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Recommended Techniques List for Beginners

Discussion in 'New Starter' started by akai, Jun 8, 2012.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Below is a rough translation of the official Viruta Fighter website guide with additional notes of my own (the recommendation of standing punch, low punch, and neutral throw to a beginner's technique list).

    For the beginning VF player, I think it may be best to first focus on playing a logical guessing game rather than be burdened with a long list of moves to remember. Instead of playing the game to perform a move, perform a move for a specific purpose. I think that is the goal of the recommended techniques list: it gives a short list of moves for each character based on specific applications (the 5 categories listed below).

    Are the recommended techniques the best moves a character has for any given situation? The answer is no; however, the moves provided will do the task that it was designed for. As you become more familiar with the guessing game, you can expand your move lists giving you more options to choose from to deal with the same or slightly different situations. Combine the information here and also the information from the 5 Steps to Learning Virtua Fighter as a crash course to the fundamentals of Virtua Fighter and a foundation to build your game on.

    ===

    Recommended Techniques List for Virtua Fighter Beginners

    Link to the original version (in Japanese)

    In addition to the recommend techniques based on the five categories (see below), all beginners should include in their move lists:

    [P] (standing punch) - very fast high strike with multitude of optional inputs (depends on each character differently). You have small advantage when opponent guards your standing punch.
    [2][P] (low punch) - very fast strike that avoids high strikes. You are at an disadvantage when opponent guards standing or crouching.
    [P][+][G](neutral throw) - very little input difficulty. A substitute for the recommended throws below.

    Standing punch and low punch are the among the fastest attacks a character have. They are fundamental techniques for advanced level of play and can be highly abuse at beginner level of play. This is mainly because people either are not familiar with their properties or not fast enough to react to their use.

    Mid Strike (M): Listed in this category are relatively fast mid attacks. Use this attack when you anticipate opponent to guard at a crouch position. Also use this type of technique when you are at an advantage, alternating between mid strikes and throws for a 2-choice offense. Within the VF community, the "2-choice" offense is commonly discussed in forums using the Japanese pronunciation "nitaku."
    Combo Starter (C): After successfully hitting or counter hitting your opponent with this type of technique, it is possible to followup with additional attacks for additional guaranteed damage. In the recommended list of techniques, majority of combo starters are also mid strikes; however, compared to the recommended mid strikes, the combo starters have higher reward for success, but also have higher risk for failure.
    Low Strike (L): Anticipating opponent to guard at a standing position, use low strikes to successfully damage an opponent.
    Circular Strike (O): Anticipating opponent to evade, use circular strikes to successfully damage opponent. These attacks can be either full circular or semi-circular.
    Throw (T): Anticipating your opponent to guard at a standing position or to evade, use throws to successfully inflict damage to the opponent.

    AKIRA
    M:[6][6][P] -- If [6][6] input is too difficult to execute quickly, you can try mid strikes with less demanding command input such as [3][P].
    C:[3][3][P] -- After normal hit, opponent floats in the air. You can follow the attack with [6][6][K].
    L:[3][P][+][K] -- On counter hit, opponent collapses to the ground. Followup with [8][P].
    O: [4][6][P][+][K] -- [4][6][P][+][K] is a semi-circular attack. If you anticipate opponent to evade in the opposite direction from the recommended circular strike, try using [4][6][P][+][K][+][G].
    T: [4][6][P][+][G] a high damage throw.

    AOI
    M:[6][P][P] -- The second part of this technique is a high strike that can be easily avoided. Alternate from doing [6][P] only or to continue with the second part.
    C:[4][3][P][+][K] -- On counter hit, opponent collapses to the ground. Followup with [6][4][P][+][K][P].
    L:[1][P] -- On counter hit, opponent falls down. Relatively safe when opponent successfully guard against the low strike.
    O:[K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[6][4][P][+][G] -- A throw with good ring out potential with your back facing the ring edge.

    BLAZE
    M:[6][P] -- Confirmation of a counter hit, connect with the second part of this technique [6][P][K].
    C:[6][K][+][G] -- After normal hit, opponent floats in the air. You can follow the attack with [K][K][K].
    L:[1][P] -- Semi-circular strike that on counter hit will leave you at an advantage.
    O:[K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[4][1][2][3][6][P][+][G] -- A strong throw that flings opponent in the forward direction.

    BRAD
    M: [6][P]: -- Confirmation of a counter hit, connect with the second part of this technique [6][P][K]
    C:[6][K][+][G] -- After normal hit, opponent floats in the air. You can follow the attack with [6][P][K].
    L:[1][K][+][G] -- Semi-circular low strike with long reach.
    O:[2][K][+][G] -- Full-circular low strike.
    T:[6][6][P][+][G] -- Throw composed of three knees. Can followup throw with [3][K] ground attack.

