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Guide and Move List by afroshoujiDonate directly to the author of this contribution

Version: 5.0 | Updated: 04/08/2021

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 |      `` Stand back, and make way for the true goddess of the V.G.! ´´      |
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  [  Super Variable Geo  ||  Japanese Super Famicom  ||  MaxFAQ version 5.0  ]
  [ faq + ascii + psn + twitter : afroshouji / discord : ♥ afroshouji#1882 ♥ ]
════════════════════════════════════════════════════════════════════════════════
  Copyright 2015 - 2021 Khris "afroshouji" Gaines

  The following FAQ you are looking    ||    GameFAQs.com will always have the
  at was created by me: afroshouji.    ||    most updated versions of this FAQ
       < oodzume@hotmail.com >         ||    primarily. Unless denoted, if any
  Made for the use of only personal    ||    other location has it, then nine-
  and/or private purposes. Whenever    ||    times-outta-ten it was ripped out
  reproduced, electronically is the    ||    from there. If placed on a freely
  way it must be done. However, the    ||    assessable webpage/site, this FAQ
  correctness and accuracy of any &    ||    may be altered to fit any certain
  all material listed with this FAQ    ||    guidelines, but this disclaimer &
  isn't 100% guaranteed. Any errors    ||    copyright info must remain in its
  or omissions that inflict damages    ||    original form and state. If there
  or problems towards anything will    ||    is any problem by now with any of
  not be the author's fault. That's    ||    the preceding info, then maybe it
  just how it works out. Comprende?    ||    would be best to try another FAQ.

  This FAQ should not be used by anyone other than the author for a profitable
  and/or promotional purpose (eg - published in a magazine or guidebook, etc).
  Nor is this document to be given away as a bonus or gift. It isn't my desire
  to write all this up just to get others rich. Anyone who has enough interest
  in this FAQ and would like to include it on their sites, please ask me first
  in an email describing your page (include the URL) and I'll get back to you.
  Don't just take it; ask me. I am normally lenient if you take that approach.
  All copyrights and trademarks associated with this FAQ are acknowledged. All
  I ask if that credit is given where it's due. Shouldn't be difficult, right?
   Discord channels may link to the original GameFAQs document all they want.

 《Super Variable Geo》 and its characters are copyright 1995 TGL, Ltd.
 All rights reserved.

 This FAQ is available at the following places:
-----------------------------------------------  Super Variable Geo // MaxFAQ  -
 - GameFAQs                                                        gamefaqs.com/
 - New Challenger Wiki                                   snes.newchallenger.net/


  [ Table of Contents ]  -- // -------------------------------------------------
________________________________________________________________________________

 Serving 1 : STORY

 Serving 2 : FAQ NOTATION
    - Controller Notation
    - Button Notation
    - Abbreviations + Command Notation
    - Arts Info + Canceling Chart
    - Frame Data

 Serving 3 : GAME MODES EXPLANATION
    - Normal Mode
    - V.S. Mode
    - Config

 Serving 4 : BASIC COMMANDS

 Serving 5 : THE VG GODDESSES
    - Ayako Yuuki
    - Chiho Masuda
    - Eleanor (Elirin) Goldsmith
    - Jun Kubota
    - Kaori Yanase
    - Manami Kusunoki
    - Reimi Jahana
    - Satomi Yajima
    - Yuka Takeuchi

 Serving 6 : SYSTEM DISSECTION
    - Movement: walking / jumping / dashing / backdashing
    - Attacking: basic / command
    - Guarding
    - Throwing
    - Special Moves
    - Projectiles & Durability
    - Life Gauge
    - Super Arts
    - Hitstun / Hitstop / Hit States
    - Combos / Links
    - Canceling
    - Tier Listing

 Serving 7 : MISCELLANEOUS INFO
    - Special Thanks
    - Secrets / Codes
    - Translations
    - Glitches
    - Seiyuu Information
    - Revision History
    - Final Note


  [  Serving 1 : Story  ]  -- // -----------------------------------------------
________________________________________________________________________________

 Variable Geo. .. This is a weaponless fighting tournament held once a year to
 decide on the strongest waitress. The super major multinational corporation
 Jahana Group sponsors this tournament with a prize of a total amount of
 1,000,000,000 (billion) yen. (About 10$ million US.) Furthermore, the player
 will belong to the enterprise and will be given a first-class residence in
 their district.

 Already the meeting has been held three times to count, the defending champion
 Reimi Jahana has not been defeated, at least not yet ..


  [  Serving 2 : FAQ Notation  ]  -- // ----------------------------------------
________________________________________________________________________________

(  Controller Notation  )  ===========================================  ( 2.01 )

   7   8   9       Jump Up-Back            Jump Up           Jump Up-Forward
    \  |  /
 4 ——  5  —— 6     Retreat / Guard         Neutral           Advance
    /  |  \
   1   2   3       Crouch / Low Guard      Crouch            Offensive Crouch

 - Reverse forward and back if you're on the right side of screen.


(  Button Notation  )  ===============================================  ( 2.02 )

 L-shoulder        R-shoulder             n/a                 n/a

          X Button                               Heavy Punch (HP)

 Y Button          A Button          Light Punch (LP)        Heavy Kick (HK)

          B Button                               Light Kick (LK)

 - Button notation can be changed at the Control Pad menu in the Option screen.
   This FAQ utilizes the default setup shown above.


(  Abbreviations + Command Notation  )  ==============================  ( 2.03 )

 P / K          -  Press any Punch / Kick button.
 PK             -  Press the same strength Punch + Kick buttons simultaneously.
 PP / KK        -  Press both Punch / Kick buttons simultaneously.
 +              -  Stands for "and".
 /              -  Stands for "or".
 236 / 214      -  Motion (d,df,f) or (d,db,b) on the joystick.
 41236 / 63214  -  Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
 {{ATK}}        -  Repeat the listed command(s) in a swift succession. ('{{P}}'
                   means to swiftly hit any Punch button over and over.)
 [x] ]x[        -  Hold/charge the specific direction or button(s). ('[4]' means
                   to hold backward on the joystick.) For special abilities the
                   general rule is that the charge time is 1-second (60 frames).
                   Can be followed by additional commands after the charge is
                   complete. ('[4]6' means to charge backward for a period, then
                   press forward.) Inverted brackets mean to release the held
                   button(s) to activate the effect.
 c.             -  Perform the following command(s) when near the opponent.
 j.             -  Perform the following command(s) while jumping/in the air.
 jc.            -  Perform the following command(s) when near the opponent while
                   both characters are in the air.
 x~y            -  Anything within that specific range of directions or buttons
                   will work. (Always goes clockwise for directions; '2~8' means
                   2, 1, 4, 7, or 8.) Commonly used to show a min/max range of
                   frames, hits, and/or damage for attack properties that may
                   change due to charging or powering-up.
 (move name)    -  A special move that has no specific name, but is noted in the
                   character's movelist for having unique principles or command
                   to execute it. Although sometimes this notation means that I
                   don't know the official name for the move, or that it may not
                   have one. Basic throws normally don't have a name, so they
                   appear in parenthesis.
 1,2,3,4..      -  Note numbers; listed along the left-side of the FAQ alongside
                   an attack/command to correspond to information numbers listed
                   below. Some attacks may have multiple notes.
 (#)F           -  Stands for "frames," used in conjunction with numbers (7F) to
                   shorthand frame data. (Could be read as either "on frame 7"
                   or "7 frames".) An additional letter——S, A, R——may follow to
                   differentiate between a move's startup, active, and recovery
                   periods, respectively. ('7FS' means '7 frame startup'.)
 ☼              -  Indicates special notes, mechanics, or additional information
                   pertaining mainly to the character in general.
 ★              -  Indicates the character's Super Arts.
                   (Requires 1/3 health remaining.)


(  Arts Info Chart  )  ===============================================  ( 2.04 )

 Each of the character's basic and special attack techniques are listed within
 a structure like the one below:

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 8          | 7   | 5                | 6   | +2
    | 2HK           |   L | 12         | 8   | 6(7)6            | 20  | KND/-23
    | j8.HP         | H   | 12         | 7   | Ground           | ——  | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 4  | 214LK         |  M  | 22         | 11  | 10               | 11  | -4
    | 214HK         |  M  | 24         | 9   | 8                | 10  | +1
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 5  | ★c.23623PK    | Thw | 60         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
            |          |         |        |            |           |       |
            a          b         c        d            e           f       g

 a  - Attack Command / Special Move
      The position of the character, command input, or special move name for an
      attack. Some characters have alternate attacks when Standing Close to the
      opponent as opposed to being far away, as well as Jumping Diagonal rather
      than just straight vertically. Only new attacks are added if they differ.

 b  - Guard Level
      The position in which the attack must be guarded.
      M / MID               - attack can be guarded standing or crouching
      H / HIGH              - attack must be guarded while standing
      L / LOW               - attack must be guarded while crouching

 c  - Damage
      The amount of damage the attack does when it connects for its full amount
      of hits. Plus signs separate damage between hits if the amount changes
      from the previous (eg - 20+25), but these hits combo. Else the damage is
      followed by the amount of hits if they all do the same (eg - 70x2). If an
      attack's hits do not combo, damage is separated by a comma (eg - 10,10).
      Total damage for very long multi-hit sequences are listed in parenthesis
      afterward to prevent having to do all the math (if all hits combo).

 d  - Startup Frames
      The number of frames that initiate at the beginning of an attack after the
      input, and when the first hitbox is present.

 e  - Active Frames
      The number of frames that the attack has a hitbox.

 f  - Recovery Frames
      The number of frames after the attack has finished, and the character is
      disallowed to do another action as they are returning to neutral stance.

 g  - +Hit / +Guard (Advantage on Hit / Advantage on Guard)
      The difference in the number of frames between when both characters will
      return to neutral stance after an attack has successfully hit and been
      guarded. (Positive numbers mean that the player can act first; negative
      means the opponent can act first.) Non-KNOCKDOWN attacks in SVG, both
      basics and specials, give the exact came +Hit and +Guard.

      Notable additions and details about the attack listed in shorthand:
      KND                   - KNOCKDOWN: attack knocks opponent to the floor,
                              forcing them into a grounded recovery.


(  Frame Data  )  ====================================================  ( 2.05 )

 The idea of "frame data" can be a bit intimidating to new players. It is both
 one of the best and scariest ways to help improve your game, but only if you
 fully understand what you are looking at——and why you are looking at it.
 Players in the fighting game community (FGC) commonly talk about "advantage"
 and moves which are "unsafe," and this is where it all stems from. Frame data
 is the most accurate method to measure events and timing in fighting games.
 This area will help break down what a lot of this information means, and help
 you grasp the concepts better in order to use it throughout your gameplay.

+-- [  Frames  ] --------------------------------------------------------------+

 A 'frame' is a game's unit of time measurement. 《Super Variable Geo》 (SVG) runs
 at 60 frames per second like most modern games do. Which means in a span of one
 full second, there are 60 frames of sprite animation that takes place. Not all
 of it is noticeable or easy to recognize, but it's there.

 Frame data allow for discussions of given moves to be taken to a deeper, more
 useful level. The actual utility and effectiveness for a special move becomes
 more apparent when looking at its frame data. Visually, there is a negligible
 difference between and attack that hits in 4 frames versus one that hits in 8
 frames. It's the difference between "just under a tenth of a second" and "just
 over a tenth of a second." But in the terms of the game itself, this minuscule
 and brief variation in timing can equal quite a significant deal.

 Like many older 2D games, SVG's animation is made on "trailing sprites". That
 means that each character movement and attack frame is not a unique sprite;
 instead, one sprite can last as little as 2 frames, or up to nearly 15 frames'
 worth of animation. So to the naked eye, an attack can appear to be just four
 frames because that's how many different sprite animations are visible, but in
 actuality the move lasts far longer due to the span of the frame. For example
 with Jun's Standing HP, it carries out like this:

           Sprite 1 (5f), Sprite 2 (4f), Sprite 3 (4f), Sprite 4 (5f)
           |__________________________|  |___________|  |___________|
                      Startup                Active        Recovery

 The entire attack only has four -different- sprites of animation, so one might
 believe the attack hits on its 3rd frame, but that's not correct. The first
 sprite lasts for 5 frames (1/12 of a second), then the next sprite lasts for 4
 frames, and so on. So in full, Jun's Standing HP (5HP) is 18 frames——not 4.

 This was a very common practice in early 2D game making because drawing new
 sprites can be both expensive and weigh on the graphics engine. So instead,
 sprite durations were just stretched out and drawn in a way to not have the
 game appear too blocky.

 Many SNES/SFC fighting games are programmed so that attacks cause their damage
 on the 2nd active frame rather than the 1st. As if the first one is to check to
 see if the attack is guarded or not, and then the second executes the damage.
 In the above example, it is actually Jun's 11th frame that causes damage, not
 the 10th——even though her limb is extended out. Regardless, it is still the
 first active frame that matters when it comes to creating links; even though
 the damage comes a frame later it still behaves normally.

+-- [  Startup Frames  ] ------------------------------------------------------+

 The number of frames before the attack reaches its first active frame, which is
 capable of hitting the opponent, after the command is correctly input. In most
 simplest terms: the smaller this number is, the faster the attack executes. The
 fastest moves in the game have between 1 to 4 frames of startup; throw attacks
 generally are included. For the purposes of this FAQ, startup frames naturally
 include the first frame of the active period. This is for ease of looking for a
 link under the +Hit section (frame advantage): if an attack has an advantage of
 +4, then any attack with a startup of 4 frames or less should link to it (see
 section 6.10). This does mean, however, that if you add up the startup, active,
 and recovery frames, the sum ends up being one frame longer than the actual
 duration of the attack.

 For PROJECTILES, these are the number of frames until the character releases
 the attack.

+-- [  Active Frames  ] -------------------------------------------------------+

 The number of frames the attack is capable of striking. Basic attacks tend to
 have a small amount of active frames——typically around 4~10 frames. Attacks
 with a high number of active frames should be worth noting. Numbers listed in
 parenthesis (eg - 5(3)5) are inactive frames in between the active ones for
 multi-hitting attacks. An active of 'Ground' means an aerial attack remains
 able to strike until the character lands to the ground.

 Most PROJECTILE attacks are a bit of a special case, since the active part of
 the animation is (usually) completely separate from the character's animation.
 So the character only actually has startup and recovery animations. In which
 case projectiles have an active period listed as " —— " due to how their time
 onscreen is determined by the positions of the characters.

