Lei Fei Dojo

Moves Analysis

This guide is not meant to be a substitute to a complete movelist, but the important things you need to Know about Lei-Fei will be covered here. If you are looking for a complete movelist, you can find several in the Links section. The asterisks indicate how useful or how often you will be using the relevant move; five asterisks are best, one asterisk is worst. The number before the asterisk rating is the damage points the move inflicts.

Stances

  1. Natural or No stance, N
  2. Indepedant Stance, IN
  3. Defeat Miss, DM
  4. Evasive Stance, EV
  5. Tiger Stance, TG.
  6. Back Turned, BT

Note:

Descriptions of Lei's moves maybe be listed in several places, ie:
1-Moves in stance
2-Entering the stance

The ratings and comments are weighted according their effectiveness in these two aspects.


Natural or No Stance, N

These moves are executed when Lei-Fei is not in any particular stance. Certain more effective stance-based moves will listed here as well. Moves will be rated according to their striking or grappling potential.

Punch :: P :: 12 :: H :: HP :: **
Body Blow :: f+P :: 15 :: M:: MP :: **
Same as "punch" but mid. It looks different and can confuse opponent.
Standard jab. Lei-Fei does not have any fast one-twos. Jab is important for throw based characters to close the distance. This is worthwhile for this old-scool tactic. But it simple its arguably the worst jab amongst the characters. " [DM] PP+K" is much better.

Double Punch :: PP :: 12 :: HM :: HP,MP :: *****
Double Body Blow :: f+PP :: 15+8 :: M:: MP,MP :: **
Sets up IN stance flowchart, so you can Throw, Mid, Low. You have the initiative if this move is blocked. Use this to punish "d+P" abusers. Note that if the "PP" is blocked you have the iniative to attack first. So prepare to "[IN]d+K" or "[IN]K+G" and combo; or stay in [IN] and reverse a possible "d+P"; or (G)cancel and throw.

Triple Punch :: PPP :: 12+12+15 (35 charged max) :: HMM :: MP :: **
Hold last punch to charge attack. Advances to the opponent at close range so be wary at the range, but you enter DM stance which is good if you Know what you're doing. This is good for float and wall combos.

Low Punch :: d+P :: 9 :: L* :: LP :: *****
This move is a standard offensive/defensive move. Fast and you can throw on MC. Its not pretty winning this way, and it doesn't gain you any respect abusing it. Be a real man and find other alternatives.

Double Palm :: QCF+P+K :: 25 :: M :: - :: sabaki vs HP/ME/MP :: **
Head crumble(Version C only) and sabaki properties makes this a fairly good move. It also attacks mid and a good variation though slightly slower to "b, f+P+K". Vulnerable if blocked but well worth the gamble for the 80% combo chance.

Standing Palm :: f, f+P :: 20 :: M :: MP :: *****
Good range and recovery. The palm is great as a defensive stopping move as it seems to linger out and gets a lot of MC. This move is best used at close to mid range. Great followup after " [DM] PP+K" to setup a striking game. Lei is an exceptional striker. Mix in with "df, df+P", "K+G", "df,df - throw" - " [DM] PP+K". Your opponent won't fall down but you will have the advantage if your range and attacking is constant.

Knifehand :: df, df+P :: 12 :: M :: MP :: ****
Fast mid attack that will duck many high and some mid attacks. Recovers quickly as well and you can throw on MC. Use this move to close in for the throw of to generate an mid/throw guessing game.

Knifehand, Upward Strike:: df, df+P :: 12+18 :: M :: MP :: ****
Mix the single and double strikes of this move to generate MC and throw. This is also a great move for OTG and float combos. This move will float and you can followup with another "df, df+P,p" or "d+P+K, P [TG] " or "f, f+K [IN] ,K+G".

