Variable Geo MAX FAQ v1.5
                    (04/24/2000)
                    By X-Bahamut
                 This email address is being protected from spambots. You need JavaScript enabled to view it.


  Names used for moves and whatnot, in this FAQ,
  are strictly arbitrary. I have insufficient knowledge
  of Japanese, at this time, to puzzle out what the 
  characters are saying, and get a real move name
  from that. Hence, the names are just generic
  descriptives, slightly \"flashy-ized\".

  Anything not listed in here, tell me about it.

  Also let me know if something is incorrect.

  \"None.\" tends to mean \"None that I\'ve found.\", as
  this entire FAQ was made via long hours spent in
  front of my computer, trying stuff.

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

0. History
1. Controls
2. Moves
3. Combos
4. Thanks to...
5. Legalities

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

0. History

v1.0: - (04/09/2000)
 Added (all?) moves for all characters, example combos,
  controls, etc.
v1.1: - (04/10/2000)
 Added the History.
 Added Throw Defense & Recover. Forgot \'em in the last
  version. Whoops.
 Added Yuka\'s Combination Move.
 Fixed a couple small errors.
v1.2 - (04/15/2000)
 Noticed that VG MAX has a counter system.
  Added counter system.
 Added another of Chiho\'s Supers.
v1.3 - (04/22/2000)
 Noticed something interesting about Masako\'s
  standing B. It reflects fireballs.
 Checked out who has unreflectable projectiles.
v1.4 - (04/23/2000)
 Found out that Satomi\'s Slash reflects fireballs.
 Fixed a bit of info on Masako\'s grenades.
v1.5 - (04/24/2000)
 Fixed a few small typos & spelling errors.
v1.6 - (06/22/2000)
 Added a few more moves.
 I\'m now determined to figure out the code to
  enable Masako. (No luck yet.)
 Realized how stupid my copyright section was,
  and changed it. (Well, I suppose that\'s what I get
  for copying it from a .WAD Author\'s template.)

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

1. Controls:

 P1: Weak:   A
     Strong: S
     Both:   Z
     Up:     T
     Left:   F
     Right:  H
     Down:   B
 P2: Weak:   Left Arrow
     Strong: Up Arrow
     Both:   Down Arrow
     Up:     KeyPad 8
     Left:   KeyPad 4
     Down:   KeyPad 6
     Right:  KeyPad 2

Control Key:

 Weak:   A
 Strong: B
 Both:   AB
 Quarter-Circle Forward: QCF
 Quarter-Circle Back:    QCB
 Half-Circle Forward:    HCF
 Half-Circle Back:       HCB
 Dragon Punch(Forward, Down, Down-Forward): DP
 Reverse Dragon Punch:   RDP
 Forward To Down:        F2D
 Back To Down:           B2D
 Down-Forward:           DF
 Down-Back:              DB

 You get the idea...
 x# after a something means repeat whatever is
  immediately before the x# before continuing.
  The # is how many times you should repeat it.
 c in front of a direction means to charge that
  direction for a moment, before continuing.
 | is used as a separator for variants of the same move.

 This is a reasonably standardized command-notation,
  so don\'t complain to me if you can\'t figure it
  out. Go read a few thousand other FAQs with similar
  notation, then get back to me.

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

2. Moves:

Supers require 1 level on the Power Meter.
MAXimums require 2 levels on the Power Meter.
(As far as I can tell, it says MAX on the Power
 Meter on Level 3 instead of Level 2, because the
 Variable Geo games for Playstation have MAXes
 set as requiring 3 levels. I have no idea why
 VG MAX\'s only require 2.)

Moves everyone can do:
 Dash: Forward, Forward
 Hop Back: Back, Back
 Hop: AB
 Shadow Jump: Down, Jump
 Throw: (Close)Forward+B | (Close)Back+B
 Throw Defense: Press A or B when your character is
  about to be thrown.
 Recover: Tap Down, Down just before you hit the
  ground from a fall.
 Counter: Perform a Special, Super or MAXimum move just 
  as you block a hit.

