at about 10 frames to come out), and it's just 2 frames slower than Sarah's jab. Because of this, you can use it to interrupt your opponent's attacks and give initiative back to you. Also good for poking, if you touch the opponent at all, you gain some initiative. It sets up some good followups too(like condition them to start ducking or blocking, then throw them or stagger combo them). Get into the habit of tapping guard after every jab if you don't want to do anything but jab, so that you don't accidently do something like the 2 punches or punch-kick combo when you don't want to. If you can do the senbon punch in place of this, that's even better, because if you touch the opponent at all, you gain total initiative, enough to dash up and throw or to really pour on the jabs in your juggle combos. The jab is also good for closing in. Just remember not to abuse this move that much, it does hit high after all. Low punch --------- Dural ducks and throws a crouching jab. Again, a very, very important move. The low punch gets you into an instant crouch, which is actually very, very useful against high throws, because you will avoid them way too easily. You typically won't notice how effective this strategy is until your opponent hits you with a jab then tries to throw you(if you tried to duck normally, you'd get thrown). That and the punch's speed in startup and recovery makes this too good for poking safely at the opponent. It doesn't do a lot of damage like the standing jab, but again, way too important in VF2 to ignore. Roundhouse kick --------------- Dural does a standing roundhouse kick, knocking the opponent down. Well, the attack does good damage, is uncounterable if blocked, and knocks the opponent down setting up a backheel sweep, but it is just too slow for you to use consistently by itself. If you are ever going to use this, use it in a punch-kick combo. Low kick -------- Dural ducks and does Akira's low kick. Nothing too special here, you won't be using this a lot, because it is quite slow, and if blocked, the recovery is bad enough for you to get staggered or low thrown. Side kick --------- Dural steps forward and does Lau's high side kick. A very important attack, mainly due to the fact that this attack is uncounterable, can juggle the opponent if it MCs, and the fact that when it hits crouchers, they will stagger. Everytime you see the opponent crouch, pull this out to cause them to lose their balance, then follow up with a punch kick combo and sweep them. Reliable good damage. The other place to use this is always after your Reverse body check, because it will be guarenteed in damage. Anyways, the best place to use this is midrange. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========================= D.Dural's Hopping Attacks ========================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hopping chop ------------ Dural jumps and does Kage's hopping chop. Eh. Nothing to say here, the speed isn't really anything to get excited about. Don't use this unless you are fooling around. Hopping low jab --------------- Dural jumps, then lands and does Kage's low jab. Again, nothing much to say here, slow in execution like crazy, so don't use. Overhead kick ------------- Dural jumps, and then comes down with an axe kick. Again, slow speed, don't use it at all. Hopping side kick ----------------- Dural jumps, then comes down with a side kick, knocking the opponent down. Slow speed, but at least your sweep can combo and if you MC, you can possible combo them. It also leaves Dural somewhat safe if blocked, but still, don't use this move all the time, maybe once in a while against an average opponent. Hopping sweep ------------- Dural jumps, then lands and does a sweep, knocking the opponent down. Cool to look at, but sadly, not very useful. Too slow to be considered a powerful weapon. Scissor kick ------------ Dural jumps forward with a scissor kick. This is Dural's best hopping attack, because it comes out at an ok speed. Beware that the recovery isn't as fast as you'd want it to be, but this attack is good for closing the gap and for some reason, the hit detection is very low, making it a good filler to juggle combos. Scissor kicks ------------- Dural follows her scissor kick with another scissor kick, knocking the opponent down. If you are ever comboing the opponent, you can do this if the opponent gets low to the ground. Otherwise, pretty much the same potential as the regular scissor kick, just more damage, floors the opponent, and has a longer recovery. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ================================= E.Dural's Distant Jumping Attacks ================================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Overhead hammer --------------- Dural high jumps, then comes down with a 2-handed hammer, knocking the opponent down. Nothing to say, jumping attacks are way too slow in VF2. Don't use. Take-off jump kick ------------------ Dural high jumps and immediately does a punt kick on the way up. This is the fastest attack that Dural has. The priority on this sucker is insane. If you honestly feel like your opponent is committed to doing a slow attack and you MUST beat them out, do this, you'll win every time. That said, this attack has a terrible recovery, so you should use this sparingly. Front drop kick --------------- Dural high jumps and comes down with a 2-legged jump kick to the front. Eh, nothing much to get excited about, don't even bother, it's too slow. Mid-air kick ------------ Dural high jumps, then in mid-air, does a jump kick. Uh, why do this at all, unless if your opponent was in the air? And the startup and recovery aren't good at all. Landing kick ------------ Dural high jumps, then lands with a jump kick. Despite the slow startup, this is worth some mention, because the initiative you gain after landing this attack is HUGE, blocked or not. If it hits, the opponent can probably be combo'd to some extent. If blocked, the block stun is enough to almost give you a free throw. That said, this is a high jump attack, so you shouldn't be going for this all the time. Rear drop kick -------------- Pretty much the same as the front drop kick, except Dural aims backwards. Only useful if you can actually cross the opponent up, it becomes quite hard to block if you do do that. That said, insanely slow startup and recovery definitely makes this not that abusable. 2.5 Somersault slam ------------------- Dural dives into the air slowly, does two and a half somersaults, then comes down and hits the opponent with her butt. This is one of the most worthless moves in the game. There is simply no way you are going to hit your opponent with this, the startup is insanely slow, and if you miss or get the attack blocked, expect to get MC'd like crazy. Of course, if you do hit your opponent with it, then you'll know that your opponent is a definite scrub. Anyways, for actually doing the attack, remember that you need to be about 2-3 dashes away for this to come out. Cool as heck if you do connect it though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ============================= F.Dural's Turn-Toward Attacks ============================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turning punch ------------- Dural turns around with a backward slap. Nothing much to say, Dural doesn't have any turn-away attacks, so you won't use this a lot, but it is fast, and chains into your punch strings. Do what you want with it. Turning low double punch ------------------------ Dural turns around then hits low, once with each hand. Nothing to say again, it's also somewhat slow in startup and recovery, so not that abusable. Turning standing punch ---------------------- Pretty much the turning punch, except you need to fully crouch while doing it. What's the use of this? You shouldn't be using it at all. Turning roundhouse ------------------ Dural turns around and does a roundhouse kick. Nothing much to say, pretty much the same use as the roundhouse kick. Turning crouching axe kick -------------------------- Dural turns around then comes down with a weird axe kick. Slow startup and recovery, why use this again? Turning standing roundhouse --------------------------- Dural turns around then stands up and does the turning roundhouse. Why, oh why do you need to use this at all? Flipover knee ------------- Dural somersaults backwards, landing on top of her opponent with both her knees. This is an insanely slow, slow recovering attack. If you get it blocked, not only do you have to go through an insanely slow recovery, but you remain with your back to the opponent. Plus, the startup is not good in speed at all either. Another one of those I-can-only-connect-these-on-scrubs moves. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========================= G.Dural's Special Attacks ========================= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Punch-kick combo ---------------- Dural does her jab, then follows up with her roundhouse kick. Boring in appearance, but one of the most important combos for Dural to learn, because the combo is guarenteed, and the fact that you can always add a backheel sweep after the combo immediately makes it a great counter to many attacks(and since it is Dural's fastest attack, if anything is counterable for her, it's doable with this). Nothing much to say here, if you are given a moment where the opponent is vulnerable from a blocked attack or whiffed something, go for this. Just one last tidbit; if you hold forward before doing the punch, it gains quite some range, so this is good to keep in mind. 2 punches --------- Dural jabs, then does a straight punch with her other hand. Eh, nothing much to really say here, good for poking, and the 2 punches are a true combo, but has worse recovery than a single punch. Nothing much to really say here, if you do want to use this, always tap guard afterward. 2 punches,straight kick ----------------------- Dural does the 2 punches, then does Sarah's straight kick, knocking the opponent down. This is NOT a true combo. However, if you connect the entire thing, you can follow up with a backheel sweep. The main place you will use this is probably as a followup of the Ten Foot Toss throw. Don't abuse this at all, because the straight kick can be ducked or blocked, and then you're dead. 2 punches,elbow --------------- Dural does the 2 punches, then follows up with an elbow. This is a true combo, but most of the time you use this will be when you do the 2 punches, and the opponent ducks. When this happens, the elbow will stagger them. Othewise, you won't use this a lot, the recovery is bad enough for you to get countered. 