1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
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VF5 System -- Please Pitch In and Contribute!

Discussion in 'Dojo' started by ice-9, Apr 16, 2007.

  1. ice-9

    ice-9 Well-Known Member

    Hey all, I spoke to some of you about this during the Socal gathering, and I think it's high time that we have a thread/guide on VF5's system. The system is so important in this game and it's probably the most difficult thing for Tekken, SC, and 2D players to adjust to. However, writing a great guide on the system is no easy task and too much for one person.

    So what I'd like to do is to ask all of YOU for help. I'll put up a list of system topics (feel free to add to it) that would make up the system doc -- please contribute by picking a topic and writing about it. It can be as deep or as broad as you want it to be. Adding links to existing threads on VFDC that go into the topic would also be great. The idea is to get a mini wiki thread that pulls from everyone's knowledge of the game so beginners can have one place to refer to. I'd like to call on those who have access to Arcadia, Black Book, VF5 BBS, blogs, and/or can translate Japanese to pitch in. Some of the specific frame stuff can only be found from those sources.

    As people post their contributions, I will keep adding those contributions to this post. The end goal is to have one permanent document that will cover the whole system.

    How can you help VF5 succeed? Ask no more, this is one way you can do so.

    Here's a general list of topics to begin with (in no particular order):
    - Controls (PGK) DONE[/size]
    - Attacks (H/M/L, punch, low punch, kick, elbow, middle, upper, knee, sommersault, double limb, jump attacks, back turned, unblockable) INCOMPLETE[/size]
    - Movement (dashing, crouch dashing, ARM, OM, DM) INCOMPLETE[/size]
    - Linearity (linear, half-circular, circular) DONE[/size]
    - Throws (0F, 11F, 12F, catch, hit, multi-link, throw escapes, clash)
    - Ground (rising attacks, rolling, TR, QR, ground attacks, throws, bounce combos)
    - Stances (open/close, back turned, character specific) DONE[/size]
    - Staggers and Crumples
    - Reversals, Inashi, Sabakis
    - Defensive Techniques (TEG, ETE, ETEG, ARE, EDG, ECDG)
    - Damage/Combo System (modifiers, minor counter, major counter, float, bounce, 1-frame delay)
    - Frames (advantage/disadvantage, guaranteed counter, frames of basic moves)
    - Character Weight Classes
    - Wall
    - Glossary/Terminology

    Phew, there's a lot here that needs to be covered. That's why we got to team up and do this together. Who's with me??

    ___________________________________________________________


    <u><span style='font-size: 14pt'>Controls</span></u>

    <span style='font-size: 11pt'>Joystick</span>

    Virtua Fighter 5 utilizes all nine directions of the joystick, including neutral:
    /forums/images/%%GRAEMLIN_URL%%/n.gif/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/ub.gif

    In addition to tapping a direction, you may also be required to “hold†the stick in that direction, as indicated by the following convention:
    /forums/images/%%GRAEMLIN_URL%%/n.gif/forums/images/%%GRAEMLIN_URL%%/u_.gif/forums/images/%%GRAEMLIN_URL%%/uf_.gif/forums/images/%%GRAEMLIN_URL%%/f_.gif/forums/images/%%GRAEMLIN_URL%%/df_.gif/forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/db_.gif/forums/images/%%GRAEMLIN_URL%%/b_.gif/forums/images/%%GRAEMLIN_URL%%/ub_.gif

    Three buttons are used in VF5:
    /forums/images/%%GRAEMLIN_URL%%/g.gif Guard
    /forums/images/%%GRAEMLIN_URL%%/p.gif Punch
    /forums/images/%%GRAEMLIN_URL%%/k.gif Kick

    <span style='font-size: 11pt'>Commands</span>

    Moves will require a combination of directional taps/holds and button presses. For example, to execute Akira’s ten-foot-toss throw, you would need to tap back, forward and punch and guard: /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. To execute Akira’s double palm, you will need to hold down, back, then forward and punch: /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif

    Note that for directional commands that require a hold, you can substitute with a “crouch dash†(explained below), as indicated by /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/db.gif and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif. For example, you can execute Akira’s double palm with /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    An alternative convention to directional commands that you may see is the 10-key number pad system. I.e. the numbers on the keypad represent the possible directions on the stick. For example, /forums/images/%%GRAEMLIN_URL%%/b.gif is 4, /forums/images/%%GRAEMLIN_URL%%/d.gif is 2, /forums/images/%%GRAEMLIN_URL%%/f.gif is 6, etc.

