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Glossary and Explaining the Insanity

First, I would like to try to explain why this website exists. I have always liked Capcom's vs. series. After about 6 such games, however, I am getting sick of seeing more! So here is the final word on the series, the ultimate fighting game of all time, Capcom vs The World!!!!!! This game features just about any character from any medium that could be seen fighting. Also, my friends and I are creating some original characters based on our Perfect Dark characters and some other favorite aliases. Don't feel offended if some character you like isn't list on this page. Let me know about the character and I'll add it! The page will be updated everytime I find more characters. Please look through my insane gibbering located on the other pages.

Basic Rules
This is a fighting game. The object is to pick a group of fighters and beat the tar out of the other guy, whether he is an AI or a person. Each player picks 6 Ratio points worth of characters (see ratio system below). As each character gets hurt, their life bars go down.

A yellow bar is the life each player has left. Also, a red bar decreases by half as much. The red bar can be refilled with life by sitting out of battle or if the character has regeneration ability. A player is considered in "danger" when only 15% of the yellow bar is left. The players can change fighters at will. To win, all of one players fighters needs to be finished off.
Elemental System:
I have attached elemental attributes to most character and non-physical attacks. WHY?? Does a fighting game need elementals? I think so. It always pissed me off watching Iceman get set on fire, but take NO extra damage! I thought this system would fix that problem. Elements are listed by Strenght and Weakness. Getting hit by a weakness causes 125% damage, but a strength means only 75%.
The elements are:
  • (F) Fire - Includes attacks by fire or heat
  • (W) Water - H20 and Ice attacks. Most liquids are included
  • (E) Earth- Attacks involving rocks and ground vibrations
  • (B) Breeze (Wind)- Attacks involving winds and gases
  • (D) Darkness - Attacks of unholy energy, as well as Dark Fire
  • (H) Holy Any attack of light or holy energy
  • (S) Shocking (electric) -Attacks of an electrical nature
  • (P) Psychic - Attacks that have mental energy involved
    Character Ratio
    Each fighter is assigned a value called a ratio. The ratio can be 1,2, or 3. Remember that ratios are not comparable to characters from different products. A ratio 1 Dragonball character may be more powerful then a ratio 2 Final Fantasy character in the show/game, but here the ratio 2 is more powerful. Ratio measures each character's strength relative to only their own media.(i.e. the ratio of an Xmen cannot be compared to a Sailor Moon character)

  • Ratio of 1 means that the character is weak. The fighter either has bad moves with about 16-20 points or decent moves with 13-16 points.
  • Ratio 2 is the average level, and the one with the most members. Each ratio 2 character has 18-22 stat points.
  • Ratio 3 characters are godish. These guys have 26-30 stat points as well as moves that are very powerful

    Sizes
    Does size matter? When you have giant robots fighting mice, it is. Simply put, all of the fighters have the same relative height. Each is rated as one of 5 different heights. Heights are all relative, so the mecha usually count as medium. If this seems unrealistic, just remember there are many ways in the world of fiction to alter size. The mushrooms from Mario, growing magic from Power Rangers, and the drinks in Alice in Wonderland all change the size of someone involved. Also, it makes my like easier
    (T)iny: The shortest class. We're talking 2 feet and under here. Servbot and Roll are examples
    (S)mall: Between about 2 and 4 1/2 feet. Think Megaman
    (M)edium: The average and most common height. Ryu, Cyclops. 5 to 6 feet or so.
    (L)arge: Characters over 6 feet that aren't thick. Sabertooth is an example
    (H)uge: Tall fighters that are thick. Juggernaut, Blackheart, and Juggernaut all fit.
    The Asterik Symbol
    The * symbol is used in several places in the moves lists for various things. In the special moves, each character has three moves with an * on them. These moves are the ones that the player can pick for the character to use during an assist. A Hyper move labeled with an * means when a Double or Triple Team hyper is performed, that will be the attack used. The statistics area will also have an asterik. This one signifies what ability goes up when the enemy uses a DRAIN attack (see below). If on a stat, that stat goes up. If the * comes after the element, there will be either healing or armor# written in. Healing restores HP, while armor gives Super Armor 1,2 or 3.

    Glossary and Meaning
    Drain Attack- A move that results in giving the user more power. In lists as (Drain). See * section. Rouge has this ability.
    Uppercut- A jumping punch or kick. Think Ryu's Sho Ryu Ken or Cammy's Cannon Spike
    Super Armor#- It takes # hits before the character reacts negatively to the attack. Think Hulk and Juggernaut.
    Power: Effects damage done physical, non-special attacks.
    Energy: Added to power to determine damage from specials and hypers.
    Defense: Defense reduces damage. If defense is higher then attack power, then no chipping takes place.
    Chipping: Damage received when blocking an attack. If power and,or energy is higher, damage is taken.
    Speed: Effects how fast the character moves and recovers from attacks.
    Special Moves: An attack that can be done at any time with a certain button combo.
    Hyper Attack: Must enter a combo, but must have at least one level of vigor. Very Powerful
    Vigor: A bar that fills as requirements are filled for grooves. At least one vigor level is needed to perform hyper attacks. Up to 9 levels can be stored at once.