2 punches,elbow-kickflip ------------------------ Dural does 2 punches, elbows, then immediately goes into a kickflip. The kickflip at the end is Jacky's kickflip, so the kickflip comes out near instantly, but the recovery is slow. Anyways, this entire thing is a true combo, and the damage you get from the entire thing is just sick, like a point-blank Akira bodycheck. That said, for the entire combo to connect, you need to be pretty up-close or the kickflip will miss. If you are in open stance(more on this later), that won't matter as much, since the elbow will have a greater range. The best place to use this is when the opponent is up-close and is vulnerable from some attack. The other good place to use this is in juggle combos. Just remember, don't get greedy and attempt any pounces after this, most likely, the opponent will recover in time. Super dashing elbow ------------------- Dural rushes forward and does an elbow strike, changing stance when she stops. IMO this is Dural's most important attack. If you know Akira then you know why this is good. The attack has a very fast startup(comparable with your jab), and the recovery is quick enough to avoid all throws and counters(although you lose some initiative). The damage is variable depending on distance, it does good damage up close, but only ok damage at max range. The ways to use this attack are just endless. It is simply one of your best attacks used to maintain initiative, and because it hits middle, this immediately makes it an excellant way to stay offensive. Always be ready to throw or reverse or combo after this attack, because it easily flows into more followups. If the opponent was crouching when you hit them with this, then they will stagger. The guarenteed followup after this will always be the punch-kick combo, and then you follow up with the backheel sweep. If you normally hit them, they get knocked down, and your backheel sweep will combo. If you MC them, then the fun part begins, because the opponent gets launched slightly, and so you can proceed to juggle combo the opponent. In addition, this is also an awesome attack for defense, because of the large range, you can stay at midrange(where the opponent can't throw you or usually can't hit you), and just use this to attack them from that range. A very, very important attack, like I've said all along, there are many things you can do after the super dashing elbow, and many uses for this attack. The only thing to keep in mind is even though this is your most used attack, it is not a total wonder move, because if you want to actually do damage on your opponent, you will need to rely on other attacks. Elbow ----- Dural steps forward and sticks out her frontal hand hitting with her elbow. The elbow technique that Dural uses is Sarah's, so it has a very fast startup, and recovery is decent(but still beware, you can be hit out or thrown). Low damage. The range of the attack depends on which stance Dural is in(it goes a lot further in open stance). This is a very important attack to Dural, because if you detect an opponent crouching, then pull this off. It will stagger them. From there, you are given a couple of possibilities. One is to dash forward and throw, and the other is to combo them. This is a very important attack to learn, mainly because of the fact that it comes out decently quickly, and it plays a main role in staggering the opponent and destroying crouchers. Elbow-hammer ------------ Dural does her elbow, then slowly takes a step forward and does an overhead 2-handed hammer, knocking the opponent down. This is not a true combo, and definitely too slow to not see coming. That said, a lot of damage gets done, but still, insanely slow, definitely not possible to abuse. I believe you can slightly delay the hammer, but it's still not that useful. That said, it looks sometimes that Dural recovers before she throws the hammer, so this may fool some people into crouching low and eating the hammer. Don't follow up with a backheel sweep, it won't connect. Use this sparingly. Elbow-knee combo ---------------- Dural does her elbow, then follows up with a hopping knee strike. Definitely one of her best attacks, this attack comes straight from Sarah's repetoire of moves. The string is a true combo, so if your elbow hits, the knee is guarenteed. The knee is delayable if you keep holding forward from the elbow, so this may fool some people into trying to attack you and then you whip out the knee and MC them. Speaking of which, if you either hit the knee from this combo after an elbow that staggers the opponent or as a MC, the opponent floats very high, so you can try for a juggle combo. If you normally hit the opponent though, it still doesn't matter, a backheel sweep will combo, so go for it. Definitely the best option you go for if your elbow staggers the opponent, just beware the recovery(it is very fast, but you can still get nailed if your opponent is quick), and don't get this attack blocked. Elbow-kickflip combo -------------------- Dural does an elbow, then immediately goes into a kickflip. The kickflip is Sarah's. Anyways, this combo(which is a true combo) does a lot of damage. Usually I don't use it when I stagger the opponent, because you can go for an elbow-knee and follow up. However, it is very good to use if your elbow normally hits the opponent, as you ream some heavy damage. I would advise you to use this either inside of juggle combos(expect some huge damage to occur, as well as pushing the opponent back very far to RO), or if your elbow ever hits. I believe you can't really delay the combo, you need to do it immediately. Anyways, very important combo for Dural to use, I use it a lot, you should too. Just beware the recovery, it is bad enough for you to get hit by something quick. Knee ---- Dural hops and does a knee strike. Very important move for Dural. The damage is surprisingly higher than the other knees. Recovery and startup are mediocre(still don't want it blocked), but it still holds a very important role because of its juggle potential. This is one of the major attacks that will start your juggle combos. If it MCs, you have an oppurtunity to do some powerful damage on your opponent. If it normal hits, you can still follow up with the backheel sweep. Rising knee ----------- Dural crouches down and then does a very high hopping knee strike. The rising knee that Dural does is actually Sarah's rising knee, not Kage's, which is why it goes more horizontally than Kage's. The recovery and startup of this attack are terrible compared to the regular knee. The damage is slightly higher though. However, this can play a major role in your juggle combos if used properly(mainly after the Ten Foot Toss). Heel thrust ----------- Dural does an outward roundhouse kick. This is definitely a very important attack for Dural, because the startup speed, power, and range are all very good. One of your best counters at midrange, and you can even follow up with your backheel sweep if you MC. Just beware the recovery, and keep that in mind so you don't fully abuse this attack. Dashing body check ------------------ Dural slides low forward then stands up and twists her body, slamming her back into the opponent. What can I say? This is a must learn for Dural, because this is your most powerful special attack(and one of your coolest I might add). If you connect with this sucker at point blank range, you take off 80 damage points, and you can even dash up and connect your ground stomp(and I haven't even delved into what damage you might cause if you MC'd with this!). On top of that, this attack is a middle level attack, and the startup is about just 1-2 frames slower than your super dashing elbow. The only thing to really beware here is to never get the attack blocked, because the recovery reeks, and to always connect this at point-blank range, because outside of it, this attack does very very pitiful damage. Although this attack works well in juggle combos, I often find that the opponent gets pushed too far for the max damage of this attack to happen(except if your opponent is really dumb and does a forward hopping hammer, in which case, your super dashing elbow, dashing body check combo hits for full damage, taking out 80% damage). The best way to use this is if you condition your opponent to try to hit you after some poke(like your super dashing elbow or jab) with something slow. That's when you whip out this, and take off 50+% damage. In fact, one of the best strings for Dural is a blocked super dashing elbow, dashing body check. Learn to use this move and your breaks for connecting it, because it evens out your matches and puts them in your favor so well. Oh yeah, one last note, when you do this move, always try doing a "deep bodycheck," that is to keep holding the forward motion for the 2nd forward of the joystick input. That way the computer thinks you're going to dash, and so your bodycheck gets a bit more range, making it easier to get that full 80 points of damage(so the full command would be b,f,F+P+K). Jumping kick ------------ Dural jumps up and does a puntlike kick. The startup and recovery of this attack are ok(you can still be countered though). The main appeal for using this attack is that if you MC with it, the opponent gets knocked upward, so you can juggle combo them. However, because Dural has no break guards like Akira, this attack doesn't play as big a role as you'd like. That said, the hit detection of this attack is very low to the ground, so you could hit people off of the ground using this. Double jumping kicks -------------------- Dural does the jumping kick, then follows up with the other leg. A very powerful attack(takes out about a 1/3rd of an opponent's life), and it is a true combo. The recovery is worse than the jumping kick, so don't abuse this attack at all. The best place to use this is in a juggle combo, and when used as such, you can take out a TON of damage if both kicks connect. Also pushes the opponent very far back. Kickflip -------- Dural leaps upward, somersaulting backward and kicking the opponent on her way up. This is Jacky's kickflip. The startup of this attack is very fast, and the priority is pretty good. The damage you get from this is very, very insane, almost broken if you MC. Another really good attack used to beat the counterattacks of your opponent if timed properly. The best places to use this attack are either in juggle combo(watch the opponent die and fly far away), or to counter the opponent if you detect their attack soon enough. Just don't get this blocked, you'll pay if you do. High kickflip ------------- Dural leaps VERY HIGH upward, somersaulting backward and kicking the opponent on her way up. This is Kage's kickflip(or Jacky's special G-cancel kickflip). For some reason this attack is pretty darned worthless for Dural, because Jacky's comes out just as fast, does more damage, and doesn't leave her as vulnerable if the opponent blocks the attack. It does look slightly cooler though, because Dural spends more time in the air. That said, same uses as the regular kickflip. Like Jacky's G-cancelled version, you can do this after an elbow stagger, and due to the G input, the kickflip comes out with as little delay. However, Dural has the canned elbow-kickflip combo which does just as much damage, so why bother? Thrusting headbutt ------------------ Dural rears back then thrusts her head forward, knocking the opponent down. This has ok startup and recovery(although you still need to beware). The damage is pretty good. The main appeal of this attack is the beginning animation, because during this time you can actually dodge some attacks, so that should be kept in mind. Backheel sweep -------------- Dural SLOWLY slides forward, then sweeps, knocking the opponent down. Slow startup, slow recovery, but damage is decent. Nevertheless, this attack plays a huge role in Dural's game, because about 80% of her knockdown