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Virtua Fighter

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Segata Kenshirō
Jesus is a true pussy sore loser blah blah
Jesus is a true pussy sore loser blah blah
Segata Kenshirō


Messages : 683
Date d'inscription : 22/02/2010
Age : 43

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Walking is also known as All Range Movement (ARM).

All characters can walk by holding the Joystick in the desired direction. The exception being if you want to walk in the direction, you must double tap then hold the down direction: .

Walking


N/A
While you are walking, you can change direction by rolling the stick to a new direction. For example, while walking forward , you can roll the stick to or to zigzag forward.

From a standing start, you cannot immediately walk in the direction. Holding the direction will make you crouch. You can, however, quickly input to walk in that direction.

When you are Back Turned, the directions you're allowed to walk in are limited. When BT, you can only walk in the , or directions. That is, no diagonal directions, and you cannot walk backwards toward the opponent.

For fun, some (not all!) characters can alternate between two walking directions very quickly to produce some amusing animation. For example, Kage can alternate between , , , … for some wacky criss-crossing, and Jacky can repeat the same for a gliding effect. In addition to the amusing animation, this also helps some characters create space in a hurry.

Unlike other movements, each character walks at a different speed. For example, given the same amount of time, Jacky can walk twice the distance Pai can. In addition, characters walk at different speed depending on the walk direction. For example, while Jacky has the fastest walk movement overall, Kage has the fastest walk in the direction. Listed below is a chart showing the overall walking speed of characters.

PA
AO
AK
LA
GO
JE
LI
SH
WO
LE
BR
BL
SA
KA
VA
EI
JA
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2.1
2.1

Walking - All Range Movement Speed
PA AO AK LA GO JE LI SH WO LE BR BL SA KA VA EI JA


Slow ⇔ Fast
Dashing

All characters can perform a (standing) Dash in either the forward or back direction with a double forward or backward tap of the Joystick.

Action Command Total Frames
Forward Dash ?
Back Dash 21
Forward Dashes can be -cancelled to stop short and block or to effectively control spacing between you and your opponent. Back Dashes can not be -cancelled. The character has to do the full 21 frame back dash before they can block. You are vulnerable to attack during a back dash.

You can buffer in repeated dashes to move quickly back and forth across the ring.
i.e.

While you are crouched, you can also perform a standing dash. This also has the effect of making you instantly stand. Some characters can use this to help them perform standing attacks from a crouching state where they would otherwise perform a crouching attack.

This is easier to understand with an example. Consider Lion who has guarded a low attack, and wishes to counter with his elbow . The problem for Lion is that if he enters from a crouched state, he'll perform his uppercut attack instead. So what he can do is buffer a standing dash with which will make him instantly stand before entering . The entire input will be: . Notice that if he tried elbowing with a forward dash buffer, , he would end up getting the attack, and not the desired . The input works because there's no valid command for Lion.

Crouch Dashing

All characters can perform a crouch dash (CD) in either the forward or back direction with a double down-forward or down-back tap of the Joystick.

Action Command Frames to Crouch
Forward CD 6
Backward CD 8
The Frames to Crouch column indicates how long it takes, after the CD command is entered, to be considered in a crouching state. For comparison, it takes 7 frames to crouch just by holding , so a Forward CD is actually 1 frame faster. This has applications in defensive techniques such as Fuzzy Guarding, which will be addressed in its own section.

When it comes to entering commands that require you to be crouching, such as Pai's , you can use a CD command in place of the crouch to perform the attack instantly. So, can be entered instead. This is critical to the success of some combos that require you to use crouching attacks from a standing position. Another popular example is Akira's Double Palm, , when used as a combo ender. Combos such as > > are impossible to do if you don't buffer a CD input.

To do multiple crouch dashes in a row, it may be simpler to roll the stick between, and instead of returning it to neutral. i.e. will do 2 CD's in a row. The series can be repeated including to CD backwards repeatedly.

Jumping

All characters can perform a jump in either the forward, in-place, or back direction.

Action Command
Jump In-Place or
Jump Forward or
Jump Back or
As shown above, jumps can be performed by holding any of the upward directions and any attack button.

In stages with short walls, it is possible to ring yourself out by simply jumping over the wall.

Jump Attacks

Jump attacks can be performed in one of two ways:

During the jump, let go of the button being held. For example, to perform a forward jumping kick, enter then release during the jump.
During the jump, while still holding the button used to initiate the jump, press the other button. For example, to perform a forward jumping kick, enter and hold and press during the jump.
The above two methods perform the same attack.

Different types of jump attacks are determined by when, in the course of your jump, you release or press the appropriate attack button. There are four stages of the jump that can yield a different jump attack:

Ascending - as soon as you've left the ground
Mid - at the midway (peak) point of the jump
Descending - after the mid point and coming down
Landing - as soon as you've landed
The VFDC Command Lists detail Jump attacks for every character and note the stage of the jump.

Running

All characters can run by entering , provided there is enough space between them and the opponent.

Some characters can perform running attacks by entering the appropriate button(s) during the run.

