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Who does what?

Discussion in 'General' started by ViperExcess, Nov 9, 2007.

  1. ViperExcess

    ViperExcess Well-Known Member

    As a first-timer to VF, it's not easy for me to find out how a character should be played.

    From Dojo, I could tell that Goh is defensive due to his shortened movelist and his lack of strings, Sarah is offensive and focused around FL, and Aoi is defensive, but I'm not sure if she is a grappler character (I've heard both sides of this).

    Character strengths and weaknesses are completely out of my league at the moment, as well as judging their ease of use. I thought it would be good to have a general thread about the best ways to play the different characters and to know about them in a quick and basic form for people less experienced to the game.
     
  2. CiscoRey

    CiscoRey Well-Known Member

    The most effective Aoi players I've played used many side steps, throws, reversals, and ground grapples. I'm sure her move list is extensive enough to allow for a more string based offense but I'd imagine that she works best with anticipation.

    I'd recommend a chracter with the smallest movelist for starters--generally Goh or Akira. Now, I'm not stating that these characters are simple to win with. In fact, I believe AM2 listed both of these chracters as expert characters. But the great thing about using chracters with short movelists is that it forces you to learn the fighting engine--that's the only way you'll be able to win with them.
     
  3. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    I've been waiting for a thread like this.
    -----

    Jeffry is a power house... if he can force a guess between throws and his /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.

    Being extremely linear is a problem, as his only full circular, /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, is really slow. But once you understand your opponents and their habits, guessing when to use his half-circulars will become easier, and if you land /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif you're going to cause a lot of pain.

    With a slow jab, and no advanced defensive moves (i.e. sabaki/reversal/inashi), faster characters will bulldog the hell out of you. Be patient, wait for openings, exploit the opponents habits, punish accordingly (/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif does 37 as punishment: almost as much as his /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif throw!!), and rely on quick moves like: /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (for getting staggers), /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, and hit checked /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    Though Jeffry got a huge boost in his throw game in comparison to VF4, namely the addition of a untechable /forums/images/%%GRAEMLIN_URL%%/b.gif throw, is best throw directions are still /forums/images/%%GRAEMLIN_URL%%/df.gif and /forums/images/%%GRAEMLIN_URL%%/f.gif and are easy to mash and escape. Mix up your directions. When near a wall or the edge of the ring, Jeffry's throw game becomes the scariest in the game (debatable).

    Another problem Jeffry has is the risks necessary for landing big damage, but at least nothing leaves him greater than -15i. When Jeffry lands a launcher on the opponent, unless they were crouching or are heavy, Jeffry can do really high damage (60-100 range).

    His oki game does high damage, if you guess correctly. Powerful options are: /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (if timed correctly, it'll kill rising attacks), Threat Stance (all options), Throw/Low Throw, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, et cetera.

    -----

    Vanessa is the character for everyone's bipolar inner-child. She is capable of moderate-high damage (debatable, I'm playing Jeffry more nowadays) and has strong options in both of her stances. The problem is being able juggle both stances or gimping yourself by only playing one.

    OS plays like a conventional character, like Lau, or Jeffery in the sense, she doesn't have advanced defensive moves (sabaki/reversal/inashi), and unlike DS, her ability to crush highs and lows is inferior. She is also extremely linear, so mixing in delays, throws (which are weaker than in DS) and half-circulars is paramount. She has numerous combo starters in this stance, but they're very stance/weight based. She has a number of moves that give advantage on block, but they come at the end of long strings and can be ducked.

    Where OS shines is its ability to punish. Unlike DS, she can dish out damage with /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, and beyond (but this isn't unique to Vanessa). Her fast mids are easy to perform and land, so she can deal with abare better. Her strings from this stance and her Takedown (CH /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is the best way by far) moves might be seen as definite plus, but a smart opponent will know when to duck, when to step, and will break your easy throw directions (or eat merely decent damage).

