The Online VF Hump This is just a collection of thoughts I've had about online play and VF theory. Some of you may be hitting that wall of where to go, and what to do once you've got all the moves down. What should I be working on with my character? I'm going to outline what I use online VF for and why it's a wonderful tool to train yourself. Recently I've made a VF friend and we've been playing matches offline. Offline matches can potentially spoil you. There is nothing left to the gray area of frame latency. I am going to outline a few things that can really make you enjoy your online experience and potentially give you guys playing some things to work on. I've lumped every player online into 4 groups. You can argue there are more, but I don't see the point. It's a series of brain speed/hit checking plateaus that most players are not aware of. Hopefully this will help you make better reads as to who you're playing and what you can do to improve. Player types: 1) The Door Knocker: This player is relatively new to the game and has not embraced the idea of the lp or dodge. They simply stand guard and will attack with specials and pokes that don't include lp. Whether it be because they simply don't know about lp or they play by their own set of rules and tend to feel lp is cheap and unworthy in their offensive movelist. I call this player the door knocker, because you can simply p,g,p,g,p,g your way to victory and it resembles someone knocking on a door. 2) The 2D Fighter: This player has limited option select(OS) and resorts to either Easy throw escape or lp when at a disadvantage. Dodge is never an option, hence why i call them the 2d fighter. They are playing Streetfighter with virtuafighter characters. If they are a 2d fighter, I urge you to work on backdash flowcharts that use low moves or moves that leave you at a + on block. People throw hate mail to me constantly because the backdash sweeps/mixups destroy them and it's only because they are simply Easy throw escaping and or lping. There are other options than these two. 3) The Blackout Dodger: This player is the 2d fighter with a twist, he might throw a dodge in there. The problem with the blackout dodger is that he does not hit check, string check, or recognize what type of dodge he got. He will attack at the end of his dodge no matter the outcome. This player gets CH after every dodge and half their life taken without any thought process being made by the time the match ends. 4) The Lowpunch Spammer: We all love him, he gets us in lag more times than we'd like to admit. The devil himself, the one player that has no moral code or brain recognition. Of course this is all sarcasm as in all life, you gotta do what works. If Low punch works, why stop. To stop the Lowpunch spammer, simply use backdash flowcharts in lag, or punish once you've seen the lp blocked. Chances are after a blocked low punch, you'll see another one lol. 5) The Timid One: This player gives all the meters of stage away for free, backdashing until there is nothing left other than ringout. This playstyle is particularly popular with those that are not comfortable with poking. It's important to read into this, and not allow yourself to dash into potential hazards and layers of offense this player is throwing at you while dashing back and baiting. Stay calm, move forward and consistently punish them for making the wrong selection of move from step back. 6) The Kata Fighter: Typically popular for their use of only the same moves, this type of fighter usually will gravitate to gimmick style stances and movement, favoring Lei Fei, Jacky, Shun and Aoi. The pattern is the same and it's important to note every character in the lineup has moves to destroy each gimmick these players throw at you. Example, Lei Fei goes into his sabaki backturned stance...."OMG WTF DO I DO?!?!"....kickflip =). We are all some variant of these players when learning VF, and at high level you'll even see some of these playstyles used and high level players switching between the styles that work. It's important that we all work on our hitchecking and recognition and online that is exactly what it's good for. In lag you get more time to recognize and hit check what comes out. Whether it be a few extra frames or a screen tearing lag spike that results in you mashing launcher and it hitting lol. In the end the faster you can recognize these playstyles the more success you'll have. Thanks for reading!