The VFDC Command Lists detail running attacks for characters that have them.

Off the Wall

Most characters can interact with high walls by either running up and back-flipping off, or by performing a jumping wall attack.

Wall interactions can only be done when your character is perpendicular and facing a high wall, as well as being close enough to it. Wall attacks are performed by entering , and wall flips are performed by entering . Kage has an additional Wall attack with the command.

The VFDC Command Lists detail wall attacks for characters that have them.

Defensive Moves

Also known as an Evade, Dodge or Side-step.

Defensive Moves are techniques universal to all characters that allow them to move in a sideways direction (i.e. into the foreground or background). This technique allows you to evade your opponent's attack and expose their side (or back), or simply relocate yourself in the ring, preferably in a more advantageous position!

Defensive Move Input

A Defensive Move is performed by tapping up or down and then returning to neutral:

to evade into the background
to evade into the foreground
The VF system has a consistent rule when it comes to evading attacks:

Linear attacks can be evaded in any direction, or
Half Circular Attacks can only be evaded in the direction away from the attack
Full Circular Attacks cannot be evaded
To determine whether an attack can be evaded, refer to the VFDC Command Lists. The Esc column indicates which direction with respect to the opponent – back or front – you can evade in. Remember, all characters fight with one foot in front of the other, so their front or back is equivalent to the foreground or background.

On the VFDC Command Lists, the possible combinations for the Esc column are:

Esc Meaning
b . f A linear attack that can be evaded to either the opponent's back or front side
b . - A half-circular attack that can only be evaded to the opponent's back side
- . f A half-circular attack that can only be evaded to the opponent's front side
- . - A full-circular attack that cannot be evaded
Knowing if an attack is linear, half-circular or full-circular can usually be determined by carefully watching the animation of the attack. For example, most low sweeps travel in a full circular motion, and hence these attacks cannot be evaded. A swinging hook punch with the rear hand is most likely half circular, and can only be evaded to the opponent's back.

However, if you're unsure then simply consult the VFDC Command Lists.

Defensive Move Application

The result of a DM depends on your opponent's action at the time you entered the input.

If you input the DM after your opponent has initiated an attack (and provided you can evade the attack) then the DM will be successful, and you will avoid taking damage from the attack. If you successfully evade one move in a canned string of attacks, you can still be hit by the following attacks if you put in additional inputs after your DM. Pressing a button or a direction re-orients you with your opponent; leaving the buttons and joystick neutral will make the rest of the string stay off-axis from you. This also applies to (all?) charged attacks.

If you input the DM before your opponent has initiated an attack then the DM will be unsuccessful. Attacks will track an unsuccessful DM and result in a hit (unless the unsuccessful DM is cancelled, see cancelling below).

In game, when your character successfully DMs they will vocalise this accomplishment with a quick exclamation or grunt.

As the name implies, Defensive Moves are best used to evade your opponent's attack when you're disadvantaged.

A successful DM recovers slightly faster than an unsuccessful DM. Hence the reward for a successful DM is some advantage over your opponent, the amount of which depends on how soon you recover compared to your opponent. It's possible for this advantage to be large enough to guarantee an attack for you to counter with!

DM advantage formula

Total frames of opponents move - 21 frames for your DM - your disadvantage before the DM = your advantage after successful DM

For instance, if you are playing Akira, and have just had your + blocked by Jacky, you are at a disadvantage of -4. If Jacky tries an elbow , which has 36 total frames, and you DM successfully, you will have

36 - 21 - 4 = 11 frames of advantage

so, at best, you are guaranteed a standing . If, instead, you had evaded Jacky's elbow after having your blocked (-5 disadvantage), you would have only

36 - 21 - 5 = 10 frames of advantage

and no attacks would be guaranteed. Note that this formula represents the best case scenario; if you input the DM command slightly late, you will have less advantage. If you are at small disadvantage and evade a move with long execution frames, e.g. kage +, and try to counterattack immediately, you can end up being hit by the original move (in other words, your evade is complete before the opponents move even finishes executing, and it tracks once you push a button to counterattack).

Defensive Move Attack

Also known as Evade Attacks, Dodge Attacks or Side-step Attacks.

During a DM, regardless of whether it's successful or not, you can perform a built-in attack.

DM Attacks are performed by pressing during the Defensive Move. In other words, tap up or down, return to neutral, and then press .

for a DM Attack into the background
for a DM Attack into the foreground
DM Attacks are a good way to turn the tables on your opponent. If you correctly anticipate their attack, you can evade it and attack them back in a single movement, dishing out some damage and snatching back the advantage.

The result of a DM Attack will vary depending on the character, so refer to the VFDC Command Lists for more information.

Offensive Moves

Offensive Moves were introduced in VF5.

Offensive Moves are techniques universal to all characters that allow them to move in a diagonally forward direction (i.e. into the foreground or background). This technique allows you attack your opponent from the side (or back), or simply relocate yourself in the ring.

Offensive Move Input

The Offensive Move (OM) is new to VF5. It can be seen as a sidestepping movement, similar to a DM, but with more forward movement.