    <span style='font-size: 11pt'>Punch</span>

    /forums/images/%%GRAEMLIN_URL%%/p.gif - Punch. Push this button to punch. Used with various directions for elbows and various single/double armed attacks. For example, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is an elbow for many characters.

    <span style='font-size: 11pt'>Kick</span>

    /forums/images/%%GRAEMLIN_URL%%/k.gif - Kick. Push this button to kick. Used with various directions for a variety of kick moves such as sidekicks, low kicks, and kickflips. For example, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is a side kick for most characters.

    <span style='font-size: 11pt'>Guard</span>

    /forums/images/%%GRAEMLIN_URL%%/g.gif - Guard. Push this to guard, cancel your strings, and cancel some of your attacks.

    Hold /forums/images/%%GRAEMLIN_URL%%/g.gif to guard. You can't move while guarding. High guard (hold /forums/images/%%GRAEMLIN_URL%%/g.gif) blocks high and mid attacks but not low attacks. Ducking guard (hold /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/g.gif) blocks low attacks and causes high attacks to whiff, but is vulnurable to mid attacks.

    You can hit /forums/images/%%GRAEMLIN_URL%%/g.gif to cancel your strings. For example, El Blaze has a three hit string that is /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. If I want to stop after the first two hits I would hit /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/g.gif. This ends the string so I won't accidentally get the third hit of the string. To make things clearer:

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Three hit string.
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Two hits from the string and then a normal standing /forums/images/%%GRAEMLIN_URL%%/k.gif.

    You can use /forums/images/%%GRAEMLIN_URL%%/g.gif to cancel one of your attacks before it hits the opponet. For example, Wolf can cancel his standing kick /forums/images/%%GRAEMLIN_URL%%/k.gif by hitting /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/g.gif. This results in seeing wolf start the kick but then retracting his leg before the kick would hit the opponet. This is useful to psych out opponets.

    <span style='font-size: 11pt'>Punch and Guard</span>

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - Standing (high) throws and standing throw escapes. Use with different directions to execute and escape different throws. Simply hitting /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will get a simple throw, usually your characters least damaging throw, whereas /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is a powerful throw for many characters.

    To escape a throw enter the last direction of the throw's command plus /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. So to escape an opponet's /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw push /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, to escape a /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw push /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    <span style='font-size: 11pt'>Punch and Kick</span>

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif - Powerful punch, reversals, Defensive move (DM) attacks, and to enter some stances. Use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif with various directions to get a variety of powerful punch attacks, such as Jacky's Beat Knuckle (/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif) and El Blaze's Shadow Hammer /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif punch attacks.

    Some characters such as Pai and Aoi can use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif with various directions to reverse an incoming strike. For example, Aoi can use /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to reverse elbows, knees, and other mid attacks.

    During a Defensive Move (DM) you hit /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to execute your characters DM attack, also called a dodge attack.

    Some characters also use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to enter stance. For example, Shun can push /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to enter his handstand stance.

    <span style='font-size: 11pt'>Kick and Guard</span>

    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - Powerful kick attack. Used with various directions for a variety of powerful kick moves. For example, many characters can execute a sweep by hitting /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and execute a roundhouse kick by hitting (/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif).

    <span style='font-size: 11pt'>Punch, Kick, and Guard</span>

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - Low throws (throw a ducking player), low throw escapes, Offensive Move (OM), and various stances.

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif with various directions is used by some characters to low throw. For example, Jeffry's Power Bomb is executed /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. Low throws are escaped like standing throws, by pushing /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif with the last direction in the command of the throw.

    While in a Defensive Move you can execute an Offensive Move by hitting /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is used by many characters to enter various stances. For example, Kage can interrupt his /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif two hit chain after the first hit to enter his Shippuujin stance by hitting /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif


    <span style='font-size: 14pt'><u>Character Positions</u></span>

    Characters can be standing, crouching, back turned, back turned and crouching, in parallel stance and in eight stance.

    <span style='font-size: 11pt'>Standing</span>

    The default position, technically denoted while the joystick is in neutral. Characters can be standing while guarding or not guarding. Characters shift from crouching to standing instantly in 1 frame.

