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Vanguard Princess (1.05b)^

Vanguard Princess (Vanpri) is a doujin 2D fighting game produced by supposed ex-Capcom employee, Sugeno Tomoaki, boasting gorgeous high-res hand drawn sprites and surprisingly solid gameplay for a Fighter Maker 2nd generated game. And, it’s FREE! ~( ̄∇ ̄~)

I’m going to be creating and actively (hopefully) updating a Vanpri database here. Keep in mind that Vanguard Princess is still a work in progress game and has already gone through several different versions so all content in this database is subject to change. Also know that I’m not Japanese so I don’t know all the best tricks of the trade in this game, warui ne


Prologue^

Those who wish to preserve the present, those who wish to abolish
it- Within the world is opposition and conflict; ruined, that future is
nearing…

In the intensifying war, a passenger plane is mistakenly shot down.
One by one, casualties are confirmed, but… One standing person, an
uninjured little girl, comes out alive.

Before long, she was a lovely, fully-grown woman. Although, with the passing of time, mysterious abilities began to awaken.

At first, she was moved to private research facilities. These were
halted by the eye of the Government, however. Analysis was initiated
for military purposes.

The power that but bent Cosmic Law, people call “Planar Manipulation Sorcery”.

In combat, eyes opened to the soaring military prowess in wake of
this woman- At the demand for such a solidified military presence…
Boundlessly severe and cruel human testing developed.

Perhaps, in the initial event, her magical power surged out of control, unintentionally causing the “Astral Impact”.

The awe-inspiring magical shockwave extensively, as well as in mass,
bestowed the blessing of Planar Manipulation Sorcery in young girls.

Soon, the forms of girls harnessing magical power became visible in
large quantities. Because of that beautiful fighting figure, they were
called, “Vanguard Princesses”, inspiring the elite soldiers.

One year after, around the time the war also faced its end following
the Astral Impact, a thought to be missing little girl reincarnated as
“Executive Overseer” to the destruction of mankind.

And so, the created-to-lead Vanguard Princesses’s battle engulfed the world…

Translation of above in English here.


Installation^

Download off Sugeno’s blog here http://suge9.blog58.fc2.com/ using either download link. Since several people have problems running this game, here are some tips you can try.

  • select Japanese as default language for non-Unicode programs. On Windows go to control panel>languages tab>check the box for installing East Asian languages, and select apply. Windows will require an installation CD or alternate for the appropriate files to install.
  • move the main folder into the root of your C: drive
  • rename ヴァンガードプリンセス.exe to something else (Vanguard Princess.exe)
  • rename ヴァンガードプリンセス.kgt to something else (Vanguard Princess.kgt)
  • run App Locale or NTLEA with it. If using NTLEA follow these settings.
  • switch Windows versions: right click ヴァンガードプリンセス.exe>compatibility tab>check the box>try any of the four versions

Requirements:^

  • OS: MS-Windows 98/Me/2000/XP Japanese Edition
  • CPU: Pentium Ⅲ 400MHz
  • Memory: 128MB
  • HDD: 400MB, at least DirectX 7

Netplay (Lunaport R49)^

Download the unofficial netplay, Lunaport, here. For previous versions check out the official site (thanks for the work anon). Extract, and insert the lunaport folder into ヴァンガードプリンセス folder, then copy everything inside the lunaport folder and insert into the ヴァンガードプリンセス folder as well. Lunaport works similar (actually better) than the Caster netplay. Upon opening it you will be greeted with a black window and a series of options.

1 - Host a game
2 - Connect to a host. Input their IP address and enter.
3 - Host a game on lobby.
4 - List lobby games.
5 - Play a local game with random stages in vs mode.
6 - Toggle on/off replays.
7 - Watch replays.
8 - Toggle off/on spectators.
9 - Spectate.
10 - Display the same menu.
0 - Exit

In-Depth^

A closer look at these things.


