For those of you getting into VF, don't forget about the #VFTIPS (click it!) I posted awhile back. Also there are plenty of willing teachers plus matchmaking in the VF discord as well, definitely the most active FG discord I've ever been in: discord.gg/hEkpqhJa
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With the right sequence you can also get behind someone! The frame bonus is the same, defensive options are delayed by 5 frames, and back throws are inescapable! These tips are just a sample, there's even more to VF's side/back mechanics! (4/4)
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Offensive Move (2 or 8, then P+K+G) gives you side advantage without needing an evade, but keep in mind it doesn't count as an Evade so it doesn't avoid anything! Many characters also have moves that turn someone 90 degrees if they hit! (3/4)
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In addition to frame bonuses, defensive options are delayed from the side. It takes 3 extra frames to guard or evade (and some other things) while side-turned. Akira's 2_46P (double-palm) can't be defended after his 3P+K hits on side! (2/4)
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If you evade a strike and attack immediately, it's a Side attack! Your attack gets a frame bonus of +2/+3/+6 frames based on its normal damage. This can give huge advantage if they guard, or can make unsafe launchers safe! (1/4)
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Open and Closed stances sometimes affect combos. There are plenty of combos not affected by stance, so focus on those when starting out or trying new characters! When learning a new combo, remember to try both stances! (3/3)
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Characters switch footing during various moves. This affects the direction of half-circulars. You can Evade Sarah's K if you move to her back. To her front you'll get hit! Don't think 'up or down', but Evade with directionality in mind! (2/3)
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VF characters are fully ambidextrous. Being able to see the foot stance of the fighters has gameplay effects, so look closely:
Closed - you see one character's back and the other's front.
Open - you see both fronts or both backs. (1/3)
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Wednesday morning in the west.
You might wanna check out the #VFTIPS hashtag or learn from virtuafighter.com like I did!
I hope to see you online! #VirtuaFighter
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A successful Evade takes 23 frames. As you learn, you can recognize and react to evading key moves, like Pai's 3P+K! You can calculate your advantage if you assume their attack and your Evade were both buffered. Optimize the punish! (2/2)
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Evade gives better advantage than guard; many safe-on-guard moves are punishable if evaded, plus most strikes in the game are linear! But evading leaves you open to circulars and delayed strikes. An opponent who delays will hit you! (1/2)
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"Tracking" is digital in VF. All moves track one way (Half-Circular), both ways (Full Circular), or no way (Linear) by definition. Attempted Evades get Counter Hit if the correct Circulars hit them. Throws also cover both directions! (3/3)
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Evades ONLY work from disadvantage. From advantage, they will fail unless you wait for the adv to run out.
Also, Evading, like Guarding, is instant; if you're -13 you can Evade a 14-frame strike. Mix up Guarding with Evading on defense! (2/3)
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Evade with up or down. If a strike is starting as you begin to move and it doesn't cover that direction, you'll hear a sound effect and Evade it. You can't guard during a Failed Evade but you can dash cancel out of one and -then- guard. (1/3)
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Backdash can avoid pokes like P/6P/2P even from disadvantage, but you will be Counter Hit if they hit you. Plus, every character has a move (often 3K) that enables a huge combo if it hits a backdash. Use wisely, moving can be dangerous! (2/2)
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VF has four universal dashes: 66/44/33/11. Most can cancel into each other and into Evades (sidesteps). You can attack while dashing, but can only guard during 66 and 33. This tends to bring the players into close range over time. (1/2)
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Going for a rewarding mid/throw mix in +6 to +9 situations is key to improving your offense. But your opponent can still defend with guard and throw escape! Plus, strikes beat throws by definition! Watch for the defensive launcher! (2/2)
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二択 (Nitaku - "two choice")
+6 to +9 gives a strong mixup. Pressing any strike might be met with a Counter Hit into a 30% combo or more. But if they choose throw, there is no movement option to avoid it... except, strike! ANY strike! (1/2)
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Throw inputs end in forward or back, or are neutral. 6P+G escapes forward, 4P+G escapes back, P+G escapes neutral. No visual tells; it's a 1-of-3 guess. If you don't want to guess escapes, crouch or attack to avoid throws. (2/2)
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THROW ESCAPES:
Each time you guard, press and hold G then P. You now have a Throw Escape ready. In VF, you don't react to throws, you just need P+G held while guarding. This technique is called Lazy Throw Escape (LTE for short). (1/2)
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Thank you for checking out and sharing/retweeting #VFTIPS!
Please show them to anyone curious about how #VirtuaFighter works!
It is my sincere hope to help the FGC at large understand VF's unique qualities.
If you ever have followup questions on them, fire away!
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HOW IT WORKS:
Throws (10f) are faster than mids (generally 14f or more). Crouching at the right time avoids both.
At -1 to -3, 2G then G.
At -4 or -5, 2G doesn't avoid the throw, and you need 33G instead (it crouches faster). (2 of 2)
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2G, then G can avoid the P>6P and P>P+G mixup. This is Fuzzy Guard; a quick crouch followed by standing guard. However, FG only defends mids and throws for a single instant! Delayed or Low throws, plus other options can catch the fuzzy! (1 of 2)
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HOW IT WORKS:
Most characters have a 12-frame high jab (P) and low jab (2P). If two attacks collide on the same frame, the one that does more damage wins. So at +2, you can use a 14f attack. At +5, a 17f attack, and so on.
The +7 can be deadly. (2/2)
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THE BASIC MIXUP IN VF:
P (on guard) gives you +2, then use a quick mid, usually 6P. This will counter their attacks unless they have one faster than 12 frames, which is rare. If they keep guarding after P, throw (P+G) instead of 6P. (1/2)
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#VirtuaFighter uses three buttons: Punch, Kick, and Guard.
As you learn the game, you will have many reasons to press P+K, P+G, K+G, and P+K+G. Combine with directional inputs for hundreds of possible moves.