Advanced V.G. 2 (AVG2) Thread - The Ultimate Full-Contact Waitress Fighter

Since some people seems to show an interest towards AVG2, why not have a topic to talk about it?

What is AVG2?

It’s an oldschool 2D bishoujo fighting game released in 1998 on PS1 that, instead of having airdashes, bursts and air tech’s, has KOF-like super-jumps, character-specific chain combos, SFEX’s super-canceled-into-super system and Alpha series’ defensive subsystems (minus the roll). If you like games with emphasis on air-to-air and air vs. ground combats; maximizing damage from an anti-air, a counter or even a command throw; burning all your meters to quickly dispose of your opponent in one shot; breaking your opponent’s face with instant supers; oldschool 90’s action/bishoujo anime like Burn-Up W and Devil Hunter Yohko or just older looking waifu’s in general, you might want to try it.

Setup netplay

First thing you guys might wanna know is how to setup ePSXe netplay + Hamachi (playing without port-forwarding). I’ve never done it before, but I’d like to try it at least.

How to get Hamachi
(taken from there: The TMNT Tournament Fighters (SNES) Thread: TF Revelations, by Veserius)

[details=Spoiler]First you need to make an account with logmein who runs hamachi. go to https://secure.logmein.com/ and click create an account or try it free

Fill out your info.

Once you’ve hit continue hamachi gets kind of stupid and the new website is kind of unintuitive on where you actually download crap.
[…]
If you aren’t lazy there are 2 steps in the spoiler

[/details]

How to setup Hamachi
(also taken from there: The TMNT Tournament Fighters (SNES) Thread: TF Revelations, by Veserius)

[details=Spoiler]Once you have Hamachi installed click Network(you can change settings like your name under System -> Preferences). Network gives you two options.

Create a network lets you make a network that allows you to interface with other players you invite or who know the network exists.

You can set the name of the Network and a password to restrict people attempting to join.

Clicking Join an existing network gives you a similar dialog box

Fill out the Network ID and Password to join the network.

ALL THAT WORK and nothing has really been done yet. However notice that you should have an ip address above your name in x.x.x.x. format and anyone in your networks should also have their ip address available to you. This was the point the whole time![/details]

How to setup ePSXe for netplay
http://ngemu.com/threads/epsxe-netplay-cyberpad-kaillera-1-9-0-1-8-0-1-7-0-1-6-0.147136/

Where to get a gamesave?
http://db.gamefaqs.com/console/psx/save/advanced_vg_2.GME
Just load the file as a memory card, it works. You need it so that both players has the same file and because it has Material and Miranda unlocked as they’re allowed in competitive play. Don’t forget to adjust the settings according to the ruleset at the end of this post.

Universal Subsystems

  • Air Block: ub/b/db while jumping

  • Dash: f, f (cancellable with either HP* or b**)
    *Except Ayako who can cancel it with HK
    **Except Ayako, Satomi, Kaori, Miranda and Manami.

  • Back Dash: b, b (Tamao and Manami can cancel it by pressing f)

  • Super Jump: d~ub/u/uf

  • Dash Jump: dash, then jump (except Ayako, Elirin and Manami)
    *Dash Jump covers the same vertical and horizontal distances as a Super Jump.

  • Throw: b or f + HP/HK when close

  • Ground Tech: tap d before landing

  • Throw Tech: same as throw

  • Guard Cancel a.k.a. Alpha Counter: b, d + LP/LK/HP/HK while in blockstun (costs half a meter)

  • Taunt: select (some may be canceled into anything, some may not)

Lv1 supers can be done with either doing a motion twice and 1 button or doing a motion once and 2 button.
Ex.: Kyoko’s anti-air command throw super is both dp,dp+K* and dp+KK. But in order to cancel a lv1 super into another lv1 super, you have to do the first method. The second just won’t work.
*By the way, when inputting a dp,dp super, it doesn’t have to be exactly f,d,df,f,d,df. You can actually skip the first df so it’s gonna look like f,d,f,d,df.