An Offensive Move is performed by tapping up or down, returning to neutral, then pressing :

to OM into the background
to OM into the foreground
Care must be taken when entering the inputs for an OM. For example, if you enter then you may end up with a low throw or attack, depending on your character.

Another way to think of the OM input is to enter during a Defensive Move (successful or otherwise).

Offensive Move Application

Unlike DMs, there are no special evasive properties with the OM. In fact, if you attempt to OM when you're disadvantaged and the opponent is attacking then you'll get hit. It's best to OM when you have an advantage since this lets you expose your opponent's side (or back) uncontested.

However, there is a way that you can use an OM from a disadvantaged situation. You do this by leveraging a successful DM and turning it into an OM. As an example, you've just had your attack guarded and in anticipation of your opponent attacks, you decide to DM. The opponent did attack, and hence your DM was successful, you quickly hit to turn your DM into an OM. From here you use an OM Attack (see below) or use your own attack or throw when your OM ends.

The one danger to this is that there's a risk of turning the DM into OM too early. The consequence of this is that the attack you're evading will suddenly track and hit you the moment you enter the OM. To prevent this from happening, you'll want to enter the OM as late as possible (ideally, after your opponent's hit frames have expired), but the trade-off here is that you'll end up with less of an advantage the later you enter OM.

As the name implies, Offensive Moves are best used as an offensive measure when you have the advantage.

Offensive Move Attacks

During an OM you can perform one of two built-in attacks.

Offensive Move Attacks are performed by pressing or during the Offensive Move. In other words, tap up or down, return to neutral and press (to initiate the OM), and then press or .

or for an OM Attack into the background
or for an OM Attack into the foreground
OM Attacks are commonly abbreviated as OM or OM .

Going for an OM is riskier than an OM , but has a greater reward. If you Counter Hit (or Recovery CH) the side of the opponent with OM , they will be Side Crumpled, allowing you to combo them. Furthermore, if your OM happens to check them in the back, they'll get Back Crumpled.

Cancelling

The act of interrupting one's own action with another is referred to as cancelling. The cancelling effect can vary, depending on the actions in use. In some cases, the cancel is instantaneous, and in others it is not.

The table below details the different types of actions and their ability to cancel, or be cancelled by, other actions.

The table can be read in one of two ways:

By Row: actions listed down the side can cancel actions across the top. For example, reading across the Bck Dash row shows that a Back Dash can cancel a DM.

By Column: actions across the top can be cancelled by actions listed down the side. For example, reading down the Fwd Dash column shows that a Forward Dash can be cancelled by a Guard, Attack, (another) Forward Dash, or a Jump.

Guard Attack Walk Fwd Dash Bck Dash Fwd CD Bck CD DM OM Jump Run
Guard X * O O X O O X X X O
Attack X X O O O O O X X X O
Walk X X X X X X X X X X X
Fwd Dash X X O O X O O O X X O
Bck Dash X X O O X O O O X X O
Fwd CD X X O O X O O O X X O
Bk CD X X O O X O X O X X O
DM X X O O O X X X X X O
OM X X O O O X X O X X O
Jump X X O O O O O X X X O
Run X X O O X O O X X X X
O = cancellable, X = Not cancellable, * = Special cases (see note)

Notes:

Using Guard to cancel an Attack is actually possible, but depends on the actual Attack. For example, some characters can Guard-cancel their standing Kick. Guard-cancel information is available in the VFDC Command Lists in the Notes column.
the DM refers to an unsuccessful DM. Successful DMs can cancel actions, but they cannot be cancelled by anything; once a successful DM comes out, it always lasts the full 21 frames.
Characters with special movements, stances, etc, can use the same rules for “Attack” in the above table.
Stringing together fast, successive movement cancels can be an effective way for moving about the ring and controlling distance between the opponent. It can also serve to intimidate or bait your opponent into certain responses. For instance, at small to medium disadvantages, backdash DM ( e.g. ) can avoid slow or delayed linear attacks and, depending on distance, also cause throws to whiff. Cancelling a DM with a dash ( ) reduces the time for an unsuccessful DM and can allow you to guard delay attacks. At advantage, cancel can bait the opponent into either evading or standing up into a throw.

Preliminary frame data for movement cancels

Tested by starting with a fixed dash or DM direction, then a delay, then another variable dash. Repeated with increasing delay, for each of the possible combinations of dashes / DM. Looked to see what minimum delay resulted in the second motion coming out.

2nd move

7 7 7 7 1 1
14 14 14 14 1 1
14 14 14 14 15 15
11 11 11 11 12 12
1 1 1 1 13 13
1 1 1 1 13 13
so basically, small numbers mean that the 2nd move “cancels” quickly after the 1st. As you can see, DM to forward/backdash and forward/backdash to DM are the fastest cancels in VF5, which is why you will see type of movement. Don't worry too much about the exact numbers; this isn't an indication of exactly how many frames the 1st motion actually takes up, only relative speed of cancels. Also tested adding -cancels after the first move, no overall effect.
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