Upward Kick :: f, f+K [IN] :: 30 :: M :: MK :: ***
Good move as it will cause stagger. Its a medium range move leading into IN. You can repeatedly do "f, f+K [IN] , K+G.. repeat" which is good for float combo or medium into close range to generate a stagger combo. When a stagger occurs and you're in normal stance you can connect: "uf+K+G - PPP ". Use this move when you have the time/room to do so. This move is actually really fast, make sure you buffer this move because its the user that is slow not the move.

Jumping Kick :: u+K [TG] :: 29 :: H : HK :: ***
See "Entering TG" for notes. Best used at mid/long range.

Jumping Kick, Sweep :: u+K, d+K [DM] :: 29+20 :: HL :: HK,SW :: ***
See "Entering DM" for notes. A good sudden sweeping low Kick that is good to mix up. DM stance afterwards so prepare to "PP+K" etc...

Jumping Kick, Low Crescent :: u+K, f+K :: 30+20 :: HM :: MK,MK*
Use if you want to mix up this Jumping Kick with a mid attack. Only use if you think the enemy will block low or counter attack.

Punt Kick :: df+K :: M :: MK :: 20 :: M :: MK :: **
First of all its not a good idea to be up close to be in range to execute this move. Otherwise its one of your only fast mid options.

Knee Strike :: P+K :: 20 :: M :: KN :: **

Medium execution and recovery. But floats for guaranteed string followup. Good for MC float combos or vs lightweights.

Knee Strike, Body Blow:: P+K :: 20+20 :: MH :: KN,HP :: **
Causes Stomach Crumble on impact.

Knee Strike, Body Blow:: P+K :: 20+20+15 :: MHM :: KN,HP,MP:: *
Causes Stomach Crumble on impact. Highly vulnerable after execution.

Sweeping Hand :: f, f+P+K :: 15 :: L :: LP :: ***
A fast low attack that will trip on MC for a guaranteed "f, f+K - [IN] K+G" followup. If you miss or get blocked you're in close range so consider this.

Slow Double Palm :: b, f+P+K :: 22 :: H :: ***
Head crumble on impact. This move ducks high attacks. Best used against "H" or "MHH" moves and throw attempts. Guaranteed "b+PP " and possible 80% combo followup. Risky if you miss as you're a sitting duck. Worth the gamble though.

Back Elbow :: d+P+K [EV] :: 20+20 :: M :: MP- :: ***
See "Entering EV Stance". A fast strike that sets up EV flowchart. You can EV-IN if you're feeling cheeky.

Dodging Backfist, TA Back Check :: (df or uf)+P+K, P [TG] :: 20+20 :: M :: MP- :: *****
See "Entering TG Stance". This is an evading attack with TG stance followup. Great for close range as its one of Lei's only options.

Van Halen Kick :: uf+K(flop) :: 20 :: M :: MK :: *
Scaled down(-2 stars) because "uf+K+G" is better in all aspects. If you really must do this Kick the flop induced is slightly higher so you need to wait for the to hit the ground for followup "P+K, PP ". This is also useful if they are close to wall or fence for high wall bounce or RO over fence.

Double Leg Hop Kick :: uf+K+G(flop) :: 20 :: M :: - :: *****
Guaranteed combo if this hits. Fast mid attack and recovers quickly. It can also be executed from crouch. Non-counterable and flop propeties makes this move excellent.

Inverted Kickflip (#1) :: f, f+K+G [TG] :: 30 :: M :: - :: ****

See "Entering TG stance". Good at mid/long range though you need to think ahead as you enter TG stance. This move is perfect for hopping low attacks.

Standing Palm, Double Palm :: [DM] PP+K :: 10+27 :: HM :: - :: ******
Only this move is rated 6 stars. Abuse this move, stylish and ultra effective.

Dashing Palm :: [DM] P+K(charge) :: 40max :: M :: MP :: *****
See "Move in DM stance". Fast execution,recovery and powerful strike properties for Mid/Long range. You need to be be to do this at any instant. MC will cause a stagger when charged slighty and head crumble when charged.

 

Throws:

Jumping Face Smash :: P+G :: 45 :: HT :: -1 DP :: ****
Only do this if the opponent throw escapes. Good vs Shun as it deducts -1DP. "pg" to escape.