    DS is a collection random/awesome properties. Here is a list:

    */forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is a sidekick with possibly the best range in the game (for a side kick). It is delayable and can stagger those who insist on holding guard.
    */forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is the fastest move in the game, 9i, and can be used to stuff moves while at disadvantage.
    */forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is a mid full circular move that is completely safe on block and has insane range.
    */forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif has the longest range for a true low attack (in relation to other /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gifs)
    */forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is a mid attack that kills all lows, highs, and "blocks" special mids.
    *ws /forums/images/%%GRAEMLIN_URL%%/p.gif is tied as the fastest mid in the game, 13i, and staggers on MC
    */forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif can be used to sabaki all single limbed attacks
    *Her ARM speed is among the fastest in the game, and can lead the opponent to whiff
    *neutral Handhold is the most fearsome thing in the game in regards to effort/threat ratio. You don't have to press anything and it is still scary as it changes ring position (and can ring out)
    *From /forums/images/%%GRAEMLIN_URL%%/g.gif moves have funky evasive properties, but when they land...
    *She has awesome high/low crushing abilities, some leading to insane damage
    */forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is a high, 17i, half-circular, completely safe combo starter (-5i) that leads to a stance/weightless combo that does 70-81 damage. Sure it is a high, but it can also be performed from crouch, and ducking a high and punishing leads to 75 damage.
    */forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is a /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif sabaki that leads to 70 damage (being able to do this is pimp, but don't get caught up with being unable to do it: I've only landed it 5 times now)
    etc...

    Couple all these moves with: a good throw game with a /forums/images/%%GRAEMLIN_URL%%/d.gif break, some of the easiest combos in the game, DS is a beast.

    The weaknesses of DS aren't apparent at first, but they're there:

    She has the worst punishment in the game until 17i (against highs). /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is something she'll rely on until -16i, and /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (her 16i punisher) is that good either. Against attacks that recover low and are -17i, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif works, but it only guarantees 50 damage (additional damage is based on oki).

    Vanessa's punishing abilities is only good (ahem, GODLY) when she can land /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, which is a rarity.

    Another problem is a lack of elbow. This is a huge problem in up close battles... but these is somewhat resolved by Vanessa's spacing game (arguably the best in the game).

    -----

    <span style='font-size: 26pt'>IT APPEARS NO ONE KNOWS ENOUGH ABOUT THEIR OWN CHARACTERS OR CARES ABOUT NEW PLAYERS WHO WANT TO UNDERSTAND THE WORKINGS OF THEM ("THEM" AS IN YOUR CHARACTERS)</span>
     
  4. Vortigar

    Vortigar Well-Known Member

    Sebo: Now those are some big letters... /forums/images/%%GRAEMLIN_URL%%/smile.gif
    We could turn this into a basics rundown thread.

    -------------------------------
    Goh Hinogami
    I usually advise Goh to beginning players as he is the #1 man to learn about the system. You can't rely on the funky properties of moves and mash your way to victory. He's very much based around /forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and throws. He's got a number of pretty simple and effective setups to unnerve people. He can easily rack up damage, but is excruciatingly linear.

    basics:
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif everyone uses it for a reason...
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif fastest mid, staggers crouchers.
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif hits mid, safe, good damage, pretty quick, use it.
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/b.gif,(back turned)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif//forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif after the kick hits, back punch plus kick will beat low punch and leave the opponent side-turned and open to throw or /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, if the opponent mashes low punches this takes away almost half a life bar on its own (from an opening /forums/images/%%GRAEMLIN_URL%%/p.gif!). When they start blocking the back turned /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif go for /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for the hit throw, follow up with /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif.
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif quick knock down for a combo (default:/forums/images/%%GRAEMLIN_URL%%/p.gif(pause)/forums/images/%%GRAEMLIN_URL%%/k.gif), use it after dodging or if the opponent whiffs.
    /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif shoulder causes heavy stagger, has evasive properties against highs and low punches.
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif mid knee, do /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif for easy and damaging combo on counter hit.
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif launcher, safe on block, can be charged, max charge to break guard or cause massive damage, simple combo: /forums/images/%%GRAEMLIN_URL%%/p.gif(pause)/forums/images/%%GRAEMLIN_URL%%/p.gif(pause)/forums/images/%%GRAEMLIN_URL%%/k.gif
    half circle back or 270 forward /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif staple throws, both do good damage.
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif try /forums/images/%%GRAEMLIN_URL%%/d.gif//forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for a ground throw the first time it hits, if the opponent proves he can beat it default to the guaranteed /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (note: another /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is guaranteed after the ground throw).
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif his most useful sabaki that takes elbows and mid punches out of the equation, /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is guaranteed after a succesful sabaki (thks, Sebo, I must have been braindead for forgetting that one.)

