Virtua Fighter 5 System : Part 2

Attack Mechanics

This section explains the mechanics of an attack. The system of Virtua Fighter is such that any attacks can be described by it's properties, level and class. These will be detailed in the following sections.

Attack Properties

An attack transitions through three phases from start to end. Each of these phases are measured in frames. There are 60 frames/second. The following diagram illustrates these phases.

12345678901234567890123456
Execution Active Recovery
Total

Execution

When you press [P], a punch is initiated and it takes some time for the arm to fully extend and hit. This time it takes from the start until the first frame hit detection is known as the Execution.

The chart above shows 11 frames of Execution. But this actually represents a 12 frame punch. Why isn't this an 11 frame punch? The answer is because hit detection doesn't begin until the 12th frame where the attack becomes Active. It's a subtle, but important detail, especially when you're analysing the frame data from a number of attacks in series or parallel.

Active

When a punch has fully extended, hit detection usually lasts for a small amount of frames, typically 1 or 2. This is commonly known as the Active phase, during which time the opponent can be either hit by, guard, or even reverse the attack.

The chart above shows 2 Active frames.

The Active phase is also known as the Hit phase.

Recovery

When the hit phase ends, the punching arm begins to retract until the entire attack has ceased and the player is free to move again. This final phase is known as the Recovery.

The chart above shows 13 frames of Recovery.

Total

The length of the entire attack, from start to end.

The chart above shows an attack with a total of 26 frames.

Effect of Attack Properties

When opponents execute attacks near the same time, and within range of each other, the attack that finishes execution phase first wins:

12345678901234567890
[P] execution activerecovery
[f][P] executionactiverecovery

[P] wins, even though it started after [f][P], because it finished execution and reached active phase first.

When attacks reach active phase at the same time, the higher damage attack wins:

12345678901234567890
[P] execution activerecovery
[f][P] executionactiverecovery

[f][P] wins, because it does more damage than [P]

Tracking

There's a common misconception held by many players in how tracking works, so let's clear one thing right off the bat: Attacks do not hold any special tracking properties.

Whether it's a [2][P], a jumping kick, or a charge attack, any and all attacks in the game have the potential to track the opponent. The primary factor that determines whether or not an attack will track is the action of your opponent.

That is, if your opponent is doing something while your attack is executing, then your attack will track.

I'm sure there have been many times when you thought you successfully dodged an attack but still got hit out of it. This is because you recovered from the dodge, tried to do something, all the while the attack was still executing, and thus it tracked and hit you.

If you press any button at all, even if it's [G], then that equates to you doing something.

So with charge attacks that have long execution times, the chances of it tracking the opponent are increased since during this time, the opponent is likely to do something.

For a more detailed look at how tracking works, refer to the Frames Guide under the section Why did I get hit out of my successful evade?

Attack Levels

An attack's level determines where it hits. In the Virtua Fighter system, there are three main attack levels:

  1. High
  2. Mid
  3. Low

The Attack Level also determines if the attack can be guarded while standing or crouching:

Standing Crouching Hopping
Attack
Level
Guarding Not
Guarding
Guarding Not
Guarding
High guard hit miss miss hit
Mid guard hit hit hit hit
Low hit hit guard hit miss

There are also Special variants of each attack level with their different properties discussed below.

In addition to the above three attack levels, there is also the Down (or Ground) attack level. All characters have Down Attacks (typically [8][P], [3][P] or [3][K]) which can only be used when the opponent is in a downed state on the ground.

High Attacks

High attacks will hit standing characters who aren't guarding or are hopping, but will whiff crouching characters and leave the attacker vulnerable. High attacks can be guarded while standing. The most basic high attack is the punch [P]

Mid Attacks

Middle attacks will hit standing and ducking characters who aren't guarding and will also hit hopping characters. They can be guarded while standing but not while crouching. Some mid attacks, such as an elbow [f][P] or sidekick [df][K] will cause a crouching opponent (guarding or not) to stagger on hit. This stagger typically won't occur if the same attack hits a standing opponent. Different frame advantages result.

Low Attacks

Low attacks will hit standing and crouching characters who aren't guarding. They will hit opponents who are standing and guarding, but not crouching and guarding. Low attacks will also whiff hopping characters if the hopping character is airborne while the attack is active.

Most* low attacks enter a crouching state on their first execution frame:

12345678901234567890123456789
[P] execution activerecovery[G]
[d][P] executionactiverecovery

[d][P] wins, because it crouches under the high [P]
*(exceptions are standing low attacks like Jeffry's [1][K]+[G])

Special High Attacks

Special high attacks will whiff characters that are merely crouching. However, they can hit characters that are executing a crouching low attack:

12345678901234567890123456789
[bk][f][P] execution activerecovery
[d][P] execution activerecovery

Jeffry's [bk][f][P] wins, because it's special high and reached active phase first.

Special high attacks are not like sabaki (see return attacks below); they can still lose to crouching attacks:

12345678901234567890123456789
[bk][f][P] execution activerecovery
[d][P] execution activerecovery

[d][P] wins, because it reached active phase first.

Special Mid Attacks

A special mid attack is a mid attack that can be safely guarded while ducking or standing. An example is Shun's Chouwan [d][df][f][P]. This makes the attack less powerful as special mids are easier to guard than other mid attacks.

A special mid forces a crouch guarding opponent to stand while breaking their guard. Some special mid attacks have a followup attack. Against a crouch guarding opponent, this followup to the special mid will be a guaranteed hit. An example of this is Akira's [d_][f][P] (guard or hit) [P]. If the [d_][f][P] is guarded by a crouching player, then the followup [P] is guaranteed to hit.

Special Low Attacks

A Special low attack is a low attack that can be guarded while standing. An example of this is the low punch [d][P]. This makes the attack less powerful as special lows are easier to guard than other low attacks.

Attack Classes

Attacks can be classed by the body part(s) being used to strike. This is important for understanding how Reversal, Sabaki and Inashi skills work since they only apply to specific Attack Classes at specific Attack Levels. The Attack Classes currently defined in Virtua Fighter 5 are:

  • Punch
  • Kick
  • Elbow
  • Knee
  • Somersault
  • Circular Kick
  • Double Punch
  • Double Kick
  • Head
  • Shoulder
  • Back

Each class is explained in the following sections, along with a list of abbreviations you will find used in the VFDC Command Lists, among other places.

Punch

An attack using the hand. Attack Levels for Punch attacks can be High, Mid or Low along with Special variants. The most basic of punch attacks is the High Punch [P] and Low Punch [2][P].

The abbreviations for Punch class attacks are:

Attack Abbreviation Example
High Punch HP Sarah's Straight Lead [P]
Mid Punch MP Jacky's Middle Smash [6][P]
Low Punch LP Vanessa's Sit Jab [2][P]

Kick

An attack using the foot. Attack Levels for Kick attacks can be either High, Mid or Low along with Special variants. The most basic of Kick attacks is the High Kick [K], Side Kick [3][K] and Low Kick [2][K].

