Super Variable Geo: Difference between revisions
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[[File:supervg.png]] | [[File:supervg.png]] | ||
==Introduction== | ==Introduction== | ||
'''Super Variable Geo''' (スーパーヴァリアブル・ジオ), or just '''Super V.G.''', is the only Super Famicom entry of the long-running Japan-only bishoujou fighting game series, which originated on the PC-98 | '''Super Variable Geo''' (スーパーヴァリアブル・ジオ), or just '''Super V.G.''', is the only Super Famicom entry of the long-running Japan-only bishoujou fighting game series, which originated on the PC-98 back in 1993, and has since spanned across multiple consoles including the TurboGrafx-16, PlayStation, Sega Saturn, and modern PC, with its more recent entries instead being visual novels. The series features an all-female cast of unique characters, and has hentai roots and association, but this is completely omitted from the SFC version. The basic plot revolves around restaurants who sponsor their waitresses in a fighting tournament hosted by Reimi Jyahana to find the strongest female (or "'''V'''irgin '''G'''oddess"), in order to gain popularity and patronage. | ||
''Super V.G.'' is a watered-down version of its TG-16 predecessor ''Advanced V.G.'', and loses story mode, a combo meter, juggles, two secret characters, and various character-specific specials. (Basically the game had to be stripped—''pun unintended''—to fit into an SFC cart.) In exchange matches are more grounded, possessing an increased footsie-based neutral game. There are notable flaws with characters, and tech which can be frustrating to deal with, but nothing that completely breaks the game to be unplayable. The gameplay is smooth, controls are solid, and combos range from simple cancels to frame-perfect links. Most players who are familiar with the series are probably more drawn toward ''Advanced V.G. 2'' as the "Super Turbo" of the V.G. Universe, but ''Super V.G.'' should not be overlooked. This title still holds up well and can be played at both a fun and competitive level. | |||
==Gameplay== | ==Gameplay== | ||
'''Normal Attacks''' | |||
'' | * Four attack buttons: 2 Punches and 2 Kicks, of Light and Heavy strengths. | ||
* Characters have some varying attacks when they jump vertically [j8] as opposed to jumping diagonally [j7/9]. Vertical attacks usually have much shorter ranges, but are better to counter other aerials. | |||
'''Dashing''' | |||
* All characters can both forward dash and backdash. Everyone's forward dash lasts longer than their backdash, except for Ayako's. | |||
* Backdashes are all invincible for their duration except the last 1~2 frames (character dependent), where then the player can then only guard. Ayako has the best backdash at 25F; Erina & Kaori both have the worst at 9F. | |||
'''Attacks & Damage Mechanics''' | |||
* Moves can hit MID, LOW, or HIGH. All characters have two LOW attacks: 2LK and 2HK. Chiho and Satomi have additional command LOWs. Jumping attacks are always HIGH. | |||
* There is no chaining system (besides rapid-fire Lights). All combos are performed via links. ''(Plinking is possible.)'' | |||
* There is no air guarding. Knocking an opponent out the air with an attack causes them to go into landing recovery—the same as they would after a jump—which lasts 1F where they cannot guard. | |||
* Everyone has '''1,680''' vitality, and all characters take the same amount of damage from attacks. | |||
* There is no damage scaling. All hits do their full 100% damage regardless of where they are in a combo. | |||
'''Throwing''' | |||
* Everyone has at least one throw using [[Image:B.png|35px]]/[[Image:F.png|35px]] + [[Image:HP.png|25px]]. Throws can toss opponents in both directions. | |||
* Throws cannot be escaped or softened. | |||
'''Special Moves + Super Arts''' | |||
* All special attacks and Super Arts are MID. | |||
* There is a 14F window after input to press a button for a special. This gap allows for some additional movement, such as Chiho can 2144P to backdash before throwing Shi Sen Ken. | |||
* Typically most normals are cancelable into Specials and Super Arts. Heavys have easier canceling windows, but some Lights are viable. | |||
* Super Arts are only available when the character has 33% HP or less, but there is no visual representation, so it has to be guessed. All involve a '''command + [[Image:AnyP.png|25px]][[Image:AnyK.png|25px]]''' input. The 'PK' must be the same strength, but there is no difference between pressing both Lights versus both Heavys. | |||
* Once a character is at 33% HP, they can perform an infinite amount of Super Arts. | |||
==Controls== | ==Controls== | ||
* Directional commands are listed assuming your character is facing right on-screen (1P side). [[File:B.png]] and [[File:F.png]] are reversed if you're facing the other direction. | * Directional commands are listed assuming your character is facing right on-screen (1P side). [[File:B.png]] [4] and [[File:F.png]] [6] are reversed if you're facing the other direction. The numbers refer to [[media:Numpadnotation.jpg|"Numpad Notation"]]. | ||