    Other:
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif and /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif give him a solid edge against mashers as they have pretty good windows to catch the opponent's strikes with after the latter hits /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is guaranteed.
    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is an effective half circular low with quite a bit of reach on it and ducks under some highs, just don't use it up close.
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(Counter)/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, can be used to great effect against string mashers and does loads of damage, don't use it too often though, its unsafe.
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif a tad slow throw with extra range that can't clash, follow up with /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (shoulder) or /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, note: inescapable!
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif standard low throw, decent damage

    --------------------------------
    Brad

    Furious assaults and mixups are the name of the game here. He requires reflexes and hit checking to use properly, but can quickly reduce a lifebar to nothing with a lot of very damaging moves and launchers. Almost every follow-up is delayable, use this to mess with the opponent's timing. Ducking and swaying moves are almost all powerful, but most can be interrupted if the opponent times well. For Brad's comboes after any move that says crumple or launcher go here

    mainstays:
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif fastest mid, and leads into ducking and swaying the follow-up /forums/images/%%GRAEMLIN_URL%%/k.gif is the easiest way to score damage if the punch staggered the opponent.
    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif the /forums/images/%%GRAEMLIN_URL%%/k.gif is /forums/images/%%GRAEMLIN_URL%%/g.gif-cancellable, high, safe on block, gices advantage on hit and is full circular, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif(/forums/images/%%GRAEMLIN_URL%%/k.gif) afterward beats any attack the opponent tries.
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif fast medium range mid kick, /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif goes into clinch on counter hit, extra poke tool
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif punish whiffs and failed dodges with this, /forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is the staple combo afterward, after the combo you can go into swaying or ducking to threaten wakeup
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif swaying or ducking can be entered from both parts of this one-two, its half circular and quick
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif mid to long range mid kick that leads into ducking and swaying
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif the first hit staggers crouchers to get hit by the second punch, causes knockdown, safe on block, combo like /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif leads into swaying and ducking, launches on counter hit
    /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif long range mid kick and surprisingly effective tool, will not clash with throws as it goes into back turned afterward, from back turned (BT)/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif has good range and speed, (BT)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif knocks down for a combo and (BT)/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is low full circular and knocks down
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif launcher, even though it looks jumping this one hasn't got very good properties against low attacks, its reasonably fast though and only guarantees jab or throw on block, which is better than some launchers out there.

    Swaying/Ducking:
    Note: main moves that lead to swaying/ducking are /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, they are accessed by pressing directions after these moves (and some others) sway right is up or down toward Brad's stomach, sway left is toward his back, ducking is forward, double ducking is forward while ducking and phasing turn is double sway left or right.
    (Ducking)/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif will launch against crouchers, is fast and safe
    (Ducking)/forums/images/%%GRAEMLIN_URL%%/k.gif can be charged to guard break (/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif guaranteed) and launch, can be released early for a knee that can go into clinch on counter hit with /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    (Ducking)/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif full circular mid to catch dodgers, decent range too
    (Sway Right)/forums/images/%%GRAEMLIN_URL%%/p.gif mid causes stomach crumple
    (Sway Right)/forums/images/%%GRAEMLIN_URL%%/k.gif mid causes stomach crumple
    (Sway Left)/forums/images/%%GRAEMLIN_URL%%/p.gif extremely fast high that causes head crumple
    (Sway Left)/forums/images/%%GRAEMLIN_URL%%/k.gif slow mid that gives advantage on block
    (Phasing turn)/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif low knockdown, simple but punishable
    (Phasing turn)/forums/images/%%GRAEMLIN_URL%%/k.gif very fast high, causes head crumple
    (Phasing turn)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif mid, can go into swaying/ducking, staggers crouchers (/forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif(sway left)/forums/images/%%GRAEMLIN_URL%%/p.gif for head crumple)
    (double ducking)/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif mid, launcher
    (double ducking)/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif high, last one launches, isn't a true string though, so mess with the timing or break off into a mid halfway through
    (double ducking)/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif launcher with much same properties as /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif
    (double ducking)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif high, crushes guard, (/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif guaranteed?)