Reaping Throw :: df+P+G :: 28 :: HT :: *****
Lei's best throw so most good players will throw escape this throw. Flops opponents for followup combo. Opening up okizeme game as well. Note heavier opponents are harder to combo. For simplicities sake just do "f, f+K [IN] as a followup combo or pick one of the 10 other variations. "df+pg" to escape.

Returning Wave :: f, f+P+G :: 45 :: HT :: ***
Only do this if the opponent throw escapes. "f+pg" to escape.

Leg Trip :: f, b+P+G :: 50 :: ***
Only do this if the opponent throw escapes. "b+pg" to escape.


Independant Stance, IN

Lei's IN stance is important as it gives him the most options. Ie: Mid, Low, Throw. Which is best used when Lei has the iniative.

Pros
-Mid, Low, Throw variations
-Auto Reversal any punch attack

Cons
-Zero mobility
-Auto-reversal only when fully in stance.
-MC on any succesful hit on Lei Fei

Moves while in IN stance

Single Palm :: [IN] P :: 23 :: M :: MP :: ****
Exits into DM stance so Keep the attacks flowing. A good lunging mid punch. Good range makes this a good move at long and medium distances.

Sweeping Hand :: [IN] d+K :: 15 :: L :: LK :: ****
Causes stagger for an awesome combo listed in the links before. Leaves you in the DM stance so be wary to hit "p,P+K" or "P+K" if you're blocked. Fast and limited risk with high return if you can manage to get in IN stance. Deserves 5 stars but everyone defends against this move so its effectiveness will be reduced over time.

Combo#1 (close range)
[IN] d+K, [DM] K , [IN] d+P+K+G, [DM] P,p+K, f, f+K

Combo#2 (long range, as the above misses at longer ranges)
[IN] d+K, [DM] u+P+K+G , [IN] K+G, uf+K+G, "PPP" or "other variants"


Punt Kick :: [IN] K [IN] :: 19 :: M :: MK :: **
Mid Kick that maintains IN stance. Can be used to OTG. Good to mix up the options in IN stance. Most will be looking to duck the " [IN] d+K", "K+G", "throw" so use this to mix it up.

Punt Kick, Van Halen Kick :: [IN] K, K :: 19+15 :: MM :: MK,MK :: *
As above but with extra hopping Kick. Not too useful outside of a float or OTG combo. Risky and not too useful. "K+G" or "d+K" are much better. Looks good though.

Crescent :: [IN] K+G :: 28 :: M :: - :: **** :: (exits to natural stance)
Causes a Knockback stagger for uf+K+G combo. Followup with "uf+K+G - ppp"
Can be used good to Kick them off the bounce(OTG) after a "f, f+K [IN] " float combo. Essential for the M/L/Throw guessing game.

Exit Stance :: [IN] G(exits to natural stance) :: ****
Exit stance for throw oppurtunity Important to create the third option when in stance.

[IN] N (neutral joystick)
auto reversal all punch attacks.. important to pull this off frequently to Keep opponent from using punch based attacks. Especially low punches and elbows.

Entering the IN stance:

Double Punch :: PP [IN] :: 12+12 :: HM :: HP,MP :: ***
Double Body Blow :: f+PP [IN] :: 15+8 :: HM :: HP,MP :: ***

After the two jabs Lei will enter IN stance... 3 jabs will leave you in DM stance. "PP [IN] K+G" is a good float combo option.

Upward Kick :: f, f+K (hold K for IN) :: 30 :: M :: MK:: ***
Hold K to enter stance. This is among Lei's best moves for floats. Slow execution time but Kick great for float combos as the following [IN] K+G will OTG. Only do this move when you have medium range or the iniative (ie TR).
This is also the best move to attack a back turned opponent as they will stagger for another canned [IN] K, K+G

Evading Crescent :: (u or d)+P+K+G, P [IN] :: 20,15 :: MM :: MK,MP :: *****
Lei's dodge attack Kick. WIll float on MC, so look for the K+G followup. The following "u+P+K+G, P " is a set move and is guaranteed. Dodge attack is one of lei's only options at close quarters. Execute the "p" to exit stance. Dodging is an essential skill so the rating for this move has been adjusted (+1).