+-- [  Recovery Frames  ] -----------------------------------------------------+

 The number of frames in which the attack is recovering and no longer active,
 where the character transitions back to their neutral stance so they can act
 again. Characters can't guard or perform other actions while recovering, so
 they are vulnerable. The recovery period is the portion that is circumvented
 when using any kind of canceling into another move. For PROJECTILE attacks,
 recovery begins the frame after the projectile is actually released.

 'Landing Frames' are essentially recovery frames the character goes through
 after landing to the ground from a jump. These frames typically get applied
 regardless of if the character attacks or not during their jump. In SVG all
 but the first frame can be canceled with moving, attacks, or special moves,
 allowing the character to recover faster. Recovery frame counts listed all
 reflect if the full amount of landing recovery frames transpire, so the player
 will have to cancel them as they see fit. All landing frames are listed in
 each character's "Data Arsenal" section. Characters all have the same landing
 recovery times regardless if they jump vertically or diagonally. Landing frames
 are also in addition to whatever recovery frames happen after aerial attacks.

 'Ground' (or 'Gnd') signifies that the character remains in recovery animation
 until they land on the ground after an aerial attack.

+-- [  Advantage on Hit / Advantage on Guard  ] -------------------------------+

 After an attack strikes an opponent, two things occur: the attacking character
 will go through their recovery animation, and the defending character either
 goes into hitstun or guardstun (depending on if the attack was guarded or not).
 Different attacks go through different recovery periods and inflict different
 amounts of hitstun or guardstun. After these times, both the attacker and the
 defender will eventually leave those animations and be allowed to act again.
 The discrepancy between when the character and the opponent both return to
 neutral stance and can perform another action is expressed with the concept of
 frame advantage (listed as '+Hit' or 'On Hit' in this FAQ). A frame advantage
 of "+7" means the character can act a full 7 frames before the opponent can do
 anything——a rather sizable advantage! A frame advantage of "-3" means that the
 opponent instead has 3 frames to act before the character does. Whereas having
 "0" advantage means both characters return to neutral at the exact same time.

 For PROJECTILE attacks, the frame advantage is based upon if the attack hits on
 its very first active frame——typically point-blank range.

 Another special case are aerial/jumping attacks. This FAQ does not include any
 frame advantage from jumping attacks simply because the numbers will always
 differ depending on when the grounded opponent is struck. The greatest amount
 of frame advantage is typically when the aerial attack hits on its very first
 active frame, like with projectiles, and then the character landing as soon as
 they possibly can——usually on the next frame. However, that seldom will ever
 occur. Whether it is air-to-air, or air-to-ground, aerial attacks generally do
 not ever hit on their first active frame unless they are used in an air combo.
 (SVG has no aerial combos.) In addition, where on the opponent's body they are
 hit is also a factor. Yuka attacking Reimi with j.HK that hits at the top of
 her head will give Yuka a much different frame advantage than if she hits her
 much deeper in the chest region. (Character sprite sizes are also a factor.)

 "Advantage on Guard" shows the recovery variance between characters after an
 attack is guarded, which can be beneficial in creating blockstrings——chains of
 attacks that keep a player locked in guardstun. Knowing the Advantage on Guard
 also aids in knowing how to counterattack, or punish, the opponent with an
 attack after successfully defending against theirs.

 In SVG, the +Hit and +Guard frames for all non-KNOCKDOWN attacks are exactly
 the same.

+-- [  "Dead Frames"  ] -------------------------------------------------------+

 When it comes to frame advantage, 《Super Variable Geo》 has an issue that can
 take both new and veteran players some getting used to, especially when linking
 together attacks. Referred to as a "dead frame," it's a 1-frame freeze where a
 character can't do anything and are stuck in neutral. It occurs after every
 attack at the end of their recovery period, the first frame of landing recovery
 after a jump, standing after a KNOCKDOWN, and whenever an opponent recovers
 from either hitstun or guardstun. Due to this anomaly, it opens up new linking
 and gameplay options.

 This FAQ takes the "dead frame" situation into account, and all +Hit advantages
 listed include it. Meaning if an attack gives a +6 frame advantage, any attack
 with a startup 6F or less will properly link from it.


  [  Serving 3 : Game Modes Explanation  ]  -- // ------------------------------
________________________________________________________________________________

(  Normal Mode  )  ===================================================  ( 3.01 )

 Select one of the nine characters to go through the game. You must defeat nine
 opponents in 2/3 rounds. Stage 7 is a mirror match with most characters except
 Kaori and Reimi. Both Kaori Yanase and Reimi Jahana round out the last two
 opponents for every character.

 Each character has only one path in which they fight their opponents, and will
 always remain the same:

          1st     2nd     3rd     4th     5th     6th     7th     8th    Final
       +———————+———————+———————+———————+———————+———————+———————+———————+———————+
 Ayako | Elirin| Yuka  | Chiho | Manami| Jun   | Satomi| Ayako |       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Chiho | Manami| Jun   | Satomi| Ayako | Elirin| Yuka  | Chiho |       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Elirin| Yuka  | Chiho | Manami| Jun   | Satomi| Ayako | Elirin|       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Jun   | Satomi| Ayako | Elirin| Yuka  | Chiho | Manami| Jun   |       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Kaori | Yuka  | Chiho | Manami| Jun   | Satomi| Ayako | Elirin| Kaori | Reimi |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Manami| Jun   | Satomi| Ayako | Elirin| Yuka  | Chiho | Manami|       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Reimi | Chiho | Manami| Jun   | Satomi| Ayako | Elirin| Yuka  |       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Satomi| Ayako | Elirin| Yuka  | Chiho | Manami| Jun   | Satomi|       |       |
       +———————+———————+———————+———————+———————+———————+———————+       |       |
 Yuka  | Chiho | Manami| Jun   | Satomi| Ayako | Elirin| Yuka  |       |       |
       +———————+———————+———————+———————+———————+———————+———————+———————+———————+

 Once Reimi is defeated, you are treated to a series of images and text of your
 character for their ending.

 Losing against an opponent brings up a Continue screen, showing a picture of
 your beaten character. You have ten seconds to decide whether or not you wish
 to continue. Pressing Start activates the continue, allowing you to start the
 match over against the opponent who defeated you. Pressing the attack buttons
 speed up the timer. Once the timer reaches 0, continuing is disabled and the
 game is over.

 When you continue, you are given the option to switching to a new character. If
 you do, you maintain the list of opponents based off your original character,
 not the newly selected one.


(  V.S. Mode  )  =====================================================  ( 3.02 )

 V.S. Mode is made for anywhere between 0- to 2-players. There are three modes
 to choose from: "1P V.S. 2P," "1P V.S. COM," and "COM V.S. COM." In each mode,
 any of the 9 characters can be selected to fight in a 2/3 round match.

 During the character select screen, a player has control of various functions:
 - Press the X- or Start button over a character to select their 1P color.
 - Press the A-button over a character to select their 2P color.
 - Press the B-button to deselect a chosen character.

 After characters are chosen, the next screen allows players to alter their
 handicaps and select a stage. The greater number of red units, the more damage
 a character deals. This FAQ utilizes the default setting of 4 units.


(  Config  )  ========================================================  ( 3.03 )

 The Config screen allows you to change the settings of the game. The list is as
 follows (listed from top to bottom):

 - GAME LEVEL
   Select the difficulty of the CPU opponents from 1~8 units: 1 = jaku (weak),
   8 = kyou (strong). 4 is default.
   (Effects: Normal Mode, V.S. Mode (1P V.S. COM, COM V.S. COM))

 - TIME LIMIT
   Select the state of the round timer: ON or OFF. ON is default.
   (Effects: Normal Mode, V.S. Mode (all))

 - SOUND SELECT
   Play any of the 111 sound tracks from the game. Press either the X- or A-
   button to play the track.

 - SOUND MODE
   Select the sound output: Stereo or Mono.

 - BUTTON SET
   Change the joystick configuration of the Punch and Kick buttons.


  [  Serving 4 : Basic Commands  ]  -- // --------------------------------------
________________________________________________________________________________

 The following list are moves and attacks that most characters overall possess.

 Standing Guard                         [4] when attacked
 Crouching Guard                        [1] when attacked

 Forward Dash                           66
 Backward Dash / Back Step              44

 Nage (throw)                           c.4/6 + HP

 Ground Recovery                        Normally stand after knockdown


  [  Serving 5 : The VG Goddesses  ]  -- // ------------------------------------
________________________________________________________________________________

=======================================================================  ( .01 )
  >> AYAKO YUUKI                                                      "Ookini~!"
================================================================================

 19 years old. A big sister-type gal who loves using her excessive energy on
 the otachidai (dancing platforms) at discos.

(  Gameplay  )  ----------------------------------------------------------------

 Ayako is a swift, pseudo-rushdown poking character with long legs who can have
 trouble doing substantial damage. 2LK and 214HK make up most of her drives to
 get herself in close, while 2HP is an incredible anti-air that keeps opponents
 out. It's her random bursts of pressure with Rave Storm and throws that give
 Ayako a slight edge against opponents who aren't prepared or have no counter.

 PROS:                                  CONS:
 - Backdash has 24F of invincibility    - Can't be overly aggressive as she will
 - 2nd strongest basics behind Reimi      get punished; usually must capitalize
 - 5HK, 2LP, and 2HP great anti-airs      on opponent's mistakes
 - 214HK a quick attack to move her     - No good links
   into melee range                     - Specials don't cause KNOCKDOWN
 - Unblockable Super Art                - Mach Spin: nearly everything about it

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  AYAKO = "design | child"
                   YUUKI = "contract | castle"
 Origin         :  Kyouto/Kyoto (metropolitan area)
 Birthday       :  November 29 (Sagittarius)
 Age            :  19 years
 Blood Type     :  B type
 Height         :  163 cm. (5' 4.17")
 Weight         :  49 kg. (108.03 lbs.)
 Measurements   :  B/85 W/54 H/88 cm. (33/21/35 in.) - Hourglass figure
 Graduate       :  Freeter (a person who specializes in part-time jobs)
 Restaurant     :  SoTO
                   (Based off the Japanese dance club "METRO".)
 Hobbies        :  Ongaku kanshou (music appreciation), dancing
 Likes          :  Tanin no chuumoku o atsumeru koto (getting the attention of
                   others), tenkaippin ramen (tenkaichi ramen)
 Dislikes       :  Kodomo (children), dance o tomesaseru koto (to stop dancing)
 Fighting Skill :  Garyuu Dance Kakutougi (Self-taught Dance Weaponless
                   Fighting)

(  Colors  )  ------------------------------------------------------------------

 HP             :  Pink (top), black (miniskirt, high heels), gold (jewelry,
                   belt), purple (hair)
 HK             :  Aqua (top), black (miniskirt, high heels), gold (jewelry,
                   belt), green (hair)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Places hand on her cheek and bends to look down at opponent,
                   "Ara ara!" ("Oh my!")

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  14 frames
 Back Step Duration                     :  25 frames (1~24F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  48 frames
 Landing Frames                         :  3 frames
 Jump Height Apex                       :  104
 Forward Jump Distance                  :  88
 Backward Jump Distance                 :  90
 Forward Dash Distance                  :  39
 Back Step Distance                     :  85
 Knockdown Recovery Duration            :  11 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 8          | 7   | 5                | 6   | +3
    | 5HP           |  M  | 12x2       | 10  | 4(5)4            | 5   | +7
    | 5LK           |  M  | 8          | 5   | 8                | 5   | +1
    | 5HK           |  M  | 12         | 9   | 4                | 13  | -1
    | 2LP           |  M  | 8          | 3   | 2                | 3   | +8
    | 2HP           |  M  | 12         | 5   | 4                | 5   | +7
    | 2LK           |   L | 8          | 5   | 3                | 4   | +7
    | 2HK           |   L | 12         | 8   | 6(7)6            | 20  | KND/-22
    | j8.LP         | H   | 8          | 4   | 3(2)3(3)5        | Gnd | ——
    | j8.HP         | H   | 12         | 7   | Ground           | ——  | ——
    | j8.LK         | H   | 8          | 7   | Ground           | ——  | ——
    | j8.HK         | H   | 12         | 12  | 5                | Gnd | ——
    | j7/9.LP       | H   | 8          | 4   | Ground           | ——  | ——
    | j7/9.HP       | H   | 12         | 7   | 17               | Gnd | ——
    | j7/9.LK       | H   | 8          | 7   | Ground           | ——  | ——
    | j7/9.HK       | H   | 12         | 5   | 15               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 26         | 1   | 1                | ——  | KND
 2  | c.4/6HK       | Thw | 27         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 3  | 236LK         |  M  | 12,12,12   | 7   | 3(3)3(6)21(3)15  | 10  | -48
    | 236HK         |  M  | 16+16,16   | 7   | 2(3)3(5)24(3)13  | 15  | -37
 4  | 214LK         |  M  | 22         | 11  | 10               | 11  | -3
    | 214HK         |  M  | 24         | 9   | 8                | 10  | +2
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 5  | ★c.23623PK    | Thw | 60         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Ashinage                            c.4/6HP
 2  Ren Shouda                          c.4/6HK

 3  Mach Spin                           236K
 4  Rave Storm                          214K

 5  ★ Spiral Dive                       When 1/3 life, c.23623PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  Unblockable.
 3  There are four separate kicks: Ayako's low 'flare' (which is like her 2HK)
    that hits on both sides, the ascending drill, and the descending drill. The
    first two kicks of 236LK do not combo; the opponent has a 2F gap after the
    first kick hits to guard the ascending drill. Nor does the descending drill
    combo after the ascending one. However counterattacks are iffy since the
    downward drill usually trades with the opponent's attack.
  - 236LK's ascending drill can hit twice only against Ayako and Satomi, and
    those hits combo. The 236HK's ascending drill only hits once.
  - Ayako is at a huge frame disadvantage if the descending drill does not hit.
    If it does it's treated like any other aerial attack where her advantage is
    based on how soon Ayako lands after hitting.
 4  ——
 5  Unblockable. Switches sides.
  - Throw range: 64.


=======================================================================  ( .02 )
  >> CHIHO MASUDA                                                      "Kakugo!"
================================================================================

 A descendant of the Yagyuu ninja army, her grandfather forced her to train as a
 shinobi at a young age. Now lives a solitary life at 16 years old.

(  Gameplay  )  ----------------------------------------------------------------

 Chiho is a rushdown flurry of offense with her great basics, and evasiveness to
 escape being locked down. She's a fairly linear character with not a lot of
 mixup potential, so makes use of her many links for combo damage. Both ground
 LKs are 1F that give great advantage. Hien Geki ends combos and keeps her close
 to stay offensive. Sometimes it can cross-up on guard if they are crouching,
 leading into shenanigans.