    Cut Away: Attacks that do not complete themselves if the first part is blocked. Think Wolverine's Weapon-X. Cuts away where the (C) is.

    Regeneration: The character heals half as fast as a character sitting out. Like in the real game, only the red life bar can be recovered.

    Too Many Characters: My friends say this. I have no clue as to its meaning
    Button-Based- The number of attacks is based on how fast you can hit buttons. Think Megaman's beat plane
    Ressurection: A hyper some characters have. Brings back a fighter with a sliver of life and a red bar up to "danger" level. Must be used within 5 secs of death.

    Obsessive Complusive: My doctor calls me this...
    Chain Combo: A basic combo: Light Punch, L Kick, MediumP,MK,Hard P, HK. Slower characters cannot do the full combo

    Launcher: A punch or kick attack that knocks the enemy into the air
    Air Combo: Same button combos as the Chain combo. All fighters have one.
    Sweep Combo: A series of attacks that trips the enemy at the end.
  • Overhead attack: An attack that cannot be blocked while ducking. All jumping attacks are Overhead.

    Basic Moves:
    These are moves that almost all fighters have. They are only rare exceptions to these and they will be mentioned in the stragety section of a character write up.

  • Chain Combo: A 3-6 hit combo attack. # of hits depends on speed. See glossary.
  • Air Combo: A 3-6 hit combo in the air. See Chain Combo and Glossary
  • Sweep Combo: A combo using ducking attacks. Usually only 2-4 hits. See other combos
  • Launcher: An attack that hits the enemy into the air, set up for Air combos.
  • Force Block: When blocking a combo, hit all 3 punches to push the enemy backward
  • Super Jumping: Press down then up on the control for a super high jump.
  • Throwing: When very close to the enemy, hit Fierce P or K. Unblockable. Listed under "Basic Throw".
  • Assist Counter: While being attacked, a quarter circle forward from back with an assist button calls an ally to counter. Takes 1/2 a vigor level. Note: Not all grooves have 1/2 levels. Full Levels are taken in this case
  • Blocking: Almost all characters can block by holding back on the controller. This greatly reduces damage taken. May be done in the air
  • Regain Health: All characters heal when not actively fighting. Switching to a hurt fighter causes them to lose any red bar remaining.
  • Dashing: Done by double clicking forward or back. The character quickly hops
  • Parry: Push forward just as a blow lands. No damage is taken, plus the defender is free to counter
  • Tactical Recover: When getting up, this causes the character to stay down, invulerable during recover
  • Short Jump: A slight tap on the up direction results in a shorter jump, used for surprise
  • Safefall: When a character hits the ground, Safe falls are used to land on their feet. Note: This is very important for Ninja Warrior Groove
  • Counter Attack: Done just as an attack hits. Counters with a punch or kick. Counter moves are easier
  • Snapback: Uses half a level of vigor (see assist counter) to force the victim out of battle. This switches the other player to a different fighter. Useless if there isn't another character to change to
  • Hyper Chains: Do a hyper combo with one fighter, then do the move for the next fighter. May continue chaining until vigor is gone
  • Variable Assist: Calls a fighter out of battle to do one of their attacks or heal/enhance their ally
  • Tech Hit: Used when being thrown. This cancels the throw with no more damage. Special throws are not effected
  • Taunt: The player does a taunt motion described in a character write up. No practically purpose except Jackass Groove
  • Get Up Roll: When rising from a fall, use this move to roll forward or backward.
  • Dizzy: When hit repeatedly without time to recover, the fighter becomes stunned. High defense fighters are harder to stun
  • Guard Crush: If a fighter blocks too many attacks, they are left defenseless for an instant. High defense fighters are harder to guard crush.

    Character Specific Basic Moves
    These moves are much like the Basic Moves, but are different in that not all fighters have them. Although fairly common, to say that even the majority of fighters can do these moves is an overstatement. It is listed in character describtions which of these moves that fighter has.