Characters^

  • Yui Kutuna
  • Haruka Kutuna
  • Lilith
  • Luna Himeki
  • Kurumi Mirumati
  • Saki Mitoyona
  • Kaede Hioh
  • Natalia Glinka
  • Eri Hasuma
  • Ayane Ikuse
  • Hilda Rize (Boss Character)

Supports^

  • Kanae
  • Shiera
  • Eko
  • Juliet
  • Hilda (Secret)

Stages^

  • Rubble
  • School
  • Pool
  • Hill
  • Night
  • Shrine
  • Last

Other^

  • Reflecting Guide
  • Support Recovery
  • The Not-Tier List
  • Change Log
  • Hilda (Secret)

Glossary^

Fighting game lingo.


Terminology^

  • BnB – A “Bread and Butter” combo, a character’s universally useful combo essential to his or her play, usually simple to do and able to be done in several situations.
  • Recovery – The time while returning to a neutral state after an action or attack.
  • Start Up – The time it takes until an attack becomes active and can damage.
  • Whiff – Having an attack miss, whether intentionally or not.
  • Poke – A quick attack often with good range and difficult to punish.
  • Hit Confirm/Abare – The ability to turn quick pokes or an unexpected attack into a high damaging combo without a previous specific set up involved.
  • Hitbox – The window around a character or attack that determines where an action can take place during contact with another hitbox.
  • Okizeme – Shortened as ‘oki,’ the situation of which a character is knocked down and as they get up (wake up). Originates from the Japanese martial art term for the tactical state in which one fighter is on the ground.
  • Meaty – An attack with a large amount of hit frames so that it can be used to hit an opponent as they get up even when performed slightly earlier to their wake up.
  • Reversal – An attack performed immediately on the first possible frame after an animation where you cannot attack, usually after wake up with a Dragon Punch.
  • Dragon Punch – An attack with invincible and extremely quick starting animation, originating from Ryu and Ken’s shoryuken from Street Fighter II.
  • Hit Stun/Block Stun – The animation where a character cannot act after receiving or guarding an attack. Characters cannot be thrown during hit or block stun.
  • Knockback/Pushback – How much a character moves from getting hit or blocking an attack.
  • Lows and Overheads – A move that hits either low, and a move that hits high. Lows beat normal guards while overheads beat low guards.
  • Mix Ups – A series of strategic attacks intended to make the defender to guard wrongly.
  • Block String – A string of attacks used on a blocking opponent in order to safely keep pressure and if possible reset or start another block string.
  • Frame Trap – A type of mix up involving a pressuring block string and then purposely leaving a gap in an attempt to bait the opponent to escape.
  • Ukemi/Tech – Recovering from hitstun while in the air to prevent excessive combo juggling. However an opponent can bait and punish this in some situations as well.
  • Cross Up – Crossing over the opponent’s position in order to force them to guard in the opposite direction. Crucial for certain mix up games.
  • Zoning – A tactic of keeping the enemy’s position controlled to one’s choice, usually through the use of ranged pokes and projectiles.
  • Rushdown/Pressuring – An offensive playing style intended to keep the opponent forced to defend and unable to escape.
  • Turtling – A defensive playing style, usually played from a safe distance while responding to the opponent’s mistakes.
  • Tiger Knee – Buffering a jump after an attack input to use the aerial version of that attack instantly off the ground. Originates from Sagat’s Tiger Knee in Street Fighter II with a similar input.
  • Drumming/Piano Key Inputting – A technique of rolling your fingers across the buttons in a specific sequence in order to use certain commands directly after the other. Mostly used to perform specifically timed support attacks in this game.
  • Command Throw – A throw that’s done with a special input buffering as opposed to 4C or 6C. Usually much more rewarding than a normal throw.
  • Tick Throwing – Performing a move with small recovery so you may quickly throw afterwards as your opponent is still guarding.
  • Juggle – A state in which an opponent is in the air and still vulnerable to more attacks.

Numpad Notation^

This game most easily follows numpad notation which is also used for several other fighters like Guilty Gear and Melty Blood. It takes directions and corresponds them with numbers as seen on the keyboard numpad.

7 8 9

4 5 6

1 2 3

For example, this would make 4 stand for backwards, 9 would stand for up+forward, 5 would be neutral, etc. Confusing at first but learn it and you’ll love it.