    Standing is sometimes used to also describe the state of the opponent's attack. For example, Jacky's /forums/images/%%GRAEMLIN_URL%%/p.gif is a standing attack, whereas his /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is a crouching attack. The distinction matters in the sense that crouching attacks go under high attacks (a simple concept that Tekken finally added as low crush). Note that not all low attacks are considered crouching attacks -- Jeffry's /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is a standing low attack.

    <span style='font-size: 11pt'>Crouching</span>

    Accessed by holding /forums/images/%%GRAEMLIN_URL%%/d_.gif, /forums/images/%%GRAEMLIN_URL%%/db_.gif or /forums/images/%%GRAEMLIN_URL%%/df_.gif. When a character is crouching, high attacks will automatically whiff. As noted above, crouching can also be used describe the state of an attack.

    From a standing position and the moment of input, it requires 7 frames for a character to be considered crouching. Thus even if input /forums/images/%%GRAEMLIN_URL%%/d_.gif while at -6 and the opponent attempts to throw you, you will be thrown before you can crouch.

    <span style='font-size: 11pt'>Back Turned</span>

    Being back turned (commonly denoted as BT) refers to when a character is turned away from the opponent with his or her back facing the opponent. The character can be back turned standing or crouching but you cannot guard while BTed.

    All characters have special attacks from BT stance. For example, El Blaze has a quick middle kick from BT that will crumple the opponent on counter hit. This kick is available only while BTed and often denoted by BT /forums/images/%%GRAEMLIN_URL%%/k.gif.

    There is no universal way to get to BT stance. For example, Aoi can go to BT stance with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, or /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. Some characters, like Akira and Jeffry, cannot easily get to BT as they do not have moves that leave them BT. Jeffry is most commonly BT through escaped throws; e.g. if an opponent escapes his /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif Jeffry will be in BT stance.

    There are also attacks and throws which will leave the opponent BT. For example, if Shun's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif hits the opponent, the opponent is BT.

    It takes 6 frames for an opponent to go from BT to forward facing. This is most easily accessed by pressing /forums/images/%%GRAEMLIN_URL%%/g.gif. Thus for an attack that leaves an opponent BT at -6 for example, the opponent can only begin guarding in 12 frames (i.e. punch and low punch counterable).

    <span style='font-size: 11pt'>Side Turned</span>

    Characters can also be side turned (standing or crouching). There are very few moves that leave the opponent side turned; you will most often be in a side turned situation after certain successful attacks or throws, when the opponent DMs or OMs certain attacks, or after a throw escape situation. For example, Wolf's /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and Lau's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/u.gif will leave the opponent side turned on hit/throw. If you escape Kage's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw, Kage will be side turned.

    When side turned, it takes 3 frames to be able to face forward and guard. Therefore when you have, for example, +12 on a side turned situation, 15 (or less) frame attacks will connect.

    <span style='font-size: 11pt'>Parallel and Eight Stance</span>

    (Also known as "closed" and "open" stance respectively).

    In VF, the way a character stands or crouches in relation to his or her opponent matters. There are two "stances" in which a character is positioned relative to the opponent.

    The first is parallel stance, or the default stance when a new round begins. Imagine drawing a line between a character's feet. One line thus represents one character's position. Being in parallel stance can hence be illustrated in the following manner:

    / / or \ \

    The two lines are thus in parallel to one another. What does this mean? For / / (the default position), this means that Player 1's front is facing the screen while Player 2's back is facing the screen.

    Parallel stance can change to eight stance when a character does a move that changes his or her position. For example, if Jeffry's back is facing the screen and he does does a knee /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, Jeffry's front will instead face the screen once the move is completed.

    Eight stance can be represented in the following manner:

    / \ or \ /

    In the first illustration, / \, both players' fronts are facing the screen. This stance is called eight stance because / \ is similar to Chinese and Japanese character for the number eight.

    So how do the different stances matter in the game? The most apparent is in combos. The most damaging combos tend to be stance specific. For example, Akira's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (counter hit) > /forums/images/%%GRAEMLIN_URL%%/p.gif > /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is possible only when Akira is in eight stance at the point of /forums/images/%%GRAEMLIN_URL%%/p.gif in the combo.

    In previous VFs, stance also matters in that when in eight stance characters are actually further appart then when in parallel stance. While this is still true in VF5 it is less of a factor.