The abbreviations for Kick class attacks are:

Attack Abbreviation Example
High Kick HK Pai's KouShuuTai [K]
Mid Kick MK Jacky's High Angle Kick [3][3][K]
Side Kick SK Kage's Naga Geri [3][K]
Low Kick LK Lau's KaSouTai [2][K]
Side Kick vs Mid Kick

A subtle but important point needs to be made about Side Kicks and Mid Kicks. Even though both are Kick attacks that hit in the middle region, the game engine distinguishes between these two classes. Generally speaking, Side Kicks are long protruding kick attacks where the foot impacts the mid region. Most character's [3][K] is a Side Kick class attack. On the other hand, Mid Kicks are usually any other middle hitting Kick attack where the foot may sweep across the mid region vertically, but not necessarily stop or impact there. An example of this is Jacky's or Sarah's [3][3][K]. Both have their Kicks sweeping in an upward direction, kicking through the mid section.

Elbow

An attack using the elbow. Elbow attacks can be either High or Mid and are commonly performed with the [6][P] command.

The abbreviations for Elbow class attacks are:

Attack Abbreviation Example
High Elbow HE Brad's Sawk Klab [6][P][+][K]
Mid Elbow EL Akira's Dashing Elbow [6][6][P]

Knee

An attack using the knee. Knee attacks can be either High or Mid and are commonly performed with the [6][K] command.

The abbreviations for Knee class attacks are:

Attack Abbreviation Example
High Knee HKN Brad's Face Crush Knee (phasing turn) [K]
Mid Knee KN Jeffry's Knee Attack [6][K]

Somersault

A kicking attack performed by a backward somersaulting or flipping manoeuvre, also known as a kickflip. All Somersault attacks are Mid and are commonly performed with either a [7][K] or [7][K][+][G].

The abbreviations for Somersault class attacks are:

Attack Abbreviation Example
Somersault SM Jacky's Somersault Kick [7][K] or [7][K][+][G]

Circular Kick

A spinning kick that travels in a circular motion. Circular Kicks can be either High, Mid or Low and are commonly performed with a [K][+][G] command.

The abbreviations for Circular Kick class attacks are:

Attack Abbreviation Example
High Circular Kick (or Crescent Kick) HCR Jacky's Spinning Kick [K][+][G]
Mid Circular Kick MCR Vanessa's Shadow Slicer (DS)[6][6][K]
Low Circular Kick (or Sweep) SW Lion's KouSouTai [2][K][+][G]

Double Punch

A simultaneous attack with both hands. Double Punch class attacks can be either High or Mid.

The abbreviations for Double Punch class attacks are:

Attack Abbreviation Example
High Double Punch HDP Lei's KyuuHoSouFuuKen [4][6][P][+][K]
Mid Double Punch MDP Akira's Byakko [2_][4][6][P]

Double Kick

A simultaneous attack with both feet. Double Kick class attacks can be either High, Mid or Low.

The abbreviations for Double Kick class attacks are:

Attack Abbreviation Example
High Double Kick HDK Pai's EnSeiSenPuuKyaku [K][+][G]
Mid Double Kick MDK Wolf's Drop Kick [9][K]
Low Double Kick LDK Kage's Jisuberi Bashiri (run)[K]

Head

An attack with the head. Head class attacks can be Mid or Low.

The abbreviations for Head class attacks are:

Attack Abbreviation Example
Mid Head MHD Jeffry's Head Attack [4][6][P][+][K]
Low Head LHD Jeffry's Sliding Headbutt rising attack (face down, head towards) [2_][K]

Shoulder

An attack with the shoulder. Shoulder class attacks are Mid.

The abbreviations for Shoulder class attacks are:

Attack Abbreviation Example
Shoulder SH Wolf's Short Shoulder [4][6][P][+][K]

Back

An attack with the back. Back class attacks are Mid.

The abbreviations for Back class attacks are:

Attack Abbreviation Example
Back BK Akira's Bodycheck [4][6][6][P][+][K]

Return Attacks

Return Attacks are the next step in standard defense and fall under three categories:

  1. Reversal
  2. Inashi
  3. Sabaki

Only one character, Jeffry, in VF5 doesn't have some kind of Return Attack, whereas every other character has at least one of the skills. If used properly, the opponent's momentum is lost and matches can be won.

But with that in mind, these aren't “instant win!” moves in any way. Like nearly all moves, they must be used in a wise manner, or rather, by predicting your opponent's actions (yomi).

Reversal

A Reversal is a motion that 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, doesn't knock down and instead sets up for another followup, such as Aoi's circular kick reversals.

Reversals are specific to Attack Class as well as Attack Level. For instance, Vanessa can reverse a mid hitting Punch with [1][P][+][K], but she cannot reverse a mid hitting Elbow.

Inputs for reversals are universal:

Attack LevelReversal
high [4][P][+][K]
mid [1][P][+][K]
low [2][P][+][K]

Reversals are unique to the characters that have them. That is, not every character has them, and those that do can't necessarily reverse every type of attack.

An exception to the universal input for reversals is Lei-Fei. He has an automatic (or passive) reversal during his [8][P][+][K][+][G] stance. While he is neutral in this stance he can reverse high punches, mid punches, low punches, and even elbows, without the need of further inputs (passive).

Damage from Reversals can vary. Some reversals can have their damage reduced with a Just Recovery upon falling (Akira's reversals). Some reversals can have their damage reduced by “escaping” a portion (Vanessa's High and Mid Punch reversals).

Reversals are detailed, with damage and attack class/level, in the VFDC Command Lists for characters that have them.

Inashi

An Inashi is a motion that when successful will parry or deflect an incoming attack. The inashi typically does little to no damage, and instead of knocking down the opponent, will result in some frame advantage sometimes enough to guarantee a followup attack, or may allow for a continuation attack.

Inashi are specific to Attack Class as well as Attack Level.

An example of an Inashi is Aoi's [4][P][+][K][+][G]. The purpose of this Inashi isn't to inflict damage but to deflect an attack, giving you enough frame advantage to guarantee a followup attack.

Another example is Pai's high [6][P][+][K] and mid [3][P][+][K] Inashi. These kind of behave like reversals, inflict small damage and give frame advantage by staggering the opponent. When the opponent is staggered, they may struggle to reduce this frame advantage.

Jacky and Vanessa (in Defensive Stance only) have special types of Inashi. When standing neutral they will automatically “hold” any high or mid Punch from the opponent. During this “hold” they can apply a continuation attack.

Sabaki

A Sabaki is a regular attack or motion 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.

Sabaki are also specific to Attack Class as well as Attack Level.

Sabaki can be further classified as two types:

  1. Sabaki-attack: as the name suggests, is a regular attack with attack-deflection properties. On its own it can be used just like any other attack.
  2. Sabaki-reversal: are motions which will reverse an opponents attack, usually with no damage.

Some Sabaki-reversals, when successful, allow for a continuation attack. An example is Goh's [P][+][K]. It can Sabaki high and mid punches and elbows and gives Goh two options: use the frame advantage, which is based upon the timing of the input in relation the the opponent's attack, or to lead to Tsukami ([P][+][K]>[P][+][G]).

Other examples of Sabaki-reversals are Vanessa's and Goh's [4][3][P][+][K]. When successful they give frame advantage. Even if the Sabaki isn't sucessful, they're in a crouched position, where they can mix up their offensive.

Finally, Akira has [4][P][+][K][+][G] which will Sabaki high Punches, high Kicks and low Punches. When successful, he can apply a continuation attack [6][P], which will crumple the opponent, allowing for a combo opportunity.

Another great use is their ability to beat Nitaku situations. As Aoi and Lei Fei's [2][3][6][P][+][K], Akira's [2][1][4][P][+][K], and Goh's [3][P][+][K] beat (or clash with) throws and Sabaki elbow class attacks.

