FAQ
From Poverty Wiki
Contents |
Menus
1: ストーリモード
2: バーサスモード
3: ロボロリ
4: わんー! わんー! わんー! わんー!
(actual menu varies slightly)
Technical
- The game doesn't run.
- The filenames have to be correct, i.e. not a bunch of boxes. The game is in Japanese by default. Switch to Japanese regioning to fix this. Alternatively, you can rename all the files or use NTLEA to run the program in Japanese locale. Select the "Execute by NTLEA" option to do this.
- Netplay doesn't work.
- Make sure you have the latest version of the game and Lunaport, both found on the Main Page. For Lunaport, make sure the program is in the same folder as the game itself.
- The game flickers to a point where it is unplayable
- This is an issue caused by ATI's CrossfireX. To fix the flickering issue, disable the Windows Sidebar (if you are running Vista), and then access ATI's Catalyst Control Centre. Under the Crossfire section, change the Catalyst A.I option to Standard instead of Advanced. The game should now run without any flickering. Alternatively, if it does not solve the issue (or if there is no option to set the Catalyst A.I, as is the case with customized OEM drivers for laptops), disabling Crossire serves as a temporary solution.
Gameplay
- How do I enter practice mode?
- While in VS mode, select your character and your training dummy. After the match starts, using your keyboard, press 'P' then 'E'. The dummy's life bar, your super meter, and support meter will regenerate automatically.
- How do I return to the main menu?
- Pause(Esc), and then simultaneously hit ABC.
- How do I select stages?
- At the top menu in the window, select Option > Game > then go to the drop down menu at the top of the window that pops up.
- How do I change the round options?
- At the top menu in the window, select Option > Game > then go to the first slider (the default option is 2)
- Where do I find people to netplay?
- irc.mizuumi.net, #vp
Controls
This is basically a translation of the image on the right.
Basic Operation
Commands assume the character is facing right.
8 = Jump
7 = Backward jump , Air Guard
6 = Forward
4 = Backward , Retreat
3 = Offensive Crouch
2 = Crouch
1 = Crouch Guard
A = Weak Attack
B = Medium Attack
C = Strong Attack
D = Support Attack
Throw...4/6+C
Run Step...66
Backstep...44
Reflect...A+B or E
Support Character Commands LV = Support Level Minimum.
Weak Attack... LV1 D
Medium Attack... LV1 6+D
Strong Attack... LV2 3+D
Ultra Attack... LV2 2+D
Proxy Guard... LV1 4+D
Other System
Liberty Arts: Consume Special Gauge to preform an upgraded, unblockable strike.
Support Counter: If support character acts and the player is damaged, the Assist Meter will be drained and become temporarily unusable, however the support will still finish her action.
Throw Overtake: Just before a throw, 4/6+C.
Ukemi(Recieve: Reverse): During a blow, press either button.
Reflect: Instantly evade player projectiles.
Proxy Guard: Takes player projectile objects and all support character attacks.
Editing Controls
If you want to change your controls, you're in for a bit of a computer science lesson.
By referencing http://www.asciitable.com/ (for player 1's, at least) and the 'game' configuration file (by opening it in Notepad or a similar program), you can change your key bindings to suit your needs.
The ones with 'alt. color' are unknown to be used for anything other than different colors on the fighter select screen, like any of the other buttons that perform a function in battle.
Player 1's ASCII codes and key bindings
Player1 KEY ã=84 (Up = t)
Player1 KEY ‰E=70 (Left = f)
Player1 KEY ‰º=66 (Down = b)
Player1 KEY ¶=72 (Right = h)
Player1 KEY ‚`=65 (Weak Attack = a)
Player1 KEY ‚a=83 (Medium Attack = s)
Player1 KEY ‚b=68 (Strong Attack = d)
Player1 KEY ‚c=81 (Support Attack = q)
Player1 KEY ‚d=87 (alt. color = w)
Player1 KEY ‚e=69 (alt. color = e)
Player1 KEY PAUSE=27 (pause = esc)
Player 2's ASCII codes and key bindings
Please treat these as temporary; this editor played the game on a laptop and doesn't KNOW that the second player directional buttons are keyed to the number pad; it is, however, the best guess he can hazard.
Player2 KEY ã=104 (Up = num pad 8)
Player2 KEY ‰E=100 (Left = num pad 6)
Player2 KEY ‰º=98 (Down = num pad 2)
Player2 KEY ¶=102 (Right = num pad 4)
Player2 KEY ‚`=74 (Weak Attack = j)
Player2 KEY ‚a=75 (Medium Attack = k)
Player2 KEY ‚b=76 (Strong Attack = l)
Player2 KEY ‚c=73 (Support Attack = i)
Player2 KEY ‚d=79 (alt. color = o)
Player2 KEY ‚e=80 (alt. color = p)
Player2 KEY PAUSE=27 (pause = esc)
System
(1) - Super Meter
When this meter is full you can perform each character's respective Liberty Art (super move). It is filled by CONNECTING normal attacks, throws, special moves, and assist attacks. You also gain small amounts of meter when you are on the receiving end of any of those. Successfully reflecting an attack will increase your meter by ~28%, plus another ~10% for using an attack after the reflect. Using your super move depletes the gauge entirely.
(2) - Assist Meter
This meter fills own its own at a pace specific to the character you use. Using assist attacks will deplete this gauge with the amount depending on the move used, as will blocking any attacks. This meter becomes 'broken' if you take damage while your assist is attacking, or if your guard is broken. A broken meter disallows any use of the assist for a brief period. Assists may use any attack so long as the meter is above 2 stock or more. Even an attack that consumes 3 stock while the assist meter reads 2.
(3) - Calcium Break
This is your guard meter. Different attacks will deplete it at different rates. It will flash red after blocking many attacks, then you will be put in the Calcium Break state. Your guard gets broken and you go into a standing spin stun - you are open to attack, and any attacks are considered a counter hit. Your assist meter is also broken for a short period.
(4) - Stun Meter
Unblocked hits will cause your stun meter to rise. When it is close to breaking it flashes red. The next hit leaves you in a stunned state; you are completely defenseless and open to attack in this state, and assists are unusable. This meter recovers over time, and different characters are stunned at different rates.
(5) - Match Count
This displays an icon for each match won per player.
(6) - Life Bar
It's your health. It depletes when you are hit by any attack. Blocking special moves will result in taking miniscule amounts of chip damage; you can still be killed by this, however. In Practice mode a ruler will display above the second player's life bar. It has notches marked for every 10% of health. Having it deplete entirely means you are dead. Round over. Lose twice and the match is over. Good game.
(7) - Grab Meter
While this is flashing, grabs won't connect.


