VIRTUA FIGHTER 2

THE OFFICIAL GUIDE TO WOLF HAWKFIELD

version 3.0

by Thomas H Harper ,

a guy that likes to throw Virtua People around



CONTENTS

--------

-Some General Strategies

-Using Wolf's Moves

-Wolf's Throws and the Side Kick Reversal

-Combos

-Low Throws

-Wolf vs. Other Character Matchups

-Wish List For Future Versions



What can be more satisfying then grabbing your opponent's body and

flinging him/her/it all over the ring? NOTHING!! Wolf throws people

around. That's his job. He's pretty good at it, too. Wolf makes a tough

opponent since he can throw and scrap with the best of them. Varying

your attacks is the key to success.



SOME GENERAL STRATEGIES

-----------------------

Wolf is very versatile. His forte is throws but he also has punishing

normal moves. His body blow is excellent! Surprise your opponent with

Wolf's capabilities... especially his slides. Keep 'em guessing. Throw

'em. Float 'em with the Knee and his Uppercuts. Take to the air with his

K+G moves. But don't get too cocky. Wolf has a long recovery time on

most of his moves. Be patient, seize the opportunity, and mix up your

attacks to be successful.



Wolf is also probably the fastest runner in the game. Dash in and out

and buffer throws on the way in to make life miserable for your opponent.



The nature of Wolf's pounces and some of his attacks tend to leave

either you or your opponent on the "warning track" of the ring,

especially when it is small. Be careful when you are near. 



USING WOLF'S MOVES

------------------

These are taken from Chia Jin Ngee's VF2 FAQ. Next to the move name is

the Danage Points under "normal" circumstances, i.e. if you don't hit

with it as a major counter and get the soft sound, the Execution Time

and Recovery Time in frames, and who can reverse the move. A=Akira,

K=Kage, P=Pai, W=Wolf. Also remember that a frame is 1/60th of a second.



Under Notes: S denotes a foot stance change. Remember that throws are

usually easier to land if you are in closed stance. F denotes float

and/or combo opportunities are possible if the move hits. G means you

are on the ground after the move.



Name                          Motion    Hits  Damage  Frames   Reverse  Notes

------                        ------    ----  ------ --------  -------  -----

Punch                         P          H      14     12,6      PKA      F   



Low Punch                     d+P        L      10     10,8       A       



Kick                          K          H      36     16,20      PA



Low Kick                      d+K        L      17     16,25      A



Side Kick                     d/f+K      M      33     16,35     PAW



Wolf's Side Kick has good range and always knocks down, plus a pounce is

almost guaranteed. His Low Kick has almost as much range! Remember to

vary your attacks to keep from being reversed. Also remember that when

you use a low punch it only takes 10 frames for it to come out, as

opposed for the 20 frames it takes to go into a crouch. Also, you can

connect the Two Hand Upward Slap or the Body Blow after a Low Punch

rather easily.

---

Knee                          f+K        M      30     15,29              SF



Uppercut                      d/f+P      M      22     13,22     PKA       F



Uppercut from crouch          FC,d/f+P   M      22     15,22     PKA       F



All of these can float the opponent. Use these liberally up close with

your other moves but use the knee sparingly as it has a very long

recovery time on the way down. However, you can execute a throw as soon

as you land from it. The knee also changes his feet position.

---

Running Clothesline           f,f+P      M      40     24,38  



If this connects it leaves your opponent wondering "What the heck

happened?" This move CLOCKS anyone standing up. If they duck the both of

you will have your backs toward each other, plus Wolf will be at an

angle to their attacks. Use the turning slide to punish them then.



Watch your opponent's life bar if you do this move. If the clothesline

hits a standing defender, you'll do little damage and you can't pounce

afterward safely. If it takes a big chunk off the life bar, you've hit

the jackpot. Pounce on 'em for more damage!

---

Shoulder Ram                  b,f+P      n     20-70   19,32   



This move does a lot of damage up close like Akira's bodycheck, and is

also good to use in combos. However if the opponent defends you'll take

forever to recover. If your opponent ducks you'll flip right over them

and get up with your back toward them. Be careful when using this move.

---

Backhand Slap                 b+P        H       20    20,32    PKA



This move takes a while to come out and even longer to recover. You can

use it on the first few CPU opponents at the start of the round

relatively safely but that's about it.