    Others:
    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif low punch causes crumple on counter hit
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif deceptive high that causes head crumple
    Remember that you can try /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif//forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif from swaying or ducking to throw, this results in a so-called 0-frame throw, which catches defensive players off-guard a lot of the time.
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif low, full circular, surprisingly long range, unsafe though
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif mid, causes heavy stagger, slow strugglers can be smacked with /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for massive damage as /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif launches when it hits a staggered opponent
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif(sway back)/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif(hit or block)/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, everything is delayable and the last attack gives damage even on block, ultimate mess with the head tool

    edit reason: Sebo beats Vortigar...
     
  5. ViperExcess

    ViperExcess Well-Known Member

    Yes, this is exactly what I want. I'm sure this thread could help many people if more people decide to post and inform in here.

    Thx for the rundowns so far, guys. I'll use them to test things out and get a feel for the characters.
     
  6. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Fixed. (Sabaki, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, Character "in-depth")

    Goh without /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif in some match ups is a gimped-Goh, imo.
     
  7. Dan

    Dan Well-Known Member

    Kage
    Strategy: Deceptive and Evasive attacks that lead to good damage or dangerous set ups.

    Strengths: He is down right scary sometimes as something small like a jab or low can lead to a 50-60 dmg combo at any point versus Kage. He has many deceptive mix ups that are very difficult to deal with such as his backturned and shippuujin stance. He is utterly terrifying in a wall-less and half wall stage, is hands down the BEST ring out character in the game. You will learn to break /forums/images/%%GRAEMLIN_URL%%/b.gif or die.

    Weakness: Almost all of his combo starts have some sort of defining weakness. They are either extremely slow and will lose to any fast mid, or they need an MC to deal damage. He has no big launcher like traditional VF characters and generally lacks in the guaranteed punishment (/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is technically not guaranteed though it is his best punishment option). Also if you guess right on some of his more "cheap" tactics you can make the fucker pay dearly.

    Jacky
    Strategy: Fast striking character with huge emphasis on pressuring with mids.

    Strengths: Heavy mid game with pretty much every move you'd ever want, Big launchers, medium launchers, safe combo starts, fast mids, long range mids, good mid delay strings, full circular mid. Fairly good throw game too for a his nice strikes, has some very useful lows and highs to back him up even more.

    Weakness: Not very good at getting a lot of damage at one time unless you can get people to the wall or land an MC high angle kick. His throw game is good but if you break his best throws and can prefect techroll his damage is toned downed a lot. If you can keep him from controlling your space and can punish him everytime he goes for the delay mix up he doesn't have many other tricks.

    Sarah
    Strategy: A hybrid stance and poking character with emphasis on conditioning and launcher your opponent.

    Strength: Excellent punishment tools across the board. Can do some damage with her launchers especially to light weights. Fast all around with many long range attacks like her kicks. Stance makes habitual low punchers pay dearly.

    Weakness: Very unsafe overall. She puts herself at a ton of risk for the damage she does. Piss poor damage versus heavy and heavy-middle weights. Very reliant on her fast highs to save her or keep her offense going which can be troublesome. Her stance is rather easy to deal with once you know how too, and getting big damage with it is hard and risky. Once people break /forums/images/%%GRAEMLIN_URL%%/f.gif against her, she loses a lot of throw damage, if they can break /forums/images/%%GRAEMLIN_URL%%/f.gif and /forums/images/%%GRAEMLIN_URL%%/db.gif her throw game gets very weak.
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    Eileen
    ---

    Strength: very fast ARM can both be a turtling character using P,P,6P and 6P to keep people at bay, or can also become an offensive powerhouse (more like how I play her).

    She can be very evasive using her various cancellation techniques; and can use sabaki High P and K along with mid P using her 46K leading to a stagger.

