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=== Movement Options === | === Movement Options === | ||
* '''Forward dash:''' press forward twice | * '''Forward dash:''' press forward twice | ||
Some characters can cancel | Some characters can cancel their forward dashes by inputting either back or a normal. (List to come) | ||
* '''Backdash:''' press back twice | * '''Backdash:''' press back twice | ||
Backdashes only have throw invincibility usually, but some have lower-body invincibility as well. Note: Tamao and Material can cancel | Backdashes only have throw invincibility usually, but some have lower-body invincibility as well. Note: Tamao and Material can cancel their backdashes by pressing forward. | ||
* '''Super Jump:''' press down-back/down/down-forward, then up-back/up/up- | * '''Super Jump:''' press down-back/down/down-forward, then up-back/up/up-forward | ||
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. | |||
=== Defensive Options === | |||
* '''Blocking:''' hold back or down-back | |||
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. | |||
* '''Air Block:''' up-back/back/down-back while jumping | * '''Air Block:''' up-back/back/down-back while jumping | ||
Characters | 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. | ||
* '''Guard Cancel:''' back, down-back, down + any punch or kick while in blockstun, costs 0.5 meter | * '''Guard Cancel:''' back, down-back, down + any punch or kick while in blockstun, costs 0.5 meter | ||
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 whether or not you hold forward or down during the freeze. | |||
* '''Quick Rise:''' press down just right before landing | * '''Quick Rise:''' press down just right before landing | ||
Quick rises have throw invincibility just like backdashes. | 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. | ||
* '''Throw Soften:''' input throw at the same time your opponent's throw connects | * '''Throw Soften:''' input throw at the same time your opponent's throw connects | ||
Works similarly to ST and Alpha 2 -- instead of a throw tech, you "soften" the throw, halving the damage of the throw and putting yourself into an air reset state. Bear in mind, however, that this 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. | Works similarly to ST and Alpha 2 -- instead of a throw tech, you "soften" the throw, halving the damage of the throw and putting yourself into an air reset state. Bear in mind, however, that this 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. | ||
=== Meter === | === Meter === | ||
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> | |||
'''Taking damage > dealing damage > blocking attacks > having your attacks blocked'''<br> | |||
In general, taking damage builds more meter than dealing it, which makes the super meter your pseudo-comeback mechanic. | |||
Super meter is spent primarily on EX attacks, which cost one stock, and Super Attacks, which cost two stocks. | |||
=== Instant Supers === | === Instant Supers === | ||
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'''Tamao:''' EX Souryuugeki, Lightning Crash<br> | '''Tamao:''' EX Souryuugeki, Lightning Crash<br> | ||
'''Yuka:''' EX Souryuugeki, Kyuukyoku Kikoudan | '''Yuka:''' EX Souryuugeki, Kyuukyoku Kikoudan | ||
=== Defense Tiers === | === Defense Tiers === | ||
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'''Tier 5:''' Chiho, Elirin, Tamao<br> | '''Tier 5:''' Chiho, Elirin, Tamao<br> | ||
'''Tier 6 (lowest):''' Manami | '''Tier 6 (lowest):''' Manami | ||
=== Wakeup Speed === | === Wakeup Speed === |
Revision as of 00:27, 3 August 2020
Introduction
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.
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.
File:Avg2 select screen.png File:Avg2 match.png
Characters
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How to Unlock Material and Miranda
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 here and load it as a regular Memory Card.
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.
Fun fact: both boss characters used to be allowed in competitive play for a long while.
Game Mechanics
Movement Options
- Forward dash: press forward twice
Some characters can cancel their forward dashes by inputting either back or a normal. (List to come)
- Backdash: press back twice
Backdashes only have throw invincibility usually, but some have lower-body invincibility as well. Note: Tamao and Material can cancel their backdashes by pressing forward.
- Super Jump: press down-back/down/down-forward, then up-back/up/up-forward
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.
Defensive Options
- Blocking: hold back or down-back
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.
- Air Block: up-back/back/down-back while jumping
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.
- Guard Cancel: back, down-back, down + any punch or kick while in blockstun, costs 0.5 meter
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 whether or not you hold forward or down during the freeze.
- Quick Rise: press down just right before landing
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.
- Throw Soften: input throw at the same time your opponent's throw connects
Works similarly to ST and Alpha 2 -- instead of a throw tech, you "soften" the throw, halving the damage of the throw and putting yourself into an air reset state. Bear in mind, however, that this 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.
Meter
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:
Taking damage > dealing damage > blocking attacks > having your attacks blocked
In general, taking damage builds more meter than dealing it, which makes the super meter your pseudo-comeback mechanic.
Super meter is spent primarily on EX attacks, which cost one stock, and Super Attacks, which cost two stocks.
Instant Supers
There are some supers that, within a specific range, hit at the very first frame. This means that if you weren't blocking before the superfreeze, the super was guaranteed... unless you input a reversal during the freeze. Still, what makes them very strong is their versatility. They can be used either on defense as as reversals, on offense to catch quick rises or on neutral for whiff punish as a ghetto Valle CC. It is a major part of the game, so learning when to use them and how to defend against them is very crucial.
Ayako: EX Mach Spin
Chiho: EX Hiengeki
Elirin: EX Elirin Mach Punch
Jun: None
Kaori: EX Ressenshuu, Retsuzando
Kyoko: EX Ominaeshi
Manami: None
Material: EX Thunder Spear
Miranda: None
Reimi: EX Hurricane Rose
Saki: EX Shoku
Satomi: EX Kaenzan
Tamao: EX Souryuugeki, Lightning Crash
Yuka: EX Souryuugeki, Kyuukyoku Kikoudan
Defense Tiers
Characters' defense in this game can be classified within six distinct tiers and all characters within a tier take the same damage.
Tier 1 (highest): Miranda
Tier 2: Jun, Kyoko, Material, Saki
Tier 3: Kaori, Reimi, Satomi
Tier 4: Ayako, Yuka
Tier 5: Chiho, Elirin, Tamao
Tier 6 (lowest): Manami
Wakeup Speed
Characters get back on their feet at their own speed.
12f: Tamao, Yuka, Satomi, Manami, Elirin
14f: Kaori, Reimi
16f: Chiho, Saki, Jun, Material
19f: Miranda
20f: Ayako
24f: Kyoko
Combo System
- Normal Chains
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.
- Launchers and Air Combos
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.
- Super Cancels
Special moves can be canceled into a EX Specials, which then can be canceled into another EX or a Super.
- OTG and Throw Combo Damage Scaling
OTGs and throws scale damage by 50%.
How to Play Online
Eh... Get Mednafen and join this Discord channel. We'll sort this thing out.
Game Versions
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.
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.
Ressources
- Japanese Advanced V.G. 2 Wiki
- afroshouji's Advanced V.G. 2 FAQ/Movelist on GameFAQs
- Advanced V.G. 2 Japanese Competitive Matches
- Variable Geo Channel on the TMNT TF CE + SNES Fighters Discord
- Advanced V.G. 2 Thread on SRK