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Originally, this video was going to focus specifically on Vertigo's unused finishers. However, some time ago, RAGE4MAME2 developer, Gruntzilla94, raised the matter of other unused sequences for Vertigo and what conclusions can be drawn from them. At the time of this upload, no coded implementations for these sequences have been discovered. However, recent research into some additional structures may provide further insight into how they might have worked. At this point, conclusions that can be drawn from these sequences are very speculative. But given the dodge move and the unconventional positions of some of the other moves, I'd say Vertigo could have been more disruptive to an opponent's combo attack if some of these sequences had been implemented. Sequences of note include: an alternative defence move (dodge/evade), constrain fatality, a slither strike and a rapid attack-to-attack morph move (a feature shared with many other characters). One sequence shows palette corruption either because it was unfinished or is yet another display feature that requires decipherment.