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Stages
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Understanding how the stage plays a part in the VF5 system can be critical to survival. Whether your back or your opponent's is close to the wall, there are various factors that you must consider to ensure survival. Ignoring just one could cost you a lot of life, or even the round!
This section explains the different types of stages and the effects they can have on gameplay. Knowing the risks associated with being in close proximity to a wall makes ring positioning just as important as it is in open stages.
Contents
Stage Types(top)
There are different types of stages found in VF5FS. Each Stage Type can affect the game in different ways, as close proximity to an edge can introduce the threat of Ring Out or a damaging wall combo.
Open (16x16)
These stages have no fencing enclosures, which means that characters may fall, or be knocked out, over the edge resulting in a Ring Out and instant loss of a round.
Full Fence (10x10)
These stages are enclosed with a full fence, where it is not possible to Ring Out at all. Some characters have special Wall Throws they can use when either their back, or the opponent's back, is against the wall.
Breakable Full Fence (12x12)
Similar to the Full Fence stage, except that the fence can be broken during certain KO hits. Once broken, the entire side of that stage will remain open, allowing for Ring Outs during the rest of the match.
Full & Open (16x16)
These stages are a combination of Full Fence and Open stage types. The stage begins as a Full Fence type in the opening round, and at the start of the second round the fence is raised, changing the stage to an Open type. The fence is subsequently lowered and raised in an alternating fashion at the beginning of each remaining round.
Low Fence (16x16)
These stages are enclosed with a low fence, around ankle high, and afford minimal protection against a Ring Out. In these stages, you cannot roll out of the ring while on the ground, or walk/dash out either. However, you can be rather easily knocked out over the low fence for a Ring Out, even with a low float.
Half Fence (12x12)
These stages are enclosed with half fence, standing at around half a character's height. In these stages, Ring Outs are only possible by knocking the opponent into the air high enough, and over the fence. It is possible for you to jump out of the ring yourself. Some characters have special Half Fence throws they can use when either their back, or the opponent's back, is against the wall.
Breakable Half Fence (12x12)
Similar to the Half Fence stage, except that the fence can be broken during certain KO hits. Once broken, the entire side of that stage will remain open, allowing for Ring Outs during the rest of the match.
Single Wall (16x16)
These stages are essentially the same as the Open type except that one side is closed off with a high wall.
Rectangle (6x16)
These stages, also known as Taco stages due to their shape, have the players starting along the shorter width of the rectangle, with two full fences behind them. The ends along the longer width of the rectangle are open, allowing for Ring Outs.
Octagon (10x10)
These stages, as the name suggests, are an octagon shape and enclosed with a full fence. Unlike the square shaped stages, there is an equal distance to any fence from the centre.
Wall Hit Effects(top)
Besides preventing, or making difficult, Ring Out opportunities, the wall can play an important role in gameplay. Specifically, when you hit your opponent into the wall, different effects can result which vary from slightly more advantage in your favour, to heavy staggers or side stuns that virtually guarantee a combo. The following sections introduce the different types of effects the wall can have, and the conditions under which they occur.
Wall Hit(top)
A Wall Hit is a special hit effect induced by an attack hitting the opponent into wall. It causes them to be briefly stunned for a short time. This stun will sometimes allow combos to connect on normal hit where they otherwise wouldn't.
A Wall Hit is caused by attacks that do less than 21 points of damage.
A Wall Hit is a good way to set up a throw or catch throw against the opponent. While the opponent is stunned, your throw can begin executing uncontested and by the time they've recovered from the stun, they must deal with the throw by either Throw Escaping or using an attack to beat the throw.
Wall Stagger(top)
A Wall Stagger is a special hit effect induced by an attack hitting the opponent into the wall. It causes them to be staggered for a period of time where they are vulnerable to attacks. The opponent can struggle to reduce the stagger time.
For attacks that hit the opponent's front, the following rule applies:
A Wall Stagger is caused by attacks that do 21 points of damage or more.
However, if you manage to hit the opponent's side causing them to hit the wall, then you can produce a Wall Stagger with attacks that do less than 21 points of damage.
A Wall Stagger is a good way to set up high damage combos by quickly following up with a crumbling attack while the opponent is staggered, and continuing into a combo. For opponents who can struggle fast enough, mixing up between a mid attack and throw is a strong tactic.
Wall Side Stun(top)
This is a special type of heavy stun that's induced by frontal attacks that push the opponent's side into the wall. Unlike a stagger, the opponent cannot struggle to reduce the time spent in this vulnerable state, and attacks as slow as 23 frames are guaranteed to connect.
A Wall Side Stun is caused by attacks that, when hit, cause the opponent's side to hit the wall.
There is no minimum damage condition to induce a Wall Side Stun, however, if the attack used does 21 points of damage or more, then a Wall Stagger will result instead.
Wall Splat(top)
A Wall Splat, as the name suggests, is an effect induced by some throws or knock down attacks that result in the opponent splatting against the wall. Once splat, the opponent will then fall forward onto their knees and then face down to the ground. During the wall splat, the opponent is vulnerable to further attacks.
If left alone, the opponent will fall to the ground in a Face Down Head Towards position and can then optionally perform Fall Recovery.
During a combo, you can only perform one Wall Splat. Subsequent attempts will result in a Wall Slump.
Wall Slump(top)
This is a smaller version of a Wall Splat, the key difference being that the opponent is seated instead of standing, and so they will fall to the ground much sooner. Similarly, during the wall slump, the opponent is vulnerable to further attack.
If left alone, the opponent will fall to the ground in a Face Up Feet Towards position and can then optionally perform Fall Recovery.
During a combo, it is possible to perform more than one Wall Slump.
Situational Awareness(top)
Some of the things you should consider if you want to keep safe when near a wall, or edge of the ring:
- Throw Escape Priorities: Apart from special wall throws, some characters have strong throw setups when used near a wall, where they would otherwise be harmless. Knowing what these throws are and escaping them as a priority when you're near a wall is important. Pay particular note to throws that have the potential to Ring Out out, either directly or from a follow-up combo, depending on your position.
- Long Range Attacks: If your back is to the wall, some players may not prefer to close in on you (for fear of getting position switched) and instead will attack you from long range. If you can anticipate these attacks, especially if your opponent has some favourites, then you could potentially turn the tables on them.
- Low Attacks: Some characters' low attacks can induce effects such as a Wall Stagger or Wall Side Stun, which can lead into a damaging wall combo. Be on the lookout for these and be sure to punish accordingly if you successfully guard!
- Don't Evade too much: Many players, with their backs to the wall (or an open ring) will try to DM or OM to improve their ring position. If you're opponent is wise to this, they can take advantage of you and make you pay. So, hold your ground as best you can and if they instead get predictable with anti-evade tactics (like using a circular attack), then you have your chance to punish them!
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