attacks enable her to tag on this afterward and get an extra 20-30 points of damage. For instance, her punch-kick combo, super dashing elbow, and elbow-knee all can have this combo after them. Learn which moves can combo into this because the damage will add up. Back thrust ----------- Dural spins forward, then kicks the opponent. The attack has slow startup and it hits high. The damage is mediocre. This attack is definitely not to be abused, however, it has almost no recovery, which is where the beauty of this attack comes in. If you MC with this, you can do a juggle combo. You can also stick this in as a filler of a juggle combo if done properly. If you normal hit, I believe a backheel sweep will combo. Leg tackle ---------- Dural lies down to the side and brings her legs together, knocking the opponent down. This attack is quite weird, not much damage, the startup and recovery of this attack are pretty bad, and on top of that, although it's not a throw, it behaves like one, in that your opponent needs to be on the ground and not in the air for this attack to connect. The main appeal IMO for using this is the fact that Dural dodges to the side and falls back while doing this, so you can potentially avoid punches while connecting with this. Definitely not to be abused though, but it is fun to fool around with once in a while. Triple kick ----------- Dural slowly rushes forward, then jumps and quickly does 3 kicks. This is probably Dural's only original attack. It would have been one of the most useless attacks in the entire game if it were in the hands of another else. This is cause it hits high, has slow startup and ok recovery, and the damage is not impressive at all. However, the attack gets its benefit if you can do this after the Ten Foot Toss(I suppose if Sarah got a Ten Foot Toss, her Tornado Kick wouldn't be useless too). Otherwise, not much to say about this attack. Flying kick ----------- Dural rolls forward then flings herself going feet first forward, then does a handspring to get up. This attack is pretty much very useless. The startup and recovery are both bad, and if you miss with it, expect a back throw. The only good part about this attack is the huge range, that it has an initial animation making it duck all high attacks and then even some middle and possibly low attacks, and the fact that it must be ducked(it is the only attack I know of that is unblockable high, but can simply be avoided by ducking). Otherwise, not an attack to be used that much. Backward kickflip ----------------- Dural pauses a bit, then backflips, kicking along the way. The way to do this is tricky. You need to do the command for the backflip, let the joystick go through the center, then press kick(helps if you press G or P as you're doing the backflip command, then do the kick). The startup of this attack reeks. You will only hit people who are confused as to what the heck is Dural doing during that long startup where she appears to be head faking. The recovery may also not be that good, because you may be hit with a midrange attack. This is more an attack you throw in here and there for variety, not to be abused or used frequently at all. Backflip -------- Dural backflips. Eh, nothing much to say here, only useful for show, supposedly you can avoid certain leveled attacks if you backflip, but it's so slow, if you really want to get back, crouch dashing, backdashing or rolling are ten times better. A little tidbit though; you can buffer moves during the backflip, so if you keep tapping u/b, you'll do multiple backflips. Inapplicable, but cool to look at. Roll ---- Dural tucks into a ball, rolls forward then stands up. This is decent for getting in because you can avoid some high attacks while doing this. However, once you do it, you commit yourself totally unlike crouch dashing, so only use this for show. Backroll -------- Dural tucks into a ball, rolls backward then stands up. Ok to use to get away, since you can avoid high attacks, but again, like rolling, you commit totally, the crouch dash it better, only use this for show. Roll and sweep -------------- Dural does the roll, then comes out and sweeps the opponent. Well, this is somewhat useful, because you can avoid high attacks, get in and immediately attack the opponent. But the sweep itself doesn't come out and recover that quickly, so it's definitely not to be used that much, this is mainly for show again. Backroll and sweep ------------------ Dural does the backroll, then comes out and sweeps the opponent. Useful for avoiding high attacks while retreating and if the opponent follows, then you might be able to hit them. However, the sweep shares the properties of the sweep from the roll and sweep, and the backroll is right from the backroll move, so again, mainly for show. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =================== H.Dural's Reversals =================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All of Dural's reversals are very effective, used right they will take out the steam from many of your opponent's options. Just remember you can't reverse attacks that use 2 limbs, come from body parts other than the limbs, come from the air, or throws. Keep in mind you can't really just stand around trying to guess what the opponent will do and then reverse it, you need to condition the opponent to pull out something you want, I'll cover more on this later. High reversal ------------- Dural either 1)dodges the opponent's attack and does a 2-handed uppercut or 2)parries and elbows the opponent. This is Akira's high reversal. Basically, you can catch most attacks that are high or middle assuming that they are either arm or leg attacks. The exception would only be attacks that come from the air or use 2 limbs. This is an excellant counter to people who do jabs on you too much. Middle reversal --------------- Dural parries the opponent's attack and does some type of an elbow strike. This is Akira's middle reversal. This attack will reverse elbows and sidekicks. This is the toughest of Dural's reversals to get down, but if you do, it means no more staggering. Low reversal ------------ Dural either grabs the opponent arm, pulls it straight and hammers the opponent in the back(!), or blocks a low kick and does a double palm strike. Akira's low reversal is what separates Dural from the rest of the people who can reverse. Most people can low punch to counter throws, but against Dural, that tactic is worthless. Basically, the opponent can't low punch to counter Dural's high throws for fear of being reversed, and they can't throw Dural because she can low punch(which is what you get if you miss the low reversal). Punch reversal -------------- Dural grabs the opponent's high punch, whips the arm around then throws the opponent onto the ground. The fact that Dural's low reversal doubles as Kage's punch reversal is just ludicrous(I'll cover more on this later). Anyways, the punch reversal will grab almost every high level single armed attack. The reversal always places Dural right next to the opponent. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ================ I.Dural's Throws ================ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backfall suplex --------------- Dural lifts the opponent onto her shoulders, then falls backward, slamming them onto the ground. Very good damage for a P+G throw, however, because it is Wolf's, if escaped, Dural is left in the worst possible position; the opponent is right behind her. Not a throw to be used a lot, because if escaped, you could be eating some painful damage(like a behind the back bodycheck, ouch). There are no guarenteed followups after this because you need to get back up. Always key in the throw as d+P+G, because Dural can throw from a crouching position, so either you will throw the opponent, or drop to a crouch immediately and low punch, which stops their high throws. Torso takedown -------------- Dural slips her arm under the opponent's armpit, grabbing their torso and then lifts them upward and slams them onto the ground. If you've ever watched WWF, this resembles Rock's Rock Bottom. Anyways, this isn't that good of a back throw(although I think it looks cool), because some back throws do a ton more damage. The only good thing about this throw is being a back throw it can't be ducked. If you wanted to go for damage whenever the opponent presented his back to you, go for a deep bodycheck or a kickflip or kickflip combo. Just a side note; the torso takedown is NOT a good followup to the reverse body check. Jumping clothesline ------------------- Dural jumps past the opponent with her arm out, then brings the opponent down to the ground with her. The damage of this throw is very little. However, this is definitely one of the best throws in the game(used in the same way as Sarah), not due to the damage, but due to the move commands. Notice the f,f and the f+P? That's right, this throw has insanely far range. You can almost throw from a dash away. And the best part is if they duck, then they will either eat an elbow by which they'll get staggered, open to the knee followup and get combo'd, or they will eat the super dashing elbow(if you did f,f,f+P), and then eat a punch-kick, backheel sweep combo. The only downside would be that you have to not use this when you are close to the edge, or you could jump outside the ring and lose by ring out. Reverse body check ------------------ Dural steps inside the opponent's guard, then body checks the opponent from behind, staggering them forward. This throw is very useful, it does mediocre damage like the jumping clothesline, but gives you an advantage, as the opponent has his/her back to you. Like Akira, your sidekick is guarenteed after the throw, making it a true combo, and if they try to move or attack when the sidekick hits, they will get knocked upward long enough for a super dashing elbow to connect. Very powerful, and makes this throw worth considering to use when you can. If you did this throw so the opponent is very close to the edge, don't be afraid to just charge forward and rush them off the ring. Grasping mind ------------- Dural grapples the opponent's arm, pulls them forward, then headbutts them forward, so they fly back quickly then gently fall back down and then take a ton of damage. This is a good throw to use, as it does good damage, and pushes the opponent very far back for RO purposes. What's even better about this throw is that it doubles as the elbow if the throw doesn't come out, so against a croucher, they will get staggered so you can follow up with the knee. In-close ram ------------ Dural grabs the opponent's arm, ducks under it, rams them in the groin, then stands upward and lets go of their arm, hitting them three times and knocking them very far back. This throw is comparable to the Grasping mind, because it does the same high amounts of damage, and pushes the opponent very far back. It looks cooler too. The downside is that this throw requires a very funky joystick motion, and unlike Akira, Dural has no dashing palm that staggers the opponent which could have been used to set up this throw. If you can use the throw though, great, it's an awesome throw. Giant swing ----------- Dural grabs the opponent by the legs, then swings around repeatedly before