High Crescent :: K+G [IN] :: 20 :: H :: CR :: **
Lei loses the iniative but enters the IN stance. Fastest offensive way to enter IN via this method.

Reverse Crescent, Toe Kick :: b+K+G, K [IN] :: HH:: -- :: **
Same as "K+G" but opponent may hesitate due to the low sweep variant of this sequence.

Independant Stance :: u+P+K+G [IN] :: ****
Obvious way of entering stance. The auto-reversal will only occur when Lei has entered the stance fully. Use this on a Tech Rolling(TR) opponent as you have the iniative to make them guess for the d+K or K+G or throw (note Low, Mid and Throw scenarios are possible). Remember to you can switch from other stances as well.


Slide, Backfist :: [TG] d+K, P [IN] :: 20+(10+10) :: L,M :: -- :: ***
Done from the Tiger Stance, this is used as an option to get out of the Tiger Stance. Most opponents will be wary of the Tiger Stance because of the sabaki options. When entering IN from this method its important to gamble on the auto-reversal as well as the d+K or K+G or throw option.. Having a multi-dimensional attack as well as defending against the low punch is important. People rarely successfully block the low Kick of this sequence so they'll be looking at counter attacking, so gamble accordingly.


DM Stance, Defeat Miss Stance

Pros
-close to instantaneous stance execution. Most of the DM moves can be done at any instant or stance.
-fast jab "PP+K"
-fast/charged long range mid attack
-semi-decent float midattack
-certain high attacks are ducked due to his pose
-anti throws to some extent due to stance/feet placement

Cons
-vulnerability to the "d+P" at close range

Moves while in DM Stance:

Standing Palm :: [DM] P :: 10 :: H :: HP :: ***
Lei's fastest jab. Will maintain DM stance after this move. So so can you Keep single jabbing to annoy/peck opponent. Small damage and good recovery makes this a move that mixes the tempo of the match. Make sure you follow through with another move.

Standing Palm, Body Blow :: [DM] PP :: 10+15 :: HM :: **
A pair of punches to go back in IN stance. Useful to mix it up and to generate IN stance options.

Standing Palm, Double Palm :: [DM] PP+K :: 10+27 :: HM :: - :: ******
"P+K" component will float on MC. Good range and will give you a chance to follow through with "df, df, PP " as most people try and counter attack. Or you could do d+K+G or IN stance etc. You have a slight iniative advantage due to the range and speed of this attack. This is of Lei's best options as you're free to do anything you want and will generate a lot of MC. IE. "f, f+P" or "d+K+G" or "df, df+P". You need to followup quickly and gauge your range.

Toe Kick :: [DM] K :: MM :: MK :: 21 ::**
Slow-Medium speed Kick, A defensive mid attack that lingers and can create a float on MC. Good way to get into IN stance to auto-reversal the punch or for [IN] d+K combo. After this Kick you'll enter IN stance.

Sweeping Hand :: [DM] d+K :: 18 :: L :: SW :: ****
Same as d+K+G in no stance. One of Lei's best low attacks. Recovers fast and really good range. Doesn't Knockdown unless MC which is a good thing for a followup

Crescent :: [DM] K+G :: 30 :: H :: -- :: *
Hopping roundhouse attack. This is fairly good range will jump rising low attacks. Remains in DM stance and otherwise not very useful. Don't do this at close range.