    She can also be very unpredictable when mixing up her strings well enough, there is a lot more info on how to use her mixups and strings in the eileen beginners thread. Soon I'll be making a vid of some of the mixups I personally use so that'll be a nice resource soon.

    Her 46K sabaki is so good it deserves special note. It can reverse any mid/high punch and elbow AND it staggers on NH and on sabaki. The sabaki frames start as soon as you execute the move so you can get it off mid combo even if you're getting hit. Really shuts people who like to strike a lot down.



    Weaknesses:

    She can be very prone to sidestepping if you don't mixup well. You need to know how other characters in the game play to really be able to punish for max dmg every time.

    She really dosen't do much dmg per hit so she really needs those combos of hers, though she can land combos pretty easily with her more or less safe launchers.

    Very weak throw game having only 5 throws and only 4 throw directions. However she can really mixup when she throws so it doesn't really cause that big of a problem.
     
  9. SkatanMilla

    SkatanMilla Well-Known Member

    Neutral, 4, 6 and 3 = 4 directions.
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    corrected. I knew I was forgetting something
     
  11. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Although your intentions are good, your task is hard. The VF fighting system is so deep and different fighters are used in such extremely different ways, that it will be difficult to simplify some fighter as defensive or offensive. VFers from different parts of the world have very different techniques. About a year ago I saw Lion tourney 6 Lion fighters who used Lion radically different from each other and from You tube matches I've seen.

    What I can speak on a little is the Xiaolin fighter in VF. We know that where there is no contention, there is neither defeat nor victory. The supple willow does not contend against the storm, yet it survives. (I recently lost 250 matches in the same day!). With each lost I appreciate how deep the VF fighting system is. There is much to be learned in defeat about your choice of fighter. And I have lost to some very good players /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  12. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    False.

    Everyone can input and post how they play their characters, people can read them all and then with the concepts given, the player can pick and choose how to build their character. Of course this is highly dependent on the community's participation, which from the look of it, is kinda lacking. Hell, you spent two paragraphs not outlining, as best you can, the characters you play...

    ----

    Akira is a character touted as the "hardest" to play and master, but in reality, it is only dependent on one's dexterity and precision in inputs. Because of this, conquering his movelist may seem like an impossible act, but not all of the "hard" moves are even necessary for playing him.

    "Hard" movelist:
    */forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif- As an Akira player, being able to input this as fast as possible makes Akira that uses this move at least ten times scarier than an Akira that doesn't use this move. It's a 14i~16i move (based on your inputting ability) that's safe on block, hits mids, and launches high on counter high... something that no other character has an equivalent of.
    */forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif- This is also a very important attack that Akira has. Just practice it, and once you get it down you'll never forget the tapping motion required for getting this move 100%
    */forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif:/forums/images/%%GRAEMLIN_URL%%/g.gif- This is Akira's 17i punishment and a powerful launcher that only leaves Akira at -13 (no elbows, nothing greater than 37 damage is guaranteed). To find out how to perform this move check one of the many thousand threads dedicated to this move.
    */forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif- SPoD used to be an indispensable move when it was a half-circular, but now it is just a flashy move to use only at the Akira player's own discretion. This move is easy to perform once you practice, but far from necessary.
    */forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif- DLC is only useful in combos, namely after his stupid Kage throw (/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif), but even then /forums/images/%%GRAEMLIN_URL%%/p.gif will be sufficient for a long carry. This move isn't needed at all.

    Because /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, /forums/images/%%GRAEMLIN_URL%%/d_.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, and /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif:/forums/images/%%GRAEMLIN_URL%%/g.gif are very useful (/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is indispensable), it is in your best interest to practice these moves to where you can perform them with no margin of error.

    Once this need is met (through practice, talent, habitually masturbating): Akira is a simple character with a concise (almost free of BS moves) movelist, high damaging combos, and a good number tricks up his sleeve (even in his sleeveless gi).

    Given a concise movelist, he almost has a tool for almost any situation (except a simple, one input, 14i mid attack, among a few glaring omissions). He has sabakis, in the form of /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif//forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (for /forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif), and /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (for mid punches and elbows), 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/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (for bleh, see movelist). In addition to sabaki, Akira has reversals at every level, and though not too damaging, they're a good way to demoralize the opponent from attacking.