throwing him/her backward. This is the best throw in the game, period(the only one which is comparable is Akira's Stun Palm of Doom, and that takes a ton of skill to do). The damage, and ring out potential are both very high, and if you ever connect one of these, expect your opponent's lifebar to decrease by 50%. If you were anywhere remotely near the edge, expect your opponent to get ringed out or close to being ringed out. There is nothing really much else to say, if you want to end the game quickly, this is the throw to use. Frankensteiner -------------- Dural jumps up, wraps her legs around the opponent, then slams her legs backward, then rolls forward. This throw is very cool to get out, it definitely looks stylish. Also seems to put a lot of distance between you and your opponent. The downside is that if you miss, Dural spends a long time in the air doing Wolf's hopping downward kick, which is definitely not a good idea, so that means this throw is mainly used for show. Body press ---------- Dural picks up the opponent, supporting him/her lengthwise with both hands, holds him/her there for a while, then throws the opponent forward. This is a very powerful throw. This throw plus the stomp you can add at the end make this about 80 points in damage, which is very impressive. The only downside to this throw is that if escaped, expect Dural to end up with her back to the opponent, which is bad news. Crucifix piledriver ------------------- Dural picks up the opponent, holding the opponent behind her with both hands near the armpit, then hoists them up and does a modified piledriver. A very cool and damaging throw. I also believe you can try for a stomp. This is a very good throw for Dural, because of the built-in crouch dash, you get a lot more range with this throw and can avoid high attacks with this throw in order to land it. I suggest going for these a lot. Ten foot toss ------------- Dural grapples the opponent, then rears back and pushes them off with her foot. Arguably the most useful and versatile throw in the entire game, not because of its damage or ring out potential by itself, but because it is essentially considered a setup throw, because it leaves the opponent helpless at such a high height, combos are opened up with many possibilities which enables you a very good chance at either ring out or KO. I'll delve more into combos you can try after the ten foot toss later, for now, just remember 2 things; the 40 points are only given if the opponent doesn't get hit before touching the ground, and that you should get into the habit of tapping guard right before you do the commands, making this double as a high reversal. Reaping throw ------------- Dural grabs the opponent's face, then leans forward pushing the opponent downward with the hand. A cool looking throw, but the main strength in this throw is that the throw doubles an an elbow if the opponent is crouching(stagger combos, anybody?), which makes it much harder to avoid taking damage. As for the throw itself, you can try for a stomp afterward. There's nothing much else to say, it's a good throw, doing good damage and leaving the opponent at good positioning. Toka throw ---------- Dural crouches, then puts her arm between the opponent's legs and then sweeps the arm out, knocking the opponent down. Cool-looking, and you can go for a stomp afterward, but that's about it, the throw doesn't do huge damage, doesn't ring out that well, and doesn't exactly set up anything, so you don't need to go for this at all. Tombstone --------- Dural grabs the opponent by wrapping her arms around the opponent's arms when they are behind his/her back, then jumps up, flips them upside down and comes down with a modified piledriver. A very cool looking and powerful throw. Whenever your opponent is vulnerable crouching and you want to do a low throw, this is your best bet. No ground attacks are guarenteed though, I believe. Triple knee bash ---------------- Dural grabs the crouching opponent, then knees them into the head three times, before they fall down to the ground. A totally brutal looking throw that is all style and damage. Too bad it's hard as heck to connect because you need to crouch when the opponent is crouching and they are vulnerable to throws, but crouch dashing should help. It also places the opponent very close to you, allowing good positioning to occur. It's mainly going to take practice and anticipation for you to connect with this throw. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ======================== J.Dural's Ground Attacks ======================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Knee pounce ----------- Dural jumps into the air, does a flip, twists, and lands on the opponent with both her knees. Arguably the worst pounce in the game next to Akira's. The damage is low, you need to be far from your opponent to do the throw, and if you miss the recovery is terrible. You have no reason to be going for this at all. Stomping pounce --------------- Dural jumps into the air, does a flip, twists, and lands on the opponent with a stomp. This is Dural's best pounce, the damage is the best, and the recovery is also pretty good, leaving Dural slightly away. Just beware, you can still be attacked if you miss. If you connect the pounce, be ready to turn yourself around. Headbutt pounce --------------- Dural jumps into the air, then dives downward hitting the opponent with her head. This pounce isn't that good because it has the same startup as the stomp pounce, but also has less damage, and if you miss, expect to be hit hard(I tend to go for deep bodychecks everytime I see Dural or Kage whiff one of these). If you are that close, just go for the other ground attacks. Ground punch ------------ Dural crouches, then punches the opponent. This is the fastest ground attack Dural's got. If you feel that the opponent might recover too quickly from the knockdown you did, this is your best bet, sure the damage is low, but the startup/recovery are both excellant. Foot stomp ---------- Dural slowly stomps on the opponent. This is the 2nd fastest ground attack Dural's got, it does twice the damage of the ground punch, at the cost of being slower in recovery and startup. If you are up close and want to do the headbutt pounce, always go for this instead. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ******************************************** |333333 CCC OOO MM MM BBB OOO SSS | | 33 C C O O M M M B B O O SS S| | 33 C O O M M M BBB O O SS | |33 33 C C O O M M M B B O O S SS| | 3333 o CCC OOO M M M BBB OOO SSS | ******************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ I'm pretty sure some of you skipped down just to read this. ;) Anyways, you should know that because Dural has access to a ton of characters' attacks, there is a lot of combo potential for her. Granted, you still can't keep up the opponent in the air forever, but there are a lot more possibilities for her to combo the opponent, and they're generally easier to get out compared to Lau, Kage, or Akira. Comboing is a must for Dural, it just makes her ability to do damage increase all the more. There are about 3 things to keep in mind when you combo; the weight of the opponent, the stance you are in, damage changes. Confused yet? I'll give a quick rundown. Weight classes: Light- Pai, Sarah, Lion Mid Light- Shun Mid- Lau, Kage Mid-heavy- Jacky, Akira Heavy- Wolf, Jeffry Heaviest- Dural Basically, the lighter the weight, the longer the opponent stays in the air. Due to the longer height spent in the air, the lighter characters tend to eat more hits in combos. Pai is the lightest character and tends to eat about 70% worth of damage against people who really know how to juggle combo. Sarah comes pretty close too. On the other hand, you just aren't going to be able to juggle combo Dural, no matter how well you MC, because she hits the ground hard everytime quickly. When I talk about the character requirements next to each combo, I list 2 characters, and any character that falls between them plus the aforementioned 2 are the people you can do the combos on. Stance: God's eye view of the two character's feet alignment Closed stance * * or * * * * * * P1 P2 P1 P2 Open stance * * or * * * * * * P1 P2 P1 P2 Basically, in closed stance the two character's legs have the same leg sticking forward, and in open stance, they have different legs sticking forward. This is very important to learn, because certain attacks that use frontal or dorsal limbs tend to have their effectiveness changed by what stance the character is in. For instance, Dural is much more likely to connect an elbow in open stance because since it requires the frontal limb, she gets more range in an open stance. However, throwing is much more effective in closed stance because it requires both arms. The easiest way to tell which stance you are in is to look at the bodies of the characters(2 backs or 2 fronts=closed, and opposites equal to open stance). Damage changes: Basically, there are 2 different types of counters; major counters(MCs) or minor counters(mCs). Major counters are interrupting an opponent as he's doing an attack. These tend to be heard with loud sounds and whenever they connect, not only does 50% extra damage get awarded, but the opponent tends to enter a longer stun, or gets knocked higher into the air-critical in attempts to start juggle combos, especially against the heavyweights. Minor counters (hitting an opponent during the recovery phase of his attacks)are less noticable, but are still crucial to VF play and award the character with 25% extra damage. One last thing concerning damage changes; the attacks that stagger will do 25% less damage when they do stagger, so keep that in mind. Anyways, I'll get right to the point, I know some of you are dying to know the combos. There are basically 3 types of combos in VF2: canned combos, stagger combos, and juggle combos. **Canned Combos** ================= These are by definition the preset combos of VF. Not all canned combos are true combos, so I'm just going to list the ones that are guarenteed. Keep in mind canned combos tend to work better on the heavier characters, because they don't get pushed as far back. 1)Punch-kick This is your main combo to use as a counter if you detect that the opponent is left open. And always remember to follow it up with a backheel sweep. 2)2 punches,elbow-kickflip If you are presented with the same situations as the 1st combo, but are up close, then do this combo, it simply rapes the opponent. What's interesting is against female characters, you can actually combo a backheel sweep afterward! I tried this against Sarah and reamed about 60% damage out of her! Never forget this! (In fact, a backheel sweep will also combo after a kickflip by itself against the female characters too, so don't forget this either) 3)Elbow-knee This is a good combo to learn, if your elbow ever connects, usually from poking, and you can go for a backheel sweep after it. 4)Elbow-kickflip Another good combo to learn if your elbow ever connects normally, it does a lot of damage. 5)Scissor kicks I don't find this combo useful as a standalone tactic, due to the recovery, so I usually stick this in combos, but it is nice to know that it is a guarenteed combo. 