  • Double Jump: After Jumping or being Launched, the fighter can jump again in mid-air
  • Air Dash: Allows a fighter to dash forward, (see dash) in mid-air
  • Rolling Evade: A forward roll from standing. Allows fighter to evade attacks and get on the other side of the enemy
  • Flying: The ability to hover in mid-air and move at will. Can be initiated on the ground or in the air
  • Wall Jump: Fighter can perform a double jump off of the side walls. May combo with double jump
  • Wall Cling: When jumping up to a wall, the fighter can hold on and hang there for a while
  • Stretchy Limbs: Think Dhalsim. Some fighters enjoy longer reach with punches and kicks than most.
  • Side Dodge: Like Rolling Evade. The player sidesteps into the background to avoid attacks.
  • Bonus Gains: When the fighter is put in danger, s/he gains a stat boost or Super Armor.
  • Regeneration: Although all fighters can heal out of battle, these fighters heal while fighting too.
  • Teleportation: Disappear from one place and move to another
  • Shadow Slide: Similar to Teleport, except character turns transparent and moves

    Character Entries explained
    First the character is named and there is a short bio of the character. To the right is a picture of the character in normal fighting mode. Next is strategy and battle-plan. Strategy is a guide on how to use a character, while the plan is for fighting against the character. Only early characters have the two seperated. Later ones only have the stragety, but it covers both sections. Combos list a guide on how to combo together the specials and hypers. If it isn't listed, it probably cannot be comboed. The next part is "Similar Fighters:" This lists characters from popular fighting games that play a lot like the made up characters. The games I am assuming you know are Street Fighter 2;3, the VS series, King of Fighters '99 & 2000. I also reference Darkstalkers & Mortal Kombat occasionally as well. Next are the statistical numbers for the character, as well as the elementals and ratio. Then the specials, hypers, and various victory dance things are listed in that order.

    Hyper Ability:
    There are a number of factors that determine how much damage a hyper attack will do. The factors that change the amount of damage are:

    Users Statistics: Higher values of power and energy mean more damage is done, period. This is the most important factor by far.

    Victims Statistics: The victims stats can effect damage as well. The victim's defense reduces damage if the value is higher than the users power + energy value and more damage if lower. Also, some hypers do more or less damage if a stat is in a certain range or if the victim is a certain ratio.

    Number of Hits: The number of hits a hyper deals also effects the power. In general, more hits means less total damage, but if the move is blocked the chipping damage is higher. Fewer hits deals more total damage, but do little chipping damage.

    Cut Away Attacks: Closely related to Number of Hits. Cut Away attacks only count the hits before the cut away. For example, even though Wolverine's Weapon X move is 12 hits, it only is counted as 1 hit for purposes of damage.

    Area of Effect: The larger the area of effect, the less damage a move does. By this factor, Iron Man's Proton Cannon does less damage than Ken's Shin-ryuuken, which shoots straight up.

    Blocking Restrictions: Some moves can only be blocked in certain positions. If a move can be blocked standing, crouching, or jumping, it does normal damage. If any or all of these positions cannot be used to block a move, less damage results.

    Hyper Speed: The faster a move is the less damage it does. This includes starting time, quickness of hyper, and recovery time. Slower moves are more powerful. War Machine's Proton Cannon is stronger than Ryu's Shinku Hadoken because the cannon has a longer starting and recovery times.

    Number of Vigor Levels: Some moves take more than just one level of vigor. The more levels a move takes, the more damage it does. For example, Akuma's Shun Goku Satsu costs 3 levels, meaning it is powerful than his other hypers, if only this factor was considered.

    Combo-ability: The easier a hyper is to combo with Chain, Sweep, and Air Combos and with specials and even other hypers, the weaker is it. Moves that cannot be comboed are more powerful. This includes how well the move works for Team Hyper Attacks and Hyper Chaining Attacks.

    Special Penalties: If a move leaves the user in a vulnerable position after or during the hyper (For example, Jill's Star Cannon attack), the move does more damage.

    Variety & Length: Applies mostly to hypers that increase the user's stats. The larger the variety of stats increased, the less the total effect will likely be. Also, the longer these enhancements last, the weaker they will be. Therefore, an ability may +2 to all stats, or +6 to a single stat, with the + 6 giving a more dramatic and noticeable improvement.


    Policy:

    If anyone out there gives a damn, this is where I explain my character gathering policies. I have a number of rules for myself that I follow so my list is as complete as possible, yet within the limits of my fragile sanity. PS.. I DO NOT have a bizarre obsession with Power Rangers, it is simply a fairly well known show that displays lots of exceptions and is good for examples. OK, here it goes.
  • No character should be left out, no matter how much I hate it.
  • No matter how cool a character is, if the character has no variety, they are not put in. (Blinken from Men in Tights)
  • I try to never miss a premier of anything remotely scifi or fantasy, including kiddy shows like Power Rangers and Pokemon
  • After watching the premier and picking potential characters, I'll watch the shows now and then for moves.
  • Random monsters are a no! I need a damn good reason to use a random monster.
  • Any recurring character is fair game. (Doesn't apply for movies as much)
  • If a group only has "group" powers, like Power Rangers, I pick one to present the whole group
  • Religious figures are banned. I don't need fanatics saying "Buddha doesn't NEED hypers!"

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