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Feet Position Change

Discussion in 'Dojo' started by Mackfactor, Mar 16, 2010.

  1. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    I been working on close and open stance combos. After fighting alot of games yesterday i came across a player who always changed stances so it made it hard for me check open and close stance as often. I was thinking perhaps if people can list me their characters and the moves that switch feet position thanks. I think evry character has about 5-10 or so, not much.. so ur help is much appreciated thanks.

    thanks to chief flash/seidon/Haretisch so far for the CONTRIBUTION.
    WOLF: 1 K+G, 8 K+G, 41236P+K, 63214P+k , 3 K+G, 4 3 P, KK
    EILEEN: P+K and 1 P+K
    BT 2 K does also
    JACKY:
    6_K with Jacky changes stance if you don't turn it into an iageri.
    P+K+G changes with Jacky.
    goh:
    4P changes with Jacky. But I think doing 4P1P changes it again.
     
  2. Haretisch

    Haretisch Member

    For Eileen,
    Off the top of my head, I can think of P+K and 1 P+K
    I THINK BT 2 K does also, if you take account of BT position...

    ------

    OK so back from work to the dojo I get this :

    [P][P][P][K]
    [P][P][P][2][K]
    [P][3][P]
    [6][P][P] ([6][P][P][2][K] reverts to starting position)
    [4][P][P][K]
    [8][P]
    [3][P] ([3][P][P] reverts...)
    [1][P]
    [1][P][K]
    [9][P]
    [2][3][6][P]
    [2][1][4][P]
    [2][3][6][P]+[K] [3][K]

    [8][K]

    [P]+[K]
    [6][P]+[K][P] ([6][P]+[K][P][P] reverts...)
    [4][P]+[K][P] ([4][P]+[K][P][P] reverts...)
    [1][P]+[K]

    [K]+[G]
    [6][K]+[G]
    [4][K]+[G][K]
    [4][6][K]+[G]
    [3][K]+[G]

    [9][P]+[K]+[G]

    DM [P]+[K] (depends on direction)
    OM [K]

    [6][P]+[G] [2] or [8] (depends on direction)
    [6][P]+[G] [2] or [8] [K] (always right leg forward)
    [P]+[G] from right
    [P]+[G] from behind

    BT [P]
    BT [2][P]
    BT [2][K] (stays BT)
    BT [8][K]
    BT [P]+[K]
    BT [2][K]+[G]
     
  3. Seidon

    Seidon The God of Battle walks alongside me! Content Mgr El Blaze

    KK changes stance with Wolf as well.

    6_K with Jacky changes stance if you don't turn it into an iageri.

    Obviously, P+K+G changes with Jacky.

    4P changes with Jacky. But I think doing 4P1P changes it again.
     
  4. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Akira

    [P][P]
    [6][P]/[6][P][4]
    [6][6][6][P]
    [4][3][P][2]_[8][P][P]
    [​IMG][6][P][P]
    [6][K]/[6][K][P]
    [1][K]
    [3][K]
    [P]+[K][6][P]/[P]+[K]
    [6][6][P]+[K]
    [2][1][4][P]+[K]
    [K]+[G]/[P]
    [3][K]+[G]
    [4][6][P]+[K]+[G]
    [3][P]+[K]+[G]/[P]
    DM [P]+[K] (depends which way you go)
    OM [K]
    [1][P]+[K]+[G]
    [1][P]+[K]+[G] delay [P]/[P][4] (continues to switch stances as long as you continue)
    [1][P]+[K]+[G][K]
    [1][P]+[K]+[G][P]+[K]/[6][P]

    Throws
    [P]+[G]
    [6][P]+[G]/[4]_[2] (depends on the direction you choose)
    [6][4][P]+[G]/[P]+[K]/[4]_[2]/[P]+[K] (once again, depends on the direction picked)
    [4][2][P]+[G]
    side [P]+[G]

    Reversals
    High right/left punch/kick
    Mid right punch
    left side kick
    Low punch/kick
    [4][P]+[K]+[G][6][P]

    fuck BT

    After a quick run through dojo. Will do other characters if no one else steps up (as usual).