6)Double jumping kicks Again, a combo that is guarenteed, but usually more useful in a juggle combo, not by itself. **Stagger combos** ================== Staggers result when the opponent is hit by some mid-level attack and then they stumble backward for a while, vulnerable to attacks. This is a stagger. Staggers can be struggled, so keep that in mind for your followups. That said, a lot of potential can result from these combos. Here are some attacks that will stagger the opponent. -Sidekick this is a good stagger weapon to consider at midrange, at this range, the sidekick is rather safe to throw out, and it does stagger the opponent quite well -Elbow a major tool used for staggering the opponent, most of the times that you connect the elbow and it staggers, go for the followup knee so you can juggle them -Super dashing elbow another good stagger option considering how many times you are going to use this attack during a round(and how many times the opponent will crouch to avoid the Jumping clothesline) That said, here are some good combos using those three to start stagger combos (on a side note, some of the damage points I calculated were guesses, since some of the attacks have variable damage, so I guessed to the best of my ability, anyways, onto the combos): Sidekick stagger combos ----------------------- 1)Sidekick,super dashing elbow,backheel sweep -inputs: d/f+K-->f,f,f+P-->f,f,f+K -damage: 17.25+30+30=77.25 pts -characters: any -stance: any -tips: Start the super dashing elbow right as the sidekick is connecting, and start the sweep as the dashing elbow knocks them down. This is probably your most reliable sidekick stagger combo. 2)Sidekick,punch-kick,backheel sweep -inputs: d/f+K-->F+P,K-->f,f,f+K -damage: 17.25+10+30+30=87.25 pts -characters: any -stance: any -tips: Make sure to keep holding forward during the sidekick, until you key in the punch. When the opponent goes down from the kick, immediately key in the sweep. Also, this combo may get harder against the lighter characters combined with the distance you are from the opponent. Against the lighter characters, you need to make sure you are pretty close for the combo to start out with, or the punch will not combo. Surprisingly, I don't consider this better than the other combo in terms of reliability. That's cause against the lighter characters(like Sarah), if you aren't on top of the opponent when you do the sidekick, sometimes they stagger pretty far(and it seems sometimes that if you key in punch-kick early there, the punch seems to whiff), giving them a pretty good chance of staggering out of the combo. In addition, it is possible that no matter how close this combo is done on Pai, that she will get staggered too far for the punch to combo. That, and the fact that the sidekick needs to be done pretty close against the lighter characters(which is pointless, since the sidekick is best used at midrange), makes this combo that much reliable. Elbow stagger combos -------------------- 1)Elbow,punch-kick,backheel sweep -inputs: f+P-->F+P,K-->f,f,f+K -damage: 11.25+10+30+30=81.25 pts -characters: any -stance: any -tips: Keep holding forward right after the elbow, so the punch gets extra range, other than that, right as the kick comes out, do the sweep. Arguably your most effective elbow stagger combo, boring to look at, but gets its damage out for you. 2)Elbow,2 punches,elbow-kickflip -inputs: f+P-->F+P,P,f+P,u/b+K -damage: 11.25+10+10+15+60=106.25 pts! -characters: any -stance: any -tips: Keep holding forward right after the elbow, so the punch gets extra range, but be sure to let go for the forward movement right as you start the combo or you might accidently miss the elbow. A very powerful combo, and pretty easy to get out too. Just make sure you're close enough. Also very effective. Against the female characters, you can tag on a backheel sweep if you execute the sweep right as you hit the ground from the kickflip and up the damage to 136.25 points! 3)Elbow-knee,kickflip -inputs: f+P,K-->u/b+K -damage: 11.25+25+60=96.25 pts -characters: Akira-Pai -stance: closed -tips: Just do the kickflip as soon as you land. This is your most reliable closed stance elbow stagger-float combo. 4)Elbow-knee,low punch,backheel sweep -inputs: f+P,K-->d+P-->f,f,f+K -damage: 11.25+25+10+30=76.25 pts -characters: Akira-Pai -stance: open -tips: Start tapping in the sweep commands as you are low punching. This is your most reliable open stance elbow stagger-float combo. 5)Elbow-knee,low punch,rising knee -inputs: f+P,K-->d+P-->d/f,f+K -damage: 11.25+25+10+40=86.25 pts -characters: Jacky-Pai -stance: open -tips: You can slide the joystick from d to f and tap K instead of having to tap d/f,f and press K. This is essentially Sarah's elbow-knee combo. Very cool to get out, and very reliable(although it won't hit the heavier characters). 6)Elbow-knee,low punch,sidekick -inputs: f+P,K-->d+P-->D/F+K -damage: 11.25+25+10+23=69.25 pts -characters: Jacky-Pai -stance: open -tips: Make sure you slide the down on the joystick to the d/f position and hold it there in order to do the sidekick, or the ground stomp will come out. This combo is more for variety, still it's pretty good to get out here and there, and looks pretty cool. 7)Elbow-knee,elbow-kickflip -inputs: f+P,K-->f+P,u/b+K -damage: 11.25+25+15+50=101.25 pts! -characters: Lion-Pai -stance: closed -tips: Just do the inputs as soon as possible. If you aren't so good with your combos, always go for this whenever you face the light characters because it does so much damage for such an easy combo. 8)Elbow-knee,guard-cancelled jab punch,kickflip -inputs: f+P,K-->P,G-->u/b+K -damage: 11.25+25+10+60=106.25 pts! -characters: Lion-Pai -stance: closed -tips: You can instead do the high kickflip, and then you won't have to guard- cancel the punch, but then you lose about 10 pts in damage. Make sure to wait until the opponent is in the same horizontal lining as your punch before doing the punch and kickflip as soon as possible. A very powerful combo, enough said. 9)Elbow-knee,2 punches,elbow-kickflip -inputs: f+P,K-->F+P,P,f+P,u/b+K -damage: 11.25+25+10+10+15+60=131.25 pts! -characters: Lion-Pai -stance: closed -tips: Hold forward right as the knee connects, so that you're as close as possible to ensure that the punch combo will connect. This is the flashiest you're going to get with the elbow-knee stagger combos, and a TON of damage! Just slightly off-center and I managed to ring-out Sarah using this! 10)Elbow-knee,jumping kick,backheel sweep -inputs: f+P,K-->f,f+K-->f,f,f+K -damage: 11.25+25+30+30=96.25 pts -characters: Sarah-Pai -stance: any(but usually easier in open stance) -tips: Start tapping in the jumping kick command as you connect the knee, and tap in the backheel sweep command as you're doing the jumping kick. If you skip the backheel sweep, I believe you can do the combo on characters up to Jeffry(damage BTW will be 66.25 pts). 11)Elbow-knee,low punch,super dashing elbow -inputs: f+P,K-->d+P-->f,f,f+P -damage: 11.25+25+10+30=76.25 pts -characters: Kage-Pai -stance: open -tips: Make sure to start tapping the forward motion during the low punch. This combo is more for variety, but good to mix in here and there. 12)Elbow-knee,low punch,elbow-knee -inputs: f+P,K-->d+P-->f+P,K -damage: 11.25+25+10+15+25=86.25 pts -characters: Lion-Pai -stance: open -tips: Nothing really, just make sure you do the 2nd elbow as soon as you recover from the low punch. 13)Elbow-knee,low punch,low kick -inputs: f+P,K-->d+P-->d+K -damage: 11.25+25+10+10=56.25 pts -characters: Akira-Pai -stance: open -tips: Nothing really, just make sure you try to do the low kick as soon as the low punch connects. Not really a damaging combo, but still looks cool, feel free to try this if you're winning or feel like blowing a stagger combo. 14)Elbow-knee,double jumping kicks -inputs: f+P,K-->f,F+K,K -damage: 11.25+25+30+30=96.25 pts -characters: Sarah-Pai -stance: open -tips: Key in the commands as soon as possible, and make sure you're as close as possible! I have done this combo, but you need to hit as early as you can in order for that crucial 2nd jump kick to combo! Also keep holding the 2nd forward when you do the jumping kicks, that seems to help making you closer to the opponent so there's a higher chance of the 2nd kick connecting. Another nice phat combo that does almost as much damage as the 1st, and pushes the opponent very far back. However, it is very hard to get down, but I have done this on Sarah and Pai(although not consistently, very rarely actually), so I know it works, but you need to really get it down. 15)Elbow,super dashing elbow,backheel sweep -inputs: f+P-->f,f,f+P-->f,f,f+K -damage: 11.25+30+30=71.25 pts -characters: any -stance: any -tips: Start tapping in the dashing elbow as the opponent is staggering, and tap in the sweep as the opponent is getting knocked down. 16)Elbow,elbow-kickflip -inputs: f+P-->f+P,u/b+K -damage: 11.25+15+50=76.25 pts -characters: any -stance: any -tips: This combo may be escapable. Super dashing elbow stagger combos ---------------------------------- 1)Super dashing elbow,punch-kick,backheel sweep -inputs: f,f,f+P-->F+P,K-->f,f,f+K -damage: 15+10+30+30=85 pts -characters: any -stance: any -tips: Keep holding down forward right after the elbow until you do the punch kick combo so that when you do the punch it gets extra range. Key in the sweep as soon as possible. The most reliable of your dashing elbow stagger combos, keep this in mind the most. 2)Super dashing elbow,2 punches,elbow-kickflip -inputs: f,f,f+P-->F+P,P,f+P,u/b+K -damage: 15+10+10+15+60=110 pts! -characters: any -stance: any -tips: Just keep holding forward as soon as that super dashing elbow connects, and keep holding it until you start doing the punch combo. A very phat combo, just make sure you're close enough, or it won't work. Against the female characters, if you time a backheel sweep to come out right as you recover from the kickflip, it will combo, uping the damage to 140 points! 3)Super dashing elbow,kickflip -inputs: f,f,f+P-->u/b+K -damage: 15+60=75 pts -characters: any -stance: open -tips: This combo may be escapable if the opponent mashes hard enough. Otherwise, just do the kickflip as soon as possible so that it will combo. If you time a backheel sweep to come out right as you recover from the kickflip, it will combo on the female characters, making the combo worth 105 points! 