    <span style='font-size: 11pt'>Unique Character Stances</span>

    Every character (except perhaps Goh) has a unique stance. In these unique stances, characters cannot utilize their normal movelist but instead can only use a special movelist. Characters also cannot guard while in these special stances.

    Lei Fei's /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, and /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif are examples of these unique stances. Is only when Lei Fei is in /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif can he do a /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif attack that is reasonably high damage, safe on block, and staggers on normal hit. If Lei Fei is not in that stance he would not be able to utilize that move. Unique character stance moves in general tend to be more useful and powerful than normal stance moves.


    <span style='font-size: 14pt'><u>Attack Levels</u></span>

    An attack's level is a property that determines if the attack will hit a standing, ducking, or jumping character. It also determines if the attack can be guarded while standing or ducking. There are also special high, special mid, and special low attacks with different properties discussed below.

    <span style='font-size: 11pt'>High Attacks</span>

    High attacks will hit standing characters who aren't guarding or are jumping, but will whiff crouching characters and leave the attacker vulnerable. High attacks can be guarded while standing. The most basic high attack is the punch /forums/images/%%GRAEMLIN_URL%%/p.gif

    <span style='font-size: 11pt'>Mid Attacks</span>

    Middle attacks will hit standing and ducking characters who aren't guarding and will also hit jumping characters. They can be guarded while standing but not while crouching. Some mid attacks, such as an elbow /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif or sidekick /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif will cause a crouching opponent to stagger on hit. This stagger typically won't occur if the same attack hits a standing opponet.

    <span style='font-size: 11pt'>Low Attacks</span>

    Low attacks will hit standing and crouching characters who aren't guarding. They will also hit opponents who are standing and guarding, but not crouching and guarding. Low attacks will also whiff jumping characters.

    <span style='font-size: 11pt'>Special High Attacks</span>

    Special high attacks can be ducked, but will eat low attacks.This makes the attack more powerful as a special high attack will eat a low attack such as /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif whereas normal high attacks would be interrupted by /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. An example of a special high attack is El Blaze's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.

    <span style='font-size: 11pt'>Special Mid Attacks</span>

    A special mid attack is a mid attack that can be safely guarded while ducking. An example is Shun's Chouwan /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. This makes the attack less powerful as special mids are easier to guard than other mid attacks.

    A special mid forces a crouch guarding opponent to stand while breaking their guard. Some special mid attacks have a followup attack. Against a crouch guarding opponent, this followup to to special mid will be a guaranteed hit. An example of this is Akira's /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (guard or hit) /forums/images/%%GRAEMLIN_URL%%/p.gif.

    <span style='font-size: 11pt'>Special Low Attacks</span>

    A Special low attack is a low attack that can be guarded while standing. An example of this is the low punch /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. This makes the attack less powerful as special lows are easier to guard than other low attacks.


    <span style='font-size: 14pt'><u>Movement</u></span>

    VF5 has the most complex movement system in all fighting games thus far. AM2 has tried to promote creativity in movement for VF5, but at the same time has balanced each movement technique so that it cannot be abused.

    The main categories of movement are: walking, dashing, crouch dashing, jumping, defensive movement, and offensive movement.

    <span style='font-size: 11pt'>Walking</span>

    (Also known as All-Range-Movement, or ARM)

    Walking is executed by holding your stick in the direction that you want to go (forwards, backwards, into the screen, or out of the screen). Some characters, like Eileen, have faster walking speeds than others. You cannot walk and simultaneously guard or attack.

    Generally, walking is useful only in terms of positioning yourself within the ring. It is generally too slow to avoid attacks in close battles.

    You can also walk with your back turned against the opponent. For example, with Goh, execute /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif to have your back turned against the opponent. Then hold /forums/images/%%GRAEMLIN_URL%%/u_.gif, /forums/images/%%GRAEMLIN_URL%%/d_.gif or /forums/images/%%GRAEMLIN_URL%%/b_.gif to walk.

    (To be continued)


    <span style='font-size: 14pt'><u>Evading Attacks</u></span>

    An attack's linearity is a property of the attack that effects if you can use a Defensive Move (also referred to as DM, evade, or dodge) to avoid the attack. To evade an attack simply hit /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif. There are three categories of attack linearity.

    <span style='font-size: 11pt'>Linear Attacks</span>

    Attacks that can be evaded in any direction. Examples of linear attacks are /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, and /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    <span style='font-size: 11pt'>Semi-Circular Attacks</span>

    Attacks that can be evaded in only one direction. This direction is either the attacking character's front or back. Example of semi-circular attacks are Kage's /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, which can only be evaded to Kage's front, and his /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, which can only be evaded to his back.