YUKA:
 Misc:
  None.
 Combinations:
  Jump Kick:                 Jump, F+B
 Specials:
  Fireball:                      QCF+A | QCF+B
  Rush Kick:                     QCB+A | QCB+B
  Uppercut:                       DP+A | DP+B
 Supers:
  Triple Fireball:              QCF+AB
  Super Uppercut:                DP+AB
  Super Rush Kick:              QCB+AB
 MAXimums:
  Beam Fireball:              F, HCF+B
  Tri-Super:                   QCBx2+B              

CHIHO:
 Misc:
  Chiho can do her Burn Knuckle after throwing an
   opponent, by simply continuing to hold the direction
   used for the throw(Which becomes forward.), 
   then hitting A or B. Very useful.
  Chiho doesn\'t seem to be able to do the AB, A, B
   combo. I think her jump kick is too slow.
  Chiho has a triangle jump; just jump to the upper
   corner of the screen, and then jump either forward
   or back. (Same effect, no matter which.)
  The Assassin Strike will hit downed opponents.
 Combinations:
  None.
 Specials:
  Dart Toss:                     QCB+A | QCB+B
  Burn Knuckle:                cB, F+A | cB, F+B
 Supers:
  Quad-Dart:                    QCB+AB
  Super Burn Knuckle:         cB, F+AB
 MAXimums:
  Shadow Clones:                 Dx2+B
  Assassin Strike:            QCB, F+B

TAMAO:
 Misc:
  Tamao\'s Pummel is unblockable.
 Combinations:
  Hammer Fist:              Jump, D+B
  Butt Bounce:                    F+B
 Specials:
  Pummel:                (Close)HCB+B
   -> Charging Punch:          Hold A
   -> Face Kick:               Hold B
  Fireball:                     QCF+A | QCF+B
  Uppercut:                      DP+A | DP+B
  Spin Kick:                    QCB+A | QCB+B
 Supers:
  Super Fireball:              QCF+AB
  Super Spin Kick:             QCB+AB
  Super Uppercut:               DP+AB
 MAXimums:
  Beam Fireball:             F, HCF+B
  Tri-Super:                  QCBx2+B

SATOMI:
 Misc:
  Satomi\'s Fire Kick is an overhead move.
   (The Super Fire Kick as well.)
  Her Slash also reflects fireballs.
 Combinations:
  Jump Kick:                Jump, F+B
  Slide:                         DF+B
 Specials:
  Slash:                        HCB+A | HCB+B
  Fire Kick:                    QCB+A | QCB+B
  Uppercut:                     RDP+A | RDP+B
  Meteorite:                    HCF+A | HCF+B
 Supers:
  Super Fire Kick:             QCB+AB
  Super Uppercut:              RDP+AB
  Super Meteorite:             HCF+AB
 MAXimums:
  10 Flames:                 F, HCF+B

MANAMI:
 Misc:
  Manami cannot do the combos: AB, A, B or Jump, A, B.
 Combinations:
  Rising Kick:                   DF+B
  Long Kick:                      F+B
  Dive:                     Jump, D+B
 Specials:
  Glove Launch:                 QCF+A | QCF+B
  Roll:                       cB, F+A
  Dive:                       cB, F+B
  Auto-Combo:                   HCB+B
 Supers:
  Super Roll:                cB, F+AB
 MAXimums:
  MAX Glove Launch:          F, HCF+B  

YUMIKO:
 Misc:
  Yumiko\'s Shockwave and Super Shockwave will 
   reflect fireballs & super fireballs.
  Yumiko\'s fireball can\'t be reflected.
 Combinations:
  None.
 Specials:
  Fireball:                     QCF+A | QCF+B
  Combo Punch:                  QCB+A | QCB+B
  Shockwave:                  cD, U+A | cD, U+B
  Teleport:              B, F, B, F+A | B, F, B, F+B
 Supers:
  Super Shockwave:           cD, U+AB
  Super Combo Punch:           QCB+AB
 MAXimums:
  Mega Fireball:             cB, F+AB

JUN:
 Misc:
  Jun\'s Mega-Buster is unblockable.
  The Super Ground Slam can only be avoided by blocking
   low, or by jumping.
 Combinations:
  Dive:                     Jump, D+B
 Specials:
  Ground Slam:                  QCB+A | QCB+B
  Dodge:                        RDP+A | RDP+B
  Windup Punch:               cB, F+B
  Mega-Buster:               F, HCF+A | F, HCF+B
 Supers:
  Super Ground Slam:           QCB+AB
 MAXimums:
  MAX Windup Punch:           HCFx2+B
  Mega-Smasher:               HCBx2+B