---

Scissors Kick                 K+G        H       36    20,35               G



Wolf is on the ground after this move. It's good for being "offensively

defensive" like Shun, plus you can get up a little bit quicker than

after you're knocked down so it can be good to lure your opponent into

pouncing and, odds are, missing. But if you're playing VF2.1 remember

that you'll take extra damage from a pounce if you are pounced after

this move. 



Against agressive opponents this kick is great, especially against

elbowing Akiras and rushing Laus.

---

Drop Kick                     u/f+K      M        22    23,22              G



Somersault Heel Smash         b,f+K+G    M        30    30,29              G



Ballet Kick                   f+K+G      M        36    19,22              S



Flying Knee Attack            f,f+K+G    H        30    23,47              S   



Seeing Wolf airborne spells bad news for the opponent. The Drop Kick and

Somersault Smash are excellent to use since they'll hit ducking

opponents, which will probably be their first reaction when they see

Wolf getting ready to attack. The Spinning Roundhouse Kick--which I call

the Ballet Kick :)--is uncounterable if blocked. 

---

Body Blow                     f+P        M        20    14,24       P      F



This move is awesome! Use it often, but remember that Pai can reverse it

rather easily. It moves Wolf forward a bit so you can use it to get into

throw range, but beware of the recovery time. If it hits as a major

counter it will float the opponent slightly. Seize the opportunity!

---

Drop Elbow                    b+P+K      H        30    13,25              



This move comes out WICKED fast and guarantees a small pounce

afterwards! It has a very deceptive range as well. This move hits a

crouching opponent only in closed stance.

---

Sliding attack                f,d+K      L        20    16,44 



If you can, LEARN THIS ATTACK! You'll be glad you did. The trick is to

let the stick go to neutral before you hit down+K, and you have 20

frames to do this motion in. It comes out fast and hits low!

---

Two Hand Upward Slap          FC,f+P     M        30    12,38           



This also has a very deceptive range and it flips the opponent over! If

you get into a low punch or low kick fight, whip this move out and watch

the opponent go flying. You can also use this after a connected Low

Punch. Remember it takes 12 frames of Wolf crouching before you can do

this move.



WOLF'S THROWS AND THE SIDE KICK REVERSAL

----------------------------------------

And now... those oh-so-spectacular throws! Wolf's throw range is .1

meters longer than all the other characters except Jeffry. So use it!



The Frames column has the total number of frames the throw lasts until

you can move again. Remember to take throw time into account if you are

behind in energy and time is running out. You don't want to lose while

you're Twirling and Hurling your opponent due to time out!



Name                          Motion      Grabs   Damage   Frames  Notes

----                          ------      -----   ------   ------  -----

Backfall Suplex               P+G           H       60       137     G



Use this throw sparingly. If someone breaks out of it they'll end up

right behind you, and you'll be asking for it then. Use your turning

slide--down+K--to avoid their behind-the-back throws. Otherwise buffer

in a dash or crouch dash. The best tactic is not to get in this position

in the first place, so if you use this throw use it at most twice per

match. 



If this throw misses you'll get an ordinary quick punch. 

---

Body Slam                     f+P           H       50       178 



Use this throw primarily up close. It's easy to execute, cannot be

broken out of, and guarantees a hit from your Drop Elbow Pounce

afterward! All told this plus the pounce does more damage than the

Frankensteiner! Plus, if it misses, you'll get the awesome body blow!

---

Twirl And Hurl!!!!            HCT+P         H       100      226



Be COMPLETELY UNFORGIVING with this throw. Get good at it and fire it

off whenever possible. The huge damage plus Ring Out potential speaks

for itself. If your opponent is still in the ring, you can run in and

pounce them, and on a machine with a short life bar this WILL KO them.

Wolf throws the opponent a good distance behind where Wolf is at the

start of the throw, so go for the Ring Out if you're in trouble. They'll

probably have lost by damage anyway. :)



Really punish the opponent by countering with the Twirl and Hurl. You

can sling them after a blocked Side Kick with practice.



If you miss with this throw you'll get the ordinary Punch.

