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| {{Template:AVG2 Header}} | | {{2 Column Flex|flex1=7|flex2=1 |
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| | {{Content Box|header=Introduction|content= |
| | [[Image:Avg2_Logo.png|400px|center]] |
| | <br> |
| | '''Advanced V.G. 2''' (short for "Variable Geo") is an all-women's fighting game developed by TGL and released on the PSX in 1998. It is the sequel to Advanced V.G., released on PC-Engine in 1994 (later ported to PSX an Sega Saturn), which was itself a reboot of 1993's Variable Geo for the PC-98. |
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| | Despite the anime aesthetic (attributed to legendary character designer Takahiro Kimura), AVG2 is a very traditional 2D fighting game experience, sharing a closer resemblance to SNK's output of the time than anything else -- think less Guilty Gear, and more Real Bout Fatal Fury. With a heavy emphasis on fast paced, dynamic footsies, plenty of creative aerial play, tons of high-powered meter options, and plenty of good old-fashioned jank, AVG2 is a game that's easy to pick up and still enjoys plenty of competition to this day. |
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| == Introduction ==
| | {{#lst:Project:Roadmap/AVG2|Main}} |
| Poverty waifu fighter on PS1 made by TGL in 1998. It is the sequel to the first Advanced V.G., released on PC-Engine in 1994 (and ported in various consoles later), which itself was a reboot to the original Variable Geo, released on PC-98 in 1993. The series has gone a long way since its rough start and TGL has finally delivered a solid, playable and fun fighting game in the form of Advanced V.G. 2. It is worth noting that for a series known for its pervy origins, this game is very light on fanservice and so has no H-scene at all.
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| As its time release might hint, it doesn't play like a typical "anime" game but more like a mid-90s Capcom/SNK game. Its mechanics are more reminiscent of Street Fighter Alpha and Real Bout Fatal Fury than say Guilty Gear. If you like slower paced poke-heavy fighting games, high damage combos and 90s-style waifus, this is for you.<br>
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| | {{Navbox-AVG2}} |
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| [[Image:Avg2_select_screen.png]] [[Image:Avg2_match.png ]]
| | {{Infobox Game |
| | | | gamename = Advanced V.G 2 |
| | | | abbreviation = AVG2 |
| == Characters ==
| | | image = Avg2_Cover_Art.png |
| {| | | | version = PSX |
| |style="background:#31373C" width="13%"|
| | | developer = Technical Group Laboratory |
| * [[Advanced_V.G._2/Ayako|Ayako]]
| | | publisher = Technical Group Laboratory |
| * [[Advanced_V.G._2/Chiho|Chiho]]
| | | system = PlayStation |
| * [[Advanced_V.G._2/Elirin|Elirin]]
| | | release = 23rd September, 1998 |
| * [[Advanced_V.G._2/Jun|Jun]]
| | | netcode = Rollback<br>DuckstationGGPO |
| * [[Advanced_V.G._2/Kaori|Kaori]]
| | | resources = [http://www3.atwiki.jp/avg2/ Japanese Wiki] |
| * [[Advanced_V.G._2/Kyoko|Kyoko]]
| | | resources2 = [http://youtube.com/playlist?list=PL6hICZAfu72SpIkOT4picOaiMglzR4PUU Japanese High Level Matches] |
| * [[Advanced_V.G._2/Manami|Manami]]
| | | resources3 = [http://forums.shoryuken.com/discussion/189644 AVG2 SRK Forum Thread] |
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| | | resources4 = [https://gamefaqs.gamespot.com/ps/574633-advanced-vg-2/faqs/32860 Afroshouji FAQ] |
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| | | community = [https://discord.gg/w96KZz9j6Y Discord Server] |
| {| | | }} |
| |- | | }} |
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| |[[Image:avg2_kyoko_mini.png|link=Advanced_V.G._2/Kyoko]]
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| |[[Image:avg2_chiho_mini.png|link=Advanced_V.G._2/Chiho]] | |
| |[[Image:avg2_tamao_mini.png|link=Advanced_V.G._2/Tamao]] | |
| |[[Image:avg2_yuka_mini.png|link=Advanced_V.G._2/Yuka]]
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| |[[Image:avg2_satomi_mini.png|link=Advanced_V.G._2/Satomi]] | |
| |[[Image:avg2_manami_mini.png|link=Advanced_V.G._2/Manami]] | |
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| |- | |
| |[[Image:avg2_material_mini.png|link=Advanced_V.G._2/Material]]
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| |[[Image:avg2_saki_mini.png|link=Advanced_V.G._2/Saki]] | |
| |[[Image:avg2_ayako_mini.png|link=Advanced_V.G._2/Ayako]] | |