    <span style='font-size: 11pt'>Full-Circular Attacks</span>

    Attacks that can't be evaded. Examples include Pai's sweep /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, El Blaze's roundhouse /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, and Shun's high swipe /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    However, there is a technique to circumvent this -- see "EDG" below.
     
  2. Leonard_McCoy

    Leonard_McCoy Well-Known Member

  3. ice-9

    ice-9 Well-Known Member

    Great! Ideally we want to summarize the work that's already been done before (e.g. Myke and Srider) and on top of that provide a link to those sources. So, a newbie will start with this thread, get a good overview, and then if interested can go to Myke's article or Srider's various work for more info from the links provided in this thread.

    The important point though is to provide ONE starting point that will contain or link to all the info a player would need to know (or at least all that is known to the English-speaking VF community).
     
  4. Namflow

    Namflow Well-Known Member

    Controls

    Punch
    /forums/images/%%GRAEMLIN_URL%%/p.gif - Punch. Push this button to punch. Used with various directions for elbows and various single/double armed attacks. For example, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is an elbow for many characters.

    Kick
    /forums/images/%%GRAEMLIN_URL%%/k.gif - Kick. Push this button to kick. Used with various directions for a variety of kick moves such as sidekicks, low kicks, and kickflips. For example, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is a side kick for most characters.

    Guard
    /forums/images/%%GRAEMLIN_URL%%/g.gif - Guard. Push this to guard, cancel your strings, and cancel some of your attacks.

    Hold /forums/images/%%GRAEMLIN_URL%%/g.gif to guard. You can't move while guarding. High guard (hold /forums/images/%%GRAEMLIN_URL%%/g.gif) blocks high and mid attacks but not low attacks. Ducking guard (hold /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/g.gif) blocks low attacks and causes high attacks to whiff, but is vulnurable to mid attacks.

    You can hit /forums/images/%%GRAEMLIN_URL%%/g.gif to cancel your strings. For example, El Blaze has a three hit string that is /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. If I want to stop after the first two hits I would hit /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/g.gif. This ends the string so I won't accidentally get the third hit of the string. To make things clearer:

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Three hit string.
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif - Two hits from the string and then a normal standing /forums/images/%%GRAEMLIN_URL%%/k.gif.

    You can use /forums/images/%%GRAEMLIN_URL%%/g.gif to cancel one of your attacks before it hits the opponet. For example, Wolf can cancel his standing kick /forums/images/%%GRAEMLIN_URL%%/k.gif by hitting /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/g.gif. This results in seeing wolf start the kick but then retracting his leg before the kick would hit the opponet. This is useful to psych out opponets.

    Punch and Guard
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - Standing (high) throws and standing throw escapes. Use with different directions to execute and escape different throws. Simply hitting /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will get a simple throw, usually your characters least damaging throw, whereas /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is a powerful throw for many characters.

    To escape a throw enter the last direction of the throw's command plus /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. So to escape an opponet's /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw push /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, to escape a /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw push /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    Punch and Kick
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif - Powerful punch, reversals, Defensive move (DM) attacks, and to enter some stances. Use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif with various directions to get a variety of powerful punch attacks, such as Jacky's Beat Knuckle (/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif) and El Blaze's Shadow Hammer /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif punch attacks.

    Some characters such as Pai and Aoi can use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif with various directions to reverse an incoming strike. For example, Aoi can use /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to reverse elbows, knees, and other mid attacks.

    During a Defensive Move (DM) you hit /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to execute your characters DM attack, also called a dodge attack.

    Some characters also use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to enter stance. For example, Shun can push /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif to enter his handstand stance.

    Kick and Guard
    /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - Powerful kick attack. Used with various directions for a variety of powerful kick moves. For example, many characters can execute a sweep by hitting /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and execute a roundhouse kick by hitting (/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif).

    Punch, kick, and guard
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif - Low throws (throw a ducking player), low throw escapes, Offensive Move (OM), and various stances.

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif with various directions is used by some characters to low throw. For example, Jeffry's Power Bomb is executed /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif. Low throws are escaped like standing throws, by pushing /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif with the last direction in the command of the throw.