    (will be deleted within 8 hours, lololol)

    ----------

    Aoi

    [P][P][P][K]/Tenchi
    [P][P][P][2][K][G]
    [P][P][4]_[2] strings (depends on direction)
    [6][P][P]/[G]
    [6][6][P]/[G]
    [6][4][P]:[P]:[P]+[G]
    [4][P][P]+[K]+[G]
    [4][6][P]:[P]+[G]
    [6][K][P]+[K]+[G]
    [4][K]
    [2][K][P]/[P]
    [6][6][P]+[K][P]
    [6][4][P]+[K][P]
    [4][6][P]+[K]
    [3]_[9][P]+[K] strings (depends on direction)
    [3][3][P]+[K][P]+[K]+[G]
    [K]+[G]
    [6][K]+[G]/[P]
    [2][K]+[G][G]
    DM [P]+[K] (depends on direction)
    OM [K] (depends on direction)

    Throws
    [6][P]+[G][4]_[2]_[8] (depends on direction)
    won't do the chain throw because it is a waste of move
    [6][4][P]+[G]
    [​IMG][4][P]+[G]
    [3][P]+[G]
    [3][3][P]+[G]
    Left side [P]+[G]/low
    [2][P]+[K]+[G]

    Reversals
    High left kick
    High/Mid/low double punch/kick
    Left mid kick
    Right side kick
    Back flip (it is an honor to have this landed on you)
    Low kick
    Tenchi vs side kick/knee

    Downed
    [8][K]+[G]
    Low throws and shit

    Fuck BT
     
  5. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Firstly, for the purposes of recognising stance for combos, listing out moves that change feet position is pointless IMO.

    If you cannot visually see that your opponent has just changed their foot position, then I really wonder if a list is going to help?

    I think it's too taxing to constantly watch the collective stance of the two characters (open/closed) solely for the purposes of stance specific combos. If you think this is really important, then playing against a Jacky player who constantly switches his foot position (repeated P+K+G) will just drive you nuts. You have better things to worry about during the match.

    Instead, what you should do, or rather learn/train to do, is quickly recognise the stance the moment your combo starter hits. Whether it be a launcher, slam, flop, crumple, whatever -- that's really the only time you should care what the stance is for combos.

    There are other times outside of combos where stance comes into consideration, for example evading or using half circular moves, but again, you should only care about the stance the moment it actually matters, and not constantly throughout the entire match.

    I don't want to discourage people from contributing though. At the very least, I think everyone should know which moves changes feet position for their own character. Maybe this info can be captured in the Command Lists in a future update.
     
  6. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    well not just for combos. I remember there was this full circular kick that kept switching stances.. I think, but the next move i wanted to go to his stomach, if i would have know if that move switched, i can then evade his belly with easier anticipation.

    But i remember watching a vid posted by johoseph about watching the foot position when they are launched or slammed, i should watch that again for combo purposes. But i was mostly concerned with evading afterwards front or back. for example, jeff and lei if they change position, i wanna be able to go to their belly. and perhaps maybe knowing beforehand if im gonna be in close stance to shoulder

    wow CGB THANKS MUCH MUCH APPRECIATED!!!
     
  7. social_ruin

    social_ruin Well-Known Member

    I see your point a bit myke, but...
    I know for me it could really help me. I would rather know what stance my opponent is in, and then use moves as a cue to when it switches. I think this definitely is valuable knowledge, so long as u are using it to compliment what u see on the game, and not replace it.
     
  8. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    You should be checking the foot position while playing. It's good to develop this skill and easier than commiting to memory the moves that switch foot position.


    Brad


    [3][P][P]
    [3][3][P][P]
    [4][P]
    [4][K]
    [4][K][P]
    [6][6][K]
    [4][6][K][+][G]
    [​IMG][4][K] (Sort of. Ends back turned)
    [6][K]
    [4][P][+][K]
    [6][P][+][K]
    [6][6][P][+][K][2]/[8][P] (Towards Brad's stomach)
    Ducking [K] (Along with the fully charged variant)
    Slipping Left [K] (Switch occus during the recovery)
    Slipping Left [P][+][K][2]/[8] (Phasing Turn entered from Slipping Right)
    Slipping Left [P][+][K][P]
    Slipping Left [P][+][K][K] (Switch occurs during the attack and switches again during the recovery)
    Long Ducking
    Long Ducking [K]
    Long Ducking [K][K]
    Long Ducking [K][+][G]
    Long Ducking [6][K][+][G] (Sort of. Ends back turned)
    Slipping Right [2]/[8] (Phasing Turn entered from Slipping Right)
    Phasing Turn [P][+][K] -> Ducking/Slipping (Doesn't change foot position unless a derivative stance is entered into)
    Sway Back [4][P][+][K]
    Back Turned [P]/[K]/[2][K] (Sort of. Ends front facing the opponent)
    Opponent Down [3][K]

    No point in mentioning his throws. The foot position resets when they're used.


    Here's an explanation of the "sort of" comments. If, for example, Brad's right foot is forward with his back facing the foreground, using these moves will cause Brad to end up with his right foot forward with his stomach facing the foreground. He's still going to be in the open or closed foot position (I guess).


    169mackfactor, it's the kinds of quirks I mentioned in this post for why it's a better idea to react to the opponent's position instead of anticipating. It's easier than remembering the moves and reacting to the particular moves used.
     