 PROS:                                  CONS:
 - Fastest movement speed               - Basics don't have a lot of range
 - Highest jump height, wall bounce,    - Slightly below average damage, having
   and 3HK allow easy evasion             to use combos to maximize output
 - Only character with an air throw     - 214P can miss if too close
 - 2LK and 2LK 1F basics to poke and
   interrupt for openings
 - 214LP can be linked from if close
 - Hien Geki can randomly cross-up
   depending on distance and how the
   opponent guards it
 - ★23623PK invincible on startup

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  CHIHO = "thousand | (wave) crest"
                   MASUDA = "increase | rice field"
 Origin         :  Toukyou/Tokyo (metropolitan area)
 Birthday       :  April 2 (Aries)
 Age            :  16 years
 Blood Type     :  B type
 Height         :  165 cm. (5' 4.96")
 Weight         :  51 kg. (112.44 lbs.)
 Measurements   :  B/83 W/59 H/85 cm. (33/23/33 in.) - Hourglass figure
 Graduate       :  Toritsu A Koutougakkou 2-nensei (Tokyo Metropolitan A High
                   School 2nd Year)
 Restaurant     :  CASO
                   (Based off the Japanese restaurant "COCO's".)
 Hobbies        :  Ocha (tea), ohana (flowers)
 Likes          :  Yudoufu (boiled tofu), wagashi (traditional Japanese sweets)
 Dislikes       :  Sofu (her grandfather) Atsuyuki, karaimono (spicy food)
 Fighting Skill :  Yagyuu Ninjutsu, Koppou (a bone breaking art)

(  Colors  )  ------------------------------------------------------------------

 HP             :  Brown (apron, hair), white (shirt), black (boots)
 HK             :  Purple (apron), white (shirt), brown (hair), black (boots)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Places fists at either side at her waist, "Hmph!"

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  16 frames
 Back Step Duration                     :  12 frames (1~11F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  48 frames
 Landing Frames                         :  4 frames
 Jump Height Apex                       :  114
 Forward Jump Distance                  :  104
 Backward Jump Distance                 :  106
 Forward Dash Distance                  :  52
 Back Step Distance                     :  62
 Knockdown Recovery Duration            :  11 frames


 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 5          | 3   | 2                | 3   | +9
    | 5HP           |  M  | 9          | 14  | 5                | 13  | -2
    | 5LK           |  M  | 7          | 1   | 3                | 4   | +7
    | 5HK           |  M  | 9          | 11  | 4                | 10  | +2
    | 2LP           |  M  | 5          | 3   | 2                | 4   | +8
    | 2HP           |  M  | 9          | 13  | 4                | 14  | -2
    | 2LK           |   L | 5          | 1   | 4                | 5   | +5
    | 2HK           |   L | 10         | 11  | 4                | 11  | KND/+2
    | j.LP          | H   | 7          | 7   | Ground           | ——  | ——
    | j.HP          | H   | 9          | 12  | 17               | Gnd | ——
    | j8.LK         | H   | 7          | 12  | Ground           | ——  | ——
    | j8.HK         | H   | 9          | 12  | 17               | Gnd | ——
    | j7/9.LK       | H   | 7          | 12  | Ground           | ——  | ——
    | j7/9.HK       | H   | 9          | 9   | 11               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 28         | 1   | 1                | ——  | KND
 2  | jc.4/6HP      | Thw | 28         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 3  | 7/9 (wall),j9 | ——  | ——         | ——  | ——               | 4   | ——
 4  | 3HK           |   L | 9          | 5   | 16               | 10  | KND/-6
 5  | 214LP         |  M  | 14         | 17  | ——               | 14  | +12
    | 214HP         |  M  | 17         | 17  | ——               | 30  | -4
 6  | [4]6LP        |  M  | 18         | 5   | 18               | 3   | KND/-3~
    |               |     |            |     |                  |     | 29
    | [4]6HP        |  M  | 26         | 5   | 18               | 3   | KND/-3~
    |               |     |            |     |                  |     | 30
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 7  | ★23623PK      |  M  | 60         | 39  | 18               | 3   | KND/+8
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Tomoenage                           c.4/6HP
 2  Shinkuu Nage                        jc.4/6HP

 3  Sankaku Tobi                        7/9 (wall), j9
 4  Jigen Ashi Yari                     3HK
 5  Shi Sen Ken                         214P
 6  Hien Geki                           [4]6P

 7  ★ Ougi Youen no Mai                 When 1/3 life, 23623PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  Unblockable.
 3  Can initiate aerial attacks on 5F from wall.
 4  Deals CHIP damage.
 5  1 durability point.
  - Crouch to avoid: Kaori, Manami.
  - If Chiho is right next to the opponent, her arm may pass through them and
    the projectile will be thrown behind.
 6  Chiho always bounces backward off the opponent on hit. Typically on guard
    she continues to advance and ends up at mild disadvantage; however, there
    are random times she also bounces backward when Hien Geki is guarded. It
    tends to happen if the opponent jumps or attacks after guarding, but Chiho
    isn't invincible during that bounce so can get punished.
 7  1~25F: invincible.
  - Does not execute against aerial opponents.


=======================================================================  ( .03 )
  >> ELEANOR (ELIRIN) GOLDSMITH                                 "Icchayaru ze~!"
================================================================================

 A dazzling blonde who is commonly known as "Elirin". 20 years old and currently
 looking for a lover.

(  Gameplay  )  ----------------------------------------------------------------

 Eleanor is a mix of a zoner and powerful striker depending on her opponent. She
 doesn't have a lot of movement speed, but her attacks make up for it. HP Elirin
 Fire can be abused against opponents with no projectile, while others she must
 deal with utilizing her aggressive specials. She suffers against rushdown-heavy
 characters with no great way to counter them.

 PROS:                                  CONS:
 - HP Elirin Fire has a long active     - Can't rapid-fire her specials since
   period and is the basis for zoning     she's a charge character
 - Elirin Kick gets her over fireballs  - Worst jump height, making it difficult
   and tracks, but risky against any      to get over many projectiles
   with a good anti-air                 - Maybe only a single good combo
 - [2]8P invincible on startup          - No quick or reliable anti-air
 - Unblockable Super Art                - Elirin Fire can't nullify projectiles

(  Personal Information  )  ----------------------------------------------------

 Origin         :  Oosaka/Osaka (metropolitan area)
 Birthday       :  May 28 (Gemini)
 Age            :  20 years
 Blood Type     :  A type
 Height         :  160 cm. (5' 2.99")
 Weight         :  50 kg. (110.23 lbs.)
 Measurements   :  B/91 W/57 H/88 cm. (36/22/35 in.) - Hourglass figure
 Graduate       :  The Rival kinmu (works at The Rival)
 Restaurant     :  The Rival
                   (Based off the Japanese restaurant "The Royal".)
 Hobbies        :  Karaoke, F-1 kansen (watching Formula 1 racing)
 Likes          :  Osaka, sunaona hito (honest people)
 Dislikes       :  Kansai-ben (Kansai dialect), nattou (fermented soybeans),
                   yuujuufudan (indecisiveness)
 Fighting Skill :  Kenka Satsu Hou (Brawling Kill Method)

(  Colors  )  ------------------------------------------------------------------

 HP             :  Red (leotard, shoes), black (tights, knuckles), white (ears,
                   shoes, cuffs), gold (hair, ribbon)
 HK             :  Dark blue (leotard, shoes), black (tights, knuckles), white
                   (ears, shoes, cuffs), gold (hair, ribbon)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Faces screen with a wink and a hand at her hip and up at her
                   head as she bends a leg back, "Okay!"

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  14 frames
 Back Step Duration                     :  10 frames (1~8F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  40 frames
 Landing Frames                         :  2 frames
 Jump Height Apex                       :  67
 Forward Jump Distance                  :  74
 Backward Jump Distance                 :  74
 Forward Dash Distance                  :  39
 Back Step Distance                     :  41
 Knockdown Recovery Duration            :  11 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 7          | 3   | 4                | 3   | +7
    | 5HP           |  M  | 9          | 14  | 5                | 9   | +2
    | 5LK           |  M  | 7          | 4   | 3                | 3   | +8
    | 5HK           |  M  | 9          | 11  | 4                | 10  | +2
    | 2LP           |  M  | 7          | 3   | 2                | 4   | +8
    | 2HP           |  M  | 9          | 9   | 4                | 6   | +6
    | 2LK           |   L | 7          | 8   | 3                | 8   | +3
    | 2HK           |   L | 10         | 11  | 9                | 11  | KND/-3
    | j8.LP         | H   | 7          | 7   | Ground           | ——  | ——
    | j8.HP         | H   | 9          | 7   | 5                | Gnd | ——
    | j8.LK         | H   | 7          | 7   | Ground           | ——  | ——
    | j8.HK         | H   | 9          | 12  | 6                | Gnd | ——
    | j7/9.LP       | H   | 7          | 7   | Ground           | ——  | ——
    | j7/9.HP       | H   | 9          | 7   | 17               | ——  | ——
    | j7/9.LK       | H   | 7          | 7   | Ground           | ——  | ——
    | j7/9.HK       | H   | 9          | 9   | 11               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 36         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 2  | {{LP}}        |  M  | 8/n        | 4   | 2(2)3(2)2(2)3(2) | 3   | -22
    |               |     |            |     | 2(3)2(2)3(2)2(3) |     |
    |               |     |            |     | 2(2)3(2)2(3)2    |     |
    | {{HP}}        |  M  | 8/n        | 3   | 2(2)2(1)2(2)2(2) | 3   | -29
    |               |     |            |     | 2(2)1(2)2(2)2(2) |     |
    |               |     |            |     | 1(2)2(2)2(2)1(2) |     |
    |               |     |            |     | 2(2)2(2)1        |     |
 3  | [4]6LP        |  M  | 10         | 19  | 37               | 1   | KND/+10
    | [4]6HP        |  M  | 12         | 19  | 52               | 1   | KND/+18
 4  | [2]8LP        |  M  | 7x3        | 5   | 24               | 12  | +4
    | [2]8HP        |  M  | 9x3        | 7   | 26               | 12  | +7
 5  | [2]8K         |  M  | 14         | 27~ | 18               | 3   | +10~12
    |               |     |            | 59  |                  |     |
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 6  | ★c.23646PK    | Thw | 40         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Elirin Dynamic                      c.4/6HP

 2  Elirin Attack                       {{P}}
 3  Elirin Fire                         [4]6P
 4  Elirin Punch                        [2]8P
 5  Elirin Kick                         [2]8K

 6  ★ Elirin Smash                      When 1/3 life, c.23646PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  Has a set duration; mashing the punch buttons will not cause the Elirin
    Attack to continue indefinitely.
  - Eleanor slides backward as the punches are connecting, and typically will
    continue to attack after the opponent is out of range and recovered.
  - Every attack frame doesn't hit the opponent; instead, it ends up being every
    2nd or 3rd attack starting from whichever punch connects. Typically Eleanor
    hits with only 2~3 punches before the opponent is knocked back too far.
 3  If it hits an opponent as they are releasing a fireball, the projectile will
    pass through Eleanor.
 4  LP 1~8F: invincible; HP 1~11F: invincible.
 5  TRACKS the opponent's location.
  - Eleanor only bounces off the wall behind her. So the closer she is to the
    back wall, the faster her startup.
  - It is possible for this to hit twice, but only if Eleanor manages to hit the
    opponent as a cross-up.
 6  Unblockable.
  - Throw range: 48.


=======================================================================  ( .04 )
  >> JUN KUBOTA                                                   "Maketekenai!"
================================================================================

 A 17 year old who became a candidate for the wrestling Olympics, but declined.
 Her sense of justice is strong, but is out of place.

(  Gameplay  )  ----------------------------------------------------------------

 Jun is the grappler of the cast, and is one of the most intimidating characters
 to deal with. HP Kubota Buster is the stronger special in the game, dealing
 only 2 damage less than her Super Art, and her primary goal is to catch with it
 by whatever means necessary. Its vacuum coupled with the game's engine to throw
 during guardstun means any of Jun's guarded basics opens the opponent up to be
 caught. It only takes 3 throws to beat any opponent.

 PROS:                                  CONS:
 - 2LP and 2LK 1F basics; the latter    - Low jump height, making it difficult
   used for pokes to tick-throw           to get over many projectiles, but has
 - Three normal throws for different      Earth Shaker as an alternative method
   setups                               - Virtually no combos
 - 214P a great anti-air that makes     - At a disadvantage against zoning; has
   Jun completely invincible              no way to get in against Eleanor
 - HP Kubota Buster deals Super Art-    - Heavily reliant on Kubota Buster
   quality damage, making it Jun's
   go-to attack to abuse

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  JUN = "charm"
                   KUBOTA = "long time | protect | rice field"
 Origin         :  Kanagawa Prefecture (Kantou area)
 Birthday       :  November 18 (Scorpio)
 Age            :  17 years
 Blood Type     :  AB type
 Height         :  172 cm. (5' 7.72")
 Weight         :  56 kg. (123.46 lbs.)
 Measurements   :  B/85 W/60 H/86 cm. (33/24/34 in.) - Hourglass figure
 Graduate       :  Kenritsu R Koutougakkou 3-nensei (Prefectural R High School
                   3rd Year)
 Restaurant     :  Sukalarc/Ska Lark
                   (Based off the Japanese restaurant "Skylark".)
 Hobbies        :  Nuigurumi atsume (collecting stuffed animals), sports kansen
                   (watching sports)
 Likes          :  Nuigurumi (stuffed animals), chocolate sundaes
 Dislikes       :  Yowai otoko (weak men), gokiburi (cockroaches)
 Fighting Skill :  Wrestling

(  Colors  )  ------------------------------------------------------------------

 HP             :  Sand (uniform), red (boots, headband, bow), white (pads)
 HK             :  Purple (uniform), red (boots, headband, bow), white (pads)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Faces screen and raises her index finger in the air, "Yosha!"
                   ("Alright!")