In other words, due to their deflective properties, Sabakis can be applied when you're disadvantaged where you wouldn't otherwise use a normal attack. Turn the tables on your opponent!

Application of Return Attacks

With the need for you to correctly guess not only the attack class but also the attack level, coupled with the unpredictability of a human opponent, Return Attacks in general can be seen as more of a burden than an asset to your character's movelist. They certainly aren't “instant win!” techniques.

But not all is bad, they have their place if you choose to use them wisely!

If your opponent uses a string you know well or abuses the same attack or setup, it becomes a useful “Stop That!” Some lead to quick knockdowns or guaranteed advantage for further, sometimes large, damage.

Several may even have a niche of usage and could even be anti-character. For example, Brad's [1][P][+][K] can reverse all classes of mid hitting Kicks, which include side kicks, and full circular mid kicks. Because of this, he can reverse all mid rising kicks and shut down Vanessa's Defense Stance range game by being able to reverse her indispensable [3][K] and her signature [6][6][K].

:!: While you are performing a Reversal, Inashi or Sabaki-reversal, you're vulnerable to being thrown! So while performing it, a good habit to develop is to buffer in a Throw Escape or two. This is discussed in more detail in the Defensive Techniques section.

In summary: They can be high risk for little reward, but with correct yomi and extensive knowledge, they can find their way into your game and help you shut down a predictable opponent.

Plus they look cool.

Hit Types

The different Hit Types in Virtua Fighter 5 are:

  • Guard
  • Normal Hit
  • Counter Hit
  • Recovery Counter Hit

These are determined by what the opponent was doing at the time of hit, and will be explained in the following sections.

Guard

This occurs when an attack makes contact with the opponent's guard. Most attacks, when guarded, will leave the attacker at a disadvantage, but some will actually grant the attacker with an advantage.

There are also attacks that can break an opponent's guard. Depending on the attack, a guard break could result in a stagger, a normal hit (in other words the attack is unblockable), or allow for a hit-throw to connect.

Normal Hit

This occurs when an attack makes contact with the opponent who isn't guarding, or is guarding at the incorrect level.

Normal Hits result in a white light effect reflecting on the opponent.

Abbreviations: NH

Counter Hit

A Counter Hit (CH) occurs when an attack hits the opponent in the middle of their own attack's execution, throw, or incorrect reversal level. They yield greater damage, result in a large advantage and/or allow for further combo opportunity.

Counter Hits will result in a yellow light effect reflecting on the opponent.

The bonus for Counter Hits depends on the damage of the attack you're interrupting.

Counter Hit Type Attack Damage Damage Bonus
Small Counter Hit ≤ 15 30%
Medium Counter Hit ≥ 16 and ≤ 24 50%
Large Counter Hit ≥ 25 60%

Also known as a Major Counter (MC) Hit.

Abbreviations: CH or MC

Recovery Counter Hit

This occurs when an attack hits the opponent who is recovering from their own attack and is unable to guard. They also result in greater damage, but not as much as Counter Hits. Specifically, Recovery Counter Hits can occur when:

  1. the opponent's attack misses
  2. the opponent's attack is guarded and takes a long time to recover

In the first case, when the opponent's attack misses you, they will be vulnerable (unable to guard) while they recover from the missed attack. During this time, if you're fast enough and within range, your attack is guaranteed to hit.

In the second case, when you guard an opponent's attack that leaves them at a disadvantage, they will be vulnerable as they recover. If this period of disadvantage is long enough then your attack is guaranteed to hit.

In fact, all Recovery Counter Hits are guaranteed hits.

Recovery Counter Hits will result in a white light effect reflecting on the opponent, the same as a Normal Hit.

Counter Hit Type Damage Bonus
Recovery Counter Hit 25%

Also known as a minor Counter (mC) Hit. In Japanese, this is known as a Kouka (koh-ka) Counter Hit, which translates to Recovery Counter Hit.

Abbreviations: RCH or mC

Hit Effects

When an attack hits the opponent, different things can happen depending on the attack's properties. These effects are described below.

Advantage or Disadvantage

When an attack hits the opponent and doesn't knock them down, there will be a brief period of time while they're stunned. During this stun time the opponent is frozen while the attacker recovers from the attack.

  • If the attacker recovers before the opponent, then the attacker has an Advantage.
    • The attacker will ba able to act before their opponent.
  • If the attacker recovers after the opponent, then the attacker has a Disadvantage.
    • The opponent will be able to act before the attacker.

The amount of Advantage or Disadvantage is measured in frames – positive for Advantage, negative for Disadvantage.

Example: Every characters' Low Punch [2][P] attack will result in Advantage or Disadvantage, depending on the Hit Type.

Knock Down

When an attack hits the opponent off their feet and onto the ground.

Some Knock Down attacks hit the opponent high enough into the air allowing for extra hits to connect before they land. These types of Knock Down attacks are commonly known as Launchers, Jugglers, or Juggle Starters.

Example: Jeffry's Knee Attack [6][K] on any hit results in a Knock Down.

Stagger

When an attack hits the opponent off their balance, causing them to take a few small steps backward, and doesn't knock them down. Staggers are most often caused by elbows or side kicks hitting a crouching opponent, but their are other cases. While the opponent is staggered they are unable to guard, but will be invulnerable to throws.

The amount of time spent in the stagger can be reduced by struggling.

When staggered, a wiggling joystick indicator appears on screen. If the joystick is green, it indicates a stagger which cannot be struggled from. If the joystick is red, it indicates a stagger which can be struggled from. A green joystick indicator is almost always immediately followed by a red one.

Example: Jacky's Middle Smash [6][P] against a crouching opponent results in a Stagger.

Stumble

When an attack hits the opponent off their balance causing them to momentarily fall backwards before automatically getting back up. While the opponent is stumbled they are unable to guard, but will be invulnerable to throws.

Stumbles can be seen as a heavier version of a Stagger, and the opponent is pushed further back from the hit.

When stumbled, a wiggling joystick indicator appears on screen. If the joystick is green, it indicates a stumble which cannot be struggled from. If the joystick is red, it indicates a stumble which can be struggled from. A green joystick indicator is almost always immediately followed by a red one.

Example: Lei-Fei's Tou Kyaku [6][6][K] causes a Stumble.

Crumple

Crumples are a special category of knock down hit effect and are specific to different parts of the body. The types of Crumples along with their VFDC Command Lists abbreviation are listed below.

Crumple Abbreviation
Head cr.h
Stomach cr.s
Foot cr.f
Back cr.b
Chin cr.c
Vital Area cr.v
Back -
Side -

Some properties of Crumples:

  • Crumples allow for further combo opportunity as the opponent falls to the floor.
  • All Crumples result in a Knock Down, with the exception being Chin Crumples.
  • You cannot perform Fall Recovery after a crumple, with the exception being Vital Area Crumples.

Crumples are also known as a Crumble or Collapse. In Japanese they are known as Kuzure (ku-zu-reh) Down. Kuzure translates to crumple or collapse.

The different types of Crumples are explained below.

Head Crumple

Typically caused by a high attack.

During a Head Crumple:

  • the opponent is vulnerable to all attacks
  • the opponent cannot be thrown, with the exception being Wolf who can perform a throw combo after a Head Crumple.

After a Head Crumple, the opponent is knocked down in the Face Down, Head Towards position.

Example: Jeffry's Kenka Hook [4][6][P] causes a Head Crumple on any hit.

Stomach Crumple

Typically caused by a mid attack.