Some useful links and match videos

The Holy Bible
http://www3.atwiki.jp/avg2/ (movelists, combos, general character strats, system-specific informations, it’s all there, but in Japanese)

Valkyrie of the Glory Tournament - June 8th, 2013

[details=Spoiler]http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21197064
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21197326
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21197722
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21197906
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21275711
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21275983
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21276178
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21276283
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm21284102[/details]

Casual set with Takoyaki vs. Yosaku - June 7th, 2009 (showcases some characters that weren’t used in the previous set)

[details=Spoiler]http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7094211
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7135699
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7138169
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7138402
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7138980
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm8999885
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm9001254[/details]

Competitive Ruleset, according to the Japanese community (as of 2014)

  • Time: 99 sec
  • Macros turned off (the in-game SP1 and SP2 ones)
  • All other options set to default (which means Speed setting is at Normal - this may be subject for discussion as I find Normal to be sluggish; Turbo 2 just feels better)
  • Material and Miranda allowed
  • Material and Miranda vs. all 12 other characters: handicap set to 2:6
  • Tamao and Manami vs. all other characters except Miranda and Material: handicap set to 4:3
  • Kaori’s standing HK > standing LP link is banned (thus nullifying her braindead infinite)

Thanks! I was looking for the videos of the Valkyrie of the Glory tournament.

They should’ve banned Kaori’s infinite.

Do you know if there are any videos from this? = http://ameblo.jp/avg2/entry-11601953894.html

Agreed. Why it took 16 years to finally enforce a ban on her infinite is beyond me.

I can’t seem to find any, sorry.

Some combos to get people started, from the Japanese wiki (though I’m not sure I got them 100% accurate; feel free to test them):

(Note: if you see a “+” behind a “s.” or a “cr.”, it means it’s a link. Fortunately, there are few link combos in this game and they’re pretty lenient.)

Ayako

[details=Spoiler]Basic Combos

  • s.lk x4 > qcb+k xx qcb+kk xx qcb,qcb+p (can do it at footsie range)
  • cr.lk > cr.lp > cr.hp xx qcb+k xx qcb+kk xx qcb,qcb+p

Anti-Air Combos

  • s.hp > sj.lk > sj.hk > dash s.hk xx qcf+pp
  • s.hp > sj.lk > sj.hk > cr.hp xx qcb,qcb+p
  • j.lk > j.hk > dash s.hk xx qcf+pp
  • j.lk > j.hk > cr.hp xx qcb,qcb+p

Throw Combos

  • hp throw > s.lk xx qcb+hk xx qcb,qcb+p
  • (corner) hp throw > s.lp > s.hp > j.lk > j.hk > s.hk/qcb,qcb+p
  • f,hcf+k > cr.lp xx qcb+kk
  • (corner) f,hcf+k > cr.lp > cr.lk > cr.hp

Misc Combo

  • hcb+p > s.hk xx qcb+hk xx qcb,qcb+p[/details]
    Chiho

[details=Spoiler]Basic Combos

  • s.lp > s.lk > s.hp > s.hk xx charge b,f+p/qcb+pp
  • s.lp > s.lk > s.hp > s.hk xx qcb,f+k > charge b,f+pp

Anti-Air Combos

  • j.lk > j.hk > charge b,f+hp
  • dash s.hp xx qcb+lp xx qcb+pp/charge b,f+hp/charge b,f+pp/qcb,f+k (catches backjump)
  • (backhit) walkup s.lp xN (anti-crossup)
  • qcb,f+k > charge b,f+hp

Throw Combos

  • hcb+hk > qcb,f+k > charge b,f+hp
  • (corner) hp throw > cr.hk xx charge b,f+hp
  • (corner) hcb+hk > f+hk > cr.hp xx d,d+kk xx charge b,f+pp
  • (corner) hcb+hk > hcf+hk > cr.hk xx charge b,f+hp

Zankage-jin Combos

  • cr.lk > [+cr.lp > +s.lk xx d,d+pp > cr.lp xN] xN (infinite combo)
  • d,d+pp > [s.pp > cr.lk] (guardbreak string)
  • d,d+pp > [cr.lp xx charge b,f+lp] x4 (meter-filling blockstring)[/details]
    Elirin