    EILEEN
    M: [6][P] -- A fast mid strike that have fairly long reach with optional followup inputs.
    C:[9][K] -- After normal hit, opponent floats in the air. You can follow the attack with [6][P][+][K][P][P].
    L:[3][P][+][K] -- On counter hit, opponent collapses to the ground. Followup with [8][P].
    O:[K][+][G] -- Recovers with your back facing opponent. This is a high attack and opponent can avoid it by staying in a crouch position.
    T:[6][3][2][1][4][P][+][G] -- A high damage throw where Eileen uses her legs to throw opponent by the head.

    GOH
    M: [6][P] -- After counter hit, you will have advantage. Try to stay on the offensive.
    C:[6][K] -- On counter hit, you have a large enough advantage to get guaranteed damage with [3][P][P].
    L:[2] or [8][K][+][G] -- A low kick in which Goh moves off to the side, possibly avoiding opponent's strikes.
    O:[K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[4][1][2][3][6][P][+][G] -- Throw that does very large damage.

    JACKY
    M: [6][P] -- Confirmation of a counter hit, connect with the second part of this technique [6][P][K].
    C:[6][K] -- After normal hit, opponent floats in the air. You can follow the attack with [6][P][P][P].
    L:[1][P] -- After counter hit, you will have advantage. A second part of this technique, [1][P][K], is a high strike.
    O:[1][K][+][G] -- Not only a full circular attack, but also a low strike that can be used against opponent's standing guard.
    T:[6][4][P][+][G] -- Jacky's throw executes quickly allowing you to keep attacking without losing tempo.

    JEAN
    M: [6][P] -- The mid strike have additional input options [6][P][P][K]. Note that the second and third part of the technique are high strikes.
    C:[6][K] -- After normal hit, opponent floats in the air. You can follow the attack with [3][3][P][K].
    L:[1][K][+][G] -- Semi-circular low strike that on counter hit will leave you at an advantage.
    O:[K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[6][6][P][+][G] -- Jean's standard throw for high damage.

    JEFFRY
    M: [6][P][P] -- If the second part of this technique is guarded by opponent, it will leave you vulnerable to opponent's attacks. Alternate from doing [6][P] only or to continue with the second part.
    C:[6][K] -- After normal hit, opponent floats in the air. You can follow the attack with [6][6][P][P].
    L:[2][K][+][G] -- After hit, you will have advantage. Try to stay on the offensive.
    O:[K][+][G] -- anticipate opponent will attempt to evade, this technique will cause large damage.
    T:[4][1][2][3][6][P][+][G] -- Jeffry's standard large damage high throw.

    KAGE
    M: [6][P] -- Optional command inputs following [6][P] input will change Kage's stance.
    C:[4][6][K] -- After counter hit, opponent collapses to the ground. You can follow the attack with [2][P][+][K][K].
    L:[4][4][K][+][G] -- A tricky technique were Kage recovers with his back facing opponent.
    O:[6][6][K] -- A slow low circular, can cancel your attack and recover with your back-turned by pressing[G].
    T:[6][3][2][1][4][P][+][G] -- A flashy throw the deals large damage.
     
    Chanchai, Lord_Hollow and BLACKSTAR like this.
  2. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    LAU
    M: [6][P][P] -- The second part of this technique is a high strike that can be easily avoided. Alternate from doing [6][P] only or to continue with the second part.
    C:[3][P][+][K] -- After normal hit, opponent floats in the air. You can follow the attack with [3][P][P][P][2][K].
    L:[2][K][+][G] -- Semi-circular attack. Opponent successfully guarding the low attack will result in Lau being vulnerable
    O:[4][K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[4][6][P][+][G] -- High damage option against opponent's standing guard.

    LEI
    M: [6][6][P] -- Opponent guarding this technique will also be pushed further away from you.
    C:[9][K][+][G] -- After normal hit, opponent falls down. Follow up with [6][6][K]
    L:[6][6][P][+][K] -- Semi-circular strike that on counter hit will leave you at an advantage.
    O:[2][K][+][G] -- Not only a full circular attack, but also a low strike that can be used against opponent's standing guard.
    T:[6][6][P][+][G] -- Throw pushes the opponent away. Very effective to push opponent against a wall.

    LION
    M: [6][P][P] -- If the second part of this technique is guarded by opponent, it will leave you vulnerable to opponent's attacks. Alternate from doing [6][P] only or to continue with the second part.
    C:[6][K] -- On counter hit, opponent collapses to the ground. Followup with [6][6][K][K].
    L:[1][K] -- If the first part of the low strike is a counter hit, the opponent floats in the air. Try [P][K][P] as a followup.
    O:[2][K][+][G] -- Not only a full circular attack, but also a low strike that can be used against opponent's standing guard.
    T:[6][3][2][1][4][P][+][G] -- Lion's standard high damaging throw.

