Super Variable Geo
|Super VG: Super Variable Geo|
|Release Date||JP: July 21, 1995|
Super V.G. (Variable Geo) is the Super Nintendo entry of a long-running Japan-only fighting game series, originating on an old NEC PC variant, and spanning multiple consoles including the Turbo Grafx CD, Playstation, Saturn, and PC, with more recent entries being visual novels. The series has a hentai association, but this is completely omitted from the SNES version (thankfully). The basic plot is that restaurants sponsor their waitresses in a fighting tournament to find the strongest female, in order to gain popularity and patronage.
This entry in the series, while being released in 1995, has a simple engine very similar to Street Fighter 2, however it only uses 4 buttons (2 punches and 2 kicks), of light and heavy strengths. It also features dashing and backdashing.
- Directional commands are listed assuming your character is facing right onscreen (1P side). and are reversed if you're facing the other direction.
- Yuka - The Shoto-clone main character waitress.
- Chiho - Ninja with some similarities to Vega/Claw.
- Jun - The token grappler.
- Manami - Little girl with cat gloves; has some similarities to Blanka.
- Satomi - Yuka's friend. Shockingly, not a Shoto-clone though.
- Ayako - The sexy rave dancer.
- Erina - Or "Ernie" as the announcer calls her; she's the one in a bunny suit.
- Kaori - A computer nerd. Penultimate boss.
- Reimi - The main boss character.
Basic System Overview
- There is no chaining system (besides rapid-fire Lights). All combos are performed through links.
- There is no air guard. If you get knocked out the air while holding backward on the joystick, the direction has to be re-input upon landing, else you won't be guarding on the ground.
- Backdashes are all invincible for their entire duration except the last one or two frames (character dependent), where then the player can then only guard. Ayako has the best backdash at 25F; Elina & Kaori both have the worst at only 9F.
- Everyone has 1680 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.
- Throws cannot be escaped or softened.
- Super Arts are only available when a character has 33% HP or less. All involve a command + input. The 'PK' must be the same strength, but there is no difference between pressing both Lights versus both Heavys.
|S||Kaori - Incredible pressure and lockdown with divekicks and rushing; highest damaging throw; multi-hit kicks; hardly any bad matchups.|
|A||Reimi - Great fireball, good rush attack for lockdown; generally good tools.|
Satomi - Great normals; invincible uppercut; best command slide.
|B||Yuka - Solid Shoto-clone moveset; good pressure; invincible uppercut; highest damaging Super Art in the game.|
Chiho - Good zoning and keepaway; strong block strings and combos; Hien Geki random cross-ups give her a 50/50.
Erina - Great corner lockdown; can zone non-fireball characters all day; unblockable Super Art.
|C||Manami - Decent ranged attacks; inflicts damage to self; specials cause a lot of disadvantage even on hit.|
Jun - Fantastic grapple and tick-throw range, but little else of note; unblockable Super Art.
|D||Ayako - Solid pokes; only one good special (Rave Storm); best backdash; unblockable Super Art.|
|Super Variable Geo|
|Ayako Yuuki||Chiho Masuda||Eleanor Goldsmith|
|Jun Kubota||Kaori Yanase||Manami Kusunoki|
|Reimi Jyahana||Satomi Yajima||Yuka Takeuchi|
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