[details=Spoiler]Basic Combos

  • s.lp > s.hp > s.hk xx qcb+k x3 xx dp+pp xx charge b,f,b,f+p > charge d,u+pp
  • cr.lp > cr.lk xx qcb+k x3 xx dp+pp xx charge b,f,b,f+p > charge d,u+pp

Anti-Air Combos

  • cr.hp > j.lk > j.hk > cl.hp > whiffed s.hk xx dp+pp xx charge b,f,b,f+p/charge d,u+pp
  • j.lk > j.hk > rejump > sj.lk > sj.hk xx dp+pp/charge b,f+pp

Throw Combos

  • (corner) hp throw > cr.lk > s.lp > s.hp > s.hk xx charge b,f+pp > charge d,u+pp
  • (corner) hp throw > cr.lk > s.lp > s.hk > s.hk xx charge d,u+pp

Misc Combo

  • hcb+p xx dp+pp xx charge b,f,b,f+p (from her overhead)[/details]
    Jun

[details=Spoiler]Basic Combos

  • cr.lp > cr.hk xx charge b,f+hp > cr.lk > cr.hk xx charge b,f+p
  • cr.lp > cr.hk xx charge b,f+hp > cr.lk xx qcb+hp xx f,hcf+k
  • (corner) cr.lp > cr.hk xx qcb+hp > cl.hk xx charge b,f+hp > cr.lk > cr.hk xx charge b,f+p
  • (corner) cr.lp > cr.hk xx qcb+hp > cl.hk xx charge b,f+hp > cr.lk xx qcb+hp xx f,hcf+k

Anti-Air Combo

  • f+hp > sj.lk > sj.hk > cl.hk xx charge b,f+hp > qcb+hp

Throw Combos

  • hp throw > cr.lk xx qcb+hp xx f,hcf+k
  • f,hcf+hp > immediately dash cr.lk xx qcb+hp xx f,hcf+k
  • f,hcf+hp > qcb+pp
  • (corner) f,hcf+hp > qcb+pp xx f,hcf+k
  • (corner) f,hcf+hp > qcb+pp > sj.lk > sj.d+hp > cl.hk xx charge b,f+hp/f,hcf+k
  • (corner, Chiho only) f,hcf+hp > qcb+pp > f+hp x4 xx qcb+hp xx f,hcf+k[/details]
    Kaori

[details=Spoiler]Basic Combos

  • s.lp > s.lk > s.hp > s.hk > +cr.lp > cr.lk xx qcb+hk/qcb+kk/f,hcf+k
  • dash s.hp > s.hk > +cr.lp > cr.lk xx qcb+hk/qcb+kk/f,hcf+k
  • cr.lk > cr.hp xx qcb+hk xx qcf+kk xx f,hcf+k
  • (corner) cr.lk > cr.hp xx whiffed qcf+lk > f+hp xx whiffed qcf+lk > cr.hp xx qcf+lk > cr.hk xx qcf+lk
  • (corner) cr.hk xx qcf+lk > [s.hp xx qcf+lk] x2

Infinite Combo Setups

  • dash s.hp > s.hk > [+s.lp > s.lk > s.hp > s.hk] xN
  • j.d+hp > [s.lp > s.lk > s.hp > s.hk] xN (her dive drill move hits high and is super fast)
  • backhit dash s.hp > s.hk > [+s.lp > s.lk > s.hp > s.hk] x3 (xx qcf+kk) xx f,hcf+k (can do loop xN times if carried in corner)
  • crossup j.d+hp > [s.lp > s.lk > s.hp > s.hk] x3 (xx qcf+kk) xx f,hcf+k (can do loop xN times if carried in corner)

Anti-Air Combos

  • cr.hp xx qcf+kk/f,hcf+k
  • cr.hp xx qcb+hk xx qcf+kk

Throw Combos

  • hp throw > f,hcf+k
  • (corner) dp+hk > cr.lp > s.lp > s.hp > s.hk xx qcf+kk

Misc Combos

  • qcf+kk xx f,hcf+k (medium-ranged 0 frame starter, catch opponent off-guard with it)
  • (corner) f+hp xx whiffed qcf+lk > cr.hp xx qcf+lk > s.hp > s.hk
  • (corner) f+hp/cr.hk > cr.lp > s.lp > s.hp > s.hk[/details]
    Kyoko

