- The game doesn't run.
- Placing the VP folder at the base of your hard drive might work.
- Make sure the folder has no Japanese characters in its name and that there are no spaces.
- The filenames have to be correct, i.e. not a bunch of boxes. Some editions of the game are in Japanese by default. Switch to Japanese locale to fix this. To change your computer's locale to Japanese (no, this does not make EVERYTHING Japanese), you go to Control Panel > Regional > System Locale. It requires a restart to change system locale. Alternatively, you can rename all the files or use AppLocale or NTLEA to run the program in Japanese locale. Select the "Execute by NTLEA" option to do this (this doesn't work on Windows 7 64-bit). An easier way to do this, is to rename the .exe and the .KGT file, it's recommended to change them to "vanpri.exe" and "vanpri.KGT" without quotes, respectively.
- Netplay doesn't work.
- The game runs slowly.
- This happens when the Joystick option is checked in Option > Game but no joystick is connected yet. Either plug in a Joystick or uncheck the option.
- 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 Center. 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.
- Which character should I use?
- How do I enter practice mode?
- While in VS mode, select your character and your training dummy. After the match starts, press the F button for player 2, then the F button for player 1. The life bars and super meters will regenerate automatically. Player 1 can hit F during practice mode to instantly fill the assist meter and restore all of Luna's bullets, if chosen. Hitting player 2's F button will exit practice mode.
- The time still ticks down during practice mode, how do I fix this? / How do I change the round timer?
- At the top menu in the window, select Option > Game > then go to the fourth slider (the default option is 60). It goes from 0 to 99, with 0 being infinite time. Alternatively, open your game.ini file and change the value for "Editor.TestPlay.time" to zero.
- 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. Alternatively, open your game.ini and change the value for "Editor.TestPlay.StageNb".
- 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)
- How can I see the hitboxes in-game?
- Open your game.ini and change the value for "Editor.TestPlay.HitJudge" to one.
- The game menu doesn't open for me... how can I change the in game options?
- Open the game.ini file located in the same folder as your Vanguard Princess executable, change the options you wish to change and save the file. Alternatively, you can set the executable to Windows 98 compatibility mode to access the game menu.
- Where do I find people to netplay?
- irc.mizuumi.net, #vp
- How do I return to the main menu?
- Pause(Esc), and then simultaneously hit ABC.
- What does it mean when the combo counter turns red and displays CARELESSNESS underneath?
- This display shows that the combo was techable; that is, the opponent could have airteched in the middle and avoided the followup hits, invalidating the combo.
1 school/statue -- Saki/Haruka
2 pool -- Kurumi/Eri
3 shrine -- Ayane/Kaede
4 ruined city/demolished buildings -- Yui/Lilith
5 base/streets with tanks and soldiers -- Natalia/Luna (Best if you're having FPS issues)
6 rain/grass | Sub-boss and mirror matches
7 boss/space | Final boss Hilda
6 and 7 are currently blacklisted for netplay.
(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.
(8) - Round Timer
The amount of time you have before the round is up.
(9) - Misc.
Some characters use "ammo" for some moves which will be displayed in this area.
- The game runs at 100 fps. Because of this, there may be some slight variance in numbers when testing.
- There might be additional variance caused by multi-hitting moves.
- If you see a number surrounded by "[ ]" in the Duration column, it means the move lingers even after returning to neutral. In this case, the Recovery column will start when the first frame of the hitbox comes out.
- The Recovery on jumping attacks refers to the number of frames the character takes when landing. If a character returns to neutral while in the air, there will be a value in the Total column.
- If you see a number surrounded by "[ ]" in the On Hit/Block columns, it means the frame advantage couldn't be determined. Therefore, the number represents the length of hit/blockstun instead.
- Start-up is an approximation. The start-up will increase if the assist is between the points where it can act.
- Due to the way assists work, determining frame advantage isn't feasible. Instead, the frames the opponent is in hitstun and blockstun are listed.
- The Duration listed for 4D is the minimum the move will last.