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FALLEN VR
*Contributed by Rolander*
In VOOM (Virtual On: Operation Moongate), once a VR (Virtuaroid) falls down from taking too much damage in a short time, that VR becomes totally invulnerable all incoming attacks while it remains down.
This aspect has been altered for VOOT. A fallen VR can take additional damage once it settles down onto the stage floor. However, the amount of damage that may be inflicted on a fallen VR is severely limited by several factors. This is probably to prevent this feature from being abused (otherwise the 1st guy to fall would die because the 2nd guy would just keep pounding on him).
INVULNERABILITY
1) Once a VR takes sufficient damage/hits to suffer a knockdown, it becomes invulnerable to further damage until it settles down onto a stage floor or on top of a stage obstacle. If the VR falls down from a considerable height (most probably because it was knocked out of the air) and hits the ground only to bounce a bit, it still remains invulnerable when it is bouncing off the ground.
VULNERABILITY
2) A VR is vulnerable to slightly further damage for the period when it settles down COMPLETELY,
all the way to when it BEGINS to struggle back to its feet. Normally upon settling down, the VR would
remain down for at least around 2 seconds. Factors affecting how long the VR would remain prone are highly
uncertain; as far as the author [ed.: Rolaner] knows, there does not exist strong evidence that the power of
the attack that knocks the VR down may influence the duration of remaining prone. However, the pilot of the
fallen VR may attempt to shorten the duration by 'struggling' until the VR begins to get up. *With
the twin sticks, struggling is done by
NOT rapidly shaking the sticks, but actually moving
between the two rotation directions, which gets you up faster (rotate stick left, rotate stick right,
rotate stick left, and repeat).
V-ARMOR
3)A fallen VR can take damage from any attack that hits, subject to V. Armor (Virtual Armor) penetration. V. Armor still works when the VR is prone, and it can prove frustrating to attack those VRs possessing heavy/thick V. Armor at longer ranges unless the player knows which of his attacks would penetrate.
DAMAGE RATIO
4)Damage done to a fallen VR is severely reduced compared to an attack done when the VR is standing or moving around. Try blasting a fallen Specineff with Raiden's Lasers; damage done would probably be around 6-8%! However, damage done remains proportional to the power of the attack under normal circumstances. That means if the hit was done by a peashooter (e.g. Fei-Yen Kn's handbeam), damage would naturally be expected to be around 0.1-0.5 percent!
ONE-HIT ONLY?
5) A fallen VR will suffer damage only from ONE hit; additional hits would not have any effect.
When a fallen VR takes that one hit, it would jerk while lying on the ground.
Subsequent attempts to attack it, however, would not inflict damage nor cause the prone VR to flinch,
even if the attacks appear to hit... or it would seem. *Actually you can hit with two hits, if you're
good. A melee and ranged attack.
WEAPON SELECTION
6) Points (4) and (5) would determine what sort of attacks should be used on a prone VR. V. Armor considerations aside, the basic principle is to blast the VR with the most powerful single attack available. However that may not be the best option. For instance, Cypher's most powerful single attack would be his CW or one of its Turbo variations. However, using his CW to attack a prone VR is not practical.
- a) Using Cypher's CW drains most of the CW energy. Though recharge rate is fairly rapid, still for a short period of time, the CW would not be available after the enemy VR gets up. Balance the 3-5% damage potential of the CW on a prone VR against the 25+% damage potential when used against an up-and-running VR.
- b) Often it would be Cypher's CW that would knock down the enemy VR. If so, Cypher definitely cannot use his CW to attack the prone enemy VR as it would not be available.
In short, point (a) points out that the attack used should not be so taxing on the attacking VR; that the player's attacking options are limited immediately following the attack, especially when the damage done on a prone VR is very little. Point (b) stresses the point that the attack used must be readily available under most conditions.
VR SUGGESTIONS
Below are some basic suggestions for some VRs' choice of weapon attack on a prone enemy VR:
- Temjin
Normal standing or crouching RW rifle shot at short range (depending on target's V. Armour); use of RTRW laser may be considered at any range subject to RW energy availability
- Cypher
RTRW laser should be readily available and effective at all ranges.