4)Super dashing elbow,super dashing elbow,backheel sweep -inputs: f,f,f+P-->f,f,f+P-->f,f,f+K -damage: 15+30+30=75 pts -characters: any -stance: any -tips: Keep tapping forward as the opponent is staggering so you can throw out the dashing elbow just as you recover, and keep tapping forward so that when they get knocked down, you can do the sweep as soon as possible. Cheesy, but a good solid combo to know for the beginner. **Juggle combos** ================= Now here's the fun part, combos here enable you to inflict the maximum amount of damage on the opponent, and there are quite a lot of possibilities here to consider, here are some launchers. -Knee the all-purpose juggle combo starter, if you MC with the knee, you float the opponent very high for you to combo them, and against some light characters, you may not even need a MC to connect with some attacks -Elbow-knee a variant to the knee, MCing will not launch the opponent very high(the ideal way to connect the elbow-knee for juggle combo purposes is as a stagger), but against the more lighter characters, you can still connect a little something before they land besides the backheel sweep, however, I will not list any specific combos because the elbow-knee stagger combos will work fine -Super dashing elbow a definite juggle combo starter, because you will end up using this a lot, and everytime you manage to MC the opponent, you can tag on something quick for comboing -Sidekick if you MC with this, it will juggle the opponent much the same way like the super dashing elbow, so this makes it a legit juggle starter, but you won't use this as much, since it doesn't place Dural right on top of the opponent like the super dashing elbow -Back thrust due to the fast recovery, if you manage to MC the opponent, you can do something quick and damaging to juggle the opponent -Jumping kick if you MC the opponent, they will fly very high up, the bad part about the jumping kick is that it tends to knock the opponent farther back than the other juggle combo starters, but you can still add stuff, so it's not completely worthless -Reverse body check it doesn't really juggle the opponent, but it sets up some combo initiative given that the opponent has his/her back to you -Ten foot toss the ultimate setup throw, some very powerful combos that are very fun to get out as well as watch can be done following this throw, just remember, because Dural doesn't have Kage's 8-frame punch, you can't exactly do his exact combos, you need to deviate a bit -Rising knee most of the time, if you connect the rising knee on most characters, they are only vulnerable to a backheel sweep or stomping pounce, however, if you MC against some of the most lighter characters of the game, you can actually juggle them That said, let's look at some good juggle combos for Dural to use(keep in mind that if an opponent is MC'd, they take 150% damage for the attack that MC'd them) Knee juggle combos ------------------ 1)Knee,guard-cancelled jab punch,kickflip -inputs: f+K-->P,G-->u/b+K -damage: 52.5+10+60=122.5 pts! -characters: Jeffry-Pai -stance: closed -tips: You can instead do the high kickflip, and then you won't have to guard- cancel the punch, but then you lose about 10 pts in damage. Make sure to wait until the opponent is in the same horizontal lining as your punch before punching and kickflip as soon as possible. This is a very effective knee juggle combo, because it will work on everyone, and does a lot of damage. 2)Knee,double jumping kicks -inputs: f+K-->f,F+K,K -damage: 52.5+30+30=112.5 pts! -characters: Jeffry-Pai -stance: open -tips: Start tapping in the jumping kick command as you are landing from the knee. It helps if you hold down the 2nd forward when doing the jumping kicks making them get more range, which increases the chance of getting that 2nd kick in. This is the Akira power float combo from Joji's Akira FAQ. Insane damage and very easy to do(unlike Akira). I believe it works better in open stance, and unlike the elbow-knee variant, the double jumping kicks easily connect as long as you start the combo as close as possible. 3)Knee,elbow-kickflip -inputs: f+K-->f+P,u/b+K -damage: 52.5+15+50=117.5 pts! -characters: Jeffry-Pai -stance: closed -tips: Just do the commands as soon as possible. The relative of the elbow-knee stagger combo. Again, if you're a beginner, a fairly good combo to learn, does a ton of damage for such an easy combo. 4)Knee,2 punches,elbow-kickflip -inputs: f+K-->F+P,P,f+P,u/b+K -damage: 52.5+10+10+15+60=147.5 pts! -characters: Jeffry-Pai -stance: closed -tips: Keep holding forward right as the knee connects, giving your punch extra range. Sick damage, expect to push your opponent very far with this combo! 5)Knee,jumping kick,backheel sweep -inputs: f+K-->f,f+K-->f,f,f+K -damage: 52.5+30+30=112.5 pts! -characters: Kage-Pai -stance: any(easier in open stance though) -tips: Start tapping out the jumping kick as the opponent is getting hit by the knee, and start tapping out the sweep command as the opponent is getting hit by the jumping kick. Easier than the elbow-knee stagger combo variant, because the opponent gets knocked higher. 6)Knee,knee,kickflip -inputs: f+K-->f+K-->u/b+K -damage: 52.5+40+60=152.5 pts! -characters: Shun-Pai -stance: open -tips: Do the 2nd knee as soon as you touch the ground, and do the kickflip as soon as you recover from the 2nd knee. Such a ludicrously powerful combo. 7)Knee,knee,2 punches,elbow-kickflip -inputs: f+K-->f+K-->F+P,P,f+P,u/b+K -damage: 52.5+40+10+10+15+60=187.5 pts! -characters: Sarah-Pai -stance: open -tips: Just make sure to do the 2nd knee as soon as you land from the 1st, then immediately hold down the forward motion, and right when you land start the punch combo. Such an insanely powerful combo, too bad it works only on the female characters, but it should be obvious why. Super dashing elbow juggle combos --------------------------------- 1)Super dashing elbow,kickflip -inputs: f,f,f+P-->u/b+K -damage: 45+60=105 pts! -characters: Jeffry-Pai -stance: closed -tips: Just do the kickflip as soon as you recover. Way too easy of a combo and does way too much damage. 2)Super dashing elbow,guard-cancelled jab punch,kickflip -inputs: f,f,f+P-->P,G-->u/b+K -damage: 45+10+60=115 pts! -characters: Jeffry-Pai -stance: closed -tips: You can instead do the high kickflip, and then you won't have to guard- cancel the punch, but then you lose about 10 pts in damage. Make sure to wait until the opponent is in the same horizontal lining as your punch before punching and kickflip as soon as possible. Basically, the original SDE,kickflip combo with a punch added for more damage and flash, if you are fairly good at guard-cancelling, that you can do it automatically, always do this combo over the 1st one mentioned. 3)Super dashing elbow,elbow-kickflip -inputs: f,f,f+P-->f+P,u/b+K -damage: 45+15+50=110 pts! -characters: Jeffry-Pai -stance: closed -tips: Just do the elbow-kickflip as soon as you recover. Again, a sick combo that requires that the super dashing elbow MCs. 4)Super dashing elbow,2 punches,elbow-kickflip -inputs: f,f,f+P-->F+P,P,f+P,u/b+K -damage: 45+10+10+15+60=140 pts! -characters: Jeffry-Pai -stance: closed -tips: Keep holding forward as the super dashing elbow knocks them into the air, giving your punch more range. Sick damage and distance. 5)Super dashing elbow,low punch,rising knee -inputs: f,f,f+P-->d+P-->d/f,f+K -damage: 45+10+40=95 pts -characters: Jeffry-Pai -stance: open -tips: You can slide the joystick from d to f and tap K for the 2nd rising knee instead of having to tap d/f,f and press K. A very reliable juggle combo if you are in open stance, since it works on so many characters. 6)Super dashing elbow,double jumping kicks -inputs: f,f,f+P-->f,F+K,K -damage: 45+30+30=105 pts! -characters: Lion-Pai -stance: open -tips: Start tapping out the jumping kick command just as you are hitting the opponent. The 2nd jumping kick is very hard to get out, but it's very possible. A very powerful combo, it rapes the heck outta opponents. Sidekick juggle combos ---------------------- 1)Sidekick,kickflip -inputs: d/f+K-->u/b+K -damage: 34.5+60=94.5 pts -characters: Jeffry-Pai -stance: open -tips: Make sure you're pretty close to start with. 2)Sidekick,guard-cancelled jab punch,kickflip -inputs: d/f+K-->P,G-->u/b+K -damage: 34.5+10+60=104.5 pts! -characters: Akira-Pai -stance: open -tips: You can instead do the high kickflip, and then you won't have to guard- cancel the punch, but then you lose about 10 pts in damage. Make sure to wait until the opponent is in the same horizontal lining as your punch before punching and kickflip as soon as possible. Basically combo #1 with an extra punch added. Does slightly more damage and slightly more flashier at the cost that it will not work on the heavier characters in the game. 3)Sidekick,elbow-kickflip -inputs: d/f+K-->f+P,u/b+K -damage: 34.5+15+50=99.5 pts -characters: Akira-Pai -stance: closed -tips: Make sure you're pretty close to start the combo, or the elbow will whiff. 4)Sidekick,2 punches,elbow-kickflip -inputs: d/f+K-->F+P,P,f+P,u/b+K -damage: 34.5+10+10+15+60=129.5 pts! -characters: Akira-Pai -stance: open -tips: Keep holding forward after the sidekick so the punch gets extra range. Make sure you are pretty close to start the entire combo, or the punch is going to whiff. Insane damage, that's all I'm gonna say. 5)Sidekick,low punch,rising knee -inputs: d/f+K-->d+P-->d/f,f+K -damage: 34.5+10+40=84.5 pts -characters: Akira-Pai -stance: open -tips: You can slide the joystick from d to f and tap K for the 2nd rising knee instead of having to tap d/f,f and press K. A cool combo you can do if you are in open stance, mainly for variety though, cause you do better damage or have more reliable sidekick combos than this. Back thrust juggle combos ------------------------- 1)Back thrust,elbow-kickflip -inputs: b+K+G-->f+P,u/b+K -damage: 45+15+50=110 pts! -characters: Jeffry-Pai -stance: open -tips: Just make sure you do the inputs as soon as possible. 2)Back thrust,2 punches,elbow-kickflip -inputs: b+K+G-->F+P,P,f+P,u/b+K -damage: 45+10+10+15+60=140 pts! -characters: Akira-Pai -stance: open -tips: Make sure you keep holding forward so that the punch gets extra range. Jumping kick juggle combos -------------------------- 1)Jumping kick,scissor kicks -inputs: f,f+K-->u/f+K,K -damage: 45+16+10=71 pts -characters: Jeffry-Pai -stance: any -tips: Just do the scissor kicks as soon as you recover from the jumping kick. 2)Jumping kick,super dashing elbow -inputs: f,f+K-->f,f,f+P -damage: 45+30=75 pts -characters: Akira-Pai -stance: closed -tips: Start tapping in the super dashing elbow as you are hitting with the jumping kick. Reverse body check combos ------------------------- 1)Reverse body check,sidekick -inputs: b,d/f+P+K-->d/f+K -damage: 40+28.75=68.75 pts -characters: any -stance: any -tips: Make sure the key in the sidekick right as Dural is beginning to turn around, or keep mashing d/f+K during the combo. A staple combo whenever you connect the reverse body check, the sidekick is 100% unavoidable, so always go for it. Reverse body check,sidekick should be thought of as one move. 2)Reverse body check,sidekick,super dashing elbow -inputs: b,d/f+P+K-->d/f+K-->f,f,f+P -damage: 40+34.5+30=104.5 pts! -characters: any -stance: any -tips: Make sure to key in the sidekick right as Dural is beginning to turn around, or keep mashing d/f+K during the combo. Keep tapping forward during the sidekick so that when the sidekick MCs(it needs to), you can just press P and get the super dashing elbow. Should your sidekick from the above combo MC, then you can tag on a super dashing elbow and up that damage so that you take off half a lifebar. A very powerful and cool combo. 3)Reverse body check,sidekick,backheel sweep -inputs: b,d/f+P+K-->d/f+K-->f,f,f+K -damage: 40+34.5+30=104.5 pts! -characters: any -stance: any -tips: Make sure to key in the sidekick right as Dural is beginning to turn around, or keep mashing d/f+K during the combo. Keep tapping forward during the sidekick so that when the sidekick MCs(it needs to), you can just press K and get the backheel sweep. A variation of combo #2, again requires a MC on the sidekick. Ten foot toss juggle combos (now here's the fun part! ;D) --------------------------- 1)Ten foot toss,stomping pounce -inputs: b+P-->b,b-->u+P -damage: 40+40=80 pts -characters: any -stance: any -tips: TFT them, backdash, then execute the pounce. The most basic of the TFT combos, it is fairly easy for the beginner to pick up and does good damage. Some people consider this cheap, but it's not like other people can't ream out 80+ points of damage in one combo. 