During a Stomach Crumple:

  • the opponent is vulnerable to all attacks, although high attacks usually whiff
  • the opponent is vulnerable to Low Throws
  • you can usually re-float with a well timed low punch [2][P] to allow for further combo opportunity

After a Stomach Crumple, the opponent is knocked down in the Face Down, Head Towards position.

Example: Jeffry's Middle Hell Stab [6][P][+][K] causes a Stomach Crumple on any hit.

Foot Crumple

Typically caused by a low attack.

During a Foot Crumple:

  • the opponent is vulnerable to all attacks, although all high attacks and some mid attacks may whiff
  • the opponent cannot be thrown
  • most mid attacks with low hitting ranges can be used to combo after a Foot Crumple

After a Foot Crumple, the opponent is knocked down in the Face Up, Head Towards position.

Example: Jeffry's fully charged Heavy Low Kick [1][K][+][G] causes a Foot Crumple on any hit.

Chin Crumple

Typically caused by a mid attack.

During a Chin Crumple:

  • the opponent drops down on one knee, stunned for a brief period, but isn't knocked down
  • the opponent is vulnerable to all attacks, although some high attacks may whiff
  • the opponent cannot be thrown

After a Chin Crumple, the opponent recovers standing.

Example: Vanessa's (OS) Cluster Knee (while standing) [K] causes a Chin Crumple on Counter Hit.

Vital Area Crumple

Typically caused by a mid attack.

During a Vital Area Crumple:

  • the opponent is vulnerable to all attacks, although some high attacks may whiff
  • the opponent cannot be thrown

After a Vital Area Crumple:

  • the opponent can perform Fall Recovery to recover standing
  • if the opponent doesn't Fall Recover, then they're knocked down in the Face Down, Head Towards position

Also known as a Groin Crumple.

Example: Wolf's Knee Lift [6][K] causes a Vital Area Crumple on Counter Hit.

Back Crumple

Typically caused by a mid attack to the opponent's back.

During a Back Crumple:

  • the opponent is vulnerable to all attacks, although some high attacks may whiff
  • the opponent is vulnerable to Low Back Throws

After a Back Crumple, the opponent is knocked down in the Face Down, Feet Towards position.

Example: Most Sidekicks or an Offensive Move [K] to the opponent's back causes a Back Crumple.

Side Crumple

Typically caused by a mid attack to the opponent's side.

During a Side Crumple:

  • the opponent is vulnerable to all attacks
  • the opponent can be bounced
  • the opponent cannot be thrown

After a Side Crumple, the opponent is knocked down in the Face Down, Head Towards Position.

Example: Most Sidekicks or an Offensive Move [K] attack on Counter Hit to the opponent's side causes a Side Crumple.

Slam

A type of knock down effect that hits the opponent hard into the ground, causing their legs to fold up over their head before coming back down. During the legs folding up and down animation, the opponent is vulnerable to all attacks.

Slam attacks are used to initiate combos.

There are two types of Slam effects, even though they produce the same leg folding animation. One type hits the opponent into the ground, and the other hits the opponent high into the air causing them to drop hard onto the ground. The former is commonly known as a Slam, while the latter is commonly known as a Flop. But collectively they're both known as Slams (confusing, eh?). The only difference between the two is that a Flop, when executed near a wall, will cause the opponent to hit the wall in the air, setting up an air combo against the wall. A general Slam will always hit the opponent into the ground, regardless of proximity to a wall.

During a Slam the opponent cannot perform Fall Recovery.

Example 1: Brad's Sawk Klab [6][P][+][K] results in a Slam on any hit.
Example 2: Lei-Fei's Ni Ki Bun Kyaku [9][K] results in a Flop on any hit.

Bounce

Certain attacks that hit an opponent in an airborne or crumpled state will cause a Bounce. The Bounce effect, as the name implies, is when the opponent is hit into the ground causing them to bounce back up again. A Bounce can also be considered as a re-float or re-launch of the opponent, allowing for combos to be initiated or even extended.

The opponent cannot perform Fall Recovery from a Bounce hit. However, if the attack hits the opponent very close to the ground (i.e. late) then:

  • the opponent can perform Fall Recovery, or
  • should the opponent fail to perform Fall Recovery, the resulting hit won't bounce

You cannot Bounce the opponent during a Foot Crumple or Back Crumple, but they do work on Side Crumples.

As of Ver.B, the current list of Bounce Attacks are:

Character Bounce Attack
Akira [4][3][P]
Aoi none
Brad none
Eileen [2][3][6][P][+][K][K]
El Blaze [9][P][+][K][K]
Goh [6][6][P][+][K]
Jacky [4][K][+][G]
Jeffry [4][3][P][+][K] or [6][4][P][+][K]
Kage [6][6][P][+][K]
Lau [2][P][+][K]
Lei [1][P][+][K]
Lion [4][6][K][+][G]
Pai [P][+][K]
Sarah [4][K][+][G]
Shun [6][K][+][G]
Vanessa OS [4][3][P][+][K]
Wolf [9][P][+][K]

Sideways Knockdown

A special knockdown caused by impacting the side of the opponent. Only certain attacks exhibit this knockdown effect.

After a Sideways Knockdown, the opponent is knocked down in the Face Down, Head Towards position.

You can perform Fall Recovery after a Sideways Knockdown.

Example: Akira's Tenzankou (Defensive Move) [P][+][K] causes a Sideways Knockdown.

Head-Over-Heels Knockdown

A special knockdown causing the opponent to fly back rolling head over heels. Only certain attacks exhibit this knockdown effect.

After a Head-Over-Heels knockdown, the opponent is in the Face Down, Head Towards position.

You can perform Fall Recovery after a Head-Over-Heels Knockdown.

Example: Jacky's Lightning Back Knuckle [3][P][P][P] causes a Head-Over-Heels Knockdown on any hit.

Throws

Normal Throw

Unlike most fighting games throws are a basic, if not essential, part of anyone's arsenal in VF. They execute in twelve (12) frames (exceptions below) and have a range equal to a little under a standing [P]. These moves are useful for breaking down the defence of an opponent who simply likes to stand and block your attacks.

High Throw

High Throws are the basic throw. They are all executed with the [P][+][G] command with optional directional inputs depending on the character you are using, check the VFDC Movelists to see which combinations are available for your character.

High Throws connect when:

  • Opponent is standing (evading, blocking, dashing, moving, NOT crouching or hopping)
  • During the recovery of an attack that recovers standing (high, mid, and some lows)
  • During the recovery of a missed throw
  • Opponent is doing an attack reversal
  • Opponent is low throwing (missed throw)

High Throws miss when:

  • Opponent is crouching or in a low stance (dashing, blocking or passive)
  • Opponent is in execution or active hit frames of an attack
  • Opponent is staggered
  • Opponent is crumpling
  • Opponent is wall-staggered

When a High Throws fails to connect, a throw miss animation occurs and your character will be vulnerable (unable to Guard) for a short period of time.

Low Throw

Low Throws are throws to grab a crouching opponent with. They are executed by inputting one or more directions together with [P][+][K][+][G]. Not all characters are capable of Low Throws.

Low Throws connect when:

  • Opponent is crouching
  • Opponent is in the crouching animation of the crouch dash
  • Opponent is guarding low
  • During the recovery of a move that recovers low
  • Opponent is doing a low reversal
  • Opponent is in a mid crumpled state

Low Throws miss when:

  • Opponent is standing (still, moving, blocking, staggered or dashing)
  • Opponent is in execution or active hit frames of an attack

List of characters with Low Throws: Aoi, El Blaze, Goh, Jeffry, Pai, Vanessa and Wolf.

