Character Attributes

This is a guide for those trying to decide which character(s) to pick and specialize in. There is not substitute for trying characters out yourself or doing the proper research, but this is a semi-serious, semi-fun framework that you can use to base a decision on and/or to just compare and contrast characters.

Warning, these evaluations are strictly subjective! You should interpret each tick as "more than others" and a lack of as "less than others."

Criteria
Akira
Pai
Lau
Wolf
Jeffry
Kage
Sarah
Jacky
Shun
Lion
Aoi
Lei Fei
Vanessa
(DS)
Vanessa
(MT)
Continuous offense
-
x
x
-
-
-
x
x
-
-
-
x
x
x
Technical control
x
-
-
x
x
-
x
-
x
-
x
x
x
-
Easy to play
-
x
x
x
-
-
x
x
-
x
-
x
-
x
Upside depth
x
-
-
x
x
x
x
-
x
x
x
x
x
-
Combo strength
x
-
x
-
-
x
x
x
x
x
-
x
-
-
R.O. strength
x
-
-
x
x
x
-
-
-
-
-
-
-
-
Big damage potential
x
-
x
x
x
-
-
x
x
-
-
x
x
x
Variety in attacks
-
-
-
-
x
x
x
-
x
x
x
-
-
-
Throwing strength
x
-
-
x
x
x
-
-
-
x
x
-
x
-
Overall speed
x
x
x
-
-
-
x
x
-
x
x
-
-
x
Defensive depth
x
x
-
x
-
x
-
-
x
-
x
-
x
-
Ground game depth
-
x
-
x
x
x
-
-
x
x
x
x
-
-
Total ticks
8
5
5
8
7
7
7
5
7
7
7
7
6
4

What the criteria mean:

Continuous offense - Primarily rating the character's effective canned strings. Quick executing and recovering attacks considered.

Technical control - Degree of moves that are difficult to execute and/or use. Examples: Akira's knee, DLC, Jeffry's TKOD, Wolf's b+K+G -> P+G, etc.

Easy to play - Who is the most effective character for beginners?

Upside depth - Which characters will play differently the better you get?

Combo strength - For combo lovers, in terms of variety, opportunity and damage.

R.O. strength - Characters who will rely on a R.O. strategy and have more opportunities to R.O. than others.

Big damage potential - Characters that have singularly big damage potential from attacks and throws.

Variety in attacks - Self explanatory.

Throwing strength - Variety and damage of throws, including low, back, and catch throws. Hit throws are not counted in this category as they function more like attacks in gameplay.

Overall speed - Quickness in movement, dodging and general execution and recovery of moves.

Defensive depth - Variety of ways to defend: sabaki, inashi, reversals, etc.

Ground game depth - Variety and effectiveness in okizeme and uramawari.

Total ticks - Gives an indication of the "all-roundedness" of the character; a totally meaningless number.

ice-9; published November 29, 2001; last updated December 18, 2001

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