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  13 frames
 Back Step Duration                     :  11 frames (1~9F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  45 frames
 Landing Frames                         :  4 frames
 Jump Height Apex                       :  71
 Forward Jump Distance                  :  69
 Backward Jump Distance                 :  70
 Forward Dash Distance                  :  33
 Back Step Distance                     :  24
 Knockdown Recovery Duration            :  11 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 9          | 12  | 5                | 7   | +2
    | 5HP           |  M  | 11         | 10  | 4                | 6   | +6
    | 5LK           |  M  | 9          | 5   | 4                | 1   | +9
    | 5HK           |  M  | 11         | 11  | 4                | 10  | +2
    | 2LP           |  M  | 9          | 1   | 4                | 6   | +4
    | 2HP           |  M  | 11         | 5   | 4                | 6   | +6
    | 2LK           |   L | 10         | 1   | 4                | 5   | +5
    | 2HK           |   L | 14         | 14  | 7                | 14  | KND/-4
    | j.LP          | H   | 9          | 12  | Ground           | ——  | ——
    | j8.HP         | H   | 11         | 9   | 8                | Gnd | ——
    | j8.LK         | H   | 9          | 7   | Ground           | ——  | ——
    | j8.HK         | H   | 11         | 9   | 8                | Gnd | ——
    | j7/9.HP       | H   | 11         | 9   | Ground           | ——  | ——
    | j7/9.LK       | H   | 9          | 7   | Ground           | ——  | ——
    | j7/9.HK       | H   | 11         | 9   | 9                | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 26         | 1   | 1                | ——  | KND
 2  | c.4/6HK       | Thw | 27         | 1   | 1                | ——  | KND
 3  | c.4/6HPHK     | Thw | 32         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 4  | 214LP         |  M  | 18         | 9   | 10               | 4   | +4
    | 214HP         |  M  | 20x2       | 9   | 24               | 6   | +2
 5  | c.641236LP    | Thw | 49         | 1   | 1                | ——  | KND
    | c.641236HP    | Thw | 58         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 6  | ★c.632146PK   | Thw | 60         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  German Suplex                       c.4/6HP
 2  Bulldocking Headlock                c.4/6HK
 3  Bear Hug                            c.4/6HPHK

 4  Earth Shaker                        214P
 5  Kubota Buster                       c.641236P

 6  ★ Kubota Special                    When 1/3 life, c.632146PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  Unblockable. Switches sides.
 3  Unblockable.
 4  LP 9~18F: invincible; HP 9~32F: invincible.
 5  Unblockable.
  - Throw range: 72.
  - During the leap, Jun arcs either backward or forward. It can't be controlled
    which way she moves. If Jun arcs backward, she and the opponent usually
    switch sides. Going forward typically doesn't.
 6  Unblockable.
  - Throw range: 72.
  - During the leap, Jun arcs either backward or forward. It can't be controlled
    which way she moves. If Jun arcs backward, she and the opponent usually
    switch sides. Going forward typically doesn't.


=======================================================================  ( .05 )
  >> KAORI YANASE                                                "Ganbattemasu!"
================================================================================

 Owner of a genius fighting sense who has been trained in Taekwondo since the
 time she was three. 18 years old, a first-year private junior college student.

(  Gameplay  )  ----------------------------------------------------------------

 Kaori may not have won the Variable Geo tournament in the game lore, but she is
 undoubtedly the best character in the game. A rushdown queen: intense pressure,
 invincible frames on startup for 214K, two aerial divekicks, a throw that deals
 Super Art-level damage, an infinite, and hardly any bad matchups. Note Kaori is
 flawed by being unable to guard rapid LOWs, but it doesn't hinder her much.

 PROS:                                  CONS:
 - Avoids any projectile by crouching   - Guard gets broken by rapid-fire LOWs
 - 5LP, 2LP, and 2LK 1F basics          - No reliable anti-air
 - Throw does 52 damage, nearly as much - 236P the slowest projectile on startup
   as normal Super Arts
 - 214K invincible on startup and is
   the basis for her infinite
 - j.2K can be utilized for many hits
   if Kaori hits deep on their hitbox

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  YANASE = "weir | rapids"
 Origin         :  Chiba Prefecture (Kantou area)
 Birthday       :  September 7 (Virgo)
 Age            :  18 years
 Blood Type     :  O type
 Height         :  159 cm. (5' 2.60")
 Weight         :  45 kg. (99.21 lbs.)
 Measurements   :  B/84 W/58 H/87 cm. (33/23/34 in.) - Hourglass figure
 Graduate       :  Shiritsu F Joshitandai 1-kaisei (Private F Women's Junior
                   College 1st Year)
 Restaurant     :  MoHi Kan
                   (Based off the Japanese coffee house "Kohi Ten".)
 Hobbies        :  PC tsuushin (PC communications), violin
 Likes          :  Onsen (hot springs), ice cream
 Dislikes       :  Darashinaijin (sloppy people), namazakana (raw fish)
 Fighting Skill :  Taekwondo

(  Colors  )  ------------------------------------------------------------------

 HP             :  Purple (uniform), white (uniform, pads), brown (pantyhose),
                   black (skirt)
 HK             :  Green (uniform), white (uniform, pads), brown (pantyhose),
                   black (skirt, hair)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Takes off her glasses and sets a hand near her mouth,
                   "Gomenasai." ("Sorry about that.")

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  14 frames
 Back Step Duration                     :  9 frames (1~8F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  42 frames
 Landing Frames                         :  3 frames
 Jump Height Apex                       :  80
 Forward Jump Distance                  :  91
 Backward Jump Distance                 :  93
 Forward Dash Distance                  :  39
 Back Step Distance                     :  41
 Knockdown Recovery Duration            :  11 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 5          | 1   | 4                | 5   | +5
    | 5HP           |  M  | 9          | 19  | 4                | 5   | +7
    | 5LK           |  M  | 7          | 5   | 4                | 9   | +1
    | 5HK           |  M  | 9,9        | 12  | 5(11)5           | 7   | -12; +4
    |               |     |            |     |                  |     | 2nd hit
    | 2LP           |  M  | 5          | 1   | 2                | 4   | +8
    | 2HP           | H   | 9          | 9   | 16               | 10  | -10
    | 2LK           |   L | 5          | 1   | 4                | 5   | +5
    | 2HK           |   L | 10         | 5   | 4                | 18  | KND/-5
    | j.LP          | H   | 7          | 7   | Ground           | ——  | ——
    | j8.HP         | H   | 9          | 24  | 5                | Gnd | ——
    | j8.LK         | H   | 7          | 7   | Ground           | ——  | ——
    | j8.HK         | H   | 9          | 24  | 16               | Gnd | ——
    | j7/9.HP       | H   | 9          | 6   | 15               | Gnd | ——
    | j7/9.LK       | H   | 7          | 18  | Ground           | ——  | ——
    | j7/9.HK       | H   | 9          | 6   | 15               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 52         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 2  | 236LP         |  M  | 14         | 24  | ——               | 29  | -2
    | 236HP         |  M  | 17         | 24  | ——               | 37  | -8
 3  | 214LK         |  M  | 5x3        | 9   | 27               | 10  | +3
    | 214HK         |  M  | 8x3        | 8   | 27               | 11  | +4
 4  | j.2LP         |  M  | 6/n        | 7   | Ground           | 8   | ——
    | j.2HP         |  M  | 8/n        | 5   | 16(3)Ground      | 8   | ——
 5  | j.2LK         |  M  | 6          | 9   | Ground           | ——  | ——
    | j.2HK         |  M  | 6          | 7   | Ground           | ——  | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 6  | ★623214PK     |  M  | 55         | 9   | 32               | 13  | KND,-11/
    |               |     |            |     |                  |     | +3
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  San Shuu                            c.4/6HP

 2  Ressen Shuu                         236P
 3  En Ken Fu                           214K
 4  Rasen Geri                          j.2P
 5  Shuu Geki                           j.2K

 6  ★ Retsu Zan Dou                     When 1/3 life, 623214PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  1 durability point.
  - Crouch to avoid: Jun, Kaori, Manami, Satomi, Yuka.
  - If Kaori is right next to the opponent, her leg may pass through them and
    the projectile will be thrown behind.
 3  1~12F: invincible.
 4  ——
 5  Hitting pops Kaori back into the air, allowing input to another attack. If
    she does a basic attack, it executes as a j7/9 version.
  - Kaori can use the Shuu Geki multiple times while airborne by holding down
    on the joystick and pressing Kick for each new kick. She will continue to
    do kicks as long as she can hit the opponent. If you manage to hit the
    opponent deep with the kick near their feet, she will "climb" them with the
    additional kicks.
 6  Kaori rebounds off the opponent upon its completion. She actually recovers
    after they do, leaving Kaori at around -12. Since there is a gap created it
    is not easy to punish Kaori afterward.
 ☼  Because of her Taekwondo skill most of Kaori's basic attacks are kicks,
    except her Standing and Crouching Light Punches, giving her slightly further
    range than other attacks.


=======================================================================  ( .06 )
  >> MANAMI KUSUNOKI                                            "Mn, arigatou~!"
================================================================================

 She has no knowledge of martial arts, but her fighting method is powerful. 15
 year old idol to a boys' school in the neighborhood.

(  Gameplay  )  ----------------------------------------------------------------

 Manami is a poke-heavy and fast striker where all her specials basically hurt
 her in some way. She also doesn't do a lot of damage, and her Super Art is the
 weakest in the game. One of her benefits is she can be quite frustrating and
 annoying to fight with various 1F basics that she can poke, link, and cancel
 from, especially 5LK. A somewhat fun, trolling character to mess around with.

 PROS:                                  CONS:
 - Avoids any projectile by crouching   - The lowest basic damage of the cast
 - 5LP, 5LK, 2LP, and j8.LP 1F basics   - 236P deals damage back to her anytime
 - 236P hits traveling both ways          it's used
 - [4]6K invincible on startup          - Gorogoros can be punished on hit
                                        - Weakest Super Art that can be punished
                                          even before it does it full damage

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  MANAMI = "true | what? | beauty"
                   KUSUNOKI = "camphor tree"
 Origin         :  Hyougo Prefecture (Kinki area)
 Birthday       :  March 3 (Pisces)
 Age            :  15 years
 Blood Type     :  O type
 Height         :  143 cm. (4' 8.30")
 Weight         :  34 kg. (74.96 lbs.)
 Measurements   :  B/75 W/57 H/79 cm. (33/21/35 in.) - Rectangle figure
 Graduate       :  K Joshikoutougakkou 1-nensei (K Girls' High School 1st Year)
 Restaurant     :  Fusiya (sometimes 'Fujiya' or 'Fushiya') ("Fuji House")
                   (Based off the Japanese sweet shop "Fujiya Confectionery".)
 Hobbies        :  Eiga kanshou (jitsuha anime) (watching movies (actually
                   anime)), dokusho (jitsuha manga) (reading (actually manga))
 Likes          :  Ehon (picture books), mama no tezukuri cookie (mom's homemade
                   cookies)
 Dislikes       :  Obake (ghosts), piiman (green peppers)
 Fighting Skill :  Kodomo no Kenka (Child Fighting)

(  Colors  )  ------------------------------------------------------------------

 HP             :  Blue (dress), white (apron, socks), pink (hair, shoes), red
                   (bow), orange (neko gloves)
 HK             :  Green (dress), white (apron, socks), orange (hair, shoes,
                   neko gloves), red (bow)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Faces screen and raises her arms as the neko gloves fire out
                   and back while laughing.

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  16 frames
 Back Step Duration                     :  12 frames (1~11: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  46 frames
 Landing Frames                         :  2 frames
 Jump Height Apex                       :  100
 Forward Jump Distance                  :  78
 Backward Jump Distance                 :  80
 Forward Dash Distance                  :  52
 Back Step Distance                     :  56
 Knockdown Recovery Duration            :  11 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 6          | 1   | 2                | 3   | +11
    | 5HP           |  M  | 9          | 10  | 4                | 6   | +6
    | 5LK           |  M  | 7          | 1   | 3                | 4   | +9
    | 5HK           |  M  | 9          | 11  | 4                | 10  | +2
    | 2LP           |  M  | 6          | 1   | 2                | 4   | +8
    | 2HP           |  M  | 9          | 9   | 4                | 6   | +6
    | 2LK           |   L | 6          | 5   | 3                | 5   | +6
    | 2HK           |   L | 10         | 11  | 4                | 11  | KND/+2
    | j8.LP         | H   | 7          | 1   | Ground           | ——  | ——
    | j8.HP         | H   | 9          | 17  | 12               | Gnd | ——
    | j.LK          | H   | 7          | 7   | Ground           | ——  | ——
    | j8.HK         | H   | 9          | 7   | 17               | Gnd | ——
    | j7/9.LP       | H   | 7          | 7   | Ground           | ——  | ——
    | j7/9.HP       | H   | 9          | 7   | 17               | Gnd | ——
    | j7.HK         | H   | 9          | 7   | 17               | Gnd | ——
    | j9.HK         | H   | 9          | 5   | 12               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 34         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 2  | 236LP         |  M  | 14         | 18  | 25               | 12  | +2
    | 236HP         |  M  | 18         | 10  | 40               | 10  | +4
 3  | [4]6LP        |  M  | 18         | 4   | 22               | 1   | -25
    | [4]6HP        |  M  | 20         | 3   | 24               | 1   | -23
 4  | [4]6LK        |  M  | 18         | 22  | 29               | 1   | -21
    | [4]6HK        |  M  | 20         | 16  | 29               | 1   | -19
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 5  | ★214623PK     |  M  | 20,20      | 10  | 32               | 9   | -24
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Dadakko Punch                       c.4/6HP

 2  Neko Rocket Punch                   236P
 3  Gorogoro Attack                     [4]6P
 4  Gorogoro Attack 2                   [4]6K

 5  ★ Gottsui Neko Rocket Punch         When 1/3 life, 214623PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  LP extends for 25F: 15F forward, 10F backward;
    HP extends for 40F: 22F forward, 18F backward.
  - Can hit either on its propulsion or return.
  - Inflicts damage back to Manami. During its recovery, the neko glove smacks
    Manami in the head. Every time the Neko Rocket Punch is used, regardless of
    button strength, Manami suffers 1 damage. The attack can hit, miss, or be
    guarded and this damage is still applied. This can bring Manami to 0 life,
    but she can't defeat herself.
 3  ——
 4  LK 1~20F: invincible; HK 1~14F: invincible.
 5  Extends for 32F: 18F forward, 14F backward.
  - Can hit either on its propulsion or return.
  - Unlike 236P, the Gottsui passes through the opponent each way, damaging both
    times. If the opponent is hit on the first active frame, there is a 9F gap
    between both glove hits where the opponent can counterattack.


=======================================================================  ( .07 )
  >> REIMI JAHANA                                              "Maa, tou de ne."
================================================================================

 General Manager of the multinational company "Jahana Group". Current undefeated
 winner of Variable Geo for 3 consecutive years. A Queen recognized by herself
 and others. 19 years old.