    While in a Defensive Move you can execute an Offensive Move by hitting /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.

    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is used by many characters to enter various stances. For example, Kage can interrupt his /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif two hit chain after the first hit to enter his Shippuujin stance by hitting /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
     
  5. Namflow

    Namflow Well-Known Member

    Dodging Attacks

    An attack's linearity is a property of the attack that effects if you can use a Defensive Move, or dodge, to avoid the attack. To dodge an attack simply hit /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif. There are three categories of attack linearity.

    Linear - Attacks that can be dodged in any direction. Examples of linear attacks are /forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    Semi-circular - Attacks that can be dodged in only one direction. This direction is either the attacking character's front or back. Example of semi-circular attacks are Kage's /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, which can only be dodged to Kage's front, and his /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, which can only be dodged to his back.

    Full-circular - Attacks that can't be dodged. Examples include Pai's sweep /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, El Blaze's roundhouse /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, and Shun's high swipe /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.
     
  6. GodEater

    GodEater Well-Known Member

    where did the term linearity come from in the world of VF?

    why does the earlier definition seem to apply to the act of dodging an attack and the sub-types of linearity seem to apply to the attack.

    sounds like an unnecessary complication.

    GE


     
  7. Namflow

    Namflow Well-Known Member

    Do you have a suggestion for a better word? Dodgeability? DefensiveMoveable perhaps?

    Edited to make things clearer.
     
  8. GodEater

    GodEater Well-Known Member

    your edited post makes more sense now, thanks.

    I guess I'm coming from the perspective that we don't need fancy terms to describe situations that have been in place since VF3. I appreciate the effort I just question the need. I'm not here to piss on anyone's attempts at creating a system guide I just want to throw in a vote for simplicity in its wording.

    This is a good thing that is being worked on. Good job to all that contribute.

    GE
     
  9. ice-9

    ice-9 Well-Known Member

    Namflow -- awesome, thanks for getting us kick started!! I will use each weekend to update the first post with everyone's contributions for the week.

    Godeater -- I'm waiting for yours, thanks. /forums/images/%%GRAEMLIN_URL%%/wink.gif
     
  10. GodEater

    GodEater Well-Known Member

    You already got it - never discount editing as a contribution.

    I would also suggest that, like Leonard_mcCoy, people post their intention so that everyone isn't working on the same thing. It didn't work out for Leonard but if you edit the first post to include a name beside the topic as people claim them it will become more clear.

    GE
     
  11. Namflow

    Namflow Well-Known Member

    Attack Levels - High, Middle, and Low
    An attack's level is a property that determines if the attack will hit a standing, ducking, or jumping character. It also determines if the attack can be guarded while standing or ducking. There are also special high, special mid, and special low attacks with different properties discussed below.

    High Attacks<ul>[*]Hits standing characters who aren't guarding[*]Hits jumping characters[*]Whiffs ducking characters, leaving the attacker vulnurable[*]Can be guarded while standing [*]The most basic high attack is the punch /forums/images/%%GRAEMLIN_URL%%/p.gif[/list]
    Mid Attacks<ul>[*]Hits standing and ducking characters who aren't guarding[*]Hits jumping characters[*]Can be guarded while standing[*]Can't be guarded while ducking[*]Some mid attacks cause a ducking character to stagger on hit. This stagger won't occur if the same attack hits a standing opponet.[*]Basic mid attacks are elbows /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and side kicks /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.[/list]
    Low Attacks<ul>[*]Hits standing and ducking characters who aren't guarding[*]Hits standing characters who are guarding[*]Can be guarded while ducking[*]Won't hit jumping characters[/list]
    Special High Attacks<ul>[*]Special high attacks can be ducked, but will eat low attacks.This makes the attack more powerful as a special high attack will eat a low attack such as /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif whereas normal high attacks would be interrupted by /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. An example of a special high attack is El Blaze's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.[/list]
    Special Mid Attacks<ul>[*]A special mid attack is a mid attack that can be safely guarded while ducking. An example is Shun's Chouwan /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. This makes the attack less powerful as special mids are easier to guard than other mid attacks.[/list]
    Special Low Attacks<ul>[*]A Special low attack is a low attack that can be guarded while standing. An example of this is the low punch /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. This makes the attack less powerful as special lows are easier to guard than other low attacks.[/list]
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Additional notes:

    A special mid forces a crouch guarding opponent to stand while breaking their guard. Some special mid attacks have a followup attack. Against a crouch guarding opponent, this followup to to special mid will be a guaranteed hit. An example of this is Akira's /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (guard or hit) /forums/images/%%GRAEMLIN_URL%%/p.gif.
     