[details=Spoiler]Basic Combos

  • cr.lp > +cr.hp > sj.hk > sj.hp > cr.hp xx dp+k/dp,dp+k
  • cr.lp > +cr.hp > sj.hk > sj.hp > s.hp > s.hk xx qcf+hp,p xx qcf+pp xx dp,dp+k
  • (corner) cr.lp > +cr.hp > cr.hp x2 > s.hp > s.hk xx qcf+hp,p xx qcf+pp xx dp,dp+k

Anti-Air Combos

  • cr.hp > dp+lk
  • (cr.hp > s.hk) xx qcf+pp xx dp,dp+k

Throw Combos

  • hcf+hk > cr.hk
  • (corner) hcf+hk > cr.hk xx qcf+lp > cr.hp x2 xx dp+lk
  • (corner) hcf+hk > cr.hk xx qcf+lp > cr.hp xx qcf+hp,p xx dp+kk
  • (corner) f,hcf+k > qcf+hp,p xx dp+kk

Counter Combos

  • bdp+lp > sj.lk > sj.hk > s.hp > s.hk xx qcf+hp,p xx qcf+pp xx dp,dp+k
  • bdp+hp > qcf+p,p xx qcf+pp xx dp,dp+k
  • (corner) bdp+pp > cr.hk xx qcf+hp,p xx qcf+pp xx dp,dp+k[/details]
    Manami

[details=Spoiler]Basic Combos

  • j.lk > j.hk > s.lp > s.lk > s.hk xx charge b,f+kk xx charge b,f,b,f+p
  • f+lp x2 > sj.lk > sj.hk > rejump > j.hk > s.hk xx charge b,f+hp xx charge b,f,b,f+p
  • j.lk > j.hk > s.lp > s.lk > s.hk xx charge b,f+kk xx f,hcf+p
  • (corner) j.lk > j.hk > s.lp > s.lk > s.hk xx charge b,f+lp xx f,hcf+p

Throw Combos

  • hp throw > sj.lk > sj.hk > rejump > j.lk > j.hk > s.hk xx charge b,f+hp xx charge b,f,b,f+p
  • hp throw > charge b,f+hp+hk
  • hcb+hk > sj.lk > sj.hk > rejump > j.hk > s.hk xx charge b,f+hp xx charge b,f,b,f+p[/details]
    Material

[details=Spoiler]Basic Combos

  • s.lp > s.hk > s.hp xx qcf+hp xx f,hcf+k
  • cr.lp > cr.lk > cr.hk xx f,hcf+k
  • cr.lk > +cr.lp > +s.hp xx qcf+lp xx f,hcf+k
  • cr.lk > +s.hp xx qcf+lp xx f,hcf+k
  • (corner) s.lp > s.hk > s.hp xx qcf+hp xx qcf+pp > s.hk xx qcf+lp x2
  • (corner) cr.lk > +s.hk xx qcf+hp xx qcf+pp > s.hk xx qcf+lp x2
  • (corner) cr.lp > cr.lk > cr.hk xx qcf+hp xx qcf+pp > s.hk xx qcf+lp x2

Anti-Air Combos

  • cr.hp > sj.lk > sj.hk > s.hp > s.hk xx qcf+lp
  • s.hp xx qcf+lp xx bdp+pp
  • (corner) [s.hp xx qcf+lp] x2 > cr.hk xx qcf+hp/f,hcf+k

Throw Combo

  • hp throw > bdp+pp[/details]
    Miranda

[details=Spoiler]Basic Combos

  • s.hp xx qcf+pp > dp+pp
  • cr.lk xx qcf+lp > s.hp xx qcf+hp/dp+pp
  • (corner) cr.lp x3 xx qcf+lp > s.lp xx qcf+hp/s.lk+hk
  • (corner) cr.lp x3 xx qcf+lp > s.lp xx qcf+pp > f,hcf+p
  • (corner) cr.lp x3 > +s.hp xx qcf+pp > s.lp xx qcb+k
  • (corner) cr.lk xx qcf+lp > s.lp xx qcf+hp > b+hk
  • (corner) s.hp xx qcf+pp > sjb.lk > sjb.hk > qcf+pp > qcb+k/f,hcf+p