2)Ten foot toss,backheel sweep -inputs: b+P-->f,f-->f,f,f+K -damage: 40+30=70 pts -characters: any -stance: any -tips: Toss them, dash forward, then wait until they fall more than halfway then do the sweep so that you sweep them just as they touch the ground and bounce slightly up. Another fairly easy TFT combo for the beginner. 3)Ten foot toss,flying kick -inputs: b+P-->b,b-->f,f+all -damage: 40+40=80 pts -characters: any -stance: any -tips: Toss the opponent, backdash and about 1/4 to 1/8 of a second later, guard cancel then immediately execute the flying kick. The heavier the opponent, the sooner the flying kick must be done. To be honest, this is a fairly hard combo to get out, because you want to hit your opponent just as they touch the ground. It's hard to get down, but it's pretty cool once you do. Read Tan Wu Meng's Kage FAQ if you want more info on this combo. 4)Ten foot toss,rising knee,backheel sweep -inputs: b+P-->d/f,D/F,f+K-->f,f,f+K -damage: 40+30=70 pts -characters: any -stance: any -tips: Toss the opponent, buffer in a forward crouch dash just as Dural is beginning to recover from the throw, then slide the joystick forward and press kick after you dash a short distance. Do the sweep as you land. Another good combo for the intermediate player to pick up, you will typically go for this if you muck up your TFT-knee combos. 5)Ten foot toss,triple kick,dashing bodycheck -inputs: b+P-->f,f+K+G-->b,f,F+P+K -damage: 10+10+10+30=60 pts -characters: Jeffry-Pai -stance: any -tips: Be finished with the triple kick commands just as Dural puts her 2nd foot down from the throw. You should hit the opponent extremely early (like slightly above your height), and should have enough time to do a bodycheck just as you land(start the commands just as Dural is beginning to triple kick the opponent). A flashy combo. Just remember to go for the deep bodycheck so that you do the most damage. 6)Ten foot toss,2 punches,straight kick,backheel sweep -inputs: b+P-->f,f-->F+P,P,K-->f,f,f+K -damage: 10+10+30+30=80 pts -characters: Jeffry-Pai -stance: any -tips: Dash forward right as you recover from the throw. Wait until the opponent has passed halfway down the screen, then do the combo. Immediately do the sweep as you are starting to kick them. The CPU Dural combo. 7)Ten foot toss,elbow-kickflip -inputs: b+P-->f,f-->f+P,u/b+K -damage: 15+50=65 pts -characters: any -stance: any -tips: Dash forward right as you recover from the throw. Wait a few milliseconds, then do the rest of the combo. One of the more reliable TFT combos because it can be done on everyone. It's not hard either, a good combo for the beginner. 8)Ten foot toss,triple kick,elbow-kickflip -inputs: b+P-->f,f+K+G-->f+P,u/b+K -damage: 10+10+10+15+50=95 pts -characters: Jeffry-Pai -stance: any -tips: Be finished with the triple kick commands just as Dural puts her 2nd foot down from the throw. You should hit the opponent extremely early (like slightly above your height), and should have enough time to do the elbow-kickflip just as you land. This TFT combo will work on pretty much everyone and it does a lot of damage, besides looking very flashy. The downside is that it doesn't push the opponent that far though, if you want to do that, use the 2-punches,elbow-kickflip combo. 9)Ten foot toss,2 punches,elbow-kickflip -inputs: b+P-->f,f-->F+P,P,f+P,u/b+K -damage: 10+10+15+60=95 pts -characters: any -stance: any -tips: Dash forward right as you recover from the throw. Wait until the opponent has passed halfway down the screen, then do the combo. Just remember to get the timing down; the main part of this combo where you can flub is if you do the combo too far, the 2 punches will hit and so will the kickflip, but the elbow will miss. And of course, do it too late, and the entire combo misses. In addition, you want to try to nail the attacks right in the victim's head; it appears that if you do the hits in the opponent's back, the combo seems to do less damage even if all the hits connect. This the best TFT combo for intermediate Dural players. It is very reliable to get out, pushes them back well and does a lot of damage. It's not that hard to get down either. 10)Ten foot toss,guard-cancelled jab punch,2 punches,elbow-kickflip -inputs: b+P-->f,f-->P,F,G-->F+P,P,f+P,u/b+K -damage: 10+10+10+15+60=105 pts! -characters: any -stance: any -tips: Dash forward right as you recover from the throw. Wait until the opponent has passed halfway down the screen(slightly above your punching range), then press P,F,G in that order. Keep holding the forward. The opponent's fall should get slowed down, then they should be at level punching height, so just continue with the rest of the combo. You might want to pause a little after doing the guard-cancelled jab punch before continuing with the combo; the opponent tends to fly slightly upward as they get hit, so you need to wait until they get into the same vertical lining as your punch, or the combo screws up; the lighter the character, the longer time you want to delay(against Jeffry, don't even pause). Just remember to get the timing down; the main part of this combo where you can flub is if you do the combo too far, the 2 punches will hit and so will the kickflip, but the elbow will miss. And of course, do it too late, and the entire combo misses. In addition, you want to try to nail the attacks right in the victim's head; it appears that if you do the hits in the opponent's back, the combo seems to do less damage even if all the hits connect. This is Dural's bread and butter TFT combo. I'd probably label it as the DTFToD, or Dural Ten Foot Toss of Doom. There are more powerful combos, but they either involve senbon punches(which is not easy to time to perfection if you are anything save for an expert or master), or they will not work on every character. Anyways, as for this combo, it will work on everyone(even Dural if you do it right), and its power rivals Wolf's Giant Swing throw. The ring out power of this combo is also very good, rivaling Kage's TFTKoD combo(I managed to ring out Sarah slightly outside of half of the ring). This combo is not even that hard to get out, and since you are playing Dural on the PC or Saturn, people float longer in the air than the arcade, making a PG possible in place of a PKG(although you probably need a PKG against Dural). 11)Ten foot toss,3 senbon punches,2 punches,elbow-kickflip -inputs: b+P-->f,f-->P,F,K,G-->F+P,K,G-->F+P,K,G-->F+P,P,f+P,u/b+K -damage: 10+10+10+10+10+15+60=125 pts! -characters: Jeffry-Pai -stance: any -tips: Dash forward right as you recover from the throw. Wait until the opponent has passed halfway down the screen(slightly above your punching range), then press P,F,K,G in that order. Keep holding the forward. Then just key in the rest of the combo as soon as possible. Just remember to get the timing down; this combo is tough due to the multiple senbon punches, it's easy to begin rushing the commands and thus do a PG in place of a PKG. In addition, you want to try to nail the attacks right in the victim's head; it appears that if you do the hits in the opponent's back, the combo seems to do less damage even if all the hits connect. This is a theoretical combo, because I am not very adept at senbon punching. However, I know this is possible because Kage can do TFT,triple swipe,PPPK as a combo, one of his swipes comes out at 14 frames, and Dural has a 10 frame punch. If you can do this consistently, this is the best combo Dural can do. Very powerful, and pushes them insanely far back. 12)Ten foot toss,rising knee,2 punches,elbow-kickflip -inputs: b+P-->d/f,D/F,f+K-->F+P,P,f+P,u/b+K -damage: 40+10+10+15+60=135 pts! -characters: Akira-Shun -stance: any -tips: Timing must be very precise, because Dural doesn't have an 8-frame punch and her rising knee is Sarah's thus it hits the opponent later on the throw, so she is going at a stricter timing than Kage. If you are practicing the combo, practice on Akira or Jacky, because unlike Kage's related TFT combo, heavier characters are easier victims for this combo(against Shun, you need to have the rising knee dead on, or he falls just a hair width out of your punching range). Basically, buffer in a crouch dash right after the TFT so you crouch dash forward just as you come out, then after a certain distance, slide the joystick forward and hit kick. Lighter characters require a longer distance and require that you hit lower on their body(around the neck area). Continue holding forward until you land, then do the canned combo when they fall to punching height. If you want more detail on the timing, read Tan Wu Meng's Kage FAQ(although I speculate that since Dural has Sarah's rising knee, the timing might be a bit earlier). Again, I can't stress it, this combo must be precise in timing, dead-on totally. Sick. Total sickness. This combo is TOTAL flash, does some really sick damage, and pushes the opponent insanely far, you won't believe it(I managed to ring out Jacky from about close to halfway across the ring). I'm gonna nickname it the DTFTKoD(Dural Ten Foot Toss Knee of Doom). Total props to you if you can get this combo out dead-on everytime. 13)Ten foot toss,triple kick,back thrust,jumping kick,scissor kicks -inputs: b+P-->f,f+K+G-->b+K+G-->f,f+K-->u/f+K,K -damage: 10+10+10+30+30+16+10=116 pts! -characters: Jeffry-Wolf -stance: any -tips: For beginners, practice this combo on Jeffry. Anyways, for the combo, toss the opponent, then right away do the triple kick so that Dural does it just as she comes out of the TFT. Then time the back thrust so that it hits the opponent just as they touch the ground. From there, it's just doing the attacks as soon as possible. All the hits after the triple kick will hit the opponent as he touches the ground resulting in him sort of bouncing this way and that as you combo him. I bet you're wondering how I managed to do such a powerful and flashy combo, or how I managed to discover it at all. ;D Basically, there's a playback movie included in the VF2PC game where Dural is doing this phat combo on Jeffry. So I gave it a try and I have to admit, it really does work! Tons of damage, and this is probably the flashiest Dural is going to get! It's a tough combo, but if you can get it down, major props to you. If you can get it down consistently, I would go for it all the time against Jeffry and Wolf(since these two have so few combo possibilities for Dural). Only downside to this combo is that it doesn't push the opponent very far back. I will call it the DTFTToD (Dural Ten Foot Toss Triple(Kick) of Doom). 