KAORI:
 Misc:
  Kaori\'s Combo Kick is unblockable.
 Combinations:
  Drill Kick:               Jump, D+A
  Stomp:                    Jump, D+B
 Specials:
  Fireball:                     QCF+A | QCF+B
  Combo Kick:             (Close)DP+B
  Spin Kick:                    QCB+A | QCB+B
  Rising Knee:                cD, U+A
 Supers:
  Double Fireball:             QCF+AB
  Super Spin Kick:             QCB+AB
 MAXimums:
  MAX Spin Kick:             F, HCF+B

REIMI:
 Misc:
  Reimi\'s standing B hits low.
  The Vicious Kick knocks an opponent across the screen.
 Combinations:
  Vicious Kick:                    F+B
  2-Legged Sweep:                 DF+B
 Specials:                       
  Fireball:                      QCF+A | QCF+B
  Forearm Rush:                cB, F+A | cB, F+B
  Flip Kick:                   cD, U+A | cD, U+B
 Supers:
  Super Fireball:               QCF+AB
  Super Forearm Rush:         cB, F+AB
  Super Flip Kick:            cD, U+AB
 MAXimums:
  Death Drop:                 F, HCF+B

MASAKO:
 Misc:
  I\'m unsure how to enable Masako...I did it
   by accident. Heh. If anyone knows, please
   let me know.
  Masako\'s standing B will reflect fireballs.
  Masako\'s grenades can\'t be reflected, pass
   through other projectiles, and generally
   don\'t do anything until they hit the ground,
   where they explode.
 Combinations:
  Mace:                            F+B
 Specials:
  Knife Lunge:                    DP+A | DP+B
  Whip Lash:                     QCB+A | QCB+B
  Grenade Toss:                  QCF+A | QCF+B
 Supers:
  Super Knife Lunge:             DP+AB
  Super Whip Lash:              QCB+AB
  Super Grenade Toss:           QCF+AB
 MAXimums:
  Cruise Missile:             F, HCF+B

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

3. Combos:

 These are just a few examples, not meant as a 
 comprehensive guide to all the combos possible.

Combos almost everyone can do:
 AB, A, B
 Jump, A, B

YUKA:
 A, A, A, A, A, D+B, QCB+B, QCB+AB, F, HCF+B
 Throw, QCB+B, QCB+AB, F, HCF+B
 A, A, A, A, A, A, A, B
CHIHO:
 Throw, F+B
TAMAHO:
 Jump B, D+B
SATOMI:
 A, B, QCB+B, QCB+AB, F, HCF+B
MANAMI:
 Jump, D+B, B
 AB, D+B, B
YUMIKO:
 A, A, B, QCB+B
JUN:
 D+A, D+B, B
KAORI:
 A, A, A, D+B, QCB+B
 D+B, B, QCF+AB
 Jump, D+B, D+B, D+B, D+B, D+B, D+B, D+B, D+B, D+A
REIMI:
 B, DF+B, D+B, F+B
 A, B, F+B, F, HCF+B
MASAKO:
 A, A, A, D+B, QCB+B, F, HCF+B

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

4. Thanks to...

AnimeFreak
BobCoffee
Rekka

For various, although similar, reasons.

---

Giga, for making such a great game.

And whoever the heck owns Variable Geo.

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

5. Legalities

Variable Geo belongs to whoever owns it, not me.
(Duh. Who hasn\'t seen this, and gotten tired of it,
in so many other FAQs?) VG MAX is copyright Giga.

As far as I know, the above is accurate.
Feel free to correct me if I\'m in error.

This FAQ is copyright Jason Hutton (Alias X-Bahamut)
This document may be distributed in any form,
provided that it is not sold. You may modify it
as you see fit, so long as you don\'t change the
actual content. (ie: Make it an .HTML if you want,
but don\'t twist my words.)
Contact X-Bahamut (This email address is being protected from spambots. You need JavaScript enabled to view it.) to do
strange things to this FAQ, or whatever.

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