| |[[Image:avg2_elirin_mini.png|link=Advanced_V.G._2/Elirin]] | |
| |[[Image:avg2_jun_mini.png|link=Advanced_V.G._2/Jun]] | |
| |[[Image:avg2_kaori_mini.png|link=Advanced_V.G._2/Kaori]]
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| |[[Image:avg2_reimi_mini.png|link=Advanced_V.G._2/Reimi]]
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| |[[Image:avg2_miranda_mini.png|link=Advanced_V.G._2/Miranda]]
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| |}
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| |style="background:#31373C" width="13%"|
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| * [[Advanced_V.G._2/Material|Material]]
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| * [[Advanced_V.G._2/Miranda|Miranda]]
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| * [[Advanced_V.G._2/Reimi|Reimi]]
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| * [[Advanced_V.G._2/Saki|Saki]]
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| * [[Advanced_V.G._2/Satomi|Satomi]]
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| * [[Advanced_V.G._2/Tamao|Tamao]]
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| * [[Advanced_V.G._2/Yuka|Yuka]]
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| |}<br>
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| === How to Unlock Material and Miranda ===
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| If you plan to play on an emulator, save yourself the hassle of going through the tedious process of unlocking characters. Just download the savefile on GameFAQS [http://www.gamefaqs.com/ps/574633-advanced-vg-2/saves here] and load it as a regular Memory Card.
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| If you plan to play on a console and have to unlock them the regular way, here's how it goes: beat Story Mode first (you get Material), then Normal Mode (you get Miranda.) Doing it in the reverse order won't work.
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| Fun fact: both boss characters used to be allowed in competitive play for a long while.
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| == Game Mechanics ==
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| === Movement Options ===
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| * '''Forward dash:''' press forward twice
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| Every character can perform their st.HP out of a forward dash (st.HK for Ayako), though some characters have a command normal on the dash HP input.<br>
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| Characters may also press b to interrupt their forward dash, stopping them in place. However, this option is not available to Satomi, Manami, Ayako and Kaori -- these four must commit to their dashes (though they can still perform their dash normals).
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| * '''Backdash:''' press back twice
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| Backdashes only have throw invincibility usually, but some have lower-body invincibility as well. <br>
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| Note: Tamao and Material can cancel their backdashes by pressing forward.
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| * '''Super Jump:''' press down-back/down/down-forward, then up-back/up/up-forward
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| Super jumps cause characters to jump higher and twice the distance of a normal jump. This is usually the main option for cover large distances, thanks to the increased stage width that results when both characters back away from each other. A very common offensive tactic is to super jump with rising jump light normals, as they stay active for a fairly long time and can be chained into jump heavy normals. It's also possible to perform a super jump from a dash just by dashing and then inputting a jump, however Ayako, Elirin, Manami and Material cannot do this.
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| === Defensive Options ===
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| * '''Blocking:''' hold back or down-back
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| Obviously, this game allows you to block. Something to note is that blockstun on attacks in AVG2 is quite short -- usually blockstun lasts about 5-6F less than hitstun, which gives you plenty of opportunities to find your way out of pressure if you know what you're doing.
