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Escaping/Dealing with pressure

Discussion in 'Vanessa' started by Meowmix, Feb 17, 2013.

  1. Meowmix

    Meowmix New Member

    PSN:
    TheRealMeowmix
    So, to preface this, I only recently started attempting to play VF on a serious level. I've been playing fighting games for well over a decade (Primarily the Guilty Gear series), so I'd hazard to say I'm fairly well seasoned.

    One thing I've been having trouble wrapping my head around when it comes to VF is escaping pressure, specifically as Vanessa. I've tried all the old standbys, from blocking to dodging to counter-poking, but it seems to be a losing battle over all. Any tips?
     
  2. Neonomide

    Neonomide Well-Known Member

    PSN:
    Neonomide
    Did we play a while ago? What characters you find more difficult at the moment?
     
  3. Meowmix

    Meowmix New Member

    PSN:
    TheRealMeowmix
    I definitely saw your name in the PSN ranked area...though I don't recall if we actually played at all or not. The lag's been pretty bad all night and a good 9 out of 10 matches have ended in disconnects for me...

    The characters I've especially been having issues with are the ones with strong mix-up games, and the ones capable of putting out a lot of attacks in short order. Jacky, Sarah, Lion, Shun, both the Chans...you know the types.
     
  4. BeastEG

    BeastEG Well-Known Member

    PSN:
    BeastyEG
    Knowing frames is a critical part. The basic defensive techniques are:

    (in terms of disadvantage so 2 is really -2)
    0 to 3: Standard Fuzzy (where you duck under throws with [2] and hold [G] but then get back up to block mids

    4 to 5: Crouch Dash fuzzy ( [3][3][5][G] ) in order to duck a throw attempt fast enough then get up and block a mid.

    6-9: Nitaku situation where you don't have the fuzzy guard OS anymore since you can't duck fast enough. Geenrally, EDCTE ( [2] or [8] xx [6][6] -> [G]~[P] and direction) is a pretty safe bet, but you'll get blown up by fast circulars. Generally, you want to stay away from moves that put you at -6 or worse on block unless you are making a read and have confidence it will hit them or are going for a setup

    10-11: Guaranteed throw attempt (some characters with 11 frame jabs can punish but not likely) where the opponent gets a free throw on you, so make you put a throw escape in [G]~[P] and a direction

    12 or worse: guaranteed punish so you kind of have to eat it but always hold [G] just in case they go for a big move move.

    Unlike a 2D FGs where it's "Okay, now I have to block this block string until we are back at neutral," 3D FGs, including VF, are much more quick decision oriented in regards to defense. Also blocking is harder in generally because the mix-ups tend to be harder to block, even in neutral.

    Also, knowing the options someone has is absolutely critical. Can I throw a [2][P] safely in the middle of this string? Well, if you know the next move in the string is high, then yes!

    With Vany (especially in DS) you have some great options that are character specific in addition to the basic defensive techs

    [3][P] is great since it is 10 frames and +1 on block. Bad part is that it is a high and short ranged. This means that if someone is trying to beat you with slower moves from a small frame advantage, you can interrupt your opponents move and get a CH to then go +6 and put them in a nitaku situation (Like I said, frames are critical!).

    [1][P] is also good since it ducks highs and crushes most lows. Downside is -8 on block so use it intelligently. Best used if you opponent won't use there general fast mid attacks (usually [6][P] and maybe some other attacks) or spams [2][P] and high attacks to get the advantage

    [4][6][K][P] is also incredible. It is a sabaki that will catch many attacks when you are at disadvantage and is a natural combo if the [K] hits. Also, puts you at a frame advantage of +4 on block and even better if the [P] makes contact. Only downfall is that if your opponent ducks the [P] (it's high), you'll be at a bad disadvantage so be careful!

    [2][P] as much as I hate to say it. A [2][P] here or there is also important to slowing down pressure since it will beat nearly all highs (Ex-highs will beat it though) and is 12 frames. Forcing your opponent to have to account for it will make them go for more mids, which are generally negative on block so if you block the mid, you'll be at advantage.

    Hardest thing generally for people coming from 2D fighters is to understand that blocking shouldn't really be viewed as "passive" thing (hold [1] until block string is over), you have to be far more active in defense with VF since you have to see if a string is safe, unsafe, interruptible and so on. One of the best things you can do is go into the dojo, put the computer on Level 5, Life bar Type A, and just try to block everything. You'll see that it is really hard, and that's when you need to start throwing a [2][P] here or a DM there. Eventually you'll find your flow though!

    Hope that helps!
     
  5. Meowmix

    Meowmix New Member

    PSN:
    TheRealMeowmix
    Oh dude, thanks! That's pretty much exactly what I was looking for. My gameplay has improved some, likely thanks to the massive ~13 hour session I just sat through. I got some decent mileage out of 46 [K][+] [P], though I'm still figuring out what exactly it's capable of countering. On a slightly unrelated note, I've been able to put 1 [K][+][G] to good use, though I feel it's more than a bit gimmicky.
     
    Ellis and BeastEG like this.
  6. BeastEG

    BeastEG Well-Known Member

    PSN:
    BeastyEG
    Glad I could help! Also, there is effective and ineffective, there is no gimmick :cool:
     
  7. IntheQueensName

    IntheQueensName Active Member

    PSN:
    IntheQueensName
    A big part of dealing with pressure in VF is based upon your knowledge of the match-ups. The tools Beast outlined, Fuzzy Guard, CDFuzzy, Evades, Sabakis, and 2P aren't useful if you don't know when to apply them. In addition to these tools I would add that P, or any moves that are faster than 12 frames, back dash, and jump can be used to avoid or stop your opponent from pressuring you. Also any moves that have tech crouch, tech jump, or other evasive properties can be used in escaping or stopping pressure from the opponent. Again knowing what these tools are but knowing where to use these tools is more important to successfully avoiding or stopping your opponents pressure game.

    Knowing that string is Mid, High, Mid tells you where you can duck and/or 2P an opponent's pressure, knowing the direction that an opponents string can stop evades tells you which direction to evade to or not to evade to.
     
  8. MakiLeSushi

    MakiLeSushi Well-Known Member Content Mgr Vanessa

    PSN:
    MakiLeSushi
    XBL:
    MakiLeSushi
    Hi =)
    Like said inthequeensname, u should learn basic defense first... Look at this video it can help (it s for vf5 but the principe is the same and it s in french but i can translate it if u want =) )

    Van's got the best sabakis i m talkin about the 1P or the 46KP u can use it for exemple when u lose ur advantage.
    Against a 2P spammer the 1P will be very efficient.
    The 46P+K is a good sabaki and can be a combo launcher... You just have to know when the opponent will use a mid kick...
    Against an abare player u can use the 3P... it s a little punch but the faster punch of the game (10 frames) it s very usefull and leave +1 on guard
    You have to learn the match up too, and mainly opponent s punishible moves... Look at this video for exemple it will help you and you got it for all characters

    I advice u to first learn fuzzy and CD fuzzy it s very important if you want to get a good defense, after, with xp, u will learn when to evade and when to use van's sabakis...
    About evades, watch out coz a lot of players punish the fail's evades, don t forget to cancel it with 33G or 66G
    I hope it will be helpful ;)
     
    00000000 likes this.

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