- Dordary
Normal standing or crouching RW fireball at short range (depending on target's V. Armour).
- Raiden
Normal standing or crouching RW bazooka at short range (depending on target's V. Armour); use of CW laser or RTCW screw laser may be considered at any range subject to availability.
- Specineff
RTRW dart should be readily available and effective at all ranges.
- Apharmd Battler
CW sonic rings will penetrate V. Armor at all ranges, but low damage potential.
IN CQC RANGE (covered in CQC section)
In CQC ranges, all VRs have one of their CQC weapons configured to perform a special CQC ground attack on a prone VR within CQC ranges. Most VRs have it configured as their RW, with the exception of Apharmd Striker, Bal-Bados, Dordray and Fei-Yen Kn which have it configured at their LW. To attack a prone VR using the ground attack, face the prone VR and stay within CQC range requirement of the relevant CQC weapon until the ammunition gauge (which should be yellow to indicate CQC range requirements met) changes colour to light green, indicating that the ground attack is available. Hitting the relevant trigger would then cause the ground attack to be executed. Damage done is a flat 14% for all VRs.
However, the one flaw of the CQC ground attack is that it takes time to be activated. In addition, some VRs' ground attacks are fairly slow, and none of them can be cancelled once initiated. If the fallen VR gets up quickly, there may not be enough time to initiate the ground attack, or worse, the ground attack was initiated but the prone VR gets up in time to avoid the ground attack, leaving the attacking VR very vulnerable as it recovers slowly from the failed attempt.
Temjin, Fei-Yen Kn and Specineff have some of the quickest CQC ground attack motions: they simply stab their swords/scythe straight down at the target.
In CQC range, normal (projectile) weapon attacks are NOT UNAVAILABLE. LT weapon attacks are available, but being of the low damage variations, would generally have minimal effect on a fallen VR.
However, it is found that certain CQC attacks of most VRs have the ability to strike a fallen VR directly. Damage potential is much less than the 14% offered by the CQC ground attack, but still compares favourably with that offered by using normal weapon attacks on a fallen VR at a distance. The real advantages of using those CQC attacks over the CQC ground attacks are that they are immediately available subject to range requirements, and for the normal standing CQC variations, they can be cancelled easily should the target prone VR gets up before the attempt connects.
DASHING CQC (covered in CQC section)
Dashing CW CQC attacks have the potential to hit a prone VR, provided that the player can direct
the dash directly over the target and time the dashing CW CQC attack appropriately. This is mostly a show-off
stunt, but few can deny that a successful attempt definitely looks nice, especially on Replay as a finishing
move :)
Some VRs who can pull this maneuver off are:
- Apharmd Battler: Raises his Tonfas and smashes both down
- Apharmd Striker: Raises his Knife and plunges it down
- Bal-Bados: Effectively transform into a vertically spinning 4-bladed wheel
- Specineff: Slices his left Claw over in an uppercut move
- Temjin: Raises his Swordrifle and slices it down vertically
Cypher is unable to hit a prone VR with his ground CQC, but if the player can execute a low-attitude aerial forward dash over the prone VR, Cypher can use his aerial dashing CQC attack to slice the prone VR from the top! Besides being visually pleasing on Replay as a finisher (Very Nice Indeed), this maneuver does have some practical. Cypher's aerial dashing CQC is capable of stripping a lot of V. Armor on a single hit. When done on a prone VR, the actual damage done is severely reduced like other attacks, but the V. Armor stripping ability still works completely, compromising the V. Armor on a VR would make Cypher's rapid fire normal RW much more of a threat.
(ed.- Cyphers weaponry in ver.5.4(5) has been drastically improved as far as V.Armor stripping strength compared to ver.5.2. Although in ver.5.2, Cypher's low-altitude dashing CQC (jump- forward dash [when still low] - down + LW/CW/RW) is slightly more powerful (by about 3 percentage points), his overall V. Armor stripping ability has been improved for all weapons and CQC maneuvers).
CREDITS
~All Sections: Rolander
*: Scott (Reader)
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