Dashing Palm :: [DM] P+K(charge) :: 40max :: M :: MP :: *****
Lei's best move vs computer and average opponents. Fully charged(approx 2 secs) it is unblockable is MC and close/mid range otherwise it will guard break. On unblockable or MC it'll cause a head crumble. On guard break throw, otherwise do the following:

80% combo
[DM] P+K(fully charged), *b+P,P**f, f(dash), d+P+K+G, [DM] P+K, f, f+K, K, K+G

*the following works on any head crumble scenario
** the dash helps with the timing and tracking

Head Crumble: Guaranteed High attack followup. Opponent will land face down with head towards you. If you Interrupt their TR(Tech Roll) it will cause them to rise back towards you."

Exit Stance :: [DM] g (exits to natural stance) :: ****
Exit stance for throw oppurtunity Important to create the third option when in stance.

Entering the DM Stance:

DM stance :: d+P+K+G [DM]
almost instantaneous execution of this stance allows Lei's DM stance moves to become available at any time.Ie [DM] P,P+K, [DM] P+K ...

Triple Punch :: PPP [DM] :: 12+12+15(35 charged max) :: HMM :: MP :: **
Hold last punch to charge attack. Advances to the opponent at close range so be wary at the range, but you enter DM stance which is good if you Know what you're doing. This is good for float and wall combos.

Split Strike :: b, df+P [DM] :: 10+5+10 :: M :: MP :: 1/2 star
Utterly useless move... but its an awfully nice looking useless move. Use if you're feeling lucky. Short range, slow execution, poor damage and recovery. But did I mention that it looks nice?

Jumping Kick, Sweep :: u+K, d+K [DM] :: 29+20 :: HL :: HK,SW :: ***
the first part is a hopping crescent Kick followed by a low crescent sweep. u+K will leave you in TG stance. Not too bad if you have the space and time as this move is medium speed.

Sweeping Hand :: [IN] d+K [DM] :: 15 :: L :: LK :: *
If the d+K hits do the combo. Entering the DM stance in this scenario is usually because your d+K was blocked. So use "p,P+K" to bail out or "k" to do combo series. Not very good to enter DM in this method

Slide :: [TG] d+K, d+K [DM] :: 20+20 :: L,M :: -- :: ***
This is a low attack. Most opponents won't block the low Kick. This is a bail out alternative for the TG stance. Most will expect the IN stance alternative. So its good to mix it up. The Tiger Stance is quite awesome but you'll need to mix it up on good opponents. Consider the range and recovery time as well. You exit into DM stance and they'll be blocking. You don't have much mid choice at the range so choose carefully. You can switch to IN stance or exit and throw.


Tiger Stance
Pros
-Sabaki (all mid/high) with Head Crumble
-Sabaki (low)
-Low Attack into MD, IN
-Hopping attack into EV
-Guard Cancel for Back Turned

Cons
-Need to execute certain offensive moves to enter stance
-Limited exit stance options.. though with the sabaki options you dont need them. Usually you'll be looking for opportunities to enter TG stance rather than to not exit it.

Note on Sabaki:
Sabaki is any move that "defeats/parry" an oncoming attack. Otherwise its a normal attack.

Sabaki tactics are important as they defend and attack at the same time, but also the mind games they play on your opponent.

Moves while in TG stance

Hammer Punch :: [TG] P :: 20 :: M :: - :: ****
Hammer Punch- Sabaki all High/Mid attacks. Enough said. Good range and strikes mid and will cause "Head Crumble". "b+PP " ... and execute 80% combo accordingly. People learn to defend against this move eventually. So don't abuse it too much or they'll adapt.

Upward Kick :: [TG] K :: 25:: M :: - :: ****
Upward Kick- Sabaki all Low attacks. Its one or the other. Use this against "d+P" pigs. Will cause "stumble" if it connects. After this you will enter EV stance which is not too bad. This move has fairly short range and attacks mid but you're pretty safe. " [EV] d+K" is guaranteed or do " [EV] PK " which is sabaki High/Mid for other followups.

Slide :: [TG] d+K :: 20 ::L,M :: - :: ***
Pecking low Kick that enter MD stance. Good move to peck a bit of damage but used mainly if opponent is used to defending against the TG stance. Used to bail out of TG stance and gamble on MD on exit. The final attack executes pretty slowly. Only problem is the close range factor if blocked.