Overhead Combos

  • (corner) b+hk > cr.hk xx s.lk+hk
  • (corner) b+hk > cr.hp xx qcf+pp > qcb+k/b+hk/f,hcf+p

Death Stinger Infinite Combo Setups

  • cr.lp x3 > +s.hp xx qcf+pp xN
  • cr.lp x3 xx qcf+lp > s.hp xx qcf+pp xN
  • s.hp xx qcf+pp xN
  • s.hp xx qcf+pp > sj.lk > s.hp xx qcf+pp xN
  • b+hk > cr.hp xx qcf+pp xN (from her overhead)
  • (corner) hp throw > cr.hp xx qcf+pp > s.hp xx qcf+pp xN

Throw Combo

  • (corner) hp throw > cr.hp xx qcf+pp > sjb.lk > sjb.hk > qcf+pp > qcb+k/f,hcf+p[/details]
    Reimi

[details=Spoiler]Basic Combos

  • cr.lp x2 > cr.lk xx [charge b,f+hk xx qcf+pp] x3
  • cr.lp x2 > cr.lk xx charge b,f+hk xx f,hcf+k
  • s.lp > s.lk > s.hk xx [charge b,f+hk xx qcf+pp] x3
  • s.lp > s.lk > s.hk xx charge b,f+hk xx qcf+pp xx f,hcf+k
  • (corner) cr.lp x2 > cr.lk xx charge b,f+hk xx qcf+pp +s.hk/+d+hk
  • (corner) cr.lp x2 > cr.lk xx charge b,f+hk xx qcf+pp +s.hk xx charge b,f+hk

Anti-Air Combos

  • j.lk > j.hk > rejump > j.lk > j.hk > charge d,u+kk > charge d,u+hk/charge b,f+hk
  • j.d+hp > charge d,u+kk > charge d,u+hk/charge b,f+hk

Misc Combo

  • (corner) cr.hk xx qcf+lp > cr.hp/s.hk/f+hk/charge b,f+hk[/details]
    Saki

[details=Spoiler]Basic Combos

  • cr.lp x3 xx qcb+pp
  • cr.lk > cr.hk xx qcb+p xx hcb,hcf+k
  • s.hk > +cr.hk xx qcb+p xx hcb,hcf+k
  • f+hk > s.hp xx qcb+p xx hcb,hcf+k
  • f+hk xx dp+p xx hcb,hcf+k

Anti-Air Combos

  • j.lk > j.hk > rejump > j.lk > j.hk > qcb+kk/qcf,hcf+p
  • j.lk > j.hk > f+hk > s.hk xx qcf,hcf+p
  • dp+hk > sj.lk > sj.hk > qcb+kk/qcf,hcf+p
  • dp+k/dp+kk > qcb+kk
  • dp+hk > tigerknee’d qcf,hcf+p

Throw Combo

  • hp throw > cr.hp xx qcb+p xx hcb,hcf+k

Misc Combos

  • dp+hp xx qcb,qcb+k/dp,dp+pp
  • (except Tamao, Material and Manami) j.lk xx qcf,hcf+p (instand overhead combo)[/details]
    Satomi

[details=Spoiler]Basic Combos

  • s.lp > s.lk > s.hk > s.hp xx f,hcf+k
  • cr.lp > cr.hp > df+hp x2 > s.hp > s.hk (xx bdp+hp) xx bdp+pp
  • cr.lp > cr.hp > walkup s.hp > s.hk xx bdp+pp
  • cr.lp > cr.hp > dash df+hp x2 xx hcf+pp
  • (corner) s.lp > (s.lk) > s.hk xx qcb+kk xx f,hcf+k
  • (Yuka and Miranda only) cr.lk xx qcb+k xx bdp+pp > bdp+pp
  • (except Yuka and Miranda) cr.lk xx qcb+k xx bdp+pp