    PAI
    M: [6][P] -- After hit, you will have advantage. Try to stay on the offensive.
    C:[2_[3]][P][+][K] -- Alternative input for the same combo star: [3][3][P][+][K]. On counter hit, opponent floats in the air and you can connect with [P][P][K][K].
    L:[2][K][+][G] -- After hit, you will have advantage. Try to stay on the offensive.
    O:[4][K][+][G] -- Note that is a full circular high strike and opponent can avoid it by staying in a crouch position.
    T:[6]3[2][1][4][P][+][G] -- A high damage throw with special character pose at throw completion.

    SARAH
    M: [6][P] -- Confirmation of a counter hit, connect with the second part of this technique [6][P][K].
    C:[1][K] -- After normal hit, opponent floats in the air. You can follow the attack with [P][P][P][K].
    L:[2][K][+][G] -- On counter hit, opponent collapses to the ground. Followup with [8][P].
    O:[3][K][+][G] -- Not only a full circular attack, but also a low strike that can be used against opponent's standing guard.
    T:[6][4][P][+][G] -- Throw can be used to switch positions with opponent.

    SHUN
    M: [6][P][P] -- Mix up the mid strike technique by doing [6][P][P] or [6][P] only.
    C:[8][K][+][G] -- After normal hit, opponent falls down. Follow up with [8][P] pounce.
    L:[1][K][K] -- 1st part of attack strikes low and is semi-circular.
    O:[3][K][+][G] -- Not only a full circular attack, but also a low strike that can be used against opponent's standing guard.
    T:[6][6][P][+][G] -- High damage throw, increase drink points by [4].

    TAKA
    M: [6][6][P][P] -- First strike from this technique on hit knocks the opponent down.
    C:[3][3][P][+][K] -- After normal hit, opponent floats in the air. You can follow the attack with [6][P][+][K][P][P]
    L:[1][P][+][K] -- Semi-circular strike. If the technique is guarded by opponent, it will leave you very vulnerable to opponent's attacks.
    O:[4][4][P] -- Recovers with your back facing opponent. From back turned position input [K] for a mid strike or [2][K] for a low strike.
    T:[4][1][2][3][6][P][+][G] -- High damage throw in which Taka grabs opponent's head.

    VANESSA
    Defensive Style - Vanessa begins each round in Defensive Style.[/COLOR]
    M: [6][P] -- Semi-circular mid strike, have additional input options: [6][P][K][K] / [6][P][3][K]
    C:[3][P][+][K] -- A high strike on hit causes opponent to collapses to the ground, Followup with [6][P][K][K].
    L:[2][K][+][G] -- Full circular low strike. Can be another move choice for circular strikes.
    O:[K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[6][3][2][1][4][P][+][G] -- A high damage throw from Defensive Style.
    Offensive Style - Vanessa can switch between styles by pressing [P][+][K][+][G] simultaneously.[/COLOR]
    M: [6][P] -- Confirmation of a counter hit, connect with the second part of this technique [6][P][K].
    C:[9][K] -- After normal hit, opponent floats in the air. You can follow the attack with [3][K][K].
    L:[1][P] -- Semi-circular strike that on counter hit will leave you at an advantage.
    O:[K][+][G] -- You still have advantage when opponent successfully guard the attack; however, the high strike is fairly slow and can be avoided by opponent by crouching.
    T:[4][1][2][3][6][P][+][G] -- A high damage throw from Offensive Style.

    WOLF
    M: [3][P] -- After hit, you will have advantage. Try to stay on the offensive.
    C:[6][K] -- On counter hit, opponent collapses to the ground. Followup with [4][K][+][G][K]
    L:[2][K] -- Relatively fast low strike, difficult to guard against by reaction.
    O:[K][+][G] -- After hit you can continue your offense against a side-turned opponent.
    T:[4][1][2][3][6][P][+][G] -- Faster command input for this move will result in greater damage.
     
  3. spiron

    spiron Well-Known Member

    NICE! really good lil primer for starting off and learning a general flow for a character. poke, combo, throw. i think sometimes starting new we try to get to flashy to fast.
     
  4. jinogre

    jinogre Member

    VERY good post for new players like myself. I play lion and there were so many matches I played online where I had no idea of the match flow and what "core" moves to use. You'd be surprised how many matches I won just by using P, 2P, the 5 "core" moves you mentioned for lion, and like 4 other moves I like that seem good at least, 8P+K, 66P, FC 3P, 3K
     
  5. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Yay, I am glad it help someone [​IMG] (some validation of the time I put to get it translated! -_-;;).
     