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| * '''Air Block:''' up-back/back/down-back while jumping
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| Characters are able to block aerial attacks and projectiles while in the air themselves. However, it is impossible to air block grounded attacks, such as anti-air normals.
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| * '''Guard Cancel:''' back, down-back, down + any punch or kick while in blockstun, costs 0.5 meter
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| Guard cancels in AVG2 work very similarly to Alpha Counters. There are some key differences to note, however. Firstly, guard cancels do not provide any invulnerability, so you need to be a bit more judicious with your guard cancels than you would be in a game like Alpha 2. Secondly, characters are able to guard cancel with each of the four normal attack buttons, and each actually has a unique animation -- some actually have more than one guard cancel per button, depending on factors such as whether you're standing or crouching, or if you hold forward during the freeze frames.
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| * '''Quick Rise:''' press down just right before landing
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| Quick rises have throw invincibility just like backdashes. However, some quick rises may be punishable by some Super attacks, most commonly the Instant Supers detailed below.
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| * '''Throw Tech:''' input HP at the same time your opponent's throw connects
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| Works similarly to throw softening in ST and Alpha 2 (although the throw tech window is much smaller than in those games) -- instead of escaping the throw outright, you "soften" the throw, halving the damage of the throw and putting yourself into an air reset state. Bear in mind, however, that air reset state isn't invulnerable, so depending on the throw soften animation, some characters are able to punish you for softening the throw, which can be worth more damage than the throw itself in some cases.
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| === A note on special move motions ===
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| Special move motions throughout this wiki will be notated using "qcf", "dp", etc. However, Advanced VG2 doesn't require diagonal inputs to be registered in order for a special move input to be valid. This effectively means that a qcf input only requires the d and f inputs to be valid. You'll need to work around this in order to prevent accidental special moves in some cases, but you can also use this to your advantage to make certain super cancels easier.
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| === Meter ===
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| The super meter holds up to three stocks and is built in several ways, with some building more than others. Actions that build the most meter to the least meter are as follows:<br>
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| '''Taking damage > dealing damage > blocking attacks > having your attacks blocked > whiffing attacks'''<br>
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| In general, taking damage builds more meter than dealing it, which makes the super meter your pseudo-comeback mechanic.
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| Super meter is spent primarily on EX attacks, which cost one stock, and Super Attacks, which cost two stocks.
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| ==== EX Attacks ====
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| Something to note about EX attacks is that there are two ways to input them. The first is to input the special move motion with LP+HP or LK+HK, the second is to input the special move with a double input. The following is a list of EX attack inputs as a reference:
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| {|
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| ! style="text-align:left;"| Two-Button Input
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| ! Double Motion Input
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| |-
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| |qcf+PP
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| |qcf,qcf+P
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| |-
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| |qcb+PP
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| |qcb,qcb+P
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| |-
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| |dp+PP
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| |dp,dp+P
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| |-
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| |charge b,f+PP
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| |charge b,f,b,f+P
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| |-
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| |charge d,u+PP
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| |charge db,df,db,uf+P | |
| |}
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| This distinction is important, because super cancelling is only possible with double input EX attacks -- in other words, you can't use the two-button EX commands to super cancel. The game just won't let it happen.
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| === Instant Supers === | |
| A large number of characters in AVG2 have EX attacks or Supers that, given they're in the correct range, will hit instantly after superflash, similarly to Valle CCs in Alpha 2 or 0F Supers in Garou MOTW. This means that if you were not blocking before superflash, you won't be able to block the super. You can, however, input reversals during superflash. Instant supers are fairly important to the game, as they provide significant utility on both defense and offense, so learning to play around them is equally important. The following is a list of characters who have instant supers:
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| '''Ayako:''' EX Mach Spin<br>
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| '''Chiho:''' EX Hiengeki<br>
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| '''Elirin:''' EX Elirin Mach Punch<br>
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| '''Kaori:''' EX Ressenshuu, Retsuzando<br>
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| '''Kyoko:''' EX Ominaeshi<br>
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| '''Material:''' EX Thunder Spear<br>
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| '''Reimi:''' EX Hurricane Rose<br>
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| '''Saki:''' EX Shoku<br>
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| '''Satomi:''' EX Kaenzan<br>
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| '''Tamao:''' EX Souryuugeki, Lightning Crash<br>
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| '''Yuka:''' EX Souryuugeki, Kyuukyoku Kikoudan
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| Jun, Manami and Miranda do not have instant supers.