Anti-Air Combos

  • j.lk > j.hk > rejump > j.lk > j.hp xx bdp+pp
  • bdp+pp > bdp+pp

Guard Break String

  • cr.lk xx qcb+lk (qcb+lk hits high and is really fast, mix that shit up to catch the opponent off-guard)

Misc Combos

  • (corner) meaty cr.hk/df+hk > cr.lp > cr.hp > s.hp > s.hk xx bdp+hp xx bdp+pp
  • (vs standing opponent) cr.lk xx qcb+kk +df+hp x3 > s.hp > s.hk (xx bdp+hp) xx bdp+pp
  • (vs crouching opponent) [+cr.lk xx qcb+kk] x3 > +cr.lk xx qcb+hk[/details]
    Tamao

[details=Spoiler]Basic Combos

  • cr.lk > +cr.lp > +s.hp xx dp+hp xx dp+pp dp+p
  • cr.lp > +s.lk > +s.hp xx dp+hp xx dp+pp dp+p
  • s.lp > s.lk > s.hk xx qcb+hk (corner carry)
  • j.lk > j.hk > s.lp > s.hp xx dp+hp xx dp+pp > dp+p
  • j.lk > j.hk > s.lp > s.hp xx qcf+lp xx f,hcf+p

Misc Combos

  • df+hp xx dp+hp xx dp+pp > dp+p (may pick up after throw or qcb+kk super in corner)
  • df+hp xx qcb+hk (may pick up after throw or qcb+kk super in corner)[/details]
    Yuka

[details=Spoiler]Basic Combos

  • j.d+hk > j.hp > s.lp > s.lk > s.hp > s.hk xx qcf+hp xx qcf+pp xx f,hcf+p/f,hcf+k
  • cr.lk xx qcf+pp/f,hcf+k
  • cr.lp > +cr.hp xx qcf+hp xx qcf+pp xx f,hcf+k
  • cr.lp x2 > +b+hk > sj.lp > sj.lk > sj.hk > sj.hp > dp+hp xx dp+pp
  • cr.lp x2 > +b+hk > sj.lp > sj.hk > sj.hp > s.hk xx qcb+hk
  • (corner) cr.lp x2 > +b+hk > j.lp > j.hk > j.hp > b+hp xx qcf+lp > dp+hp xx dp+pp
  • (corner) cr.lp > +b+hp > b+hk xx qcf+lp > b+hp > b+hk > dp+hp xx dp+pp

Throw Combos

  • hp throw > cr.hk xx dp+lp xx dp+pp
  • hp throw > cr.hk xx qcb+hk xx f,hcf+p
  • (corner) hp throw > cr.hk xx qcb+hk xx qcf+pp > dp+hp xx dp+pp

Misc Combos

  • b+hk xx f,hcf+p
  • s.lk x4 xx f,hcf+k (can do it at footsie range)
  • (corner) b+hk > sj.lk > sj.hk > sj.hp > s.hk xx dp+hp xx dp+pp[/details]

By the way, the ISO of the game and the BIOS are pretty easy to find. Just google them or PM me.

Trailer of the upcoming Kyuugeki 3 (retro FGs event), starting next Saturday, in which AVG2 is included:
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm23533540

AVG2 tourney at Kyuugeki 2 (November 16th, 2013)
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm22704204

AVG2 tourney at the 1st Kyuugeki (February 23rd, 2013)
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm20962371

Some other stuff:

Wakeup speed
12F: Tamao, Yuka, Satomi, Manami, Elirin
14F: Kaori, Reimi
16F: Chiho, Saki, Jun, Material
19F: Miranda
20F: Ayako
24F: Kyoko

List of 0-frame/instant supers

[details=Spoiler]Ayako

  • EX Mach Spin (qcf+KK, 1 stock, almost point-blank)
  • Spiral Dive (f,hcf+K, 2 stocks, point-blank)

Chiho

  • EX Hiengeki (charge b,f+PP, 1 stock, one character distance)

Elirin

  • EX Elirin Mach Punch (dp+PP, 1 stock, one character distance)
  • EX Elirin Tsuutenkaku Otoshi (charge d,u+PP, 1 stock, point-blank)
  • Elirin Smash (f,hcf+K, 2 stocks, point-blank)

