I just had a breakthrough in the way I think about VF5FS. Positional Play. As in, It's legit to Knock opponents out of the ring coupled with doing as many wall combos as possible. It sounds stupid but it was a revelation. I have watched hundreds of hours of Japanese casual matches over the years and they seem to have this "honor code". If their opponents are close to the ledge, they back off, so I never considered positional play or thought I should be on the look out for it while watching their matches. But in truth every character has many tools to instantly reverse a potential ring out or wall combo. It's just rare to see it even at the highest levels. I think the developers intended positional play as integral to the gameplay. This "revelation" has given me new appreciation for the game. It bleeds into what OM's are good for (I could never figure it out) and when to use directional attacks, choice of throws and throw breaks (the most vexing). From this I'm thinking of a general strategy of how to best play the game to win by either KO or ring out. So far I have come up with this: 1.Get your opponent's back to the wall or near the edge. His options there are more limited and riskier. If you are in the middle of the ring, choose combos or throws for damage. But anywhere else choose combos and throws that push your opponent the furthest. At about 1/3 of the way from the edge (+/-), choose throws that reposition your opponent most advantageously. 2. Close quarters fighting (evade/guard/attack/throw in varying order in fast succession until someone lands a CH or Throw) has a certain rhythm that you'll have to simply internalize. The length of each beat is probably the average frame length (in milliseconds) of most normal attacks in the game. When fighting in close quarters, throwing should slightly prevail. and CH attempts a close second. 3. Stay on the offensive. Best tactic is smothering/pressuring the opponent. Be prepared for every Fall Recovery with an attack or throw (This would require memorizing the OTG page of the wiki on this site.) 4. Mastering this new dimension of positional play, specifically position reversal through CQ combat. e.g. foregoing a down attack if necessary to OM out of the corner, doing a throw that changes your relative positions when close to the edge. Watching foot positions while fighting and head positions while down to decide what attack to use or which directions to evade. Using half circle attacks to stop them from Evading out of the corner. etc. I can't figure out what determines the position you are left in after a throw break. Is it the throw direction, foot position or both or is it preset for every throw? some breaks leave the aggressor 45° to the left or right of the escapee or side turned to the escapee. I can't figure out a general rule for what throw escape directions to use on defense relative to ring position. only Back Throw escape if your opponent is between you and the edge with their back to the edge. and forward throw escape if you are near a wall as the defender. After this revelation, deciding what direction to use in throw escapes came a bit into focus, also the use of some of the throw escape tech, those pretentious looking ETE and whatnot, but the use of Evading Crouch dash cancelling is still janky and seemingly useless to me. What do you think of the Japanese honor code? Am I wrong about anything? Am I right that the developers intended positional play as integral? Is positional play the most ignored part of VF?