Back Throw

Back Throws act like any other high or low throw, except that they only work when the opponent is Back Turned and cannot be escaped. Everyone has at least one of these and can execute it through hitting [P][+][G], some characters have options beyond that but this always works.

Any High (or Low) Throw executed on a Back Turned (or Crouching Back Turned) opponent will automatically become a Back Throw, regardless of the directional input used. For example, performing [3][3][P][+][G] against a Back Turned opponent will result in a regular [P][+][G] Back Throw.

Some characters can perform additional directional throws on a Back Turned opponent.

Some characters can perform Catch Throws on a Back Turned opponent.

Side Throw

Like Back Throws, Side Throws are simply High or Low Throws but then executed on an Opponent’s side. Everyone has High Side Throws and all are executed with [P][+][G].

Any throw attempt at the opponent's side will result in a Side Throw. For example, performing [3][3][P][+][G] against a Side Turned opponent will result in a regular [P][+][G] Side Throw.

Some characters can perform additional, directional throws on a Side Turned opponent.

Some characters can perform Catch Throws against a Side Turned opponent.

Guaranteed Throw

A guaranteed throw is throwing your opponent in a situation where they can not recover from his current animation quickly enough to avoid it through attacking or moving out of range. This occurs after the opponent fails an evade or after they miss an attack that leaves you enough time to move in and throw or you block a move that recovers in 12 frames or more.

Zero Frame Throw

Commonly abbreviated as 0f Throw.

Normally a throw includes a grab animation before it connects. This grab animation lasts for 12 frames during which time the opponent can initiate an attack or duck/rise to interrupt or avoid your throw. Zero Frame Throws however execute without this animation.

Any High or Low Throw executed when the opponent is passive will execute as a zero frame throw. This means an opponent that is either standing still or blocking, whether crouching or standing for low and high throws respectively. Zero Frame throws will also occur if the opponent is in a Catch Throw animation.

Further information can be found here.

Catch Throw

These are throws with special animations such as Goh’s [6][6][P][+][G]. Depending on the character they have varying execution times and ranges. All Catch Throws are inescapable except for the two Defensive Move Catch Throws ([P]+[K] during Defensive Move with either Wolf or Vanessa in Offensive Stance) that can be escaped in the same manner as Side Throws.

Catch Throws have the ability to beat (or eat) an attack where a Normal Throw would otherwise fail. Specifically, so long as the attack has not yet reached it's hit frames, and is on the same level (standing or crouching), then the Catch Throw will connect successfully. Compare this to a Normal Throw that will fail against any attack that's already executing.

Normal Throw vs Attack
12345678901234567890
normal throw exe act
attack exe act

Normal Throw vs Attack: In this example, even though the Normal Throw started executing first, by the time it reaches it's active (grab) frames there's already an attack executing. Here, the Normal Throw fails.

Catch Throw vs Attack
12345678901234567890
catch throw exe act
attack exe act

Catch Throw vs Attack: Similar to the previous example, the throw began executing first, and by the time it reaches it's active frames there's already an attack executing. However, since this is a Catch Throw, it has the ability to eat an attack. Note, however, that if the attack reached it's active frames first, then the attack will beat the Catch Throw.

Note: The frame duration for the catch throw exe and active phase were made up to illustrate the concept.

In addition to attacks that normally beat throws (that is low, jumping and back-turning attacks), Catch Throws will also lose out to any Normal or Zero Frame Throw.

Hit Throw

These are inescapable throws that can only be performed as extension to certain moves. They require the leading move to Hit or Counter Hit, but some will work on Guard as well. They will not work on a Side Turned opponent, but some can work on a Back Turned opponent (e.g. Wolf's Frankensteiner [9][P][+][G]).

Technically these are throws but in effect they work like striking attacks that are simply the next part in the string and end with a downed opponent.

Examples:

  • Brad's [3][K] (Counter Hit) [P][+][G]
  • Vanessa’s (Offensive Stance) [2][K][+][G] (Counter Hit) [6][P][+][G]
  • Goh’s [6][6][K][+][G] (Guard or Hit) [4][P][+][G]

Throw Escape (TE)

Attacks beat or clash with Throws, but sometimes you’ll not want to attack because you’re in disadvantage or want to gain a better position in the ring. In such instances you can input Throw Escapes to secure yourself against throws.

Escaping throws is done by inputting throw commands during your opponent's throw attempt. The window of time to input throw escapes extends from 10 frames before your opponent's throw input to 11 frames after it. To escape a throw you need to use the same command the opponent used to end his throw input. This means that Wolf’s Giant Swing ([4][1][2][3][6][P][+][G]) is escaped by inputting [6][P][+][G]*. Neutral ([P][+][G]) throws are escaped by simply using [P][+][G]. After successfully escaping a throw you usually recover with a small to moderate advantage.

*Note that [6] means pressing forward and not right. It’s important to discern between right and left and forward and backward in this. Wolf’s Giant Swing ends with a forward command, so you’ll need to use forward throw escape to beat it, never mix the words left and right into discussions about throw escapes as people will start spinning circles around each other in no time flat.

Multiple Throw Escapes

During a moment you are vulnerable to throws you will want to secure yourself against more than a single throw direction, especially when facing throw heavy characters such as Wolf or Goh. This is done by inputting more than one throw escape before the animation of your last move ends. This is usually easy with large throw guaranteed moves.

Throw Escape with Guard (TEG)

Throw Escape Guard and Evade Throw Escape Guard are a technique used to resume blocking as fast as possible while entering throw escapes allowing you to guard against both strikes and throws. It is done by holding down the [G] button that was part of the last throw escape. The [G] must be held down by the time the recovery period for your previous move ends; this will stop your throw escape attempts from coming out as a throw whiff animation vulnerable to counter hit.

Evade Throw Escape (ETE)

Inputting Throw Escapes while Evading provides protection against throws during your evade, which is normally weak against throws. It is done by simply inputting throw escape commands right after the command to evade.

Combinations

Evading, Multiple and Guarded Throw Escapes can be used in combination with one another to seriously limit the amount of options the opponent has to land blows successfully. Especially when also combined with dashes, crouch dashes and the like.

Note: This also creates the impressive abbreviations you may encounter during discussions such as DTEG, ETTEG, etc.

Throw Escape Priorities

This guide provides analysis of each character's throws and gives suggestions on which escape directions are most popular as well as suggesting techniques on how to best escape multiple throw directions.

Side Throw Escapes

Side Throws have their own specific rule for escapes which do not follow regular Throw Escape convention. Instead of inputting a matching direction with the opponent's throw, Side Throw Escape inputs are solely dependent on which side of your character's body the opponent is grabbing from, the left or right hand side.

Thus, Side Throws are escaped by a Left hand side ([4][P][+][G]) or Right hand side ([6][P][+][G]) input. In this context, the [4] and [6] inputs do not refer to “back” and “forward” inputs, but rather Left and Right hand side inputs. The first golden rule of the Side Throw Escape is:

  • Side Throws on the Left Hand Side of your character are escaped with Left [P][+][G] ([4][P][+][G])
  • Side Throws on the Right Hand Side of your character are escaped with Right [P][+][G] ([6][P][+][G])

The second golden rule of the Side Throw Escape is:

  • You cannot enter multiple Side Throw Escapes.