---

Ghostbuster                  d/f,d/f+P+K   H        80      213



Go for style points and 1st grade with this throw! If they really whiff

an attack and you have the time and practice under your belt, then by

all means drive his/her head into the ground. 

---

Frankensteiner                u/f+K+G       H        60      118



This throw does take a bit of practice to learn, but your opponent will

wonder how the heck you pulled this off... It's good for intimidation

and wowing the audience but remember a Body Slam + Drop Elbow Pounce

does 10 points more damage.



This throw is best if your back is to the edge of the ring, since the

opponent will end up about 2 meters in front of their current position! 



If this throw misses you are in trouble if you get anything else but the

Ballet Kick. So be careful if you try it.

---

Double Arm Suplex             d/b+P+K+G     L        70      179

     

Tombstone                     d/f+P+K+G     L        70      182



Torso Takedown                d+P+G         L        60      109



These low throws are PAINFUL. The Double Arm Suplex is the best since it

does whopping damage and guarantees a Drop Elbow Pounce afterward. The

Torso Takedown is good to use since it is relatively easy to execute,

and you can pounce after it too. See the Low Throws section for perfect

defensive opportunities to use them. Doing these throws are vital to get

the higher grades in Ranking Mode--see the Making The Grade section.

---

German Suplex                 P+G           B        80      176



Full Nelson Suplex            P+K+G         B        85      169



Excellent times to use these back-wrenching throws are: punishing Lion

after a missed pounce, punishing Lau and Pai if they miss a pounce after

a sweep, and punishing another Wolf after you break out of his P+G

throw. However the Full Nelson Suplex is the only back throw in the game

that will not grab a crouching opponent.

---

Side Kick Reversal            d/f+P         M        60       83



Wolf's only reversal is a RUSH! to pull off. Use it when your opponent

gets predictable with his side kicks. If it misses, you'll do an

ordinary low punch, so consider using this motion for your low punches

instead of d+P.



Here is a list of what Wolf can reverse. Any additions or corrections

are welcome.



Anyone's Side Kick--d/f+K

Pai and Lau's Snap Side Kicks--f+K

Kage's Heel Kick--d+K+G

Kage's Kick in his P,P,P,K combo

Sarah's second or third Illusion Kick--d/f+K,K,K

Sarah's Side Kick in her Punt Kick-Side Kick combo--d+K,K

Jacky's Side Kick in his Punch-Side Kick combo--P,K up close

Jeffry's Big-Ass Boot--f,f+K



COMBOS

------

Wolf doesn't get much combo opportunities, but with his damage

capability it's no big loss IMHO. But he does have a few real doozies!

Note the moves with an F in the "Notes" column. These moves make combos

possible either by floating or as a "hardwired" combo like the

Punch-Kick. 



Cool names for the combos are always welcome. :)



Description                      Motions                     Damage

-----------                      -------                     ------

2 Punches                        P,P                           28



2 Punches, Uppercut              P,P,P                         56



2 Punches, Elbow Strike          P,P,f+P                       48



Universal Punch-Kick Combo       P,K                           44



"Bazooka Blast"

Knee, Shoulder Ram               f+K,b,f+P                     50+



"Bazooka Blowout"

Knee, Punch, Shoulder Ram        f+K,P,b,f+P                   64+



"Whiplash"

Knee, Running Clothesline        f+K,f,f+P                     70+



Knee, 2 Punches, Uppercut        f+K,P,P,P                     86+



Uppercut, Body Blow              d/f+P,f+P                     42+



"Four Fists"

Uppercut, 2 Punches, Uppercut    d/f+P,P,P,P                   78+



"Air Canada"

Knee, Uppercut, 2 Punches,       f+K,d/f+P,P,P,P               90+

Uppercut   



2 Body Blows                     f+P,f+P                       40+



"Avalanche"

Body Blow, Low Punch,            f+P,d+P,b,f+P                 50+

Shoulder Ram 



Note that the Damage numbers are the bare minimum, especially where the

combo ends with a Shoulder Ram. 



Despite Wolf's arsenal of throws and high-damage moves, one combo you

should learn and call on when you need it is the famed Punch, Kick

combo. Why? Because it's fast and always knocks down. Holding forward on

the joystick will give your initial Punch more range. It's very

reliable, so when the match gets tough, remember it.