Slide, Backfist :: [TG] d+K, PP :: 20+20 ::L,M :: -- :: ***
As above but with an extra punch. This will leave you in the IN stance. Look for the auto-punch reversal or "d+K" combo as usual when you enter the IN stance. Repeat again.. look for the auto-low-punch reversal ..(die you d+P abusers!)

Slide, Backfist, Body Blow :: [TG] d+K, PPP :: 20+20+20 ::L,M,M :: --- :: ***
If opponent think they can interupt you before you enter the IN stance the last P will hit mid and exit stance. The first two variants are more useful but predictable. Mixup it up as you feel hence the even rating.

Back turn :: [TG] G :: **
Back turned. One of two ways to deliberately back turn. The other is " [EV] G". This is an ok alternative generally if you comfortable with you back to enemy in VF4 you probably wouldn't be reading this guide. Deserves 3 stars at higher levels as it is unpredictable and usually delivers a free (BT)K or (BT)d+K.
Note that (BT)P is sabaki to low attacks. In BT you can 3D walk which dodges many attacks at long range.


Entering the TG Stance
TG stance cannot be entered directly. Its a very powerful stance but you need to anticipate the sabaki and Know how to bail out.

Toe Kick :: f+K [TG] :: 30 :: H :: HK :: **
A fast high attack. Nice to set up the sabaki oppurtunity at close range. Close range factor is Lei's weak points depending on the reflexes of opponent then TG stance might pay.

Jumping Kick :: u+K [TG] :: 29 :: H : HK :: ***
Best used at long and mid range. People will look for the Mid and low attack sequences following the "u+K". Lots of options will make opponents confused. This move iniates slowly but finishes quickly in TG stance which is great for baiting a sabaki trap.


Inverted Kickflip (#1) :: f, f+K+G [TG] :: 30 :: M :: - :: ****
Hopping Inverted Kick, best used at range or "I like to do low rising Kick" opponents. Hops very quickly to avoid sweep crescents. Nothing beats a low rising Kick like this move, cool hopping motion and finishing TG stance pose. Otherwise this move is linear and its delayed attacks makes this move very slow. However this move recovers quickly in TG stance for good sabaki potential. For use against standing opponent judge your distance carefully.

Rising Kick Strategy *****
Note: VS mid rising Kicks
" [EV] P" will sabaki mid rising Kicks
"IN"d+K will duck mid rising Kicks at the right timing and distance.
"u+K+G" will defeat mid rising Kick


Back Elbow, TA Back Check :: d+P+K, P [TG] :: 20+20 :: M :: MP- :: *
This move is generally used in a float combo. Not very useful against a standing opponent. Useful only for combo. TG stance sabaki does not work well against a rising opponent, you're better G cancel out of stance. Its not pretty doing a linear attack into an opponent outside of a float combo. The dodging version of this move is much better.

Dodging Backfist, TA Back Check :: (df or uf)+P+K, P [TG] :: 20+20 :: M :: MP- :: *****
One of Lei better moves and it is a variant of the above. The first punch will dodge in/out of screen though. This move is used to dodge oncoming attacks as it is very vulnerable when whiffed or blocked. Its not as bad because you're opponent is probably recovering from their own move and you're in TG stance.

Jumping Kick :: [EV] K [TG] :: 30 :: H :: - :: **
A hopping crescent Kick. Looks great but semi useful. It is able to jump low attacks but it hits high so it usually misses with style. Use this like and as a variation to "u+K"
Note: [TG] K, [EV] K, [TG] K, [EV] K .... etc so its pretty useful after a stumble caused by the [TG] K. What usually happens is that it'll connect because the opponent retaliates or sets up for another " [TG] K" sabaki cause they tried to "d+P" again. Also good to throw in a " [EV] PK " or " [DM] PP+K". Always be creative and unpredictable with the stances but always maintaining control at all times.