Consider the following diagram.

Here we're looking from behind the Player's perspective. If the opponent attempts a Side Throw from the left, then the escape input is [4][P][+][G]. Similarly, if the opponent is on the right, then the escape input is [6][P][+][G].

Regardless of whether you are Player 1 or Player 2, the above rule always applies. Now while this may sound simple in theory (e.g. if the opponent is on my left, then I enter left [P][+][G]), determining which side (left or right) is exposed to the opponent in the heat of battle can prove to be a challenge.

There are primarily two ways in which you can have your side exposed to the opponent:

  1. The opponent changes their lateral position (e.g. DM, OM, attack) into the background or foreground
  2. An opponent's action (e.g. attack, throw, throw escape, etc) causes you to recover Side Turned

In these situations, if the opponent is within range and you're just standing guard or helpless in recovery, then a side throw could be on the cards, and your only way of escaping it successfully is to choose the correct direction – left or right.

Case 1: Opponent Changed Position

There are a number of ways for the opponent to shift into the foreground or background such as performing a Defensive or Offensive move. Also, some characters have attacks with built-in lateral movement that allow them to move to your side while attacking. In these cases where the opponent has moved off-axis, you may be in a situation where you're vulnerable to a side throw. The diagram below illustrates how to successfully escape the side throw when the opponent is either in the foreground or background, from both Player 1 and Player 2's perspective.

Again, the golden rule for escaping side throws still applies here (opponent on the left side, side throw escape with the left direction input).

Tip

If you observe the joystick inputs for both players, you may notice the following trend:

  • If the Opponent is in the Foreground, enter Forward [P][+][G]
  • If the Opponent is in the Background, enter Back [P][+][G]

You can remember by “fore-to-for, back-to-back”.

Case 2: You're Side Turned

When you're in a Side Turned situation, either your left or right hand side will be closest, and hence exposed, to the opponent and this is the direction you need for the Side Throw Escape input.

Consider the following diagrams for Player 1, but ignore the green arrowed-circle around the player for now:

1P Side Turned Foreground 1P Side Turned Background
Player 1 has been Side Turned toward the foreground, resulting in the left hand side being exposed to the opponent. In this case, Player 1 would escape with Left [P][+][G]. Player 1 has been Side Turned toward the background, resulting in the right hand side being exposed to the opponent. In this case, Player 1 would escape with Right [P][+][G].

For Player 2 getting Side Turned we have:

2P Side Turned Foreground 2P Side Turned Background
Player 2 has been Side Turned toward the foreground, resulting in the right hand side being exposed to the opponent. In this case, Player 2 would escape with Right [P][+][G]. Player 2 has been Side Turned toward the background, resulting in the left hand side being exposed to the opponent. In this case, Player 1 would escape with Left [P][+][G].

Now if you've read this far without going insane at all the left, right, foreground and background references being thrown around, give yourself a pat on the back. But if you are feeling a little dizzy right now, there are a couple of tips to help you with Side Throw Escapes when you're Side Turned.

Tip 1: Green Circles

In the diagrams above you were told to ignore the green arrowed circles around the player. Now go back and look at them and notice that the throw escape input, for both Player 1 and Player 2, is always in the direction of the circle. So, the only thing to remember is Player 1's circle travels clockwise and Player 2's is opposite – anti-clockwise.

If you can visualise these circles during the game, just enter the escape that travels with your circle! The diagram below provides a summary:

Player 1 Clockwise Player 2 Anti-Clockwise
Tip 2: Flip-Flop

At the beginning of the Side Throw Escape section you were told not to follow the general Throw Escape input convention. That is, don't think of the [4] input as “back”, and [6] as “forward”. Well, this tip requires you to do just that, and your “back” or “forward” [P][+][G] escape solely depends on whether you're facing foreground or background:

  • If Side Turned into the Foreground, enter Back [P][+][G]
  • If Side Turned into the Background, enter Forward [P][+][G]

Refer to the above 1P and 2P images with green circles to see that this holds true.

The name Flip-Flop arises from the fact that if you're facing the foreground you input back [P][+][G] and if facing the background you input forward [P][+][G]. In other words, you flip-flop from the fore-to-back, or back-to-for.

Below are a couple of Youtube videos that demonstrate this tip:

Throw Clash

A throw clash occurs when a striking attack is launched at a throwing character, the two characters lunge out at one another and then reel back, leaving them at neutral frames. There are a number of requisites for this to occur, these are:

  • It's a high or low throw (not catch or zero frame, a zero frame throw will have already executed anyway)
  • The striking attack is not a low attack which recovers crouching,
  • The striking attack does not recover back turned
  • The striking attack is not in an aerial state at the moment the hit frames start
  • The following formula returns true:
    • Execution speed of normal throw < Attack Execution Speed / 2 (round down) + Current frame advantage or disadvantage ( or 12 < [exe/2] + frame diff )

Meaning a clash will occur if the throw goes into hit frames before half the animation of the striking attack has passed.

For more technical information of throw clashes and their effects on gameplay look here. This discussion is not recommended reading for beginners. For now just know that throws will clash with striking attacks when the striker attacks from a disadvantaged situation or with a very slow move.

Wall

Understanding how the wall plays a part in the VF5 system can be critical to survival. Whether your back or your opponent's is close to the wall, there are various factors that you must consider to ensure survival. Ignoring just one could cost you a lot of life, or even the round!

This section aims to explain the different types of walls and the hit effects caused by them. Knowing the risks associated with being in close proximity to a wall makes ring positioning just as important as it is in open stages.

Wall Types

There are two types of stage enclosures that are found in VF5. They are:

  • Fences: these are low enclosures where Ring Outs are possible by knocking the opponent into the air and over the fence.
  • Walls: these are high enclosures where you cannot Ring Out, but Mid Air Wall Hits are possible as well as wall throws.

Wall Hit

A Wall Hit is a special hit effect induced by an attack hitting the opponent into wall. It causes them to be briefly stunned for a short time. This stun will sometimes allow combos to connect on normal hit where they otherwise wouldn't.

A Wall Hit is a good way to set up a throw or catch throw against the opponent. While the opponent is stunned, your throw can begin executing uncontested and by the time they've recovered from the stun, they must deal with the throw by either Throw Escaping or using an attack to beat or clash the throw.

A Wall Hit is caused by attacks that do less than 21 points of damage.

Wall Stagger

A Wall Stagger is a special hit effect induced by an attack hitting the opponent into the wall. It causes them to be staggered for a period of time where they are vulnerable to attacks. The opponent can struggle to reduce the stagger time.

A Wall Stagger is a good way to set up high damage combos by quickly following up with a crumbling attack while the opponent is staggered, and continuing into a combo. For opponents who can struggle fast enough, mixing up between a mid attack and throw is a strong tactic.

A Wall Stagger is caused by attacks that do 21 points of damage or more.

Mid Air Wall Hit

Also known as a Wall Splat.

A Mid Air Wall Hit, as the name suggests, is an effect induced by some throws or knock down attacks that result in the opponent splatting against the wall. Once they splat, they're vulnerable to further attacks and combos. If left alone, the opponent will simply fall to the ground in a Face Down Head Towards position and is unable to perform Fall Recovery.

Keeping Safe

Some of the things you should consider if you want to keep safe when near a wall.