LOW THROWS

----------

Remember to properly execute a low throw, you must be standing and the

opponent must be low to the ground. You must also be relatively close. A

good habit is to dash in before you do the motion for the throw,

especially after moves like Shun's Low Shoulder Backpush.



Here are a set of opponent's moves that provide perfect opportunities

for low throws. A 'B' before the move means if you block it a throw is

possible. An 'M' means a throw is possible if it misses entirely, and an

'H' means it's possible if it hits!



Jacky's Low Backfist               M



Jacky, Kage, Lau, and Pai's Sweep  BM



Jacky's and Sarah's Leg Slicer     BMH



Shun's Slow Sweep                  BM



Lion's 2 Low Thigh Kicks           B



Shun's Low Shoulder Backpush       BM



Lau's double foot sweep            BM



Shun's Fast Sweeps after drinking  B



Pai's Scissor Kicks                BM



Akira's Low Rising Attack          B



Jacky's Rising Sweep               BM



Sarah's Rising Sweep               BM



Note that if Lau and Pai's Sweep is part of a PPPK combo it cannot be

low thrown. Use a high throw or counter method of your choice. Also to

grab Jacky and Sarah out of their Rising Sweep you must be fast

otherwise you will be Kickflipped.



WOLF AND THE SENBON PUNCH

-------------------------

Wolf's big throw range plus his versatility opens many opportunities for

using the senbon punch. The senbon punch provides the perfect lead-in

for any of his throws including the all powerful Twirl and Hurl, plus

quick execution moves like the Body Blow. Also the Senbon Punch is good

for combos. It is possible to string many Senbon Punches after a Knee,

for example. Try using Senbons in place of ordinary Punches in the

Combos section.



If you Senbon into a throw such as the Twirl and Hurl start the motion

when you tap G so you get the throw in in the 11 frame window you have. 



See Anthony Goh's new Senbon Punch FAQ for an explanation of the Senbon

Punch in detail plus Senbon Ethics. Do NOT use the Senbon Punch over and

over again to ring your opponent out. DO use it in floats or to set up a

throw or other quick move.



MAKING THE GRADE IN RANKING MODE

--------------------------------

Kudos to Jirawat Uttayaya and his Ranking Mode FAQ for this information.

Remember to reach 1st Grade you must beat Dural, defeat CPU Akira within

6 minutes and 30 seconds, and score 100 technical points. Score the

technical points with these moves. Remember you must do each move in a

separate match.



5 Drop Kicks                             u/f+K



4 Backfall Suplexes                      P+G



3 Ghost Busters                          d/f,d/f+P+K



3 Twirl And Hurls                        HCT+P



3 Two Hand Upward Slaps                  FC, for+P



3 Shoulder Rams                          b,f+P



3 Running Clotheslines                   f,f+P



3 Backflip Pounces                       u+K



2 Frankensteiners                        u/f+K+G



2 Side Kick Reversals                    d/b+P



2 Torso Takedowns                        d+P+G



1 Double Arm Suplex                      d/f+P+K+G



1 Tombstone                              d/b+P+K+G



Try to work in your Drop Kicks, Upward Slaps, Shoulder Rams, and Running

Clotheslines in early on since the CPU is a sucker for throws late.

Don't give mercy rounds too often since you need to beat Akira before

6'30". If you're looking to save time back up a bit and Twirl and Hurl

or Frankensteiner the CPU opponent out of the ring. 



The best time to get your low throws in is against CPU Sarah, Shun,

Lion, and Jacky. If the Bryants' Leg Slicer doesn't knock you down dash

in and slam them. Shun gives you many opportunities for low throws so

give a mercy round to him if you can. Lion stays low most of the match

and Jacky is low throw fodder after a Sweep. 



Also remember to work in your Backflip Pounces also, and get your

Sidekick Reversals in. The easiest way to score them is against CPU Lion

and Kage. Just keep doing the motion and eventually they'll try a

sidekick, which you should grab easily. 



WOLF VS. OTHER CHARACTER MATCHUPS

---------------------------------



AKIRA



Be completely unpredictable when you fight Akira, since has a reversal

for every attack zone. Mix up air moves such as the Flying Knee and

Somersault Heel Smash. Learn how far his elbows and palms move him

forward and try to lure him in and punish him if he whiffs them. Use the

Scissors Kick if he gets aggressive. Akira's Dashing Elbows are

uncounterable, but if you use the Knee and Akira does anythong else but

guard he will be hit.