Jun

  • Kubota Special (hcbx2+P, 2 stocks, point-blank)

Kaori

  • EX Ressenshuu (qcf+KK, 1 stock, one character distance)
  • Retsuzando (f,hcf+K, 2 stocks, one character distance)

Kyoko

  • EX Ominaeshi (qcf+PP, 1 stock, one character distance)
  • Housenka (f,hcf+K, 2 stocks, point-blank)

Manami

  • None

Material

  • EX Thunder Spear (qcf+PP, 1 stock, one character distance)

Miranda

  • None

Reimi

  • EX Hurricane Rose (charge d,u+KK, 1 stock, one character distance)

Saki

  • EX Shoku (dp+KK, 1 stock, one character distance)
  • EX Ren (hcb,f+PP, 1 stock, point-blank)

Satomi

  • EX Kaenzan (bdp+PP, 1 stock, half-character distance)

Tamao

  • EX Souryuugeki (dp+PP, 1 stock, half-character distance)
  • Lightning Crash (f,hcf+P, 2 stocks, half-character distance)

Yuka

  • EX Souryuugeki (dp+PP, 1 stock, one character distance)
  • Kyuukyoku Kikoudan (f,hcf+P, 2 stocks, one character distance)[/details]

Which means, if you were in the range of one of these supers and weren’t blocking during its superfreeze, you just ate the whole damage, 100% guaranteed.

Have you ever tried to play this online with the setup you posted? Does it work well, with minimal delay/lag?

Thanks for all the information, i really like the game.

No. I’ll admit I never tested it myself although I’d like to. As far as I know, it’s the best setup there is for emulated PS1 netplay. What the addition of Hamachi is supposed to do, besides bypassing port-forwarding (and even proxy), is letting us play on a private network as if we were connected on a local network by using our IP addresses. So it’s supposed to improve netplay quality.

Correctly configuring gamepad and sound settings seems to be essential to prevent de-syncs as well.

Wanna try later today? I will be available at 3 PM EDT (GMT -4).

sorry for being late into this. but my cpu for gaming is out of commission. wanted to wait till i go that but may go ahead try on this cpu.

Even if i would like to, i don’t think i can because i’m from Chile. I’ll try to play with your setup with someone from my country first, if this works well, then i can try with you. I’ll join to the hamachi network anyway if it’s not a problem.


I’ve found something strange around the otg system. Whenever a character is knocked down if you neutral crouch by just holding down at the very moment you stand up, the next knock down won’t likely have otg properties. If at any time you change your stance to standing or jumping, or to down-forward or down-back, then the next knockdown will have a guaranteed otg even if you go back to the neutral crouching position.

And considering what have you written about Jun:

  • (corner) cr.lp > cr.hk xx qcb+hp > cl.hk xx charge b,f+hp > cr.hk xx qcb+hp
  • (corner) cr.lp > cr.hk xx qcb+hp > cl.hk xx charge b,f+hp > cr.lk > cr.hk xx charge b,f+p
  • (corner) cr.lp > cr.hk xx qcb+hp > cl.hk xx charge b,f+hp > cr.lk xx qcb+hp xx f,qcf+k

I can’t do this corner combos for Jun because the cr.lk or cr.hk otg never works in this case. I prefer do something different like this:

  • (corner) j.lk > j.hk > cr.hp (2 hits) > qcb+pp > f+hp (xx rdp+lk) > lp > hl > charge b,f+hp > qcb+p (otg) > f,hcf+hk
  • (corner) (f+hp xx rdp+lk)x2-4 (number of times depends on character and if they are in midair or not) > hk xx f,hcf+hk, qcb+p (otg)

And there are others more useful too. You should correct also some special moves in these combos. Every “f,qcf” is indeed “f,hcf”.

I can’t seem to reproduce that. Could you make a video of it with input notation? PSXjin has a built-in video capture function that works pretty well.

So I’m not the only one who has problems with her combos, huh? Maybe it has a very strict timing, like that f,hcf+hp > dash cr.lk link.

And errors in combo notations have been fixed.

I can’t run the game with that configuration, “No pixel format available”. I had to change the video plugin. Does it really matter in order to play online?