  9. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    There are moves like Akira's [3][K] which change Akira's stance on guard & crouch guard but change both character's foot positions on hit (ie the situation for combos is unchanged but the situation for "this guy always dm's 2/8" does change). It's helpful to know what moves of yours change your stance to trap dm'ing opponents for your Kenka hook or whatever but I agree that some of this represents a bit of the 'ol unnecessary information overload.
     
  10. AnimalStaccato

    AnimalStaccato Well-Known Member

    Lion

    [P] [P] [4] [P]
    [P] [P] [4] [P] [P]+ [K]+ [G] (reverts to starting stance)
    [P] [P] [2] [P] [G] (no matter what side/starting stance, always puts player back towards screen)
    [P] [P] [8] [P] [G] (no matter what side/starting stance, always puts player belly towards screen)
    [6] [6] [P]
    [​IMG] [6] [P]
    [9] [P]
    [6] [K] [P]+ [K]+ [G]
    [2] [K]
    [2] [K] [K] (reverts to starting stance)
    [8] [K] [K]
    [3] [K]
    [9] [K]
    [6] [P]+ [K] [4]
    [6] [P]+ [K] [K]
    [4] [4] [P]+ [K]
    [4] [4] [P]+ [K] [P]+ [K]+ [G] (reverts to starting stance)
    [4] [6] [P]+ [K] [P] [2] [P] (no matter what side/starting stance, always puts player back towards screen)
    [4] [6] [P]+ [K] [P] [8] [P] (no matter what side/starting stance, always puts player belly towards screen)
    [8] [P]+ [K]
    [3] [P]+ [K]
    [3] [3] [P]+ [K]
    [1] [P]+ [K]
    [6] [K]+ [G]
    [3] [K]+ [G]
    [1] [P]+ [K]+ [G] (no matter what side/starting stance, always puts player back towards screen)
    [7] [P]+ [K]+ [G] (no matter what side/starting stance, always puts player belly towards screen)
    [1]/ [7] [P]+ [K]+ [G] [P]
    [3] [P]+ [K]+ [G] [P]+ [K] (no matter what side/starting stance, always puts player belly towards screen)
    [9] [P]+ [K]+ [G] [P]+ [K] (no matter what side/starting stance, always puts player back towards screen)
    [8] [8] [P]+ [K] (DMPK) (no matter what side/starting stance, always puts player belly towards screen)
    [2] [2] [P]+ [K] (DMPK) (no matter what side/starting stance, always puts player back towards screen)
    [8] [P]+ [K]+ [G] [P] (no matter what side/starting stance, always puts player belly towards screen)
    [2] [P]+ [K]+ [G] [P] (no matter what side/starting stance, always puts player back towards screen)
    [8]/ [2] [P]+ [K]+ [G] [K]
    From Kanpo [P] [P]
    From Kanpo [K]
    From Tourou Soufu [6] [P]
    From Tourou Soufu [6] [K]
    From Tourou Soufu [P]+ [G] (no matter what side/starting stance, always recovers belly towards screen)
    From Tourou Maifuku [P] [P]
    From Tourou Maifuku [2] [K]
    [P]+ [G] (no matter what side/starting stance, always recovers back towards screen)
    [6] [6] [P]+ [G]
    [4] [6] [P]+ [G] (no matter what side/starting stance, always recovers belly towards screen)
    [4] [1] [2] [3] [6] [P]+ [G] (no matter what side/starting stance, always recovers belly towards screen)
    [​IMG] [6] [P]+ [G] (no matter what side/starting stance, always recovers belly towards screen)
    [4] [P]+ [G] (no matter what side/starting stance, always recovers belly towards screen)
    [6] [3] [2] [1] [4] [P]+ [G] (no matter what side/starting stance, always recovers belly towards screen)

    Got bored doing the throws, most of them seem to end on one specific foot position regardless of where you start. Only useful for oki.
     
  11. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Awesome guys!!! ill add goh tonight after i get off work
    i hope i can use this info and get better.
    thanks, keep it coming guys!!
    ( : ( :
    ( :
     
  12. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    When I performed testing a while back on how to avoid down attacks after throws, I tried finding out if foot position mattered. I found that the foot position reset after the throws to the default position. You're saying it's after some throws? I thought that it was after every throw.

    But if this is true, I don't understand how it affects the development of oki tactics after each throw. I don't think it matters whether your stomach is facing the background or the foreground. It's just trial and error testing in Dojo Mode.
     
  13. EmpNovA

    EmpNovA Well-Known Member

    Open and closed stance matters more than just during combos and evades. Certain moves, like shoulder rams, can hit differently depending on whether or not you are in open or closed stance against your opponent. So recognizing stance in situations where you would use a move, like a shoulder ram, that hits differently because of stance, can be very important. Minami Akira would specifically set himself up for closed and open stance constantly throughout matches (usually open for f,f+kk float combos probably). Some of his stepping techniques had stance switches built into them. This is a level of VF though that pretty much no one plays at besides a select few elite.