PAI



This is probably Wolf's toughest fight. Good Pais will just sit and peck

away with fast moves and save the heavy artillery for when you get

impatient. Low throw a blocked Sweep. If she likes her Side Kick try the

Reversal. She can reverse most high and mid-level moves so as always

vary your attacks. Throw at every opportunity.



LAU



Try to keep him away from up close to you since he's got that incredible

float potential.  He's got no reversals so try and use the Body Blow,

Uppercuts, and in closed stance, the Drop Elbow often. If you feel the

Rush coming crouch dash away and Uppercut. Then float HIM. 



WOLF



Ease up on using the Backfall Suplex P+G throw too often because Wolf

has two behind-the-back throws. Know Wolf's weaknesses well so you can

compensate.



JEFFRY



Don't use the P+G throw AT ALL because of his monstrously-damaging

behind-the-back throw. On a machine with the highest damage setting it

plus a pounce will KO you.  You can reverse Jeffry's Big-Ass Boot. Also

if you block the Big-Ass Boot Jeffry can throw you as soon as he puts

his foot down.  Use basic, quick moves often.



KAGE



A tough opponent for anybody. Vary your attacks since he's going to vary

his. He can reverse high punches so work the Body Blow often. If he gets

close throw him with a quick throw such as the Backfall Suplex or the

Body Slam since he will try for the 10 Foot Toss. Don't crouch too much

or he will stagger you with an Elbow and then 10 Foot Toss you.



SARAH



After blocking her Illusion Kicks dash in with a throw. Of course, you

can always reverse any of the kicks... She is a fast offensive opponent

so be ready to punish her. Her Elbow, Knee (f+P,K) and her Axe Kick

(b/d+K+G) are uncounterable.



JACKY



Vary your attacks. Most Jackys like to go on the offensive, so punish

him if he does. Know his moves that are uncounterable if blocked... the

Axe Kick (b+K) and the Low Backfist (b/d+P).



SHUN



Look for the low throwing opportunity and let him have it. A defensive

Wolf has the advantage here. Then surprise the old guy and go on the

offensive with the Body Blow and Uppercuts.  Try not to use the Scissors

Kick too much since he has a very fast and painful pounce.



LION



Work the low throws, Side Kicks, Knee, and Uppercuts. Throw up close,

and work in a Slide if you've mastered it. He might go for Side Kicks

often so look for the reversal opportunity. If he goes for a pounce,

mash the G button quickly and you'll end up behind him, ready to

rearrange his spinal column. :)



WISH LIST FOR FUTURE VERSIONS

-----------------------------



-Many more Wolf vs. other character suggestions

-Best thing to do after breaking out of everyone's P+G throw

-Neat tricks!!

-The characters' uncounterable moves

-Comments and suggestions

-Great Wolfs of r.g.v.a. Strategies!!

-More combos and cool combo names :)



This guide is still in the early stages--any help and comments would be

appreciated! Also, an html version will be at the Digiweb site soon.

This site RULES!!



VERSION CHRONICLE

-----------------



Version 0.0--After the call went out for a Wolf FAQ, I gladly accepted

the challenge, since Wolf became a favorite character of mine. This was

just mostly strategies dealing with the individual moves.



Version 1.0--All other sections except Version Chronicle added.



Version 2.0, posted 1/13/96--Information pours in. Version Chronicle

added. D's changed to G's. 



Version 3.0, posted 1/23/96--More information pours in. Frames and

Reversals added, whole guide is updated heavily. Special thanks to Phill

Lintern's move analyses and research, Jirawat Uttayaya for his Gamest

translations, Michael Im for use of his Saturn, and Lars Sorensen for

the kick-ass Home of VF.



CREDITS AND KUDOS!

------------------



Chia Jin [email protected]

Colin [email protected]

S. Hyun [email protected]

David J. [email protected]

Michael K. [email protected]

"SuperDoug" [email protected]

[email protected]

Phill [email protected]

Joji [email protected]

Mason [email protected]

Darcy [email protected]

And all my mangled opponents :)