System^

There are six buttons involved in this game, A, B, C, D, E, and F (though only A through D are necessary in play). To map controls, click options and select your desired input device. A is to confirm and ESC is to return/pause. When you pause, press A+B+C to return to title screen.


Practice Mode^

In a VS match, have both characters press F once to initiate Practice mode where characters will heal after taking damage. Input 4+6 (only possible on keyboard) to reduce super meter and calcium gauge (for testing meter combos). Pressing F again with Player 1 maxes out super and support meters. Pressing F again with Player 2 cancels out of Practice Mode.


Basic Commands^

  • A – Weak Attack
  • B – Medium Attack
  • C – Strong Attack
  • D – Support Action
  • E – Shortcut for A+B and B+C
  • F – Both players press to enter Practice Mode
  • A+B or 2A+B – Reflect, a temporary defensive technique that cancels out one hit. More info below
  • 7 or 8 or 9 – Jump, in desired direction
  • 66 – Dash step, some characters can hold to run
  • 44 – Back step

Other Commands^

  • Specials – Any move that requires a special input command to perform (ie. 623A, 214B)
  • Liberty Art – Supers, requires full super gauge and usually done by a command and B+C (or E).
  • Throw (6C or 4C near an opponent) – Unblockable attack that has to be done next to an opponent.
  • Throw Overtake (6C or 4C before an opponent’s throw) – Escapes throw, both throws are canceled out.
  • Reflect (A+B or E) Similar to parrying from Street Fighter 3 or shielding from Melty Blood. Momentarily creates a shield that nullifies one attack and if successful you have immediate recovery. There are 3 types of reflects, aerial, neutral, and low, each reflect certain moves only.
  • Proxy Guard (4D) – Loli will shield incoming enemy projectiles and support attacks. Successful Proxy Guard will take your enemies support meter.
  • Tech (A or B or C during recovery state) – Recovering from a combo. Your character will flash green if you could have teched but chose not to.

HUD^

VanpriHUD

  1. Life bar – Empties out, you lose.
  2. Calcium icon – As you block hits the calcium break level rises, flashes red when about to break. Recovers overtime.
  3. Stun icon – As you take clean hits the stun level rises, flashes red when near stun. Recovers overtime.
  4. Special meter – When full you may use a super. Increases from giving and receiving damage.
  5. Support meter – Required to use support attacks. Recharge rate is character specific and increases slower during guarding.
  6. Grasp signal – If flashing, you cannot grab an opponent.
  7. Win count – Notes how many battles you’ve won.
  8. Match Mode – VS or Practice

System Mechanics^

  • Chip Damage – Specials and Liberty Arts deal a small amount of damage when blocked which can still KO.
  • Counter Hit – Getting hit during the recovery frames of an attack or reflect will result in a counter hit which usually results in longer hit stuns or trips/launches.
  • Trip/Launch – A state of hitstun where the victim is either launched in the air or tripped on the ground and still vulnerable to combo follow ups.
  • Calcium Break – Essentially guard break. Will recover over time but if the calcium icon flashes red and you take a few more hits you will reach a Calcium Break state where you’re temporarily stunned and any hit is registered as a Counter Hit.
  • Stun/Dizzy – Taking too many clean hits will result in a stunned state where you may not take any actions. Rotate directional inputs to reduce the amount of time stunned.
  • Support Actions – There are four assist attacks and proxy guard per support lolis; 5D, 6D, 3D, 2D, and 4D. All of which take 1-3 levels of support meter (except which only temporarily stops it from increasing). However all you need is at least 2 levels of support meter to use any attack, and only 1 level to use level 2 support attacks. Doing so of course removes all your support meter.
  • Support Penalty – Getting hit by an attack during the animation of a support attack will deplete your support meter and temporarily disable your support assist.
  • Landing Recovery – Landing from a jump without performing any attacks whatsoever will give you a few frames of invincibility while landing. Also, whiffing an aerial attack will increase landing recovery but not invincibility.

Links of Interest^


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