(  Gameplay  )  ----------------------------------------------------------------

 Reimi is a charge-character with powerful pressure and attacks that control the
 neutral space. She has attacks which are awkward to avoid, allowing her to push
 opponents back into the corner. Much of her offense consists of her 1F 2LK that
 leads into Hurricane Rose or Rose Stinger finishers.

 PROS:                                  CONS:
 - Playable boss character              - Can't rapid-fire her specials since
 - Has the highest basic damage in the    she's a charge character
   game                                 - For some reason her pre-jump is longer
 - 2LK a 1F basic with fantastic reach    if she jumps vertically
 - 5HK, 236P, and [2]8K all great anti-
   airs; even her Super Art can do it
 - [2]8K invincible on startup

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  JAHANA = "apologize | flower"
 Origin         :  Unknown
 Birthday       :  February 27 (Pisces)
 Age            :  19 years
 Blood Type     :  B type
 Height         :  165 cm. (5' 4.96")
 Weight         :  49 kg. (108.03 lbs.)
 Measurements   :  B/85 W/58 H/87 cm. (33/23/34 in.) - Hourglass figure
 Graduate       :  Shiritsu S Joshigakuen 1-kaisei (Private S Girls' Academy 1st
                   Year)
 Occupation     :  Takokusekikigyou "Jahana Group" Sousui (general manager of
                   the multinational company "Jahana Group")
 Hobbies        :  Chess, driving
 Likes          :  Meisei (fame), bi (beauty), hot milk
 Dislikes       :  Miniku (ugliness)
 Fighting Skill :  Martial Arts

(  Colors  )  ------------------------------------------------------------------

 HP             :  Dark gray (vest, shoes, gloves), white (shirt), light gray
                   (pants), orchid (hair)
 HK             :  Dark gray (vest, shoes, gloves), white (shirt), light gray
                   (pants), gold (hair)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Brushes her hair up as she raises an arm and poses while
                   chuckling.

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  15 frames
 Back Step Duration                     :  13 frames (1~12F: invincible)
 Vertical Pre-jump Frames               :  5 frames
 Diagonal Pre-jump Frames               :  1 frame
 Jump Duration                          :  38 frames
 Landing Frames                         :  4 frames
 Jump Height Apex                       :  72
 Forward Jump Distance                  :  56
 Backward Jump Distance                 :  57
 Forward Dash Distance                  :  46
 Back Step Distance                     :  55
 Knockdown Recovery Duration            :  12 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 9          | 4   | 3                | 3   | +8
    | 5HP           |  M  | 11         | 10  | 9                | 5   | +2
    | 5LK           |  M  | 11         | 13  | 8                | 9   | -3
    | 5HK           |  M  | 12         | 6   | 9                | 10  | -3
    | 2LP           |  M  | 9          | 3   | 2                | 4   | +8
    | 2HP           |  M  | 11         | 9   | 8                | 6   | +2
    | 2LK           |   L | 10         | 1   | 4                | 5   | +5
    | 2HK           |   L | 14         | 14  | 7                | 14  | KND/-4
    | j.LP          | H   | 9          | 7   | Ground           | ——  | ——
    | j.HP          | H   | 11         | 7   | 17               | Gnd | ——
    | j8.LK         | H   | 9          | 12  | Ground           | ——  | ——
    | j8.HK         | H   | 11         | 12  | 17               | Gnd | ——
    | j7/9.LK       | H   | 9          | 12  | Ground           | ——  | ——
    | j7/9.HK       | H   | 11         | 12  | 17               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 26         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 2  | 236LP         |  M  | 12         | 18  | ——               | 23  | +4
    | 236HP         |  M  | 16         | 18  | ——               | 31  | -2
 3  | [4]6LK        |  M  | 6x4        | 10  | 38               | 14  | -1
    | [4]6HK        |  M  | 8x4        | 9   | 38               | 14  | +2
 4  | [2]8LK        |  M  | 14         | 4   | 13               | 36  | KND,-3/
    |               |     |            |     |                  |     | -31
    | [2]8HK        |  M  | 17         | 3   | 10               | 50  | KND,-12/
    |               |     |            |     |                  |     | -40
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 5  | ★2363214PK    |  M  | 56         | 14  | 10               | 1   | KND/-15
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Guillotine Throw                    c.4/6HP

 2  Burning Rose                        236P
 3  Rose Stinger                        [4]6K
 4  Hurricane Rose                      [2]8K

 5  ★ Griffon Nail                      When 1/3 life, 2363214PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  1 durability point.
  - Crouch to avoid: Kaori, Manami.
 3  ——
 4  LK 1~8F; 30~51F: invincible; HK 1~7F; 34~61F: invincible.
 5  ——


=======================================================================  ( .08 )
  >> SATOMI YAJIMA                                             "Satomi ikimasu!"
================================================================================

 A gallantly charming 16 year old with short hair. She is a good friend and
 rival of Yuka.

(  Gameplay  )  ----------------------------------------------------------------

 Satomi is a fiery, Shoto-esque waitress with safe basics and strong specials.
 She excels in being able to punish and counter any attack with hers, making it
 difficult to approach her. While she lacks a projectile, she avoids them all
 either by crouching or Sliding. Satomi is more of a response character who can
 control an opponent's movements, especially if she's playing safe and passive.

 PROS:                                  CONS:
 - 2LK and 2HK give great advantage     - Not much for combos
 - 3HP goes beneath projectiles and     - 41236P can be hard to navigate since
   can counter most specials and any      you can't see Satomi's shadow
   jumping attack
 - 421P 1F and invincible on startup
 - Satomi Bringer glitched

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  SATOMI = "wise | beauty"
                   YAJIMA = "eight | island"
 Origin         :  Toukyou/Tokyo (metropolitan area)
 Birthday       :  October 22 (Libra)
 Age            :  16 years
 Blood Type     :  O type
 Height         :  154 cm. (5' 0.63")
 Weight         :  41 kg. (90.39 lbs.)
 Measurements   :  B/78 W/51 H/82 cm. (31/20/32 in.) - Hourglass figure
 Graduate       :  Toritsu T Gakuen 2-nensei (Metropolitan T Academy 2nd Year)
 Restaurant     :  Bikkuri Monkey ("Surprise Monkey")
                   (Based off the Japanese restaurant "Bikkuri Donkey".)
 Hobbies        :  Ryouri (cooking), shugyou (training)
 Likes          :  Doryoku (effort), otouto no Daisuke (her younger brother
                   Daisuke)
 Dislikes       :  Binbou (poverty), magatta koto (crooked stuff)
 Fighting Skill :  Kyokushin Karate

(  Colors  )  ------------------------------------------------------------------

 HP             :  Rose (uniform), orange (skirt), white (shirt, pads), brown
                   (hair)
 HK             :  Green (uniform), orange (skirt), white (shirt, pads), brown
                   (hair)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Spins and faces screen with a peace sign, "Yatta~!" ("I did
                   it~!")

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  15 frames
 Back Step Duration                     :  13 frames (1~12F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  42 frames
 Landing Frames                         :  2 frames
 Jump Height Apex                       :  79
 Forward Jump Distance                  :  86
 Backward Jump Distance                 :  87
 Forward Dash Distance                  :  46
 Back Step Distance                     :  55
 Knockdown Recovery Duration            :  22 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 7          | 5   | 4                | 5   | +5
    | 5HP           |  M  | 9          | 10  | 9                | 5   | +2
    | 5LK           |  M  | 7          | 9   | 4                | 5   | +5
    | 5HK           |  M  | 9          | 11  | 4                | 10  | +2
    | 2LP           |  M  | 7          | 3   | 2                | 4   | +8
    | 2HP           |  M  | 9          | 9   | 4                | 6   | +6
    | 2LK           |   L | 7          | 3   | 2                | 4   | +9
    | 2HK           |   L | 10         | 4   | 4                | 4   | KND/+9
    | j.LP          | H   | 7          | 4   | Ground           | ——  | ——
    | j.HP          | H   | 9          | 7   | 17               | Gnd | ——
    | j.LK          | H   | 7          | 7   | Ground           | ——  | ——
    | j8.HK         | H   | 9          | 12  | 17               | Gnd | ——
    | j7/9.HK       | H   | 9          | 9   | 11               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 28         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 2  | 3HP           |   L | 9          | 5   | 21               | 9   | KND/-9
 3  | 421LP         |  M  | 14         | 1   | 15               | 21  | KND/-18
    | 421HP         |  M  | 17         | 1   | 14               | 30  | KND/-24
 4  | 41236LP       |  M  | 14         | 44  | 22               | 1   | KND/+12
    | 41236HP       |  M  | 17         | 54  | 18               | 1   | KND/+15
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 5  | ★236214PK     |  M  | 60         | 1   | 21               | 1   | KND/+15
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Daisharin Nage                      c.4/6HP

 2  Sliding                             3HP
 3  Kaen Zan                            421P
 4  Shinkuu Karatakewari                41236P, move 4/6

 5  ★ Satomi Bringer                    When 1/3 life, 236214PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  Deals CHIP damage.
 3  LP 1~15F: invincible; HP 1~14F: invincible.
 4  Hold 4/6 on the joystick to alter the slope of Satomi's arc. You can't air
    control her arc; once Satomi starts moving in one direction, she is unable
    to be moved in the other. She can reach full screen distance with either
    button strength. Satomi's shadow gets obscured by the screen after she flies
    offscreen, so you have to guess where she is.
 5  Does not execute against aerial opponents.
  - The Satomi Bringer has a glitch, allowing Satomi to capture the opponent
    from across the screen (see section 7.04).


=======================================================================  ( .09 )
  >> YUKA TAKEUCHI                                                  "Yoroshiku!"
================================================================================

 17 year old attending a nearby karate dojo. An impressive 4th degree black
 belt. A lively sports girl who is loved by underclassman.

(  Gameplay  )  ----------------------------------------------------------------

 Yuka is Variable Geo's poster girl and an abusive Shoto with a strong pressure
 game. She can bully her way to openings and damage with 214K, especially the
 LK-version that gives her +11 on guard. Being cornered by Yuka can end up being
 a lost cause as there is little to stop her rushdown. A heavy contender for the
 best character in the game in many scenarios.

 PROS:                                  CONS:
 - Overall strong and easy move set.    - Weakest throw
 - Pressure game rivals Reimi and Kaori - Souryuu Geki not reliable against
 - 214LK +11 on guard, opening up throw   grounded opponents; its odd hitbox can
   and pressure attempts                  leave Yuka vulnerable
 - 623P invincible on startup           - This also applies to the uppercut at
 - Strongest Super Art in the game        the end of her Super Art

(  Personal Information  )  ----------------------------------------------------

 Name Meaning   :  YUKA = "excellent (grade) | perfume"
                   TAKEUCHI = "warrior | within"
 Origin         :  Toukyou/Tokyo (metropolitan area)
 Birthday       :  August 7 (Leo)
 Age            :  17 years
 Blood Type     :  A type
 Height         :  163 cm. (5' 4.17")
 Weight         :  55 kg. (121.25 lbs.)
 Measurements   :  B/88 W/59 H/88 cm. (35/23/35 in.) - Hourglass figure
 Graduate       :  Toritsu T Gakuen 2-nensei (Metropolitan T Academy 2nd Year)
 Restaurant     :  Hanna Miller's
                   (Based off the Japanese restaurant "Anna Miller's".)
 Hobbies        :  Games, okashizukuri (making sweets)
 Likes          :  Kajitsu (fruit), games
 Dislikes       :  Yanikkoi chuunen (greasy middle-aged people), hikyouna koto
                   (cowardly people)
 Fighting Skill :  Kyokushin Karate, Uchi Kei Ken (Kikou Ken no Isshu)
                   (Rising Sun God Karate, "Beheading From Within" Fist (Qiguon
                   Fist variety))

(  Colors  )  ------------------------------------------------------------------

 HP             :  Orange (apron, skirt, hair tie), white (shirt, pads), brown
                   (hair)
 HK             :  Fuchsia (apron, skirt, hair tie), white (shirt, pads), brown
                   (hair)

(  Poses + Sayings  )  ---------------------------------------------------------

 Victory        :  Removes hair ribbon and raises a fist in the air, "Yosh'!"
                   ("Alright!")

(  Data Arsenal  )  ------------------------------------------------------------

 Forward Dash Duration                  :  15 frames
 Back Step Duration                     :  13 frames (1~12F: invincible)
 Pre-jump Frames                        :  1 frames
 Jump Duration                          :  42 frames
 Landing Frames                         :  2 frames
 Jump Height Apex                       :  79
 Forward Jump Distance                  :  86
 Backward Jump Distance                 :  87
 Forward Dash Distance                  :  45
 Back Step Distance                     :  55
 Knockdown Recovery Duration            :  12 frames

 -------------------+-----+------------+-----+------------------+-----+--------
| BASIC ATTACKS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
    | 5LP           |  M  | 5          | 3   | 2                | 3   | +9
    | 5HP           |  M  | 9          | 14  | 5                | 5   | +6
    | 5LK           |  M  | 7          | 4   | 3                | 3   | +8
    | 5HK           |  M  | 9          | 6   | 5                | 10  | +1
    | 2LP           |  M  | 5          | 3   | 2                | 4   | +8
    | 2HP           |  M  | 9          | 9   | 4                | 10  | +2
    | 2LK           |   L | 5          | 5   | 3                | 5   | +6
    | 2HK           |   L | 10         | 6   | 5                | 15  | KND/-3
    | j.LP          | H   | 7          | 12  | Ground           | ——  | ——
    | j8.HP         | H   | 9          | 7   | 5                | Gnd | ——
    | j8.LK         | H   | 7          | 12  | Ground           | ——  | ——
    | j8.HK         | H   | 9          | 12  | 17               | Gnd | ——
    | j7/9.HP       | H   | 9          | 7   | 17               | Gnd | ——
    | j7/9.LK       | H   | 7          | 7   | Ground           | ——  | ——
    | j7/9.HK       | H   | 9          | 12  | 12               | Gnd | ——
 ---+---------------+-----+------------+-----+------------------+-----+--------
| NORMAL THROWS     | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 1  | c.4/6HP       | Thw | 26         | 1   | 1                | ——  | KND
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SPECIAL ATTACKS   | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 2  | 236LP         |  M  | 14         | 10  | ——               | 24  | +3
    | 236HP         |  M  | 17         | 10  | ——               | 28  | +1
 3  | 214LK         |  M  | 4+4+4+12   | 1/7 | 24(6)11          | 2   | KND/+11
    | 214HK         |  M  | 6+6+6+6+14 | 1/7 | 36(6)11          | 2   | KND/+3
 4  | 623LP         |  M  | 22+8       | 4   | 17               | 18  | KND/-15
    | 623HP         |  M  | 24+8       | 5   | 24               | 21  | KND/-25
 ---+---------------+-----+------------+-----+------------------+-----+--------
| SUPER ART         | Grd |   Damage   | Sta |      Active      | Rec | +Ht/Gd |
 ---+---------------+-----+------------+-----+------------------+-----+--------
 5  | ★236214PK     |  M  | 14+4x5+12+ | 10  | 1(6)32(6)5(5)23  | 17  | KND/-9
    | (close)       |     | 24+8 (78)  |     |                  |     |
    | (afar)        |  M  | 14+4x6+12+ | 12  | 1(10)32(5)6(4)23 | 17  | KND/-9
    |               |     | 24+8 (82)  |     |                  |     |
 ---+---------------+-----+------------+-----+------------------+-----+--------