  13. GodEater

    GodEater Well-Known Member

    Is it worth it to include low attacks that knock down as opposed to those that merely take damage off of the opponent? I don't know if it is the same in VF5 but it used to be that any low attack that does 30 points or more will knock the opponent down.

    May not be a necessary inclusion though.

    GE
     
  14. djtortilla

    djtortilla Well-Known Member

    thanks for the info. im new to VF. wish I had more time to play and could contrbute to this
     
  15. Garbage

    Garbage Well-Known Member

    That guide is fantastic. Would be cool if whoever did the demonstration videos could help with this guide because that's the first faq i've seen do that, at least effectively, and it kicks ass.
     
  16. ice-9

    ice-9 Well-Known Member

    Guys thanks for the contributions so far, please keep adding and pitching in!

    For those of you who don't feel confident about writing new material -- hey that's OK, there are other ways to contribute. For exmaple, by summarizing existing material out there and posting it here. E.g. Srider's various articles and 1up video guides.
     
  17. Chanchai

    Chanchai Well-Known Member

    To whoever (even if it's me, but doubtful) writes the note on the role of stances in combos:

    A good note I took from Yosuke in SoCal is "when to look for stance."

    -It's common for players to judge the opportunity for a stance-based combo by remembering what stance the players were in prior to the launcher. "Was I in open stance when I used Lau's b,f+P?" Things like that.

    -Yosuke suggests that another way, a probably more practical way, of judging the opportunity for these combos is by looking at the stances of the characters AFTER THE LAUNCHER. When a character is launched in the air, you can see the stance they are truly in, it still applies and the feet are not together. You can pause the game and see this. While it is initially more difficult to do this, it is something you can train yourself to see with practice.

    -It may also take personal effort to confirm the stance of a combo, since some launchers change stance and most stance-based combos are written with preset stance position in mind.

    -By using the suggested skill, you will spend less time worrying about the stance before the launcher (including worrying about it after you've done the launcher). Instead, this alternate way of looking at it will let you just focus on launching the opponent to begin with, and right away going for the appropriate combo that works.

    And... the following is just an inquiry into stance notation, but it sort of brings back an old debate.

    "Parallel and Eight Stance"
    The hard part about using the term Eight stance is that its roots are in the Chinese/Japanese character for the number 8: /\

    This is not intuitive for many westerners. They don't think "Hachi" or "the chinese symbol for 8" when they hear "Eight Stance."

    I sometimes wonder if V-stance is also too confusing for Western Notation if we ever went that route.

    Traditionally the west has used Open and Closed stance, but it was something you could do justice by a picture better than verbally. Describing the stances was always awkward.

    For the sake of simplicity, should this thread simply use the terms "Open Stance" and "Closed Stance" AND USE PICTURES to show what we mean? This is a message board after all, and it's not a faq on Gamefaqs. So we don't have to be too concerned with being so verbal anymore. I think putting pictures to diagram the stances would be the best option and just calling them Open and Closed stance.

    -Chanchai
     
  18. Jerky

    Jerky Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Yosuke suggests that another way, a probably more practical way, of judging the opportunity for these combos is by looking at the stances of the characters AFTER THE LAUNCHER.</div></div>

    To tell you the truth I've never met anyone who has tried learning stance the way you mention it (before landing the attack) as I always assumed people were watching the opponent in the air... interesting to see a different view.

    Regarding Stance

    Being able to monitor stance during play is something players should strive for later in their game. Being attentive to details like this will make you a better player and improve your attack selection. (credit to Yosuke)

    Experience and repetition (through training or playing a lot) allows a player to focus on their opponent and guessing game rather than input and technical issues.

    Remember: The better player is the one that doesn't have to think... master your fundamentals.
     
  19. ice-9

    ice-9 Well-Known Member

    I've updated the initial post and added in notes on parallel/eight stance.
     
  20. Chanchai

    Chanchai Well-Known Member

    Excellent. One quick fix:

    Correct the comment in parenthesis about "Open and Closed Stance respectively"

    At the time of my posting this, you have them mixed.

    Parallel Stance should be Closed Stance
    Eight Stance should be Open Stance
     

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