  • Throw Escape Priorities: Apart from special wall throws, some characters have strong throw setups when used near a wall, where they would otherwise be harmless. Knowing what these throws are and escaping them as a priority when you're near a wall is important. See this throw escape guide for suggestions.
  • Long Range Attacks: If your back is to the wall, some players may not prefer to close in on you (for fear of getting position switched) and instead will attack you from long range. If you can anticipate these attacks, especially if your opponent has some favourites, then you could potentially turn the tables on them.
  • Don't Evade too much: Many players, with their backs to the wall (or an open ring) will try to DM or OM to improve their ring position. If you're opponent is wise to this, they can take advantage of you and make you pay. So, hold your ground as best you can and if they instead get predictable with anti-evade tactics (like using a circular attack), then you have your chance to punish them!

These ideas for keeping safe apply equally well in open stages too.

Combos

How to Combo

Combo Starters

Launcher

This is the basics of all combo starters, and combos will be affected by the opponent's weight, foot stance, and type of hit (e.g. normal or counter hit). Some moves can launch quite high, while others like Kage's [3][P] allow for a relaunch.

Slams

These allow for technical juggles. There are two basic types, moves that slam down directly and moves that launch up then slam down (aka Flop), and in either case if a move connects with the opponent's flopping legs you can continue to inflict hits. There is significant damage scaling on the first hit, so generally a standing [P] or [2][P] followed by a big damage move is effective. Also, a [2][P] ~ [2][P] to give a relaunch is possible when timed correctly.

Crumples

From front on, there are head, stomach and vital area (or groin) crumples, listed in order of combo ease. Stomach and vital area crumples are easy to follow with a [2][P] for a relaunch. The crumple situation does not change depending on counter or non-counter hit, and there are many combos that will connect regardless of foot stance or weight. More so than weight, the situation in which the opponent ate the crumple will dictate the success or failure of a combo.

Others

There are numerous “other” types of combo starters. Some throws like Lei's [3][3][P][+][G] allow for combos as a followup. This is similar to the situation following a crumple, however no damage scaling occurs, so a simple big hit will often be effective.

Additionally, some moves such as Jacky's [4][6][P][+][K] can stun the opponent long enough to allow for a ground combo to connect, such as [P][K].

Combo Success

The three main points that will determine the success or failure of a combo are:

  1. Character Weight: the basis of a combo is to launch the opponent and hit them while in the air, so naturally the higher a character is launched, the more time they spend in the air, and the more hits that can connect. Conversely, heavier characters are harder to land successive hits in the air since they don't launch as high.
  2. Foot Stance: this depends on the position of both character's front foot. At the start of the round both characters have the same foot forward, which is known as “closed stance”. Conversely, if opposing feet are forward this is known as “open stance”. The foot stance has a large effect on the ease or success/failure of connecting combos.
  3. Counter Hit: when a combo starter such as a launcher connects on counter hit, it will tend to launch higher than on normal hit, allowing for more damaging combos. In addition, there are some combos that will only work with a counter hit.

So first up, group your combos according to the weight class (Light, Middle, Heavy). If you can do that, then try remembering stance specific combos. Immediately after the launcher connects, get in the habit of looking at your opponent's feet in relation to yours. Then, if you can determine when a CH has occurred, that will get you far!

The four combo starters explained above determine the situation at the start of the combo. The requirements for juggle combos are often difficult, whereas the requirements for crumple combos are generally non-existent so the combos are simple. In slam combos, determining foot position is very important. In throw combos, the foot position is always the same so you only have to remember weight class specifics to get maximum damage.

The next three points aren't essential for combo success, but if you can incorporate them you combo skill and ability will be much broader!

  1. Relaunching the phenomenon of when a hit connects against an opponent that's just about to land on the ground. The hit launches them higher than they normally would otherwise and this lets you connect combos that would not normally work. However, the timing for relaunching is usually very strict.
  2. Fastest Timing (no 1 Frame Kill) When inputting moves normally that include a dash (or crouch dash) motion such as [6][6][P], before the move executes there will be at least 1 frame of dash motion wasted while the engine determines whether or not you're trying to dash. However, if you input the joystick motions before the input buffer, and input the buttons during the input buffer, then the move will execute in the fastest timing, and there will be no 1 frame penalty.
  3. 1 Frame Kill the opposite of the previous point, before inputting a move you can add a dash input to intentionally delay your move by 1 frame. This technique can be used when going for relaunches such as with a [2][P] that requires a timing adjustment, which can be entered as [6][6][2][P]. When you can incorporate this, it can guarantee relaunches in some situations.

New Combo Elements

The most obvious new combo feature in VF5 is that if you hit airborne or crumpled opponents with specific slam moves, a relaunch will occur. The opponent bounces off the ground and flies into the air, allowing for combos that haven't existed in the series up until now to be created.

The addition of side and back crumples is also a big change. Side crumples occur when specific moves hit the opponent on the side. During the side crumple the opponent is stunned for a long time, allowing you for plenty of opportunity to land a combo. The hit conditions depend on the move being used, but most require a recovery counter hit or greater.

Back Turned crumples occur when a side crumple compatible move, or head or stomach crumple move, hits the opponent in the back. Additionally, Back Turned stomach crumples allow for a low back throw to connect.

Another new addition is the stun that occurs when an airborne opponent hits the wall. The opponent sticks to the wall and slides down slowly, meaning that follow-up attacks can be added. However, there is significant damage scaling on the first hit, so either multiple hits or relaunches with combos should be aimed for.

Using these new features, new VF5 style combos can be created.

Damage Scaling

Air Hit

Scaling = 75%

Applies to any hits against an airborne opponent.

Combo Hits

Scaling = 80%

From the 3rd hit of an air combo (excluding the launcher), each hit will be scaled by 80% on top of the Air Hit scaling (75%)

  • 3rd hit is 75% x 80% = 60%
  • 4th hit is 75% x 80% x 80% = 48%
  • 5th hit is 75% x 80% x 80% x 80% = 38%
  • 6th hit is 75% x 80% x 80% x 80% x 80% = 31%
  • … and so on

Example: Akira's [3][3][P] > [P] > [P] > [P] > [1][1][4][6][P]

Launcher 1st Hit 2nd Hit 3rd Hit 4th Hit Total
Attack [3][3][P] [P] [P] [P] [1][1][4][6][P]
Base Damage 30 12 12 12 30 96
Scale Applied n/a 75% 75% 75%x80% 75%x80%x80%
Scaled Damage 30 9 9 7 14 69

As you can see, with the damage scaling taking effect, the above combo does a total of 69pts.

Bounce Hit

Scaling = 50%

Applies to Off the Ground (OTG) hits and Bounce combos.

Wall Hit

Scaling = 50%

Applies to any air hits after the opponent has hit a wall or fence.

Extras

Some moves have an extra built-in scaling when used in Combos. An example of this is Akira's DLC ([3][K][+][G][6][P][4][6][6][P][+][K]) which has it's damage reduced from the normal scaling rules when used in a combo. Another example is Jacky's [6_][K][G].

Special Case: Head Crumple Followup

Normally after a head crumple, the followup attack before the opponent hits the ground has no damage scaling applied. However, for a certain number of characters, the damage is scaled!

These characters are: Sarah, Aoi, Pai, Lei, Vanessa. That is, if you head crumple any of these characters, then your followup attack could be scaled, reducing the overall damage to the combo.

For example, Lei Haishiki [P][+][K] (fully charged) produces a head crumble into [1][P][+][K], if it hits just before they are considered “down” then the combo damage will be affected.