I’ve found an advanced Advance Variable Geo 2 combo video in a pair of links:

http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7094211
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7094211

All combos are beyond basic. Some are character specific and there are a lot of buggy techniques required in a lot of them. Here’s a link with the description of the combos:

http://www.geocities.co.jp/SiliconValley-PaloAlto/2497/avg2.html#satomi

I don’t read japanese so i don’t know really what is going on, but they seem impractical for the most part (to me at a first glance). However i was able to do one pretty useful thing that is shown in the description, the ultra jump, wich is done like this:

  • 3,3,8
    or
  • df,df,up

this late coming but now that my pc is up and running i can invest into this.

http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm7094211

More Variable fights.

So Miranda is leagl? from what i was seeing in that Valkyrie tournament she seem bit too strong. But I seen they also did int do the handicap adjustment. I suppose Miranda only being able to do links as combo is ok trade off for how good her commands are.

She has a ridiculous special dash that is fast and goes from one side of the screen to the other and is pretty safe. She’s still a very powerful character even without the infinite (which is using the special dash over and over).

I initially wanted to play her ( becuase I’m a sucker for boss characters) but seem bit too strong for my taste. I may stick with my mains (Saki/Tamoa) and possible sub her with Reimi

really digging tamoa

Well, I guess it’s time for me to get back on the thread.

First of all, thanks @Plexo_Tlipoca for the vids but hmm they all lead into the same match video lol.

Hmm, that page was linked somewhere in the Japanese wiki IIRC. I’ll take a closer look.

As for the 3,3,8 jump thingy, it looks like the same as a regular dash jump (6,6,9) or super jump (2,9).

Does that really work? f+hp is super slow. It may be effective as a preemptive antiair, but in the corner? I dunno.

Regarding Miranda, I think she’s still strong with the new ruleset. I mean, she can setup her infinite from her jab, her standing overhead, her throw and her s.hp which is super fast and launches. And even without that, she has a 2-buttons antiair super (lk+hk) and her teleport dash is invincible from the start till the very end (as opposed to Material who’s only invincible when her sprite disappears completely). And it’s not like links are hard to do in this game considering how much frame advantage you gain from a normal (I think OTG combos like Jun’s and Saki’s are harder to do 'cause the timing is so tight!)

Her big size might be her downfall though, because some characters like Kyoko can do a jumping infinite on a standing Miranda just like Storm against Sent in MvC2. Man, that jumping hk hits so deep!

Really? How so? What’s your take on her?

Hmm, I didn’t see it documented on the Japanese wiki (which is supposed to be the Holy Bible of AVG2, wth?) but I did some quick research regarding stamina tiers among the roster and here’s what I came up with (with regular handicap, 4-4):

Tier 1 (highest defense)
Miranda

Tier 2
Jun, Saki, Kyoko, Material (seriously, that midget?!)

Tier 3
Reimi, Kaori, Satomi

Tier 4
Yuka, Ayako

Tier 5
Elirin, Chiho, Tamao

Tier 6 (worst defense)
Manami

Man, Manami vs. Jun is a really shitty matchup lol.

So what I did was performing Yuka’s lv2 beam super on everybody (at close so that it does all the hits, i.e. 21) and comparing the amount of damage each character took. Characters in the same tier all have the same defense so the order doesn’t matter.

Also, I decided to upload on Youtube all AVG2 matches I could find on Nico, the reason being that YT’s just a bigger place so that the AVG2 scene can have more exposure. So that includes all the Valkyrie of the Glory matches and the Kyuugeki ones. You can watch them here: https://www.youtube.com/playlist?list=PL6hICZAfu72SpIkOT4picOaiMglzR4PUU

i like her mobility. her throw allow for interesting set ups or otg combos. Her comand set remindes me of Dan’s sakyu style but it actually being good. fire ball and lk tatsku are pretty good and safe with proper spacing. Tamao all can do thing safer than Yuka with out forcing meter how ever she does need to use meter to convert for meidocre damage. Yuka on the other needs meter to make her self safe but then she hits like a truck.

In short Tamao Yuka shoto command set are pretty identical with tamoa having more utility aspect while yuka is more consistent.