EV, Evasive Stance
Pros
-it evades, back dodges ie "db+P+K+G"
-high/mid sabaki into IN or N
-high/mid sabaki into IN or N or Stomach crumble on MC
-hopping high attack into TG stance
-fast low sweep

Cons
-slow execution ie "db+P+K+G"
-vulnerability to d+P

Moves while in EV stance

Hammer :: [EV] P :: 20 :: H :: - :: sabaki HP/MP/ME/HK/MK :: *****
Another of Lei's best moves. A high punch that sabaki all high/mid and rising mid Kicks. Not very damaging but you have iniative. High attack so be wary of crouching opponents.

Hammer, Heelkick:: [EV] PK [IN] :: 20+25 :: H :: - :: sabaki HP/MP/ME/HK/MK :: *****
As above but with an extra high Kick and enters IN stance. Sets up IN flowchart. Remember you can throw, low, mid from IN stance. Hell even MD fully charged is good too depends on the moment the "wtf" factor is important.

Sweep :: [EV]d+K :: 23 :: L :: - :: *****
Fast low sweep. Followup after " [TG] K". Generally used to initate okizeme game. Note that you step back into the EV stance so the range of this sweep is shortened due to you positioning. Consider your distance.

Backfist :: [EV] P+K :: (10+10):: M:: - :: sabaki HP/MP/ME/HK/MK :: ***** :: M :: - ::**
Identical to " [TG] P" in properties but no where near as useful. Short ranged attack.

Backfist, Body Blow:: [EV] P+K, P :: (10+10)+15 :: M:: - :: sabaki HP/MP/ME/HK/MK :: M :: - ::**
A mid body punch that will stomach crumble on MC.

Backfist :: [EV] P+K, PP :: (10+10)+15+20:: M:: - :: sabaki HP/MP/ME/HK/MK :: M :: - ::**
A second extra mid body punch that will stomach crumble on MC. I don't like the delay

Back turn :: [EV] G :: **
Back turned. One of two ways to deliberately back turn. The other is " [EV] G". This is an ok alternative generally if you comfortable with you back to enemy in VF4 you probably wouldn't be reading this guide. Deserves 3 stars at higher levels as it is unpredictable and usually delivers a free (BT)K or (BT)d+K.
Note that (BT)P is sabaki to low attacks. In BT you can 3D walk which dodges many attacks at long range.



Entering EV stance

Evasive Stance :: db+P+K+G [EV] :: ***
Actually its slightly faster to enter EV by going into IN stance first. EV stance must be entered a relatively safe distance. As this move dashes backwards slightly it is vulnerable at close range.


Back Elbow:: d+P+K [EV] :: 20+20 :: M :: MP- :: ***
A fast punch which is not too bad if you want to enter EV stance ie at close range. Executes and recovers fairly quickly so it will set up EV flowchart

Upward Kick :: [TG] K [EV] :: 25:: M :: - :: *****
Great way to enter stance this way. Opponent will be looking to counter attack. Either they have been staggered or have blocked this Kick. The sabaki trap has been set.


Back Turned

How to back turn?
There are two methods to turn your back:
1. [TG]G
2. {EV]G

Why you should BT?
BT options are actually quite good. Its also stylish and an unpredictable alternative while in the EV or TG stances. Dont forget to 3D walk to avoid many attacks, this is a very provactive approach and the opponent usually goes for a big move.

If you're confident enough to fight with back turned then you should have a solid grasp of VF4. Usually its for provoking opponent or being unpredictable. Style is everything.

Moves while BT

Low Kick :: d+K :: 22 :: L :: LK :: ****
Very fast and long ranged sweep attack.

Heelkick :: K :: 25 :: M :: MK :: remains BT :: *****
Extremely fast mid attack.

Crescent :: K+G :: 25 :: M :: - :: remains BT :: ****
Floats on impact. Follow through with "[BT]K - [BT]d+K"

Reverse dash :: db, db [BT]:: ****
Looks extremely funny and provocative. Need to buffer or else you'll turn around. Important to keep those heelkicks rolling.


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