    When you've demoralized the opponent enough with /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and sabaki/reversals, using Akira's guard breaks (/forums/images/%%GRAEMLIN_URL%%/f.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 throwing (though Akira's throw game is quite lackluster in directions and damage).

    Linearity is often cited as a major problem for Akira, but he has a pair of very good half-circular attacks, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. As an added bonus, they're not conventional attack that can be sabaki'd and can only be reversed by Aoi, so his half-circulars kill two birds with one stompy attack (beating both step and sabaki/reversal attempts).

    -----

    Lau is a stupid and boring character. He is designed for those who enjoy food with no flavor and never add even just a pinch of salt.

    /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
     
  13. KrsJin

    KrsJin Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is another good option for Akira to lessen his linear dissability. It's also nice because it covers the opposite side that /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif covers. Not that it matters terribly against people who don't pay attention to stance, but if you notice someone always sidesteps a certain way, you have both ways covered.

    Lau comment makes me laugh. Such a scrub mentality lol.
     
  14. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif covers the same direction as /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif, and ducks highs, and can't be reversed/sabaki'd/inashi'd.

    Granted, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif puts the opponent in side-turned.

    I still prefer /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif.

    Have you ever watched a Lau mirror match? I swear, only time I've ever fallen a sleep watching VF in action.

    *SNORE*
     
  15. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    hey ! lei-fei is the new lau except he's actually interesting to play with
     
  16. KrsJin

    KrsJin Well-Known Member

    Nope, sure havn't.
     
  17. Scamp

    Scamp Well-Known Member

    Because of you guys, I'm going to play Lau now.
     
  18. Aoimaster

    Aoimaster Well-Known Member

    It has literally took me years to understand how to use Akira right. I'm an Aoi player, but once you finally get the buffering in its so rewarding than any other character IMO. Akira for me seems so stiff at first but damn does he give a good bitch smack. The only problem I have now is landing his knee consistently.
     
  19. Franz

    Franz Well-Known Member

    Buffering/minimising the execution of Akira's elbows is really important. I remember some VF2 Youtube footage of Ohsu and the thing that struck me the most was the fact that his elbows came out of the blue. Much more than any modified double palm. You could realise he did an elbow dash only once your character was hit. Scary...
     
  20. ShenlongBo

    ShenlongBo Member

    Lei-Fei

    First of all, I'm probably not the guy to be preaching the gospel of Lei-Fei. There are a lot of things I still need to get better at, and plenty of people are more fluent with him than I am. Still, he's my main, and the only reason I'm speaking up at all is because from what I've heard and seen, I play a rather different Lei-Fei than I'm "supposed" to.

    Case in point, most Lei-Fei strategy that I've ever heard involves near-constant offensive pressure at medium to close range. I, on the other hand, like to get myself to medium or long range, then pick my opponents apart as they try to close the space. His various sweeping jump kicks (such as 8P+K, 8K~K, or Hai Shiki > G+K) all have deceptive range, and with the exception of the second *optional* K in the 8K~K, they're all quite safe - great for swatting away charging enemies. These can be mixed up with his sweeping, uh... sweeps as well, such as Dokuritsu Shiki > 2/8G+K.

    I also rely quite a bit on his fully charged lunge punch, possibly to a fault. Used sparingly, it catches many of my XBL opponents off guard, opening up for either a big combo or, at least, a stagger (which pretty much leads to big damage, especially when near a wall). Hell, to be honest, many opponents don't even make me use the move sparingly. If I need to mix it up, though, I use his Dok. Shiki > roll (which is: 6P+K+G) > KK which has comparable range, strikes mid, then leads to yet another damaging combo. Either way I happen to go, I pretty much always withdraw back to medium/long range and go back to taking potshots.

    Although he's a top-tier character, I wouldn't recommend Lei-Fei to new players. Many of his moves and strings drop him into one alternate stance or another, so until you know what leads to what, he can be a handful. That said, once you've got the game's mechanics figured out and then put reins on him, Lei-Fei can put on some trippy head games (Nehan Shiki and Suirankan Shiki, FTW), attack on any level from just about any angle, and be effective at any range .
     

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