'''Basic Controls''' | '''Basic Controls''' | ||
[[File:numpadnotation.jpg|thumb|right|Numpad Notation]] | |||
[[File:UB.png]]/[[File:U.png]]/[[File:UF.png]] [7/8/9] - Jump | |||
[[File: | [[File:B.png]] [4] - Retreat (guard during enemy attack) | ||
[[File: | [[File:D.png]] [2] - Crouch | ||
[[File: | [[File:DB.png]] [1] - Defensive Crouch (during enemy attack) | ||
[[File: | [[File:F.png]] [6] - Advance | ||
[ | |||
Y button - [[File:LP.png]] | Y button - [[File:LP.png]] | ||
| Line 41: | Line 77: | ||
'''Universal Controls''' | '''Universal Controls''' | ||
[[File:F.png]][[File:F.png]] - Forward Dash | [[File:F.png]][[File:F.png]] [66] - Forward Dash | ||
[[File:B.png]][[File:B.png]] - Back Dash | [[File:B.png]][[File:B.png]] [44] - Back Dash | ||
[[File:F.png]] + [[File:HP.png]] / [[File:HK.png]] - Throw Forward | [[File:F.png]] + [[File:HP.png]] / [[File:HK.png]] [6HP/6HK] - Throw Forward | ||
[[File:B.png]] + [[File:HP.png]] / [[File:HK.png]] - Throw Backward | [[File:B.png]] + [[File:HP.png]] / [[File:HK.png]] [4HP/4HK] - Throw Backward | ||
==Playable Characters== | ==Playable Characters== | ||
There are 9 characters in '''Super V.G.''' Click on each character below to view their moves & strategies. An overall [[Media:SVGmoves.png|Character Move List]] is available for printing. | |||
== | [[File:SVGmoves.png|thumb|right|Character Move List]] | ||
{| class="wikitable" | |||
|- style="vertical-align:top;" | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Yuka_1PW.png|link=Yuka_(SVG)]][[Yuka_(SVG)|Yuka Takeuchi]] | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Jun_1PW.png|link=Jun_(SVG)]][[Jun_(SVG)|Jun Kubota]] | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Chiho_1PW.png|link=Chiho_(SVG)]][[Chiho_(SVG)|Chiho Masuda]] | |||
|- style="vertical-align:middle;" | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Manami_1PW.png|link=Manami_(SVG)]][[Manami_(SVG)|Manami Kusunoki]] | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Satomi_1PW.png|link=Satomi_(SVG)]][[Satomi_(SVG)|Satomi Yajima]] | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Ayako_1PW.png|link=Ayako_(SVG)]][[Ayako_(SVG)|Ayako Yuuki]] | |||
|- style="vertical-align:bottom;" | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Eleanor_1PW.png|link=Erina_(SVG)]][[Erina_(SVG)|Eleanor "Elirin" Goldsmith]] | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Kaori_1PW.png|link=Kaori_(SVG)]][[Kaori_(SVG)|Kaori Yanase]] | |||
| style="height:120px; width:300px; text-align:left;" | [[Image:Reimi_1PW.png|link=Reimi_(SVG)]][[Reimi_(SVG)|Reimi Jyahana]] | |||
|} | |||
==Tier List== | ==Tier List== | ||
| Line 81: | Line 113: | ||
|B-tier=[[Image:Yuka_1PW.png|90px|link=Yuka (SVG)]] [[Image:Chiho_1PW.png|80px|link=Chiho (SVG)]] [[Image:Eleanor_1PW.png|90px|link=Erina (SVG)]] | |B-tier=[[Image:Yuka_1PW.png|90px|link=Yuka (SVG)]] [[Image:Chiho_1PW.png|80px|link=Chiho (SVG)]] [[Image:Eleanor_1PW.png|90px|link=Erina (SVG)]] | ||
|C-name=C | |C-name=C | ||
|C-tier=[[Image:Jun_1PW.png|90px|link=Jun (SVG)]] [[Image:Manami_1PW.png|80px|link=Manami (SVG)]] | |C-tier=[[Image:Jun_1PW.png|90px|link=Jun (SVG)]] [[Image:Manami_1PW.png|80px|link=Manami (SVG)]] [[Image:Ayako_1PW.png|90px|link=Ayako (SVG)]] | ||
}} | }} | ||
| Line 91: | Line 121: | ||
!colspan="3"|[[Super Variable Geo]] | !colspan="3"|[[Super Variable Geo]] | ||
|- | |- | ||
|[[ | |[[Ayako_(SVG)|Ayako Yuuki]] | ||
|[[ | |[[Chiho_(SVG)|Chiho Masuda]] | ||
|[[ | |[[Erina_(SVG)|Eleanor Goldsmith]] | ||
|- | |- | ||
|[[ | |[[Jun_(SVG)|Jun Kubota]] | ||
|[[ | |[[Kaori_(SVG)|Kaori Yanase]] | ||
|[[ | |[[Manami_(SVG)|Manami Kusunoki]] | ||
|- | |- | ||
|[[ | |[[Reimi_(SVG)|Reimi Jyahana]] | ||
|[[ | |[[Satomi_(SVG)|Satomi Yajima]] | ||
|[[ | |[[Yuka_(SVG)|Yuka Takeuchi]] | ||
|- | |- | ||
|[[:Category:List of Fighting Games|List of Fighting Games]] | |[[:Category:List of Fighting Games|List of Fighting Games]] | ||
Revision as of 12:31, 18 May 2020
| Super V.G.: Variable Geo | |
| Developer(s) | TGL |
| Publisher(s) | TGL |
| Release Date | JP: July 21, 1995 |
Introduction
Super Variable Geo (スーパーヴァリアブル・ジオ), or just Super V.G., is the only Super Famicom entry of the long-running Japan-only bishoujou fighting game series, which originated on the PC-98 back in 1993, and has since spanned across multiple consoles including the TurboGrafx-16, PlayStation, Sega Saturn, and modern PC, with its more recent entries instead being visual novels. The series features an all-female cast of unique characters, and has hentai roots and association, but this is completely omitted from the SFC version. The basic plot revolves around restaurants who sponsor their waitresses in a fighting tournament hosted by Reimi Jyahana to find the strongest female (or "Virgin Goddess"), in order to gain popularity and patronage.