  • The above combo vs Kage does 40 + 20 = 60pts (no scaling)
  • The above combo vs Sarah does 40 + 15 = 55pts (scaling)

Furthermore, Lei and Vanessa, more so than the other 3 characters, the damage scaling timing comes on quite late. Which means it's easier to achieve maximum damage after the head crumple against Lei and Vanessa, compared to the other 3.

Weight Classes

Among all factors that affect combos, the most important one is the height to which characters can be launched depending on their weight:

  • Light Weight
  • Light Middle Weight
  • Heavy Middle Weight
  • Heavy Weight

The Light Middle Weight and Heavy Middle Weight groups are sometimes collectively known as Middle Weight.

Light Weight

Eileen Aoi Pai Sarah Vanessa
Lighter ⇔ Heavier

Light Middle Weight

El Blaze Goh Brad Kage Lei Shun Lion
Lighter ⇔ Heavier

Heavy Middle Weight

Lau Jacky Akira
Lighter ⇔ Heavier

Heavy Weight

Wolf Jeffry
Lighter ⇔ Heavier

While it is generally true that the lighter the character, the easier the combo, it isn't always the case. Characters with particularly low stances, such as Shun, Lion and El Blaze, despite being in the Light Middle Weight category may sometimes have Heavy Weight combos miss on them! Sometimes it is important to remember character specifics to ensure success.

Stance

How stance affects combos.

One Frame Delay

Strategy

Attack

The basic tactic in Virtua Fighter is to attack when you have advantage, using mid striking attacks or high throws.

Mid attacks generally cannot be crouched under or jumped over, and given enough frame advantage they will beat an opponent's attacks. The most straightforward way for an opponent to defend against a mid attack is to [G] guard standing or evade.

High throws will connect against an opponent who is standing guard or evading. The most straightforward way for an opponent to defend against high throws is to attack (using something that won't clash) or [d][G] crouch.

Thus, mid attacks and high throws form two parts of a basic guessing game - if the opponent defends one, he is vulnerable to the other, and vice versa.

Disadvantaged Opponent's options
[G] standing Evade Attack [d][G] crouch
You mid attack you lose advantage you lose advantage hit opponent hit opponent
You high throw throw opponent throw opponent you're hit you lose advantage

So generally, if your opponent is guarding your mid attacks when you have advantage, use throws more often; if your opponent is hitting you out of throw attempts when you have advantage, use mid attacks more often.

More advanced defensive options extend this basic guessing game by defending against certain types of attacks and throws at the same time; more advanced attacking options are intended to beat those defensive options:

  • Beating fuzzy guard: low throw (if available); delay throw; mixup a mid attack with a low attack of the same execution speed.
  • Beating evade-throw-escape: mixup throw directions; half-circular or full-circular attacks; delay attack
  • Beating throw-escape-guard: mixup throw directions; mixup mid and low attacks
  • Beating sabaki/inashi/reversals: unsabakiable attacks (double limbed, shoulder, etc); mixup class of attack (knee, elbow, etc); mixup level of attack (high, mid, low)

Defense

Fuzzy guard: defends [P],[d][P],throw and mid at up to -5, easiest to execute at exactly -5. Loses to low throw and quick low attacks. see http://youtube.com/watch?v=fMOPScxkQfM To practice, look at your character's command list. Sort by clicking on grd. Find moves that are -5 on grd. Go to Dojo, set AI to guard, mid or throw. Do one of your -5 moves, then when its blocked, hold guard, and briefly tap down on stick. If you do it right you will duck the throw and guard the mid. Crouchdash fuzzy (crouchdash with [df][df] then hold [G]) can be used instead at -6, but is additionally vulnerable to 10 or 11fr [P], and [d][P].

TEG: Throw escape guard, defends against linear & circular mid or high attacks, reduces opp. throw options. Loses to quick low attacks. At lower disadvantages, harder to use because less of a window to get throw escape commands in. Practice by setting Dojo AI to guard then mid or throw. Do a move that leaves you unable to fuzzy, but not guaranteed to be hit by an elbow ( -7 to -13 on guard ). When it's blocked, press [P]+[G] then let go of [P] while still holding [G]. If you do it right you will escape the throw, and guard the mid. Once you have that, try different / multiple throw directions.

ETEG: Evade throw escape guard, defends against linear attacks of any level, reduces opp. throw options. Loses to circular or properly timed delayed attacks. The evade provides more of a window to enter throw escapes than TEG. Evading can give more or less advantage than guarding depending on the situation. Practice in a similar manner to TEG, just tap [up] or [d] before doing the throw escape.

Beating throw clash with an attack: Beats throws, will lose to opp attacks (counterhit). Can be done as long as throw is not guaranteed. Use a move that has known anti-clash properties (this must be determined on a per-move basis; not all jumping attacks beat clash, for instance); alternately use a low attack vs. high throw and a high or mid attack vs low throw. If successful, will be a recovery counterhit against the throw, so use a move that has good properties on normal or recovery hit, not a move that requires counterhit to be good.

Advantage and Disadvantage

When you are in advantage, you're able to act before your opponent. Advantage is measured in frames, and the amount of advantage you have will determine what attacks you may use against the opponent without risk of an interrupt, or Counter Hit. For example, if a player has an advantage of +5, it means that he can attack with a move that is up to 5 frames slower than the fastest move the disadvantaged player can use. Should the fastest attack of the disadvantaged player be 10 frames, the advantaged player can and should go for something that takes up to 15 frames. In that case the two attacks may enter the active phase at the same time but the 15 frame attack should do more damage and therefore win.

The following chart of examples is based on 10f [P] (very few attacks are faster) and 12f [d][P], and does not take sabaki or inashi into account.

Frame Advantage Example of What's Possible
+1 If both players attempt a [2][P], the player in advantage will win.
+2 ~ +3 If the player in advantage attempts a 14f mid attack, they can beat almost any attack except a 10f ~ 11f Punch.
+4 If the player in advantage attempts a 14f mid attack, they can beat almost any attack.
+5 The player in advantage can use 15f mid attacks, while the disadvantaged player can still crouch under standing throws.
+6 The player in advantage can use 16f mid attacks, while the disadvantaged player can crouch dash under standing throws.
+7 ~ +9 The disadvantaged player cannot crouch under standing throws except by using low attacks, so the player in advantage can force nitaku between a 17 ~ 19f mid attack (which will beat almost any attack) and a standing throw (which will beat standing guard)
+10 Light Weight [P] attacks typically execute in 10f and are guaranteed.
+11 Middle Weight [P] attacks typically execute in 11f and are guaranteed.
+12 ~ +13 Heavy Weight [P] attacks, most [2][P] attacks, and (escapable) high throw attempts execute in 12f and are guaranteed.

Beyond this range, certain attack classes become guaranteed. Knowing what's guaranteed when you guard your opponent's attacks can greatly improve your game.

Higher Advantages Guaranteed Attack
+14 Elbow class (e.g. [6][P])
+15 Upper class (e.g. [2_][3][P])
+16 Middle class (e.g. [3][K])
+17 Knee class (e.g. [6][K])

The examples listed above are just the commands that are common to most characters. Refer to the VFDC Command Lists to find out what the equivalent guaranteed attacks are for each advantage.

Applying Frames

Advanced strategies here. FIXME

 
vf5/system_part_2.txt · Last modified: 2009/09/21 22:02 by Myke
 
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