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| === Defense Tiers ===
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| Characters' defense in this game can be classified within six distinct tiers and all characters within a tier take the same damage.
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| '''Tier 1 (highest):''' Miranda<br>
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| '''Tier 2:''' Jun, Kyoko, Material, Saki<br>
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| '''Tier 3:''' Kaori, Reimi, Satomi<br>
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| '''Tier 4:''' Ayako, Yuka<br>
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| '''Tier 5:''' Chiho, Elirin, Tamao<br>
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| '''Tier 6 (lowest):''' Manami
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| === Wakeup Speed ===
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| Characters get back on their feet at their own speed.
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| '''12f:''' Tamao, Yuka, Satomi, Manami, Elirin<br>
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| '''14f:''' Kaori, Reimi<br>
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| '''16f:''' Chiho, Saki, Jun, Material<br>
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| '''19f:''' Miranda<br>
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| '''20f:''' Ayako<br>
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| '''24f:''' Kyoko<br>
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| == Combo System ==
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| * '''Normal Chains'''<br>
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| Every character is capable of chaining their normals together. This is usually a bit more limited than your typical Magic Series, and chain routes tend to vary between characters, but as a general rule, every character is capable of chaining light normals (both on the ground and in the air) into heavy normals. Individual chain routes will be noted on character pages.
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| * '''Launchers and Air Combos'''<br>
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| A number of characters have command normals that launch the opponent for a combo. Unlike similar moves in other games, these normals cannot be jump-cancelled, so follow-ups usually involve either manually timing a jump or super-jump, or simply juggling with grounded attacks.<br>
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| * '''Super Cancels'''<br>
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| Special moves can be canceled into a EX Specials, which then can be canceled into another EX or a Super.
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| * '''OTG and Throw Combo Damage Scaling'''<br>
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| OTGs and throws scale damage by 50%.<br>
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| == How to Play Online ==
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| Eh... Get Mednafen and join this [https://discord.gg/tpsBq6s Discord channel]. We'll sort this thing out.
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| == Game Versions ==
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| There are two versions of the game: the original 1998 release (SLPS-01318) and the 2003 SuperLite 1500 series re-release (SLPM-87226). As far as difference goes, they're pretty much identical besides the SuperLite logo screen in the re-release.
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| The game version released in the Japanese PS Store (for PS3, PSP and Vita) is the original release, SLPS-01318. It's a PS1 Classic, so it has no built-in netplay.
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| == Ressources ==
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| * [http://www3.atwiki.jp/avg2/ Japanese Advanced V.G. 2 Wiki]
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| * [https://gamefaqs.gamespot.com/ps/574633-advanced-vg-2/faqs/32860 afroshouji's Advanced V.G. 2 FAQ/Movelist on GameFAQs]
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| * [http://youtube.com/playlist?list=PL6hICZAfu72SpIkOT4picOaiMglzR4PUU Advanced V.G. 2 Japanese Competitive Matches]
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| * [https://discord.gg/tpsBq6s Variable Geo Channel on the TMNT TF CE + SNES Fighters Discord]
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| * [http://forums.shoryuken.com/discussion/189644 Advanced V.G. 2 Thread on SRK]
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| {{Template:Advanced V.G. 2}}
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| [[Category:Advanced V.G. 2]] | | [[Category:Advanced V.G. 2]] |