    Obviously in the heat of a match there are many things going on in VF. You have to read if your opponent tends to play morally or abare, if they like to ETEG a lot, if they evade in only one direction, and what throw or striking attacks they like to use. Also you must worry about ring spacing, end of round tactics, and the list goes on and on. Paying attention to stance at all times is probably something reserved for only the most elite players. So yeah, 'too taxing', is certainly accurate for the majority of players. Realistically most people would be better off spending time working on fundamentals and execution rather than focusing on this single aspect.

    Other than Minami Akira and Game Center Arashi I can't think of too many players who were able to focus on stance at every sequence during a round. And those guys are (were for Minami) the top players of the most elite.

    VF is so deep it's incredible.
     
  14. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Im surprised at you being so negative. But I guess Kage doesnt have many stance-specific combos at all so you havent had to deal with it. With Akira Im constantly watching stances myself.. Have to if you wanna catch evades with semicirculars and I admit it tends to get bit random. I wouldnt say its tiring if you get used to it. With Sarah who changes stance a lot I admit I check it mainly at launch though.

    Im not sure if these lists help per se, but knowing which moves change stances is beneficial. Although I believe there are more important aspects for beginning players. With certain characters ability to do stancespecific combos has a tremendous impact on damage output.
     
  15. SicilianVizzini

    SicilianVizzini Well-Known Member

    That does sound like good advice for me.

    I imagine if I could repeat my same competency training in quest mode with all the other characters; like with Akira, a lot of the stance and other info would sink in subliminally; by virtue of seeing all scenarios from both opponents viewpoints.

    I would hope that was the developer's purpose of quest mode, using varying AI styles with each character to demostrate all potential weakness & oppotunities at some point to the player with each character, and thereby slowly condition the user to many of the best reactions they should take in any given scenario.

    Getting good a VF5 sounds exhausting when I think about it like that; maybe just getting better is a big enough goal
     
  16. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Manji, please learn how to read.

    Show me where I dismissed the value of learning how to do stance specific combos? Kage has plenty just FYI.

    It's funny how you think I'm the one being negative when you end up agreeing with my main point that memorizing lists for every character isn't very practical. I even ended by saying that I didn't want to discourage anyone from contributing to this thread.

    And one more time, especially for the morons, all I'm suggesting is that people learn how to check stance when it's needed whether it be for combos, evading, or utilizing half circular properties. Throwing up pages and pages of character moves will only serve to scare beginners and most aren't even going to recognize what the moves being listed are by command alone.

    What I'm trying to do is teach people how to fish, rather than dumping all the fish at their feet. This way you don't have to care what commands the other character is performing to change their stance because you're able to check it whenever you need it.

    P.s. Please read my post again.
     
  17. Chief_Flash

    Chief_Flash Well-Known Member

    XBL:
    T1L ALL AR3 0N3
    i agree with myke. knowing these moves is pointless. like i was telling mack on the shoutbox, stance is a visual thing...meaning you have to train your eye to see the change. besides, doing stance specific stuff, for the most part, is making split second decisions. [​IMG] if ya hear me!

    manji, and myke wasn't being a negative nelly at all! he was simply helping out and speaking the truth! for he is a courteous croc . drumroll **WOMP WOmp womp**

    carry on tradition fellas! [​IMG]
     
  18. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Show me where I dismissed the value of learning how to do stance specific combos? Kage has plenty just FYI.</div></div>

    </div></div>

    You just flat out dismissed the purpose of this thread. There is no need for this thread if checking stance at launch is all thats needed (I dont agree with that either btw)

    Imo theres less effort needed if you only pay attention to when the stance changes rather than stare at it all the time. Or check it before you do a stancespecific-launcher rather than checking it after the launch and propably missing the followup. I guess this is where peoples mileage may vary.
     
  19. AnimalStaccato

    AnimalStaccato Well-Known Member

    @Libertine.
    Well there are some moves used for oki that have stance specific combos availble to them, such as [8] [K] for Lion. Really I was thinking that it might be useful to know stance so you know which way to evade if you were going for a side crumble. I don't really do this so could be wrong.

    And yes some throws did not reset to belly towards screen (default position), for E.G. [P] + [G] and [4] [6] [P] + [G] although the latter leaves Lion backturned at a distance so I thought it had little relevance.

    For the record I agreed with Mykes original sentiment that stance checking is usually only useful at the beginning of a launcher.

    But there were some moves here that I had totally forgotten altered stance and I think it's good to know this atleast for your individual character.
     
  20. Seidon

    Seidon The God of Battle walks alongside me! Content Mgr El Blaze

    With Jacky, I keep an eye where my opponent's back is so if I CH [​IMG][3][P] I can get the most damage.

    Other than that I switch to closed at the start of a round and watch my stance alongside a wall so I can try and get some side-wallhit shit with [1][P]
     

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