Advanced V.G. 2 is one of my favourite fighting games. It’s a PlayStation title from in 1998, and it developed a competitive scene in Japan close to ten years ago (the English-speaking scene wouldn’t follow suit until maybe 2-3 years ago -- you can blame me for that) thanks to its likeable cast, great game feel and interesting mechanics.
One of those mechanics is what the English-speaking community refers to as “0F Unblockables”, which isn’t technically a mechanic per se, but work with me here. Essentially, EX and super special moves in AVG2 have a screen darkening effect that works like “super flash” in other fighting games, and a large number of those moves are able to hit an opponent during super flash, before the game can naturally accept any inputs from them. We call them “unblockables” because if you’re not already blocking by the time the super flash occurs, then you’re getting hit.
There is an answer, though! While super flash doesn’t allow you to block, it does allow you to buffer special moves, which means that a common defensive tactic versus 0F unblockables is to buffer an invincible reversal or 0F unblockable of your own during super flash. There was always, however, one exception to this rule: Kaori’s Retsuzandou super.
Kaori is widely considered to be the best character in the game, thanks to powerful zoning, great mixup options and a genuine infinite combo. Another one of her strong points is her super, Retsuzandou, which is a 0F unblockable that does incredible damage and, for some reason, does not allow the opponent to buffer a reversal during super flash.
Except it totally does, and the Japanese community accidentally lied about it for nearly 10 years while the English-speaking community accepted it as truth.
We didn’t even lab that shit to confirm it, man.