Super V.G. is a watered-down version of its TG-16 predecessor Advanced V.G., and loses story mode, a combo meter, juggles, two secret characters, and various character-specific specials. (Basically the game had to be stripped—pun unintended—to fit into an SFC cart.) In exchange matches are more grounded, possessing an increased footsie-based neutral game. There are notable flaws with characters, and tech which can be frustrating to deal with, but nothing that completely breaks the game to be unplayable. The gameplay is smooth, controls are solid, and combos range from simple cancels to frame-perfect links. Most players who are familiar with the series are probably more drawn toward Advanced V.G. 2 as the "Super Turbo" of the V.G. Universe, but Super V.G. should not be overlooked. This title still holds up well and can be played at both a fun and competitive level.
Gameplay
Normal Attacks
- Four attack buttons: 2 Punches and 2 Kicks, of Light and Heavy strengths.
- Characters have some varying attacks when they jump vertically [j8] as opposed to jumping diagonally [j7/9]. Vertical attacks usually have much shorter ranges, but are better to counter other aerials.
Dashing
- All characters can both forward dash and backdash. Everyone's forward dash lasts longer than their backdash, except for Ayako's.
- Backdashes are all invincible for their duration except the last 1~2 frames (character dependent), where then the player can then only guard. Ayako has the best backdash at 25F; Erina & Kaori both have the worst at 9F.
Attacks & Damage Mechanics
- Moves can hit MID, LOW, or HIGH. All characters have two LOW attacks: 2LK and 2HK. Chiho and Satomi have additional command LOWs. Jumping attacks are always HIGH.
- There is no chaining system (besides rapid-fire Lights). All combos are performed via links. (Plinking is possible.)
- There is no air guarding. Knocking an opponent out the air with an attack causes them to go into landing recovery—the same as they would after a jump—which lasts 1F where they cannot guard.
- Everyone has 1,680 vitality, and all characters take the same amount of damage from attacks.
- There is no damage scaling. All hits do their full 100% damage regardless of where they are in a combo.
Throwing
- Throws cannot be escaped or softened.
Special Moves + Super Arts
- All special attacks and Super Arts are MID.
- There is a 14F window after input to press a button for a special. This gap allows for some additional movement, such as Chiho can 2144P to backdash before throwing Shi Sen Ken.
- Typically most normals are cancelable into Specials and Super Arts. Heavys have easier canceling windows, but some Lights are viable.
- Super Arts are only available when the character has 33% HP or less, but there is no visual representation, so it has to be guessed. All involve a command +

input. The 'PK' must be the same strength, but there is no difference between pressing both Lights versus both Heavys.
- Once a character is at 33% HP, they can perform an infinite amount of Super Arts.
Controls
- Directional commands are listed assuming your character is facing right on-screen (1P side).
[4] and
[6] are reversed if you're facing the other direction. The numbers refer to "Numpad Notation".
Basic Controls

[4] - Retreat (guard during enemy attack)
[1] - Defensive Crouch (during enemy attack)
Universal Controls
+
/
[4HP/4HK] - Throw Backward
Playable Characters
There are 9 characters in Super V.G. Click on each character below to view their moves & strategies. An overall Character Move List is available for printing.
Yuka Takeuchi
|
Jun Kubota
|
Chiho Masuda
|
Manami Kusunoki
|
Satomi Yajima
|
Ayako Yuuki
|
Eleanor "Elirin" Goldsmith
|
Kaori Yanase
|
Reimi Jyahana
|
Tier List
| S | |
| A | |
| B | |
| C |