(  Movelist  )  ----------------------------------------------------------------

 1  Ipponzeoi                           c.4/6HP

 2  Ki Kou Dan                          236P
 3  Idaten Soku                         214K
 4  Souryuu Geki                        623P

 5  ★ Kiryuu Idaten Geki                When 1/3 life, 236214PK

(  Notes  )  -------------------------------------------------------------------

 1  Unblockable.
 2  1 durability point.
  - Crouch to avoid: Kaori, Manami, Satomi.
  - If Yuka is right next to the opponent, her arm may pass through them and
    the projectile will be thrown behind.
 3  Has an instant startup when done at point-blank range than it does further
    away. The additional 6F of startup happens when Yuka is further than a
    character distance away from her opponent. All the other properties of the
    attack remain the same.
 4  LP 1~20F: invincible; HP 1~28F: invincible.
  - The hitbox of the second hit is awkward, and will not hit most characters.
    This can be a problem since it is the hit that causes KNOCKDOWN. If it
    misses, Yuka's left at a significant disadvantage (-16 for LP; -26 for HP).
    Below is a list of characters who will suffer BOTH hits either out in the
    open, or in the corner (when Yuka is at point-blank range):

  ------------------+------------------+------------------+------------------
   LP Souryuu Geki  | LP Souryuu Geki  | HP Souryuu Geki  | HP Souryuu Geki
         OPEN       |      CORNER      |       OPEN       |      CORNER
  ------------------+------------------+------------------+------------------
   n/a                Reimi              Ayako              Ayako
                                         Eleanor            Chiho (30%)
                                         Kaori              Eleanor
                                         Reimi              Jun (40%/80%)
                                         Satomi             Kaori
                                                            Reimi
                                                            Satomi

  - As the chart shows, no one will get hit by both hits of the LP-version out
    in the open. Only Reimi gets hit by it in the corner. With that being said,
    623LP seems only useful for anti-air so Yuka recovers faster.
  - For whatever reason, both Chiho and Jun have odd hurtboxes when it comes to
    this attack. They can only be hit by both hits of the HP-version when they
    are in the corner. Chiho has an average of being hit with it about 30% of
    the time regardless of corner. Jun, however, gets hit about 40% when in the
    1P corner; yet it's about 80% in the 2P corner. Very strange this happens.
 5  1 durability point (Ki Kou Dan part).
  - 71~93F: invincible. (Souryuu Geki part)
  - Much like how it behaves if used normally, Yuka begina the Idaten Soku-type
    attack faster if she is close to the opponent; beginning on 17F rather than
    23F. However, the attack does +4 damage if Yuka is about a character's
    distance away as the Idaten Soku hits an additional time, causing the entire
    Super Art to instead do 82 damage.
  - The Souryuu Geki-ender is similar to the HP Souryuu Geki, but has slightly
    better hitboxes. Still the last hit can miss to leave Yuka at disadvantage.
    Below is a list of characters who will suffer BOTH hits either out in the
    open, or in the corner (when Yuka is at point-blank range):

  -------------------------------------+-------------------------------------
           Kiryuu Idaten Geki          |         Kiryuu Idaten Geki
                  OPEN                 |               CORNER
  -------------------------------------+-------------------------------------
   Ayako                                 Everyone
   Eleanor
   Kaori
   Reimi
   Satomi

  - The good news is that everyone takes the entire Super if they're in the
    corner. Chiho, Jun, Manami, and Yuka (the same four who don't get hit by
    both hits of the HP Souryuu Geki) are all who avoid getting hit with the
    second hit of the Souryuu Geki-ender, leaving Yuka at disadvantage (-21).


  [  Serving 6 : System Dissection  ]  -- // -----------------------------------
________________________________________________________________________________

 The following sections help to break down the game system and mechanics which
 are involved in 《Super Variable Geo》 (SVG), and assist both new and veteran
 players to further understand the game's inner workings.

 Descriptions concerning movement, controls, and motions should be taken as if
 the character is on the 1P (left) side of the screen. Invert for the 2P side.

(  Movement: walking / jumping / dashing / backdashing  )  ===========  ( 6.01 )

+-- [  Walking  ] -------------------------------------------------------------+

 - [6] or [4]

 Each character can walk forward and backward on the playing field by holding
 the joystick right or left, respectively. As your character is moving backward
 it doubles as a standing guard which protects them against any incoming MID and
 HIGH attacks.

 SVG has fast-paced action like other fighting games, but walking is not a bad
 method of mobility to get around the playing field. It may not cover as much
 distance as dashing or jumping would, but can make it easier to position the
 character for more precise placement. Times are calculated on how many frames
 it takes the character to move from one end of a stage to the other. Characters
 walk at different speeds, and some move much faster than others.

 Chiho walks the fastest both forward and backward, so her walking speed is set
 as a benchmark to compare everyone else against her:

 - FORWARD WALK SPEED (expressed as a percentage of Chiho's forward speed)
   Ayako, Chiho                         - 100% speed (94F to cross stage)
   Manami                               - 94.0% speed (100F to cross stage)
   Reimi, Satomi, Yuka                  - 74.0% speed (127F to cross stage)
   Eleanor, Kaori                       - 70.7% speed (133F to cross stage)
   Jun                                  - 64.4% speed (146F to cross stage)

 - BACKWARD WALK SPEED (expressed as a percentage of Chiho's backward speed)
   Chiho                                - 100% speed (123F to cross stage)
   Ayako, Manami                        - 93.2% speed (132F to cross stage)
   Reimi, Satomi, Yuka                  - 89.1% speed (138F to cross stage)
   Eleanor, Jun, Kaori                  - 84.8% speed (145F to cross stage)

+-- [  Jumping  ] -------------------------------------------------------------+

 - 7 / 8 / 9

 Jumping is the direct way to get a character airborne. There is only one type
 of jump: normal jumps. After input, the character goes into a pre-jump state of
 animation for a number of frames before they leave the ground. Characters are
 vulnerable to attacks during their pre-jump phase. If they are hit during, they
 get knocked back into the air.

 Jumping either vertically or diagonally lasts the same amount of frames. Reimi
 has an extended pre-jump phase when she jumps vertically, but it only lasts 1F
 if she jumps diagonally.

 After landing from a jump characters go into landing recovery animation. These
 last about as long as the character's pre-jump frames. Characters cannot guard
 on the first frame they land due to "dead frames" (see section 2.05). Movement
 and attacking can only begin on a character's 2nd landing frame, circumventing
 the remaining. Jumping consecutively only requires the 1st landing frame to
 occur, then the following jump's pre-jump frames happen after.

 - JUMP DURATIONS (expressed in frames; in order of fastest normal jump)
   (v = vertical, d = diagonal, bk = diagonal back, fw = diagonal forward)
  --------------+--------------+---------------+--------------+--------------
   Character    | Pre-jump     | Normal Jump   | Landing      | Total Frames
  --------------+--------------+---------------+--------------+--------------
   Eleanor              1             40               2             43
   Satomi, Yuka         1             42               2             45
   Kaori                1             42               3             46
   Reimi            5(v)/1(d)         38               4         47(v)/43(d)
   Manami               1             46               2             49
   Jun                  1             45               4             50
   Ayako                1             48               3             52
   Chiho                1             48               4             53

 - JUMP DISTANCES (in order of highest vertical jump height)
  ------------------+------------------+------------------+------------------
   Character        | Vertical Jump Ht | Forward Jump Dst | Backward Jump Dst
  ------------------+------------------+------------------+------------------
   Chiho                     114                104               106
   Ayako                     104                 88                90
   Manami                    100                 78                80
   Kaori                      80                 91                93
   Satomi, Yuka               79                 86                87
   Reimi                      72                 56                57
   Jun                        71                 69                70
   Eleanor                    67                 74                74

+-- [  Dashing  ] -------------------------------------------------------------+

 - 66 (with no more than 14 frames separating the inputs)

 Characters all have the ability to increase the speed of their movement either
 forward or backward with the use of dashing. This is accomplished by quickly
 double-tapping the joystick forward or backward within 14 frames.

 Dashes cover a lot more ground than normal walking, also in a much faster time.
 This is one of the main methods of movement around the screen to close distance
 and evade quickly during the course of combat.

 Forward dashing is used as a means to aggressively get in toward the opponent
 as quickly as possible. It also provides momentum, which allows the character
 to get in "deeper" against an opponent to attack.

 You cannot cancel a forward dash with a jump, attack, or special attack, nor
 can you guard. So you have to commit to the full amount of frames they last.

 - FORWARD DASH DURATIONS (expressed in total frames)
   Chiho, Manami                        - 16 frames
   Reimi, Satomi, Yuka                  - 15 frames
   Ayako, Eleanor, Kaori                - 14 frames
   Jun                                  - 13 frames

+-- [  Backdashing  ] ---------------------------------------------------------+

 - 44 (with no more than 14 frames separating the inputs)

 Backdashing is the method to backpedal swiftly, allowing the player to retreat
 out of situations. They also have one ideal property that makes them great for
 defensive purposes. Most backdashes have the character hop, roll, or flip
 backward, and then landing for the last frame. During that period characters
 are invulnerable for a number of frames, disallowing them from being attacked,
 thrown, or hit with projectiles. So you can time a backdash after you get up
 from being knocked down to avoid attacks, pulling your character to safety.

 Each character's invulnerability phase make them completely invincible to all
 attacks and damage. These change depending on the character; some having much
 longer periods of invincibility than others.

 Ayako backflips during her backdash instead of having an aerial leap, but she
 still is invincible for the duration as normal. Hers just lasts twice as long,
 meaning twice an invulnerability window.

 Backdashes last a specific amount of frames for one full duration:

 - BACKWARD DASH DURATIONS (expressed in total frames)
   Ayako                                - 25 frames (1~24F: invincible)
   Reimi, Satomi, Yuka                  - 13 frames (1~12F: invincible)
   Chiho, Manami                        - 12 frames (1~11F: invincible)
   Jun                                  - 11 frames (1~9F: invincible)
   Eleanor                              - 10 frames (1~8F: invincible)
   Kaori                                - 9 frames (1~8F: invincible)


(  Attacking: basic / command  )  ====================================  ( 6.02 )

+-- [  Basic Attacks  ] -------------------------------------------------------+

 - Press one of the four attack buttons: LP, HP, LK, or HK

 《Super Variable Geo》 utilizes four attack buttons: Light and Heavy Punch, and
 Light and Heavy Kick. Stereotypically, the 'Light' attacks are all very fast to
 execute, but do minimum damage. Whereas the 'Heavy' attacks are powerful, but
 much slower.

 Basic attacks (sometimes called "normals" or "buttons") are every character's
 standard form of offense. They require no special or complex inputs to execute
 (eg - Standing Heavy Punch). These types of attacks vary on their properties
 depending on if the character is standing, standing close, crouching, jumping,
 or jumping diagonally. Not every attack has alternate properties when used up
 close to the opponent as opposed to far away, or when the character is jumping
 vertically versus jumping diagonally, but many do.

 Button priority when two or more buttons are pressed simultaneously goes as
 follows, in this order:
   - Punch has priority over Kick.
   - Heavy has priority over Light.

 So if you press Light Punch + Heavy Kick together, you get Light Punch. If you
 press both Kicks together, you get Heavy Kick.

+-- [  Command Attacks  ] -----------------------------------------------------+

 Command attacks are alternate basic attacks that occur when a specific joystick
 direction is used in conjunction with the button press. These are specialized
 attacks that often have unique properties which differ over their basic attack
 counterparts, such as being HIGH overheads or extended LOW attacks.

 SVG does not have a great deal of command attacks like what would be found in
 many other fighting games. In fact, only Chiho and Satomi have them in their
 unique forms of LOW sliding attacks.


(  Guarding  )  ======================================================  ( 6.03 )

 Guarding is the art of defense, and a highly fundamental part of any fighting
 game. Learning to guard properly can make or break a player, and should be one
 of, if not the most important tactic to master in the beginning. Guarding an
 attack negates most or all of its potential damage.

 Characters are able to guard against attacks in two ways:

  ------------------+------------------+------------------+------------------
   Guard Type       | Defensive Input  | Guards Against   | Vulnerable To
  ------------------+------------------+------------------+------------------
   Standing Guard     [4]                MID, HIGH          LOW, Throw
   Crouching Guard    [1]                MID, LOW           HIGH, Throw

 Guarding is accomplished by holding a backward direction (away from opponent)
 while your character is not otherwise occupied performing an attack or action.
 Guarding correctly places your character in a state called 'guardstun'. The
 length of guardstun is dependent on the attack that caused it; stronger moves
 tend to inflict a longer guardstun duration. For example, guarding Yuka's 5LP
 causes 23 frames of guardstun, but her 5HK inflicts 25 frames.

 Holding back on the joystick as your character is being attacked has them take
 up a standing defensive stance which protects them against both MID- and HIGH-
 level attacks. (HIGH attacks typically include all jumping/aerial attacks and
 overhead-type moves.)

 Alternately, holding down-back on the joystick as your character is being
 attacked has them take up a crouching defensive stance which protects them
 against both MID- and LOW-level attacks. (This is typically the position you
 want to guard most of the time while on the ground.)

 Characters are unable to aerial guard in SVG.

 Throws——normal and command (eg - Jun's Kubota Buster)——can't be guarded.

 While guarding is a way to protect your character from taking a lot of damage,
 there are attacks which will still tick away at the character's life bar. Most
 special moves deal damage even when guarded——this is called 'chip damage'. Chip
 damage amounts to inflicting ~20% of the attack's potential damage. Basic
 attacks do not chip; however, Chiho and Satomi's sliding command attacks do
 inflict guard damage. It is possible to defeat an opponent through chip damage.

