Sabaki, Reversal and Inashi

In Virtua Fighter 4, there are a number of ways to return or counter your opponent's attack. Traditionally, this has been known as reversing, but over the Virtua Fighter series, new ways have been introduced to actively defeat an incoming attack. The different ways this can be done is as follows:

Reversal, when successful, will stop an incoming attack and automatically hit back, usually inflicting damage and resulting in a knockdown. However, there are some cases where the reversal inflicts no damage and doesn't knock down.

Inashi, when successful, is a parry or deflection. The inashi typically does little to no damage, and instead of knocking down the opponent, will result in a stagger.

Sabaki were introduced in VF4. These are regular attacks or motions with attack-deflection properties. The main difference between Sabaki and Reversal/Inashi is that the Sabaki will always animate regardless of the opponent's action, whereas a Reversal or Inashi will only activate when it connects successfully against an opponent's attack.

Sabakis can be further classed into two types: attack or reversal. Sabaki-attacks are, as the name suggests, normal attacks which have deflection properties. Sabaki-reversals are simply motions which will reverse an opponents attack, usually with no damage. The reason they're not called Sabaki-inashi is because the opponent isn't staggered as a result, and thus cannot recover from the situation.

The following table is taken from the Virtua Fighter 4 Evolution Perfect Guide, with some additions and corrections of my own. It describes the Reversal, Inashi and Sabaki properties for the characters who have them. The table displays, for each Character's move, the following information:

Typ The command type: R = Reversal, S(a) = Sabaki(attack), S(r) = Sabaki(reversal), I = Inashi
HP ~ SW The range of attack classes where 'O' indicates the move will work, and an 'X' indicates where it won't.
Oth This column is for other attack classes not listed in the table. In VF4 Evo, new attack classes were made reversable by Aoi. These include double hand/feet, head, shoulder and back attacks.
Tmg This describes the effective timing required for the move:
A - Instant
B - Throw Counterable
C - Large Disadvantage
D - Small Disadvantage
E - Even
F - Advantage

bP+K
dbP+K
dP+K
R OOOOO OX OOOOX OXX A
dfP+K+G S(a) OOXXO XX XXXXX XXX D
bP+K+G S(r) OOXXO OX XXXXX XXX A
dbP+K+GP+K S(r) OOOOX OX XXXXX XXX F
bP+K
dbP+K
dP+K
R OOOOO OO OOOOO OOO A
bP+K+G I OOOOX OX OOOXX XXX A
fbP S(a) XXXXX OX OOOXX XXX C
ddffP+K S(a) OOOOX XX XXXXX XXX B
bK+G S(a) XXXXX XX XOXXX XXX A
fK+GP S(a) OOXXX OX OOXXX XXX F
dbP+K R XXXXX XX OOXXO XXX A
P+K S(r) OOOOX XX XXXXX XXX A
bfK S(a) XXXXX OX OOXXX XXX A
bfP+K S(a) XXXXX XX XXOXX XXX A
dfP+K S(a) XXOOX XX XXXXX XXX A
bdfP+K S(r) XXXXO XX XXXXX XXX A
neutral - OXOXX XX XXXXX XXX -
bK S(a) OOOOX OX OXXXX XXX E
P+K S(a) OXXXX OX XXXXX XXX E
fbK S(a) XXXXO XX XXXXX OOX E
(Jumonji) neutral - OXOXX XX XXXXX XXX -
(Jumonji) P+K S(a) OOOOX OX XXXXX XXX B
(Jumonji) P+K+G R XXXXX XX OOXXX XXX A
bP+K
dbP+K
R OXOXX XX XXXXX XXX A
ddffP+K S(a) OOOOX XX XXXXX XXX C
(IN Stance) neutral R OOOOO XX XXXXX XXX E
(EV Stance) P S(a) OOOOX OX OOOXX XXX B
(EV Stance) P+K S(a) OOOOX OX OOOXX XXX B
(TG Stance) P S(a) OOOOX OX OOOXX XXX A
(TG Stance) K S(a) XXXXO XX XXOXX OOX D
ddbbP S(a) OOXXX OX OOOXX XXX A
bP+K
dbP+K
R OOOOX OX OOOXX XXX A
fP+K
dfP+K
I OOOOX OX OOOXX XXX A
fbP S(a) OOOOX OX XXOXX XXX C
P+K S(a) OOOOX OX OOXXX XXX E
(Flamingo) P+K S(r) XXXXO XX XXXXX XXX A
(10 dp) bP+K S(a) OOOOX XX XXXXX XXX A
dbP+K S(a) OOOOX OX OOOXX XXX F
(DS) bP+K
(DS) dbP+K
R OXOXX OX OOXXX XXX A
(DS) bfK S(a) OOOOX OX XXXXX XXX A
(DS) bdfP+K S(r) XXXXO XX XXXXX XXX A
(DS) dbP S(a) XXXXO XX XXXXX OOX A
(DS) neutral - OXOXX XX XXXXX XXX -
bP+K
dbP+K
R XXXXX OX OOXXX XXX A
dP+K S(r) XXXXO XX XXXXX XXX A
P+K+G S(r) OOOOX XX XXXXX XXX A

Note: Wolf's RAW (P+K+G) only works against non-knockdown and uncharged variants of the compatible attack classes.


Written by Myke Last Updated 2003/04/22
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