  6. Chestnut_Bowl

    Chestnut_Bowl Member

    I'm really having trouble with throwing. I almost always get punished for attempting them, and my opponents are almost always able to get a throw off on me. Are there any tips or guides around the site that would help me?

    Also, are throws guaranteed +9 frames? That's what it seemed to be in the dojo.
     
  7. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    If your opponents are always throwing you - either:
    1) your opponent guards successfully against your attacks and those attacks you used leaves you at a guaranteed throw situation.
    2) you are on defense too much. If you anticipate opponent to throw you, go for strikes.

    As for having trouble with using throws against opponents...
    It sounds to me like they are always on offense by using striking attacks (whether they have advantage or disadvantage). If they are constantly using striking attacks, you should not attempt to throw them. Strikes > Throws independent of frames. If you anticipate opponent to attack you with a strike at disadvantage, a good choice to take is to use a striking attack against your opponent. In general, your strikes > opponent strike when you have the frame advantage. For a beginner's level about advantage / disadvantage - see Step 2 in 5 Steps to Learning Virtua Fighter.

    Remember, at the very core of the game, it is a guessing game. Anticipate what action your opponent will do and choose the appropriate move that is meant to counter against that specific action.

    Majority of throws are guaranteed at 10 frames. You should be able to strike at your opponent at -9 frames if they attempt most throws against you.
     
  8. Chestnut_Bowl

    Chestnut_Bowl Member

    Thanks very much!
     
  9. Sashaz

    Sashaz Well-Known Member

    Thank you for your work.
     
  10. Mlai

    Mlai Well-Known Member

    I'm a scrub so pardon the question... but just how much priority does Lau have??

    I (Jeffry) was playing another scrub using Lau, and all he was doing was mashing Lau's various circular kicks. I anticipated all of them. I blocked them, then I tried to retaliate with simple PP or ->P, thinking I should have clear advantage.

    And then I eat another circular to the face. WTF? Does this bastard's big kicks leave him at advantage even when blocked??

    The only reason I made him ragequit is because I started spamming down P, df PP, combo. I just kept doing that under his circular high kicks and it's the only way I could get an attack in. There was no situation when Jeffry's attacks out-prioritized Lau's big kicks, and I never even attacked from clear disadvantage.
     
  11. Makatiel

    Makatiel Well-Known Member

    looking at the frame list under the top menu "commands", it looks like lau's spin kicks (k+g and <-k+g) only leave him a very small disadvantage when blocked (i.e., -1 and -3). you won't be able to heavily punish him if you block those. you have to duck them, like you were doing.
     
  12. Mlai

    Mlai Well-Known Member

    Oh wow, COMMANDS. Thanks for pointing out that convenient tab... this site is awesome!
     
  13. batmannn

    batmannn New Member

    I'm not sure where to post this. I have a question regarding frames and stuff. When I block 2p from Akira, he should be at -5 disadvantage and I should be in the advantage. I use Goh's 6K (17 frames) to him with a knee after I block his 2p, but Akira always counters me with a stand P (12 frames). I don't understand how he can counter me when I hit him with a knee. I thought the knee would counter his stand P. Maybe I'm not understanding VF right. Any ideas? Thanks.
     
  14. Grabczas

    Grabczas Well-Known Member

    6K is standing attack, 2P is crouching. You need to stand first, don't you? [​IMG] But I don't know how much going from crouch to stand frames take [​IMG]
     
  15. Skkcrc

    Skkcrc Member

    VF vets feel free to correct this, but I'ma take a shot. As I understand the VF system, stand jab and crouch jab are special in that they'll win on even frames. So in this case he's -5, you do a 17 frame and he does a 12 frame. They both get active on the same frame, but his is a jab so he wins. If you did a move that was an ex-high and executed in 17 frames, I believe you would win as those crush the corresponding jabs. Bottom line is you don't get an uninterruptible launcher off of a blocked crouch jab.
     
  16. batmannn

    batmannn New Member

    oh spiffy, thanks Skkcrc.
     
  17. blossy1000

    blossy1000 Well-Known Member

    I'm not a vet by any means, but this is wrong. Batmannn, your 6k will win in this situation and if it doesn't your input is too slow. [​IMG]
     
  18. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    What blossy say is correct. Goh's knee would win if you correctly input the knee so that you actually use that frame advantage from blocking low punch. As you get used to the speed and timing of the game, you should be able to punish the standing jab after blocking the low punch.

    Check this thread about buffering:

    Buffering - VF Players Take it for Granted.
     
  19. batmannn

    batmannn New Member

    oh ok. koo, thanks guys. The numbers do make sense then.
     
  20. Skkcrc

    Skkcrc Member

    Ahh, thanks for clearing this up guys.

    Pulled this quote from the VFGuide

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">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.</div></div>

    So it's damage only that matters for priority when two attacks activate on the same frame.
     

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