 SVG has "remote guarding," meaning that characters take up a defensive stance
 whenever the opponent attacks——up to full-screen distance——if they are holding
 back on the joystick. Yuka can be on one side of the screen and Eleanor on the
 other, and Eleanor will put up a guard every time Yuka performs an attack.


(  Throwing  )  ======================================================  ( 6.04 )

 - When close to an opponent on the ground, 4/6 + HP / HK

 Throws (nage) are close range unblockable techniques that each character has at
 least one of. Throws in SVG work a little differently than in other fighting
 games in that while they can't be used against opponents who are caught in
 hitstun, they can be used against those in guardstun, but not while they are
 actively guarding something.

 There are three different types: ground throws, air throws, and command throws.

 All characters are able to perform a ground throw by either pressing back or
 forward on the joystick as HP is pressed. (Ayako and Jun have throws with HK,
 and Jun has a third with HP+HK.) You can alter the direction in which an
 opponent is thrown by pressing back (away from the opponent). For example, if
 you are on the 1P/left side of the screen and press back + HP, the opponent
 will be thrown toward that left side, switching positions with your character.
 However, some characters have throws that automatically switch sides.

 Aerial throws are just normal throws performed with both characters are in the
 air. Chiho has the only aerial throw. The direction in which the opponent is
 thrown can still be controlled.

 Throws can't be escaped. Once a character is grabbed, the damage they suffer is
 guaranteed.

 Command throws are throwing techniques that instead have a specific joystick
 and/or button command rather than just pressing one direction. Jun has the only
 command throw special, but Ayako, Eleanor, and Jun as well also have command
 throw Super Arts. Some command throws tend to inflict more damage than basic
 throws, or possess an unique mechanic.

 Throw ranges are the measure of maximum distance a character can be away from
 the opponent, and still be in the area to grab them. These ranges are typically
 only used for command throws due to their internal vacuum; normal throws all
 usually require the character to be point-blank. Ranges are calculated by the
 amount of points/pixels the characters' boundary boxes are from one another.
 Characters standing right beside each other are at Range 0, and the number just
 increases point-by-point as characters move away.

 - CHARACTER NORMAL THROWS (in order of strongest to weakest)
  ------------------------+------------------------+-------------------------
   Character              | Command Input          | Damage
  ------------------------+------------------------+-------------------------
   Kaori                    c.4/6HP                  52
   Eleanor                  c.4/6HP                  36
   Manami                   c.4/6HP                  34
   Jun                      c.4/6HPHK                32
   Chiho, Satomi            c.4/6HP                  28
   Chiho                    jc.4/6HP                 28
   Ayako, Jun               c.4/6HK                  27
   Ayako, Jun, Reimi, Yuka  c.4/6HP                  26

 - CHARACTER COMMAND THROW RANGES (in order of furthest to shortest)
  ------------------------+------------------------+-------------------------
   Character              | Command Input          | Throw Range
  ------------------------+------------------------+-------------------------
   Jun                      c.641236P                72
   Jun                      ★c.632146PK              72
   Ayako                    ★c.23623PK               64
   Eleanor                  ★c.23646PK               48


(  Special Moves  )  =================================================  ( 6.05 )

 Called "hissatsu waza" in Japan, special moves are unique and powerful attacks
 that all characters possess. They are performed through the combination of a
 directional joystick sequence followed by a button press. There are typically
 three types of special move inputs: motions, charges, and taps.
   - Reimi's Burning Rose (236P) is a MOTION special.
   - Manami's Gorogoro Attack ([4]6P) is a CHARGE special.
   - Eleanor's Elirin Attack ({{P}}) is a TAP special.

 After the directional maneuver is performed, the attack button must be pressed
 within 14 frames——which is less than 1/4 of a second. This is not a great deal
 of time, but you can use that gap to perform interesting execution tactics. For
 example, you can input '214' for Chiho's Shi Sen Ken and then tap '4' a second
 time on the joystick to make Chiho backdash. (The '4' used for the special move
 motion counts as part of the backdash input.) When she lands, you can press
 Punch and she will throw her projectile. This works because Chiho's backdash
 lasts 12 frames, giving her 2 frames to still use the stored input for her
 initial action.

 The button you press to perform the special move also plays an important role
 with gameplay. Different strengths may change certain aspects of the attack's
 properties, such as its speed, damage, or priorities. Kaori's Ressen Shuu deals
 more damage and is faster with Heavy Punch (17) as opposed to when you press
 Light Punch (14). Jun's LP Earth Shaker gives her an extra +2 frame advantage
 over the HP-version. Some moves do the same thing no matter which button is
 pressed, such as Eleanor's Elirin Kick which has all the same frame data for
 any button strength. Information on any changes to specials are listed in the
 characters' sections.


(  Projectiles & Durability  )  ======================================  ( 6.06 )

 Projectiles are independent objects, usually familiarized with energy blasts,
 that a character hurls across the screen. They have their own unique value
 check that occurs whenever different projectiles collide into one another:
 durability points.

 Durability points come into play when projectiles of the same priority hit one
 another. They are the hidden amount of strength that projectiles carry with
 them. All projectiles have their own worth that determines how much power is
 needed to cancel it. For projectiles here, their durability is roughly equal to
 the amount of hits they do. Whenever projectiles collide, they mutually deplete
 durability according to their points. The one with the higher durability wins
 the exchange and continues across the screen. As durability is taken away, it
 also decreases the amount of hits and damage the projectile does in full.

 All projectiles have 1 durability point, so they always cancel one another out.


(  Life Gauge  )  ====================================================  ( 6.07 )

 The Tairyoku ("vitality") Gauges are the yellow bars at the top of the screen
 on either side of the timer——Player 1's is on the left side and Player 2's is
 on the right. Each character's life gauge begins with 168 units of health.
 During battle, attacks take away certain amount of life units based on how they
 hit the opponent. The red area is how much stamina a character has lost. Once
 an entire meter is empty, it means that player has lost all their life points
 and their character is defeated. The round goes to the winner.

 No characters are able to regain life through special abilities.

 If the time expires, the character with the most life wins the round. If the
 bars are equal, the match is considered a draw and another round will begin.

 SVG does not have character dependent health totals like other fighting games
 may. All the characters have the exact same 168 vitality, and take the same
 amount of damage from all attacks.

 Manami's Neko Rocket Punch (either strength) is the only attack that deals
 damage back to its controller. She suffers 1 damage to herself every time the
 attack is used, regardless if it hits, misses, or is guarded.


(  Super Arts  )  ====================================================  ( 6.08 )

 Super Arts are powerful high-end final attacks. All characters have one Super
 Art, and they come in an assortment of styles, including projectiles, assault
 rushes/ranbu, and command throws.

 Unlike most modern fighting games, SVG possesses no alternative power gauge
 that needs to be filled before gaining access to the super attack. Instead the
 characters get access to their Super Art when their life has been brought down
 to 55 stamina (1/3 health). At which point they are able to perform their Super
 Art whenever they want, however many times they want.

 All Super Arts are performed with a command + Punch + Kick button combination
 of the same strength. (Yuka's Kiryuu Idaten Geki is "236214PK" to perform.)
 The attack frames and damage remain the same regardless of if both Lights or
 both Heavys are used to perform the super.

 Super Arts are denoted in each character's move lists with a "★".

 - CHARACTER SUPER ARTS (in order from strongest to weakest)
  ------------------------+------------------------+-------------------------
   Character              | Super Attack Name      | Damage
  ------------------------+------------------------+-------------------------
   Yuka                     Kiryuu Idaten Geki       78~82 (divided into parts)
   Ayako                    Spiral Dive              60
   Chiho                    Ougi Youen no Mai        60
   Jun                      Kubota Special           60
   Satomi                   Satomi Bringer           60
   Reimi                    Griffon Nail             56
   Kaori                    Retsu Zan Dou            55
   Eleanor                  Elirin Smash             40
   Manami                   Gottsui Neko Rocket      20,20
                              Punch


(  Hitstun / Hitstop / Hit States  )  ================================  ( 6.09 )

+-- [  Hitstun  ] -------------------------------------------------------------+

 'Hitstun' is the counterpart to guardstun: a state that happens to a character
 when they are successfully struck with an attack. During this time a character
 will reel from an attack after being hit, leaving them vulnerable. Victimized
 characters in hitstun cannot do anything. Hitstun length is dependent on the
 attack that caused it; stronger attacks tend to inflict a longer hitstun
 duration. For example, Chiho's 5LP causes 22 frames of hitstun, but her 5HP
 causes 24 frames. Hitting a character while they are stuck in hitstun results
 in creating a combo.

 The time it takes between when an opponent recovers from hitstun and when your
 character recovers from their attack is what develops frame advantages.

+-- [  Hitstop  ] -------------------------------------------------------------+

 It usually goes unnoticed, but there is a brief period that happens whenever a
 character is hit that causes the game to momentarily freeze for a small number
 of frames. This happens in just about every fighting game, and it is used as
 an aesthetic to emphasize the force of the attacks. It is known as 'hitstop,'
 or sometimes called 'impact freeze'. This occurs both on hits or guards, but
 the freeze is longer when a character takes damage. It can be a minor factor
 when it comes to timing and execution, but typically does not effect gameplay.

+-- [  Hit States  ] ----------------------------------------------------------+

 There are several types of reactions that occur whenever a character is hit by
 an attack, whether it's on normal or counterhit. Most attacks just cause the
 character to reel, while others inflict a special effect called a 'hit state'.

 SVG has one type of hit state:

 - KNOCKDOWN (KND)
   Attack sends opponent to the ground. After a moment, characters simply rise
   in place.

 - RECOVERY DURATIONS (expressed in frames; in order of fastest to slowest)
  -------------------------------------+-------------------------------------
   Character                           | Knockdown Recovery Duration
  -------------------------------------+-------------------------------------
   Ayako, Chiho, Eleanor, Jun, Kaori,    11 frames
     Manami
   Reimi, Yuka                           12 frames
   Satomi                                22 frames


(  Combos / Links  )  ================================================  ( 6.10 )

+-- [  Combos  ] --------------------------------------------------------------+

 Combos are created by hitting the opponent with attacks in a succession while
 they are caught in hitstun, in such a manner where it is inescapable. While
 combos are a solid technique to do guaranteed damage, they should not be
 thought of to be the be-all end-all method on defeating an opponent. There's a
 balancing act between solid gameplay and performing efficient and effective
 combos to score opportunities against the opponent. Understanding the combo
 system is a way to improve being able to unleash stylish and damaging combos.

 SVG has no chain combo system; instead, combos are created by linking attacks
 together with usage of their frame advantage properties.

 Since SVG lacks a combo display it can be difficult to see when combos occur.

 Damage from attacks performed throughout a combo do not suffer from decay or
 damage scaling. Characters suffer 100% of an attack's damage regardless of
 where it is within a combo.

+-- [  Links  ] ---------------------------------------------------------------+

 Links are special combos that involve waiting until an attack has completely
 finished its attack animation then striking again before the opponent recovers
 from hitstun. These are much different than chain combos, where the attack
 buttons are simply pressed in a sequence to omit recovery, or cancel combos, in
 which the recovery periods are circumvented by another action.

 The important part of developing links relies on understanding an attack's
 frame advantage on hit and how fast other attacks are executed.

 SVG is a very link-intensive game; in fact, mostly every available combo is
 performed through them. An example would be Jun's 5LK, 2HP, 2LK. 5LK leaves Jun
 with a +8 advantage on hit. 2HP hits on 5F after input. This would be a 4-frame
 link since that is the window Jun has to hit with 2HP and have the combo work.
 After which a 5-frame link needs to be executed to catch with 2LK, resulting in
 a 3-hit combo. 1-frame links are as hard as it can get, which leaves only a
 single frame to input the next command——very tricky!

 Plinking ("priority linking" or "p-linking") is possible in SVG for aiding to
 linking into a Heavy. Manami's 5LP > 5HP is a 1-frame link that can be plinked.


(  Canceling  )  =====================================================  ( 6.11 )

 To 'cancel' means to interrupt the recovery of one action into another action.
 You are essentially circumventing all of the previous attack's recovery frames
 by doing a new attack or action. Most basic attacks are cancelable into special
 moves. As it was mentioned in Section 6.10, SVG does not have a chain combo
 system, so basic attacks cannot cancel into one another.

 Every basic attacks in SVG is cancelable into a special move/Super Art, and
 this is possible either on hit or on guard. The only caveat are command throws
 (eg - Jun's Kubota Buster) which cannot be canceled into on hit, but can on
 guard -only- after the blue guard spark has dissipated.

 At its most basic, a cancel looks like this: 5LP ═> 623LP. Yuka can hit the
 opponent with her Standing Light Punch, and while they are still in hitstun,
 cancel into her LP Souryuu Geki special attack, creating a 2-hit combo.

 Older FGC jargon for a cancel is called a "2-in-1," meaning to link 'two moves
 in one motion/command.'


(  Tier Listing  )  ==================================================  ( 6.12 )

 [ S Tier ]: Kaori
 [ A Tier ]: Satomi, Reimi, Yuka, Jun
 [ B Tier ]: Chiho, Eleanor, Ayako
 [ C Tier ]: Manami
                   ( https://twitter.com/afroshouji/status/1373883569232302082 )

 Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
 gotten around to breaking apart this game. There were notable threads about
 some of the other "Variable Geo" titles, especially AVG2. Though "Super" has
 dropped underneath the radar mostly, but has been regarded as a solid title
 that plays similar to the pre-Super Turbo SFIIs. It is also considered one of
 the better fighters in the series gameplay-wise behind AVG2. Now with Discord
 there are more avenues and servers that are dedicated to specific games, and
 the "Variable Geo" titles are alive again through those means.

 Remember: Tier lists are not set in stone and are constantly evolving as new
 tech is developed through gameplay. They should simply be looked at as a basic
 layout on how some characters stack against others, but by no means are they
 undisputed in their rankings. Tier lists also do not take into account certain
 character matchups, nor individual player skill.

 [S] KAORI YANASE: Kaori has a history of being a top tier character in nearly
 every "Variable Geo" game. Her normal throw does 3 damage less than her Super
 Art——let that sink in. A rushdown playstyle keeps her close and personal so
 she can throw and divekick her way to victory. Did I mention she also has an
 infinite? Yeah, Kaori has an infinite.

 [A+] SATOMI YAJIMA: Even without her glitched Bringer there's a strong argument
 that Satomi is the best character in the game. She's one of the few who can
 easily go toe-to-toe against Kaori without fear, and can counter her divekicks
 and just about any other attack in the game with her 1F DP and 3HP.