14)Ten foot toss,rising knee,back thrust,jumping kick,scissor kicks -inputs: b+P-->d/f,D/F,f+K-->b+K+G-->f,f+K-->u/f+K,K -damage: 40+30+30+16+10=126 pts! -characters: Jeffry-Wolf -stance: any -tips: Timing must be very precise, because Dural doesn't have an 8-frame punch and her rising knee is Sarah's thus it hits the opponent later on the throw, so she is going at a stricter timing than Kage. Basically, buffer in a crouch dash right after the TFT so you crouch dash forward just as you come out, then delay just slightly and slide the joystick forward and hit kick. Then time the back thrust so that it hits the opponent just as they touch the ground. From there, it's just doing the attacks as soon as possible. All the hits after the knee will hit the opponent as he touches the ground resulting in him sort of bouncing this way and that as you combo him. You thought you couldn't get a more powerful and flashy combo than the #11 special? Think again! A TON of damage and total flash! Again, if you can get this out on Jeffry and Wolf, go for it! A very powerful combo(again), but not that much ring-out distance(once again). Rising knee juggle combos ------------------------- 1)Rising knee,2 punches,elbow-kickflip -inputs: FC,d/f,f+K-->F+P,P,f+P,u/b+K -damage: 60+10+10+15+60=155 pts! -characters: Lion-Pai -stance: any -tips: Keep holding forward as you rising knee the opponent so that the followup punch will combo. Insane damage, it's rare that you will MC with the rising knee, so when you do, make sure you ream out as much as you can and push them insanely far back! 2)Rising knee,low punch,rising knee -inputs: FC,d/f,f+K-->d+P-->d/f,f+K -damage: 60+10+40=110 pts! -characters: Shun-Pai -stance: open -tips: You can slide the joystick from d to f and tap K for the 2nd rising knee instead of having to tap d/f,f and press K. Insane damage once again, if you can MC the opponent with the rising knee and are in open stance, you should really go for this combo. 3)Rising knee,low punch,sidekick -inputs: FC,d/f,f+K-->d+P-->D/F+K -damage: 60+10+23=93 pts -characters: Shun-Pai -stance: open -tips: Make sure you slide the down on the joystick to the d/f position and hold it there in order to do the sidekick, or the ground stomp will come out. This combo is more for variety, still it's pretty good to get out here and there, and looks pretty cool. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ************************************** | 4 SSS TTT RRR AAA TTT SSS | | 44 SS S T R R A A T SS S| |4 4 SS T RRR AAAAA T SS | |4444 S SS T R R A A T S SS| | 4 o SSS T R R A A T SSS | ************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ================== A.General Strategy ================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you probably already guessed, Dural is meant to be played in a style that combines all the characters together, because she has a lot of good attacks from each of the characters. So just meld them together to produce what Dural should do. *********** *a.Defense* *********** ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Defense is basically removing the initiative from your opponent. That said, here are some of Dural's choices that are BEST suited for that purpose. Keep in mind it is quite hard to play effective defense if you just sit around. The way to effective defense is to continuously move around and to not look vulnerable. 1)--> Crouch dash A crouch dash backwards is one of the best defenses available in VF2. This gets you out of the range of your opponent's attacks while leaving yourself invulnerable to high attacks. The only thing to worry about here then are mid attacks and low attacks. However, since you're moving backward, there is a small chance that the attacks will whiff, and when they do, dash back in and punish them. 2)--> Jab punch The jab is the safest attack you can throw out and one of your fastest. If you anticipate attacks well enough, you can do a guard-cancelled standing punch and it returns initiative to you. Because of the speed, you have really good priority. If you can do the senbon punch, then that's even better, because then if you touch the opponent at ALL, you regain initiative, enough initiative to close the gap with a dash and throw. 3)--> Low punch/Punch reversal/Low reversal This is one of your main counters to high throws, because it instantly gets you into a crouch. To top it off, if the opponent tries to low punch yourself, you reverse them, and if they try a senbon punch or jab punch of their own, you reverse that too. Just too good. This is rather safe to just throw out as long as you know you will touch the opponent, good for harassing, and sure to beat out a lot of attacks. 4)--> Heel thrust One of your best midrange attacks, especially for countering as well as beating out attacks at that range. It comes out very quickly too. Anticipate an attack at midrange and then countering with this is very effective. 5)--> Sidekick An alternative to the heel thrust, because it comes out slightly slower, but is safe if blocked. In addition, if you hit a croucher, you stagger them. Again, a good option at midrange for countering and beating out attacks. 6)--> Super dashing elbow This is an incredible attack, because it has quite a lot of range, enabling you to stay out of throwing range, yet be able to attack the opponent. The way to use this attack is at midrange, for keeping them from attacking you. 7)--> Kickflip One of your main attacks used to beat out other attacks. Takes some anticipation and mind games, but has quite some priority and does a lot of damage. Use it to counter slow attacks or attacks with a long recovery. 8)--> Dashing body check If you are point-blank, use this instead of the kickflip. It does a lot more damage. Basically, your other attack used to beat other attacks, it does a ton of damage and is good to use to counter slow attacks or attacks with long recovery. One of the best places to use this are in canned combos where the recovery of one attack combined with the startup of another attack ensures you that you will interrupt their attack(i.e. between the sidekick and elbow in Jacky's elbow-sidekick combo). Anticipate, and BOOM! make them pay. 9)--> Reversals Takes some mind games, but yes, always remember your reversals, they don't fail you. The high reversal is best used against standing jabs, as well as the various palm/fist attacks at high/mid level, and against a lot of kicks. Best way to set this up is by having the opponent try to close the distance between the two of you when he's on offense(i.e. Lau). Your mid reversal is used against elbows and sidekicks. Most of the time, people will try to go for these attacks when you are crouching, so that they can stagger you, so you know how to set those reversals up. And the low reversal, well, that sets up when you know the opponent will try to low punch you to avoid a throw from you. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ *********** *b.Offense* *********** ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Offense is basically keeping the initiative with you, usually with constant attack. Offense is where Dural shines, because she gets about a million things she can do on her opponent. IMO what helps her offense the most is that many of her attacks have similar motions, so you have an increased chance of hitting the opponent. This is known as option select. 1)Jab punch/Senbon punch/High reversal/Ten foot toss Ok, if you know how to do the senbon punch, then this option is G,[b+P,K,G], repeat bracketed section. If you can't do the senbon punch, this is done by G,[b+P,G]. This is a sick option select. First of all, senbon punching is incredible at closing in, if you touch the opponent at all, you gain initiative, enough to dash and throw. If you see the opponent duck, then you can immediately throw a mid-level attack and stagger them. In addition, because the high reversal command is inside here, if the opponent tries to attack you back with a high attack, they get reversed. And to top it all off, the ten foot toss command is in there too, so if you get close enough and do this and the opponent wasn't doing anything, they get thrown, and then you can combo them. Total sickness(on a side note, you can close in with G,[d/b+P,K,G] if you want, then you'll reverse mid attacks instead, but you won't be able to throw the opponent, and you still have to worry about low attacks). But even if you can't do the senbon punch close-in, G,[b+P,G] is still a good offensive tool to know, because you'll be able to option select too. The only thing to worry about are low attacks, which you should be able to see coming, and then switch to a mid-level attack to stagger them. If you want to throw/jab/high-mid reverse, always go for G,[b+P,G], G,[b+P,K,G], or G,[d/b+P,K,G], these techniques are very powerful, and they won't fail you, they are all excellant tools for your offense. 2)Super dashing elbow/Jumping clothesline Another sick option select, it follows much like Sarah offensive strategy. The clothesline throw has sick range due to the built-in dash. The only way to avoid high throws is to duck, and that becomes a problem, because the dashing elbow hits middle and staggers crouchers. The fact that doing f,f,f+P lets the computer choose which one is best for the situation is just sick. Against turtlers, this totally destroys them, because they either get thrown, or combo'd. In addition, the super dashing elbow starts a total flowchart much like the jab punch. Basically, offensively, after the super dashing elbow, get ready to either reverse, bodycheck, throw, or poke some more(usually with low punch, jab or another super dashing elbow). Go for the throw or more poking against the more turtlish people. Against offensive people, get ready to reverse them, or hit them back. Speaking of which, super dashing elbow,bodycheck deserves some explaination. Although it is a poor juggle combo(save for a very rare circumstance), it is a totally deadly trap. The bodycheck buffered after a dashing elbow seems to come out much faster. Combine that with the opponent's want to try to beat out your initiative after a blocked super dashing elbow and you can easily see how you can get a free 50% damage on them right there, especially if you notice the opponent constantly trying for slow attacks after the dashing elbow. So basically, this again is a very sick tactic for Dural to know, so use it well. 3)Jumping clothesline/Elbow-X Jumping clothesline is done by f,f+P, and opponents can avoid that by ducking, but that means they can be staggered by the elbow, but suppose the opponent blocked the elbow at high level(with careful machi play)? Well, then you can delay the knee followup and juggle them with a combo! This tactic doesn't deserve that much explaination, after all, VF2 Sarah users do this all the time. Just remember that the knee can be delayed up to 1/2 a second, but only if you keep holding forward. 4)Grasping mind/Elbow-X Yet another option select. Grasping mind is a very good throw because it pushes the opponent very far, and suppose the opponent ducked that? Well, the elbow will come out. Suppose they block the elbow? You can delay the knee. Enough said. 5)Reaping throw/Elbow-X And yet ANOTHER option select. Reaping throw basically has the elbow command in the motions, and you can delay the knee if the elbow gets blocked, enough said. 6)Crouch dash/Crucifix piledriver Crouch dashing is a very important way to get in and out of VF2. The Crucifix piledriver has a built in command of the crouch dash, so you can delay hitting the buttons a bit thus giving your throw a bit more range, making it all the more deadly. Imagine ducking your opponent's