 [A] REIMI JAHANA: Reimi fireball spams more than others because it's such an
 awkward and difficult attack to jump over. Rose Stinger pushes her forward to
 close distances and allows her start her 2LK flurry for combos. Hurricane Rose
 is a great combo ender but leaves her at somewhat disadvantage.

 [A] YUKA TAKEUCHI: Shoto with an incredible pressure and combo game. If she can
 corner you it is usually GG. Her 623P is a far cry from other DPs, but it still
 has its uses and Yuka is quite capable of winning without it. 214LK is a godly
 pressure move that's safe.

 [A-] JUN KUBOTA: The fact she can beat any opponent with just three attacks is
 crazy, but that sums up Jun's offense. HP Kubota Buster turns matches in her
 favor instantly risk-free, and it's not difficult to pull them off. She suffers
 against heavy projectile users.

 [B+] CHIHO MASUDA: Mobile and fast with plenty of linkable normals for combos,
 Chiho's attacks allow her to keep on the offensive. Her damage output isn't
 very high, but she has a lot of swift options to poke for openings.

 [B] ELEANOR GOLDSMITH: Playable both afar and melee, Eleanor abuses Elirin
 Fire and Elirin Punch to do the majority of her damage. As a charge character
 she can be slow to get her attacks out, but makes up for it with damage.

 [B-] AYAKO YUUKI: HK Rave Storm is Ayako's ticket to ride, getting her close to
 allow her to throw and catch with Spiral Dive. It's practically the only
 special she has access to, and it's safe on guard so she can keep offensive.

 [C] MANAMI KUSUNOKI: Manami's strength is that she is annoying. Most of her
 attacks are fast and able to poke multiple times, allowing her to steal damage
 and cancel into her Blanka-rolls that are difficult to punish. Combined with
 her high jumping and many 1F normals she can poke away several times, but still
 only do minuscule damage that other characters can even out with less work.


  [  Serving 7 : Miscellaneous Info  ]  -- // ----------------------------------
________________________________________________________________________________

(  Special Thanks  )  ================================================  ( 7.01 )

 - TGL (Technical Group Laboratory, Inc.)                         ( tgl.co.jp/ )
   A great concept for an all-female fighting game, that's for sure. The anime
   was a fun watch too. I would love a new 'Advanced V.G.' fighting game, with
   some high-quality sprites and better gaming engine.

 - Shoryuken.com                                              ( shoryuken.com/ )
   The fighting game information emporium! Got details on how to use RAM codes
   to find stamina and damage amounts. Coupled with LUA coding, was able to
   create a pseudo training mode for the emulator.

 - Jeff "CJayC" Veasey + GameFAQs                              ( gamefaqs.com/ )
   Still one of the best sites out there for all-game information.
   (GameFAQs : https://gamefaqs.gamespot.com/community/CJayC)

 - Super Fighting Wiki                               ( snes.newchallenger.net/ )
   A wiki page dedicated to Super Nintendo and Super Famicom fighting games that
   I've been working on alongside other hardcore gamers. Breaking down all types
   of old school fighting games to include frame data and hitbox details. Super
   Variable Geo is included!


(  Secrets / Codes  )  ===============================================  ( 7.02 )

 - Skip Dialogue
   Press any of the buttons to speed up the text, or press the Start button to
   skip it entirely.


(  Translations  )  ==================================================  ( 7.03 )

 < AYAKO YUUKI >
 Ashinage                               Leg Throw
 Ren Shouda                             Continuous Palm Strike

 < CHIHO MASUDA >
 Hien Geki                              Flying Swallow Attack
 Jigen Ashi Yari                        Crawling Foot Spear
 Ougi Youen no Mai                      Dance of the Mysterious Bewitching Flame
 Sankaku Tobi                           Triangle Leap
 Shi Sen Ken                            Violet Flash Blade
 Shinkuu Nage                           Vacuum Throw
 Tomoenage                              Overhead Throw (judo)

 < KAORI YANASE >
 En Ken Fu                              Swallow Sword Axe
 Rasen Geri                             Spiral Kick
 Ressen Shuu                            Rift Kick
 Retsu Zan Dou                          Violent Kill Grieve
 San Shuu                               Scatter Kick
 Shuu Geki                              Kick Attack

 < MANAMI KUSUNOKI >
 Dadakko Punch                          Spoiled Brat Punch
 Gorogoro Attack                        Purring Attack
 Gorogoro Attack 2                      Purring Attack 2
 Gottsui Neko Rocket Punch (1)          Extreme Cat Rocket Punch
 Neko Rocket Punch                      Cat Rocket Punch

 1 "Gottsui" is a Kansai-ben term from West Japan, where Manami is from. It
   typically means "very" or "large and rough," but also used to describe
   extreme conditions or strong emphasis. Mostly used by women. It's kind of a
   funny word that is native to them; not many other Japanese people use it.

 < SATOMI YAJIMA >
 Daisharin Nage                         Giant Swing Throw
 Kaen Zan                               Flame Kill
 Shinkuu Karatakewari                   Vacuum Bamboo Split

 < YUKA TAKEUCHI >
 Idaten Soku                            Great Runner Leg
 Ipponzeoi                              One-armed Shoulder Throw (judo/sumo)
 Ki Kou Dan                             Spirit Roar Bullet
 Kiryuu Idaten Geki                     Demon Dragon Great Runner Attack
 Souryuu Geki                           Blue Dragon Attack


(  Glitches  )  ======================================================  ( 7.04 )

 - Satomi Bringer from anywhere!
   ( Requirements ) Satomi: 1/3 life
   ( Video ) https://youtu.be/qzFQApp2Suk

 This glitch allows Satomi to catch the opponent with the Satomi Bringer from
 nearly anywhere on the screen. The Satomi Bringer does not behave this way in
 any other "Variable Geo" title, and its legality in tournaments is debatable.

 When executed normally, the Satomi Bringer causes Satomi to advance half-screen
 distance to try and catch the opponent. It is also guardable. This glitch gets
 rid of Satomi's forward dash at the beginning of the Super, and instead brings
 the opponent straight to Satomi.

 Once Satomi is down to 1/3 life, all she has to do is touch the opponent with
 any of her attacks——normal or special, it doesn't matter. (Throwing doesn't
 work.) The attack doesn't even have to hit, it can be guarded. This "locks in"
 the opponent for the rest of the round. Now Satomi can perform the input for
 the Satomi Bringer anywhere and the opponent will automatically be caught in it
 as if they are point-blank in front of Satomi; literally teleported them from
 wherever they are right to her.

 Satomi can even pick up opponents off the ground with this glitch during their
 recovery frames. Because all of her special attacks knock the opponent down,
 it's especially deadly.

 Attacking Satomi does not break the lock. She can be hit by attacks and still
 have the Satomi Bringer glitched.

 Despite how bugged this sounds, there are a couple of things the opponent can
 do to prevent being caught by this as best they can:
   - As stated above, the Satomi Bringer can be guarded and this glitch doesn't
     change that mechanic. If the opponent holds back on the joystick as if they
     are guarding something, Satomi won't be able to "grab" them with the Satomi
     Bringer from across the screen. Instead she will stutter in place for a
     moment as if the Super attack was guarded, and nothing happens.
   - Satomi can't catch aerial opponents with the Bringer; it simply knocks them
     out the air, but the full Super doesn't execute. This still applies to the
     glitched version: if the opponent is jumping, Satomi can't "magically" grab
     them out the air. She again just stutters in place for a couple of frames.
   - Satomi can't whiff an attack. Once the opponent has been "locked in" by any
     of Satomi's attacks, any whiffed attack causes the lock to break and the
     Satomi Bringer behaves as it normally should. However, Satomi can re-lock
     the opponent again by striking them with another attack. Satomi not able to
     perform the glitched Bringer because of a guarding or aerial opponent does
     not count as a whiffed attack.

 - Kaori can't guard LOWs!
   ( Requirements ) Kaori; any opponent except Eleanor

 Kaori is unable to guard LOW attacks that can chain/link together. Which means
 that any character except Eleanor (because her 2LK has a 8F startup and doesn't
 rapid fire) can attack Kaori with 2LKs and she can't guard past the first. What
 happens is that Kaori will just automatically stand up and lose her crouching
 guard, allowing the next attacks to hit her.

 The only ways to counteract this is to either:
   - Avoid getting into a situation where Kaori has to crouch guard
   - Only fight Eleanor
   - Backdash if they try to LOW attack her, just to gain some distance
   - Use 214K since it has invincible startup, and gives Kaori advantage


(  Seiyuu Information  )  ============================================  ( 7.05 )

 The following is a list of each character's seiyuu (voice actress), along with
 other characters they have given voice to (if applicable). Many seiyuu have
 done dozens of voices, so the titles listed below are from anime/games that are
 some of their better known roles. Each seiyuu is listed in alphabetical order
 by their surname:

 - AMANO Yuri (voice of "Ayako Yuuki")
   Hokuto (Street Fighter EX)
   Ibuki (Street Fighter III)
   Kawai Kawai (Iczelion)
   Nanvel (Burn Up W)

 - ARAKI Kae (voice of "Manami Kusunoki")
   Chibi Usa/Black Lady (Bishoujou Senshi Sailormoon)
   Felicia (Super Puzzle Fighter II X, Vampire, Vampire Hunter)
   Karina Toyota (Asuka 120% Burning Festival Limited)
   Lei Lei/Hsien-Ko (Super Puzzle Fighter II X)
   Minnie May Hopkins (Gunsmith Cats)

 - MATSUSHITA Miyuki (voice of "Eleanor Goldsmith")
   Bulleta/B.B. Hood (Marvel v. Capcom 2, Vampire Savior)
   Q-Bee (Vampire Savior)
   Erika (Wedding Peach [episode 9])
   Madonra (Hello Kitty)

 - NOGAMI Yukana (voice of "Yuka Takeuchi")
   C.C. (Code Geass)
   Felicia (Vampire Hunter [anime])
   Honoka Yukishiro/Cure White (Futari no Pretty Cure)
   Meirin Li (Card Captor Sakura)

 - SHIINA Hekiru (voice of "Chiho Masuda")
   Hikaru Shidou (Mahou Kishi Rayearth)
   Kyouko Shibusawa (Shin Megami Tensei)
   Rifani (Langrisser III)
   Seung Mi Na (Soul Edge)

 - SHIRATORI Yuri (voice of "Kaori Yanase")
   Cherry (Saber Marionette J)
   Maria Robotnik (Sonic Adventure 2)
   Mei Narusegawa (Love Hina)
   Noriko (Goldenboy [episode 3])

 - TEZUKA Chiharu (voice of "Jun Kubota")
   Akira Kazama (Shiritsu! Justice Gakuen)
   Misaki (Devilman Lady)
   Reika Yamamoto (Serial Experiments Lain)
   Yukari Kashima (Vampire Princess Miyu)

 - WATANABE Kumiko (voice of "Reimi Jahana")
   Hideki Isobe (Hikaru no Go)
   Kumiko Gotou (Sokkou Seitokai: Sonic Council)
   Mauri (Lunar Eternal Blue)
   Shippo (Inuyasha)

 - YOKOYAMA Chisa (voice of "Satomi Yajima")
   Chun-Li (Street Fighter II V)
   Lucia (Lunar Eternal Blue)
   Maria Renard (Akumajou Dracula X)
   Sakura Shinguuji (Sakura Taisen)


(  Revision History  )  ==============================================  ( 7.06 )

 v. 5.0  //  2021.04.08
 - Re-added all the pros and cons to each character for their gameplay notes. I
   also found that Reimi has i-frames before and after Hurricane Rose.

 v. 4.0  //  2021.01.08
 - I've been recently working with an amazing collection of gamers to create a
   wiki for SNES fighting games, and companion project to what SRK, Mizuumi, and
   Dustloop has. Which has prompted me to once more go through this FAQ and make
   doubly sure the information and frame data is correct. A top-to-bottom sweep
   and overview performed to bring this to MaxFAQ status and heavily document
   all the details this title has to offer. There were a few minor mistakes, but
   all of that has been cleaned up. In working on this project I discovered some
   new things that I had not discovered before, so that has all been added to
   the FAQ and the Super V.G. wiki. Advantage on Guard and knockdown recovery
   frames has been included. The tier list got edited to switch many characters
   around. Format is revamped to match how I script frame data in my other FAQs,
   and I created a video to show the Satomi Bringer glitch in action.

 v. 3.0  //  2015.07.31
 - With help from some people at SRK.com, I ended up writing a LUA code to help
   help determine the -correct- amount of hit points that are in a life bar. So
   I went back through the entire FAQ and redid all damage information. This
   changed details on when Supers are available, but that's fixed too.

 v. 2.0  //  2015.03.05
 - Information added on who can avoid projectiles by crouching, and a lot of
   in-depth details on Yuka's Souryuu Geki properties. Turns out that it is not
   as safe as assumed! Also added the invincibility data for both Jun's Earth
   Shaker and Satomi's Kaen Zan.

 v. 1.0  //  2015.03.01
 - Added Section 6 in full, which breaks down elements of the game's system in
   simplest terms and basic structure.

 v. 0.0  //  2015.02.18
 - So this is basically a watered-down version of "Advanced V.G." without K-1,
   K-2, story mode, and juggles. I saw that the two available FAQs for this game
   each have missing or incorrect information on a lot of basic stuff, like the
   Super Arts. I did not suspect either of those authors to update or correct
   their works, so that was enough reason to write up my own FAQ for a complete
   installment. Frame data was easier to document in this game version.


(  Final Note  )  ====================================================  ( 7.07 )

 Oss'!
 The "Variable Geo" series is quite fun for being a fighting game based from a
 hentai series. The games didn't get really good until the second installment,
 but each of its predecessors do have some worth to them. I wanted to create a
 FAQ for each of the versions I own with frame data and full move info, just in
 case someone came back to revisit this title on a hardcore level. Both AVG and
 SVG were brought up on SRK and MadMan's Cafe some time ago with footage from
 Japanese players, so there is still an active audience for these titles. Keep
 in mind that "Super" is an incredibly watered down version of "Advanced," so
 it can feel a bit odd playing it after the PlayStation version.

   Have something to mention about this game or FAQ you want me and others to
   know about? Did you find any of the above information wrong or misleading?
   Or maybe you have additional details that is worth posting about. Whatever
   the case is, feel free to send it! Anything that is posted within the FAQ,
   you receive full credit for! That means authorized bragging rights for all
   the internet to behold! So don't hesitate and send all that juicy info in!
                                           .. By the way, thanks for reading!

   Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ♥ ^_^
                                           - afroshouji <oodzume@hotmail.com>
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  | "If you only have sex with your wife, you can't get caught."             |
  |                                                              - Ron White |
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